3c2df49832
In order to properly support the resource sharing paradigm, Occluders are split into Instances and Resources in the VisualServer. Instances are owned by a Scenario, and Resources are global. OccluderShape resources can now correctly be shared by multiple OccluderInstances.
94 lines
4 KiB
C++
94 lines
4 KiB
C++
/*************************************************************************/
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/* occluder_shape_polygon.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef OCCLUDER_SHAPE_POLYGON_H
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#define OCCLUDER_SHAPE_POLYGON_H
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#include "occluder_shape.h"
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class OccluderShapePolygon : public OccluderShape {
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GDCLASS(OccluderShapePolygon, OccluderShape);
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OBJ_SAVE_TYPE(OccluderShapePolygon);
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friend class OccluderSpatialGizmo;
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// points in local space of the plane,
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// not necessary in correct winding order
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// (as they can be edited by the user)
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// Note: these are saved by the IDE
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PoolVector<Vector2> _poly_pts_local_raw;
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PoolVector<Vector2> _hole_pts_local_raw;
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// sanitized
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Vector<Vector2> _poly_pts_local;
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Vector<Vector2> _hole_pts_local;
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bool _settings_two_way = true;
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#ifdef TOOLS_ENABLED
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AABB _aabb_local;
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void _update_aabb();
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#endif
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// mem funcs
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void _sanitize_points();
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void _sanitize_points_internal(const PoolVector<Vector2> &p_from, Vector<Vector2> &r_to);
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static Vector3 _vec2to3(const Vector2 &p_pt) { return Vector3(p_pt.x, p_pt.y, 0.0); }
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protected:
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static void _bind_methods();
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public:
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// the raw points are used for the IDE Inspector, and also to allow the user
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// to edit the geometry of the poly at runtime (they can also just change the node transform)
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void set_polygon_points(const PoolVector<Vector2> &p_points);
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PoolVector<Vector2> get_polygon_points() const;
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void set_hole_points(const PoolVector<Vector2> &p_points);
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PoolVector<Vector2> get_hole_points() const;
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// primarily for the gizmo
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void set_polygon_point(int p_idx, const Vector2 &p_point);
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void set_hole_point(int p_idx, const Vector2 &p_point);
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void set_two_way(bool p_two_way);
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bool is_two_way() const { return _settings_two_way; }
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void clear();
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void update_shape_to_visual_server();
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virtual Transform center_node(const Transform &p_global_xform, const Transform &p_parent_xform, real_t p_snap);
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#ifdef TOOLS_ENABLED
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virtual AABB get_fallback_gizmo_aabb() const;
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#endif
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OccluderShapePolygon();
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};
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#endif // OCCLUDER_SHAPE_POLYGON_H
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