godot/scene/resources/occluder_shape_polygon.h

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4.1 KiB
C++

/*************************************************************************/
/* occluder_shape_polygon.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_POLYGON_H
#define OCCLUDER_SHAPE_POLYGON_H
#include "occluder_shape.h"
class OccluderShapePolygon : public OccluderShape {
GDCLASS(OccluderShapePolygon, OccluderShape);
OBJ_SAVE_TYPE(OccluderShapePolygon);
friend class OccluderSpatialGizmo;
// points in local space of the plane,
// not necessary in correct winding order
// (as they can be edited by the user)
// Note: these are saved by the IDE
PoolVector<Vector2> _poly_pts_local_raw;
PoolVector<Vector2> _hole_pts_local_raw;
// sanitized
Vector<Vector2> _poly_pts_local;
Vector<Vector2> _hole_pts_local;
bool _settings_two_way = true;
#ifdef TOOLS_ENABLED
AABB _aabb_local;
void _update_aabb();
#endif
// mem funcs
void _sanitize_points();
void _sanitize_points_internal(const PoolVector<Vector2> &p_from, Vector<Vector2> &r_to);
static Vector3 _vec2to3(const Vector2 &p_pt) { return Vector3(p_pt.x, p_pt.y, 0.0); }
protected:
static void _bind_methods();
public:
// the raw points are used for the IDE Inspector, and also to allow the user
// to edit the geometry of the poly at runtime (they can also just change the node transform)
void set_polygon_points(const PoolVector<Vector2> &p_points);
PoolVector<Vector2> get_polygon_points() const;
void set_hole_points(const PoolVector<Vector2> &p_points);
PoolVector<Vector2> get_hole_points() const;
// primarily for the gizmo
void set_polygon_point(int p_idx, const Vector2 &p_point);
void set_hole_point(int p_idx, const Vector2 &p_point);
void set_two_way(bool p_two_way);
bool is_two_way() const { return _settings_two_way; }
void clear();
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);
#ifdef TOOLS_ENABLED
virtual AABB get_fallback_gizmo_aabb() const;
#endif
OccluderShapePolygon();
};
#endif // OCCLUDER_SHAPE_POLYGON_H