virtualx-engine/scene/3d/sprite_3d.h

253 lines
6.9 KiB
C++

/**************************************************************************/
/* 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/2d/animated_sprite.h"
#include "scene/3d/visual_instance.h"
class SpriteBase3D : public GeometryInstance {
GDCLASS(SpriteBase3D, GeometryInstance);
mutable Ref<TriangleMesh> 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
};
private:
bool color_dirty;
Color color_accum;
SpriteBase3D *parent_sprite;
List<SpriteBase3D *> children;
List<SpriteBase3D *>::Element *pI;
bool centered;
Point2 offset;
bool hflip;
bool vflip;
Color modulate;
int render_priority = 0;
float opacity;
Vector3::Axis axis;
float pixel_size;
AABB aabb;
RID mesh;
RID material;
bool flags[FLAG_MAX];
AlphaCutMode alpha_cut;
SpatialMaterial::BillboardMode billboard_mode;
bool pending_update;
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<Texture> 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[VS::ARRAY_MAX];
PoolByteArray mesh_buffer;
uint32_t mesh_stride[VS::ARRAY_MAX];
uint32_t mesh_surface_format;
void _queue_update();
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_modulate(const Color &p_color);
Color get_modulate() const;
void set_opacity(float p_amount);
float get_opacity() const;
void set_render_priority(int p_priority);
int get_render_priority() const;
void set_pixel_size(float p_amount);
float 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_billboard_mode(SpatialMaterial::BillboardMode p_mode);
SpatialMaterial::BillboardMode get_billboard_mode() const;
virtual Rect2 get_item_rect() const = 0;
virtual AABB get_aabb() const;
virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
Ref<TriangleMesh> generate_triangle_mesh() const;
SpriteBase3D();
~SpriteBase3D();
};
class Sprite3D : public SpriteBase3D {
GDCLASS(Sprite3D, SpriteBase3D);
Ref<Texture> texture;
bool region;
Rect2 region_rect;
int frame;
int vframes;
int hframes;
protected:
virtual void _draw();
static void _bind_methods();
virtual void _validate_property(PropertyInfo &property) const;
public:
void set_texture(const Ref<Texture> &p_texture);
Ref<Texture> get_texture() const;
void set_region(bool p_region);
bool is_region() 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 Vector2 &p_coord);
Vector2 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;
Sprite3D();
//~Sprite3D();
};
class AnimatedSprite3D : public SpriteBase3D {
GDCLASS(AnimatedSprite3D, SpriteBase3D);
Ref<SpriteFrames> frames;
bool playing;
StringName animation;
int frame;
float timeout;
bool hflip;
bool vflip;
Color modulate;
void _res_changed();
void _reset_timeout();
void _set_playing(bool p_playing);
bool _is_playing() const;
protected:
virtual void _draw();
static void _bind_methods();
void _notification(int p_what);
virtual void _validate_property(PropertyInfo &property) const;
public:
void set_sprite_frames(const Ref<SpriteFrames> &p_frames);
Ref<SpriteFrames> get_sprite_frames() const;
void play(const StringName &p_animation = StringName());
void stop();
bool is_playing() const;
void set_animation(const StringName &p_animation);
StringName get_animation() const;
void set_frame(int p_frame);
int get_frame() const;
virtual Rect2 get_item_rect() const;
virtual String get_configuration_warning() const;
virtual void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const;
AnimatedSprite3D();
};
VARIANT_ENUM_CAST(SpriteBase3D::DrawFlags);
VARIANT_ENUM_CAST(SpriteBase3D::AlphaCutMode);
#endif // SPRITE_3D_H