/*************************************************************************/ /* occluder_shape.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 OCCLUDER_SHAPE_H #define OCCLUDER_SHAPE_H #include "core/math/plane.h" #include "core/resource.h" #include "core/vector.h" class OccluderShape : public Resource { GDCLASS(OccluderShape, Resource); OBJ_SAVE_TYPE(OccluderShape); RES_BASE_EXTENSION("occ"); RID _shape; protected: static void _bind_methods(); RID get_shape() const { return _shape; } OccluderShape(RID p_shape); public: virtual RID get_rid() const { return _shape; } ~OccluderShape(); virtual void notification_enter_world(RID p_scenario) = 0; virtual void update_shape_to_visual_server() = 0; void update_transform_to_visual_server(const Transform &p_global_xform); void update_active_to_visual_server(bool p_active); void notification_exit_world(); virtual Transform center_node(const Transform &p_global_xform, const Transform &p_parent_xform, real_t p_snap) = 0; }; class OccluderShapeSphere : public OccluderShape { GDCLASS(OccluderShapeSphere, OccluderShape); // We bandit a plane to store position / radius Vector _spheres; const real_t _min_radius = 0.1; protected: static void _bind_methods(); public: void set_spheres(const Vector &p_spheres); Vector get_spheres() const { return _spheres; } void set_sphere_position(int p_idx, const Vector3 &p_position); void set_sphere_radius(int p_idx, real_t p_radius); virtual void notification_enter_world(RID p_scenario); virtual void update_shape_to_visual_server(); virtual Transform center_node(const Transform &p_global_xform, const Transform &p_parent_xform, real_t p_snap); OccluderShapeSphere(); }; #endif // OCCLUDER_SHAPE_H