virtualx-engine/scene/2d/light_occluder_2d.h
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00

115 lines
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C++

/*************************************************************************/
/* light_occluder_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 LIGHTOCCLUDER2D_H
#define LIGHTOCCLUDER2D_H
#include "scene/2d/node_2d.h"
class OccluderPolygon2D : public Resource {
GDCLASS(OccluderPolygon2D, Resource);
public:
enum CullMode {
CULL_DISABLED,
CULL_CLOCKWISE,
CULL_COUNTER_CLOCKWISE
};
private:
RID occ_polygon;
Vector<Vector2> polygon;
bool closed;
CullMode cull;
mutable Rect2 item_rect;
mutable bool rect_cache_dirty;
protected:
static void _bind_methods();
public:
#ifdef TOOLS_ENABLED
virtual Rect2 _edit_get_rect() const;
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
#endif
void set_polygon(const Vector<Vector2> &p_polygon);
Vector<Vector2> get_polygon() const;
void set_closed(bool p_closed);
bool is_closed() const;
void set_cull_mode(CullMode p_mode);
CullMode get_cull_mode() const;
virtual RID get_rid() const override;
OccluderPolygon2D();
~OccluderPolygon2D();
};
VARIANT_ENUM_CAST(OccluderPolygon2D::CullMode);
class LightOccluder2D : public Node2D {
GDCLASS(LightOccluder2D, Node2D);
RID occluder;
bool enabled;
int mask;
Ref<OccluderPolygon2D> occluder_polygon;
bool sdf_collision;
void _poly_changed();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
#ifdef TOOLS_ENABLED
virtual Rect2 _edit_get_rect() const override;
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const override;
#endif
void set_occluder_polygon(const Ref<OccluderPolygon2D> &p_polygon);
Ref<OccluderPolygon2D> get_occluder_polygon() const;
void set_occluder_light_mask(int p_mask);
int get_occluder_light_mask() const;
void set_as_sdf_collision(bool p_enable);
bool is_set_as_sdf_collision() const;
String get_configuration_warning() const override;
LightOccluder2D();
~LightOccluder2D();
};
#endif // LIGHTOCCLUDER2D_H