818f1eed31
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
112 lines
3.8 KiB
C++
112 lines
3.8 KiB
C++
/*************************************************************************/
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/* light_occluder_2d.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 LIGHT_OCCLUDER_2D_H
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#define LIGHT_OCCLUDER_2D_H
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#include "scene/2d/node_2d.h"
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class OccluderPolygon2D : public Resource {
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GDCLASS(OccluderPolygon2D, Resource);
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public:
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enum CullMode {
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CULL_DISABLED,
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CULL_CLOCKWISE,
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CULL_COUNTER_CLOCKWISE
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};
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private:
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RID occ_polygon;
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PoolVector<Vector2> polygon;
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bool closed;
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CullMode cull;
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mutable Rect2 item_rect;
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mutable bool rect_cache_dirty;
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protected:
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static void _bind_methods();
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public:
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#ifdef TOOLS_ENABLED
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virtual Rect2 _edit_get_rect() const;
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virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
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#endif
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void set_polygon(const PoolVector<Vector2> &p_polygon);
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PoolVector<Vector2> get_polygon() const;
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void set_closed(bool p_closed);
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bool is_closed() const;
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void set_cull_mode(CullMode p_mode);
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CullMode get_cull_mode() const;
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virtual RID get_rid() const;
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OccluderPolygon2D();
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~OccluderPolygon2D();
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};
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VARIANT_ENUM_CAST(OccluderPolygon2D::CullMode);
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class LightOccluder2D : public Node2D {
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GDCLASS(LightOccluder2D, Node2D);
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RID occluder;
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bool enabled;
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int mask;
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Ref<OccluderPolygon2D> occluder_polygon;
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void _poly_changed();
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protected:
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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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#ifdef TOOLS_ENABLED
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virtual Rect2 _edit_get_rect() const;
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virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
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#endif
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void set_occluder_polygon(const Ref<OccluderPolygon2D> &p_polygon);
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Ref<OccluderPolygon2D> get_occluder_polygon() const;
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void set_occluder_light_mask(int p_mask);
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int get_occluder_light_mask() const;
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String get_configuration_warning() const;
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LightOccluder2D();
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~LightOccluder2D();
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};
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#endif // LIGHT_OCCLUDER_2D_H
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