1426cd3b3a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see". Backported from #70885.
132 lines
4.5 KiB
C++
132 lines
4.5 KiB
C++
/**************************************************************************/
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/* visibility_notifier.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 VISIBILITY_NOTIFIER_H
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#define VISIBILITY_NOTIFIER_H
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#include "scene/3d/cull_instance.h"
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class World;
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class Camera;
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class VisibilityNotifier : public CullInstance {
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GDCLASS(VisibilityNotifier, CullInstance);
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Ref<World> world;
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Set<Camera *> cameras;
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AABB aabb;
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Vector3 _world_aabb_center;
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// if using rooms and portals
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RID _cull_instance_rid;
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bool _in_gameplay;
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bool _max_distance_active;
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real_t _max_distance;
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real_t _max_distance_squared;
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// This is a first number of frames where distance objects
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// are forced seen as visible, to make sure their animations
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// and physics positions etc are something reasonable.
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uint32_t _max_distance_leadin_counter;
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protected:
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virtual void _screen_enter() {}
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virtual void _screen_exit() {}
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virtual void _refresh_portal_mode();
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void _notification(int p_what);
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static void _bind_methods();
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friend struct SpatialIndexer;
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void _enter_camera(Camera *p_camera);
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void _exit_camera(Camera *p_camera);
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public:
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void set_aabb(const AABB &p_aabb);
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AABB get_aabb() const;
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bool is_on_screen() const;
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// This is only currently kept up to date if max_distance is active
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const Vector3 &get_world_aabb_center() const { return _world_aabb_center; }
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void set_max_distance(real_t p_max_distance);
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real_t get_max_distance() const { return _max_distance; }
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real_t get_max_distance_squared() const { return _max_distance_squared; }
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bool is_max_distance_active() const { return _max_distance_active; }
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bool inside_max_distance_leadin() {
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if (!_max_distance_leadin_counter) {
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return false;
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}
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_max_distance_leadin_counter--;
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return true;
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}
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VisibilityNotifier();
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~VisibilityNotifier();
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};
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class VisibilityEnabler : public VisibilityNotifier {
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GDCLASS(VisibilityEnabler, VisibilityNotifier);
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public:
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enum Enabler {
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ENABLER_PAUSE_ANIMATIONS,
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ENABLER_FREEZE_BODIES,
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ENABLER_MAX
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};
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protected:
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virtual void _screen_enter();
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virtual void _screen_exit();
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bool visible;
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void _find_nodes(Node *p_node);
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Map<Node *, Variant> nodes;
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void _node_removed(Node *p_node);
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bool enabler[ENABLER_MAX];
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void _change_node_state(Node *p_node, bool p_enabled);
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_enabler(Enabler p_enabler, bool p_enable);
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bool is_enabler_enabled(Enabler p_enabler) const;
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VisibilityEnabler();
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};
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VARIANT_ENUM_CAST(VisibilityEnabler::Enabler);
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#endif // VISIBILITY_NOTIFIER_H
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