/**************************************************************************/ /* sprite_3d.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 SPRITE_3D_H #define SPRITE_3D_H #include "scene/3d/visual_instance_3d.h" #include "scene/resources/sprite_frames.h" class SpriteBase3D : public GeometryInstance3D { GDCLASS(SpriteBase3D, GeometryInstance3D); 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, ALPHA_CUT_HASH, ALPHA_CUT_MAX }; private: bool color_dirty = true; Color color_accum; SpriteBase3D *parent_sprite = nullptr; List children; List::Element *pI = nullptr; bool centered = true; Point2 offset; bool hflip = false; bool vflip = false; Color modulate = Color(1, 1, 1, 1); int render_priority = 0; Vector3::Axis axis = Vector3::AXIS_Z; real_t pixel_size = 0.01; AABB aabb; RID mesh; RID material; RID last_shader; RID last_texture; bool flags[FLAG_MAX] = {}; AlphaCutMode alpha_cut = ALPHA_CUT_DISABLED; float alpha_scissor_threshold = 0.5; float alpha_hash_scale = 1.0; StandardMaterial3D::AlphaAntiAliasing alpha_antialiasing_mode = StandardMaterial3D::ALPHA_ANTIALIASING_OFF; float alpha_antialiasing_edge = 0.0f; StandardMaterial3D::BillboardMode billboard_mode = StandardMaterial3D::BILLBOARD_DISABLED; StandardMaterial3D::TextureFilter texture_filter = StandardMaterial3D::TEXTURE_FILTER_LINEAR_WITH_MIPMAPS; bool pending_update = false; 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]; PackedByteArray vertex_buffer; PackedByteArray attribute_buffer; uint32_t vertex_stride = 0; uint32_t normal_tangent_stride = 0; uint32_t attrib_stride = 0; uint32_t skin_stride = 0; uint32_t mesh_surface_format = 0; void _queue_redraw(); 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_render_priority(int p_priority); int get_render_priority() const; void set_modulate(const Color &p_color); Color get_modulate() const; void set_pixel_size(real_t p_amount); real_t 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_alpha_scissor_threshold(float p_threshold); float get_alpha_scissor_threshold() const; void set_alpha_hash_scale(float p_hash_scale); float get_alpha_hash_scale() const; void set_alpha_antialiasing(BaseMaterial3D::AlphaAntiAliasing p_alpha_aa); BaseMaterial3D::AlphaAntiAliasing get_alpha_antialiasing() const; void set_alpha_antialiasing_edge(float p_edge); float get_alpha_antialiasing_edge() const; void set_billboard_mode(StandardMaterial3D::BillboardMode p_mode); StandardMaterial3D::BillboardMode get_billboard_mode() const; void set_texture_filter(StandardMaterial3D::TextureFilter p_filter); StandardMaterial3D::TextureFilter get_texture_filter() const; virtual Rect2 get_item_rect() const = 0; virtual AABB get_aabb() const override; Ref generate_triangle_mesh() const; SpriteBase3D(); ~SpriteBase3D(); }; class Sprite3D : public SpriteBase3D { GDCLASS(Sprite3D, SpriteBase3D); Ref texture; bool region = false; Rect2 region_rect; int frame = 0; int vframes = 1; int hframes = 1; protected: virtual void _draw() override; static void _bind_methods(); void _validate_property(PropertyInfo &p_property) const; public: void set_texture(const Ref &p_texture); Ref get_texture() const; void set_region_enabled(bool p_region); bool is_region_enabled() 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 Vector2i &p_coord); Vector2i 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 override; Sprite3D(); //~Sprite3D(); }; class AnimatedSprite3D : public SpriteBase3D { GDCLASS(AnimatedSprite3D, SpriteBase3D); Ref frames; String autoplay; bool playing = false; StringName animation = "default"; int frame = 0; float speed_scale = 1.0; float custom_speed_scale = 1.0; real_t frame_speed_scale = 1.0; real_t frame_progress = 0.0; void _res_changed(); double _get_frame_duration(); void _calc_frame_speed_scale(); void _stop_internal(bool p_reset); protected: #ifndef DISABLE_DEPRECATED bool _set(const StringName &p_name, const Variant &p_value); #endif virtual void _draw() override; static void _bind_methods(); void _notification(int p_what); void _validate_property(PropertyInfo &p_property) const; public: void set_sprite_frames(const Ref &p_frames); Ref get_sprite_frames() const; void play(const StringName &p_name = StringName(), float p_custom_scale = 1.0, bool p_from_end = false); void play_backwards(const StringName &p_name = StringName()); void pause(); void stop(); bool is_playing() const; void set_animation(const StringName &p_name); StringName get_animation() const; void set_autoplay(const String &p_name); String get_autoplay() const; void set_frame(int p_frame); int get_frame() const; void set_frame_progress(real_t p_progress); real_t get_frame_progress() const; void set_frame_and_progress(int p_frame, real_t p_progress); void set_speed_scale(float p_speed_scale); float get_speed_scale() const; float get_playing_speed() const; virtual Rect2 get_item_rect() const override; virtual Array get_configuration_warnings() const override; virtual void get_argument_options(const StringName &p_function, int p_idx, List *r_options) const override; AnimatedSprite3D(); }; VARIANT_ENUM_CAST(SpriteBase3D::DrawFlags); VARIANT_ENUM_CAST(SpriteBase3D::AlphaCutMode); #endif // SPRITE_3D_H