/**************************************************************************/ /* visibility_notifier.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 VISIBILITY_NOTIFIER_H #define VISIBILITY_NOTIFIER_H #include "scene/3d/cull_instance.h" class World; class Camera; class VisibilityNotifier : public CullInstance { GDCLASS(VisibilityNotifier, CullInstance); Ref world; Set cameras; AABB aabb; Vector3 _world_aabb_center; // if using rooms and portals RID _cull_instance_rid; bool _in_gameplay; bool _max_distance_active; real_t _max_distance; real_t _max_distance_squared; // This is a first number of frames where distance objects // are forced seen as visible, to make sure their animations // and physics positions etc are something reasonable. uint32_t _max_distance_leadin_counter; protected: virtual void _screen_enter() {} virtual void _screen_exit() {} virtual void _refresh_portal_mode(); void _notification(int p_what); static void _bind_methods(); friend struct SpatialIndexer; void _enter_camera(Camera *p_camera); void _exit_camera(Camera *p_camera); public: void set_aabb(const AABB &p_aabb); AABB get_aabb() const; bool is_on_screen() const; // This is only currently kept up to date if max_distance is active const Vector3 &get_world_aabb_center() const { return _world_aabb_center; } void set_max_distance(real_t p_max_distance); real_t get_max_distance() const { return _max_distance; } real_t get_max_distance_squared() const { return _max_distance_squared; } bool is_max_distance_active() const { return _max_distance_active; } bool inside_max_distance_leadin() { if (!_max_distance_leadin_counter) { return false; } _max_distance_leadin_counter--; return true; } VisibilityNotifier(); ~VisibilityNotifier(); }; class VisibilityEnabler : public VisibilityNotifier { GDCLASS(VisibilityEnabler, VisibilityNotifier); public: enum Enabler { ENABLER_PAUSE_ANIMATIONS, ENABLER_FREEZE_BODIES, ENABLER_MAX }; protected: virtual void _screen_enter(); virtual void _screen_exit(); bool visible; void _find_nodes(Node *p_node); Map nodes; void _node_removed(Node *p_node); bool enabler[ENABLER_MAX]; void _change_node_state(Node *p_node, bool p_enabled); void _notification(int p_what); static void _bind_methods(); public: void set_enabler(Enabler p_enabler, bool p_enable); bool is_enabler_enabled(Enabler p_enabler) const; VisibilityEnabler(); }; VARIANT_ENUM_CAST(VisibilityEnabler::Enabler); #endif // VISIBILITY_NOTIFIER_H