godot/scene/resources/occluder_shape.h
lawnjelly 3c2df49832 Fix Occluder to properly share resources
In order to properly support the resource sharing paradigm, Occluders are split into Instances and Resources in the VisualServer. Instances are owned by a Scenario, and Resources are global. OccluderShape resources can now correctly be shared by multiple OccluderInstances.
2022-02-16 09:55:11 +00:00

97 lines
3.8 KiB
C++

/*************************************************************************/
/* 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();
public:
virtual RID get_rid() const { return _shape; }
~OccluderShape();
virtual Transform center_node(const Transform &p_global_xform, const Transform &p_parent_xform, real_t p_snap) = 0;
#ifdef TOOLS_ENABLED
// for editor gizmo
virtual AABB get_fallback_gizmo_aabb() const;
virtual bool requires_uniform_scale() const { return false; }
#endif
};
class OccluderShapeSphere : public OccluderShape {
GDCLASS(OccluderShapeSphere, OccluderShape);
// We bandit a plane to store position / radius
Vector<Plane> _spheres;
const real_t _min_radius = 0.1;
#ifdef TOOLS_ENABLED
AABB _aabb_local;
void _update_aabb();
#endif
protected:
static void _bind_methods();
public:
void set_spheres(const Vector<Plane> &p_spheres);
Vector<Plane> 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);
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;
virtual bool requires_uniform_scale() const { return false; }
#endif
OccluderShapeSphere();
};
#endif // OCCLUDER_SHAPE_H