virtualx-engine/scene/resources/occluder_shape.h

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/*************************************************************************/
/* occluder_shape.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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. */
/*************************************************************************/
#ifndef OCCLUDER_SHAPE_H
#define OCCLUDER_SHAPE_H
#include "core/math/plane.h"
#include "core/resource.h"
#include "core/vector.h"
class OccluderShape : public Resource {
GDCLASS(OccluderShape, Resource);
OBJ_SAVE_TYPE(OccluderShape);
RES_BASE_EXTENSION("occ");
RID _shape;
protected:
static void _bind_methods();
RID get_shape() const { return _shape; }
OccluderShape(RID p_shape);
public:
virtual RID get_rid() const { return _shape; }
~OccluderShape();
virtual void notification_enter_world(RID p_scenario) = 0;
virtual void update_shape_to_visual_server() = 0;
void update_transform_to_visual_server(const Transform &p_global_xform);
void update_active_to_visual_server(bool p_active);
void notification_exit_world();
virtual Transform center_node(const Transform &p_global_xform, const Transform &p_parent_xform, real_t p_snap) = 0;
};
class OccluderShapeSphere : public OccluderShape {
GDCLASS(OccluderShapeSphere, OccluderShape);
// We bandit a plane to store position / radius
Vector<Plane> _spheres;
const real_t _min_radius = 0.1;
protected:
static void _bind_methods();
public:
void set_spheres(const Vector<Plane> &p_spheres);
Vector<Plane> get_spheres() const { return _spheres; }
void set_sphere_position(int p_idx, const Vector3 &p_position);
void set_sphere_radius(int p_idx, real_t p_radius);
virtual void notification_enter_world(RID p_scenario);
virtual void update_shape_to_visual_server();
virtual Transform center_node(const Transform &p_global_xform, const Transform &p_parent_xform, real_t p_snap);
OccluderShapeSphere();
};
#endif // OCCLUDER_SHAPE_H