godot/scene/3d/visible_on_screen_notifier_3d.h

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/*************************************************************************/
/* visible_on_screen_notifier_3d.h */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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 VISIBLE_ON_SCREEN_NOTIFIER_3D_H
#define VISIBLE_ON_SCREEN_NOTIFIER_3D_H
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#include "scene/3d/visual_instance_3d.h"
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class World3D;
class Camera3D;
class VisibleOnScreenNotifier3D : public VisualInstance3D {
GDCLASS(VisibleOnScreenNotifier3D, VisualInstance3D);
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AABB aabb = AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2));
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private:
bool on_screen = false;
void _visibility_enter();
void _visibility_exit();
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protected:
virtual void _screen_enter() {}
virtual void _screen_exit() {}
void _notification(int p_what);
static void _bind_methods();
public:
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void set_aabb(const AABB &p_aabb);
virtual AABB get_aabb() const override;
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bool is_on_screen() const;
virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
VisibleOnScreenNotifier3D();
~VisibleOnScreenNotifier3D();
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};
class VisibleOnScreenEnabler3D : public VisibleOnScreenNotifier3D {
GDCLASS(VisibleOnScreenEnabler3D, VisibleOnScreenNotifier3D);
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public:
enum EnableMode {
ENABLE_MODE_INHERIT,
ENABLE_MODE_ALWAYS,
ENABLE_MODE_WHEN_PAUSED,
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};
protected:
ObjectID node_id;
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virtual void _screen_enter() override;
virtual void _screen_exit() override;
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EnableMode enable_mode = ENABLE_MODE_INHERIT;
NodePath enable_node_path = NodePath("..");
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void _notification(int p_what);
static void _bind_methods();
void _update_enable_mode(bool p_enable);
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public:
void set_enable_mode(EnableMode p_mode);
EnableMode get_enable_mode();
void set_enable_node_path(NodePath p_path);
NodePath get_enable_node_path();
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VisibleOnScreenEnabler3D();
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};
VARIANT_ENUM_CAST(VisibleOnScreenEnabler3D::EnableMode);
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#endif // VISIBILITY_NOTIFIER_H