#ifndef SPRITE_3D_H #define SPRITE_3D_H /*************************************************************************/ /* sprite_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "core/object/reference.h" #include "scene/3d/visual_instance.h" #include "scene/resources/material/material.h" #include "scene/resources/material/spatial_material.h" class TriangleMesh; class SpriteFrames; class SpriteBase3D : public GeometryInstance { GDCLASS(SpriteBase3D, GeometryInstance); mutable Ref triangle_mesh; //cached public: enum DrawFlags { FLAG_TRANSPARENT, FLAG_SHADED, FLAG_DOUBLE_SIDED, FLAG_DISABLE_DEPTH_TEST, FLAG_FIXED_SIZE, FLAG_MAX }; enum AlphaCutMode { ALPHA_CUT_DISABLED, ALPHA_CUT_DISCARD, ALPHA_CUT_OPAQUE_PREPASS }; private: bool color_dirty; Color color_accum; SpriteBase3D *parent_sprite; List children; List::Element *pI; bool centered; Point2 offset; bool hflip; bool vflip; Color modulate; int render_priority = 0; float opacity; Vector3::Axis axis; float pixel_size; AABB aabb; RID mesh; RID material; bool flags[FLAG_MAX]; AlphaCutMode alpha_cut; SpatialMaterial::BillboardMode billboard_mode; bool pending_update; void _im_update(); void _propagate_color_changed(); protected: Color _get_color_accum(); void _notification(int p_what); static void _bind_methods(); virtual void _draw() = 0; void draw_texture_rect(Ref p_texture, Rect2 p_dst_rect, Rect2 p_src_rect); _FORCE_INLINE_ void set_aabb(const AABB &p_aabb) { aabb = p_aabb; } _FORCE_INLINE_ RID &get_mesh() { return mesh; } _FORCE_INLINE_ RID &get_material() { return material; } uint32_t mesh_surface_offsets[RS::ARRAY_MAX]; PoolByteArray mesh_buffer; uint32_t mesh_stride[RS::ARRAY_MAX]; uint32_t mesh_surface_format; void _queue_update(); public: void set_centered(bool p_center); bool is_centered() const; void set_offset(const Point2 &p_offset); Point2 get_offset() const; void set_flip_h(bool p_flip); bool is_flipped_h() const; void set_flip_v(bool p_flip); bool is_flipped_v() const; void set_modulate(const Color &p_color); Color get_modulate() const; void set_opacity(float p_amount); float get_opacity() const; void set_render_priority(int p_priority); int get_render_priority() const; void set_pixel_size(float p_amount); float get_pixel_size() const; void set_axis(Vector3::Axis p_axis); Vector3::Axis get_axis() const; void set_draw_flag(DrawFlags p_flag, bool p_enable); bool get_draw_flag(DrawFlags p_flag) const; void set_alpha_cut_mode(AlphaCutMode p_mode); AlphaCutMode get_alpha_cut_mode() const; void set_billboard_mode(SpatialMaterial::BillboardMode p_mode); SpatialMaterial::BillboardMode get_billboard_mode() const; virtual Rect2 get_item_rect() const = 0; virtual AABB get_aabb() const; virtual PoolVector get_faces(uint32_t p_usage_flags) const; Ref generate_triangle_mesh() const; SpriteBase3D(); ~SpriteBase3D(); }; class Sprite3D : public SpriteBase3D { GDCLASS(Sprite3D, SpriteBase3D); Ref texture; bool region; Rect2 region_rect; int frame; int vframes; int hframes; protected: virtual void _draw(); static void _bind_methods(); virtual void _validate_property(PropertyInfo &property) const; public: void set_texture(const Ref &p_texture); Ref get_texture() const; void set_region(bool p_region); bool is_region() const; void set_region_rect(const Rect2 &p_region_rect); Rect2 get_region_rect() const; void set_frame(int p_frame); int get_frame() const; void set_frame_coords(const Vector2 &p_coord); Vector2 get_frame_coords() const; void set_vframes(int p_amount); int get_vframes() const; void set_hframes(int p_amount); int get_hframes() const; virtual Rect2 get_item_rect() const; Sprite3D(); //~Sprite3D(); }; class AnimatedSprite3D : public SpriteBase3D { GDCLASS(AnimatedSprite3D, SpriteBase3D); Ref frames; bool playing; StringName animation; int frame; bool centered; float timeout; bool hflip; bool vflip; Color modulate; void _res_changed(); void _reset_timeout(); void _set_playing(bool p_playing); bool _is_playing() const; protected: virtual void _draw(); static void _bind_methods(); void _notification(int p_what); virtual void _validate_property(PropertyInfo &property) const; public: void set_sprite_frames(const Ref &p_frames); Ref get_sprite_frames() const; void play(const StringName &p_animation = StringName()); void stop(); bool is_playing() const; void set_animation(const StringName &p_animation); StringName get_animation() const; void set_frame(int p_frame); int get_frame() const; virtual Rect2 get_item_rect() const; virtual String get_configuration_warning() const; virtual void get_argument_options(const StringName &p_function, int p_idx, List *r_options, const String "e_style) const; AnimatedSprite3D(); }; VARIANT_ENUM_CAST(SpriteBase3D::DrawFlags); VARIANT_ENUM_CAST(SpriteBase3D::AlphaCutMode); #endif // SPRITE_3D_H