2023-01-10 14:26:54 +00:00
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/**************************************************************************/
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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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2018-01-04 23:50:27 +00:00
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2014-02-10 01:10:30 +00:00
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#ifndef VISIBILITY_NOTIFIER_H
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#define VISIBILITY_NOTIFIER_H
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2021-02-04 10:43:08 +00:00
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#include "scene/3d/cull_instance.h"
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2014-02-10 01:10:30 +00:00
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2021-01-27 19:38:40 +00:00
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class World;
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2014-02-10 01:10:30 +00:00
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class Camera;
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2021-02-04 10:43:08 +00:00
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class VisibilityNotifier : public CullInstance {
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GDCLASS(VisibilityNotifier, CullInstance);
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2014-02-10 01:10:30 +00:00
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2021-01-27 19:38:40 +00:00
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Ref<World> world;
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2017-03-05 15:44:50 +00:00
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Set<Camera *> cameras;
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2014-02-10 01:10:30 +00:00
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2017-11-17 02:09:00 +00:00
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AABB aabb;
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2022-05-30 16:31:43 +00:00
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Vector3 _world_aabb_center;
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2014-02-10 01:10:30 +00:00
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2021-02-04 10:43:08 +00:00
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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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2022-05-30 16:31:43 +00:00
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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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2014-02-10 01:10:30 +00:00
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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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2021-02-04 10:43:08 +00:00
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virtual void _refresh_portal_mode();
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2014-02-10 01:10:30 +00:00
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void _notification(int p_what);
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static void _bind_methods();
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2018-10-02 10:07:44 +00:00
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friend struct SpatialIndexer;
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2014-02-10 01:10:30 +00:00
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2017-03-05 15:44:50 +00:00
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void _enter_camera(Camera *p_camera);
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void _exit_camera(Camera *p_camera);
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2014-02-10 01:10:30 +00:00
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public:
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2017-11-17 02:09:00 +00:00
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void set_aabb(const AABB &p_aabb);
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AABB get_aabb() const;
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2014-02-10 01:10:30 +00:00
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bool is_on_screen() const;
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2022-05-30 16:31:43 +00:00
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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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2014-02-10 01:10:30 +00:00
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VisibilityNotifier();
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2021-02-04 10:43:08 +00:00
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~VisibilityNotifier();
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2014-02-10 01:10:30 +00:00
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};
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class VisibilityEnabler : public VisibilityNotifier {
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2017-03-05 15:44:50 +00:00
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GDCLASS(VisibilityEnabler, VisibilityNotifier);
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2014-02-10 01:10:30 +00:00
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2017-03-05 15:44:50 +00:00
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public:
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2014-02-10 01:10:30 +00:00
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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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2017-03-05 15:44:50 +00:00
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void _find_nodes(Node *p_node);
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2014-02-10 01:10:30 +00:00
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2017-03-05 15:44:50 +00:00
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Map<Node *, Variant> nodes;
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void _node_removed(Node *p_node);
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2014-02-10 01:10:30 +00:00
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bool enabler[ENABLER_MAX];
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2017-03-05 15:44:50 +00:00
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void _change_node_state(Node *p_node, bool p_enabled);
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2014-02-10 01:10:30 +00:00
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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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2017-03-05 15:44:50 +00:00
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void set_enabler(Enabler p_enabler, bool p_enable);
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2014-02-10 01:10:30 +00:00
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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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