godot/scene/3d/visibility_notifier.cpp
Rémi Verschelde b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00

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/*************************************************************************/
/* visibility_notifier.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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. */
/*************************************************************************/
#include "visibility_notifier.h"
#include "engine.h"
#include "scene/3d/camera.h"
#include "scene/3d/physics_body.h"
#include "scene/animation/animation_player.h"
#include "scene/scene_string_names.h"
void VisibilityNotifier::_enter_camera(Camera *p_camera) {
ERR_FAIL_COND(cameras.has(p_camera));
cameras.insert(p_camera);
if (cameras.size() == 1) {
emit_signal(SceneStringNames::get_singleton()->screen_entered);
_screen_enter();
}
emit_signal(SceneStringNames::get_singleton()->camera_entered, p_camera);
}
void VisibilityNotifier::_exit_camera(Camera *p_camera) {
ERR_FAIL_COND(!cameras.has(p_camera));
cameras.erase(p_camera);
emit_signal(SceneStringNames::get_singleton()->camera_exited, p_camera);
if (cameras.size() == 0) {
emit_signal(SceneStringNames::get_singleton()->screen_exited);
_screen_exit();
}
}
void VisibilityNotifier::set_aabb(const AABB &p_aabb) {
if (aabb == p_aabb)
return;
aabb = p_aabb;
if (is_inside_world()) {
get_world()->_update_notifier(this, get_global_transform().xform(aabb));
}
_change_notify("aabb");
update_gizmo();
}
AABB VisibilityNotifier::get_aabb() const {
return aabb;
}
void VisibilityNotifier::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_WORLD: {
get_world()->_register_notifier(this, get_global_transform().xform(aabb));
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
get_world()->_update_notifier(this, get_global_transform().xform(aabb));
} break;
case NOTIFICATION_EXIT_WORLD: {
get_world()->_remove_notifier(this);
} break;
}
}
bool VisibilityNotifier::is_on_screen() const {
return cameras.size() != 0;
}
void VisibilityNotifier::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_aabb", "rect"), &VisibilityNotifier::set_aabb);
ClassDB::bind_method(D_METHOD("get_aabb"), &VisibilityNotifier::get_aabb);
ClassDB::bind_method(D_METHOD("is_on_screen"), &VisibilityNotifier::is_on_screen);
ADD_PROPERTY(PropertyInfo(Variant::AABB, "aabb"), "set_aabb", "get_aabb");
ADD_SIGNAL(MethodInfo("camera_entered", PropertyInfo(Variant::OBJECT, "camera", PROPERTY_HINT_RESOURCE_TYPE, "Camera")));
ADD_SIGNAL(MethodInfo("camera_exited", PropertyInfo(Variant::OBJECT, "camera", PROPERTY_HINT_RESOURCE_TYPE, "Camera")));
ADD_SIGNAL(MethodInfo("screen_entered"));
ADD_SIGNAL(MethodInfo("screen_exited"));
}
VisibilityNotifier::VisibilityNotifier() {
aabb = AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2));
set_notify_transform(true);
}
//////////////////////////////////////
void VisibilityEnabler::_screen_enter() {
for (Map<Node *, Variant>::Element *E = nodes.front(); E; E = E->next()) {
_change_node_state(E->key(), true);
}
visible = true;
}
void VisibilityEnabler::_screen_exit() {
for (Map<Node *, Variant>::Element *E = nodes.front(); E; E = E->next()) {
_change_node_state(E->key(), false);
}
visible = false;
}
void VisibilityEnabler::_find_nodes(Node *p_node) {
bool add = false;
Variant meta;
if (enabler[ENABLER_FREEZE_BODIES]) {
RigidBody *rb = Object::cast_to<RigidBody>(p_node);
if (rb && ((rb->get_mode() == RigidBody::MODE_CHARACTER || (rb->get_mode() == RigidBody::MODE_RIGID && !rb->is_able_to_sleep())))) {
add = true;
meta = rb->get_mode();
}
}
if (enabler[ENABLER_PAUSE_ANIMATIONS]) {
AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(p_node);
if (ap) {
add = true;
}
}
if (add) {
p_node->connect(SceneStringNames::get_singleton()->tree_exited, this, "_node_removed", varray(p_node), CONNECT_ONESHOT);
nodes[p_node] = meta;
_change_node_state(p_node, false);
}
for (int i = 0; i < p_node->get_child_count(); i++) {
Node *c = p_node->get_child(i);
if (c->get_filename() != String())
continue; //skip, instance
_find_nodes(c);
}
}
void VisibilityEnabler::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
if (Engine::get_singleton()->is_editor_hint())
return;
Node *from = this;
//find where current scene starts
while (from->get_parent() && from->get_filename() == String())
from = from->get_parent();
_find_nodes(from);
}
if (p_what == NOTIFICATION_EXIT_TREE) {
if (Engine::get_singleton()->is_editor_hint())
return;
for (Map<Node *, Variant>::Element *E = nodes.front(); E; E = E->next()) {
if (!visible)
_change_node_state(E->key(), true);
E->key()->disconnect(SceneStringNames::get_singleton()->tree_exited, this, "_node_removed");
}
nodes.clear();
}
}
void VisibilityEnabler::_change_node_state(Node *p_node, bool p_enabled) {
ERR_FAIL_COND(!nodes.has(p_node));
{
RigidBody *rb = Object::cast_to<RigidBody>(p_node);
if (rb)
rb->set_sleeping(!p_enabled);
}
{
AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(p_node);
if (ap) {
ap->set_active(p_enabled);
}
}
}
void VisibilityEnabler::_node_removed(Node *p_node) {
if (!visible)
_change_node_state(p_node, true);
p_node->disconnect(SceneStringNames::get_singleton()->tree_exited, this, "_node_removed");
nodes.erase(p_node);
}
void VisibilityEnabler::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_enabler", "enabler", "enabled"), &VisibilityEnabler::set_enabler);
ClassDB::bind_method(D_METHOD("is_enabler_enabled", "enabler"), &VisibilityEnabler::is_enabler_enabled);
ClassDB::bind_method(D_METHOD("_node_removed"), &VisibilityEnabler::_node_removed);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "pause_animations"), "set_enabler", "is_enabler_enabled", ENABLER_PAUSE_ANIMATIONS);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "freeze_bodies"), "set_enabler", "is_enabler_enabled", ENABLER_FREEZE_BODIES);
BIND_ENUM_CONSTANT(ENABLER_PAUSE_ANIMATIONS);
BIND_ENUM_CONSTANT(ENABLER_FREEZE_BODIES);
BIND_ENUM_CONSTANT(ENABLER_MAX);
}
void VisibilityEnabler::set_enabler(Enabler p_enabler, bool p_enable) {
ERR_FAIL_INDEX(p_enabler, ENABLER_MAX);
enabler[p_enabler] = p_enable;
}
bool VisibilityEnabler::is_enabler_enabled(Enabler p_enabler) const {
ERR_FAIL_INDEX_V(p_enabler, ENABLER_MAX, false);
return enabler[p_enabler];
}
VisibilityEnabler::VisibilityEnabler() {
for (int i = 0; i < ENABLER_MAX; i++)
enabler[i] = true;
visible = false;
}