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1aa2823fa3
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
254 lines
8.2 KiB
C++
254 lines
8.2 KiB
C++
/*************************************************************************/
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/* visibility_notifier_3d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "visibility_notifier_3d.h"
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#include "core/config/engine.h"
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#include "scene/3d/camera_3d.h"
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#include "scene/3d/physics_body_3d.h"
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#include "scene/animation/animation_player.h"
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#include "scene/scene_string_names.h"
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void VisibilityNotifier3D::_enter_camera(Camera3D *p_camera) {
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ERR_FAIL_COND(cameras.has(p_camera));
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cameras.insert(p_camera);
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if (cameras.size() == 1) {
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emit_signal(SceneStringNames::get_singleton()->screen_entered);
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_screen_enter();
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}
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emit_signal(SceneStringNames::get_singleton()->camera_entered, p_camera);
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}
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void VisibilityNotifier3D::_exit_camera(Camera3D *p_camera) {
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ERR_FAIL_COND(!cameras.has(p_camera));
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cameras.erase(p_camera);
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emit_signal(SceneStringNames::get_singleton()->camera_exited, p_camera);
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if (cameras.size() == 0) {
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emit_signal(SceneStringNames::get_singleton()->screen_exited);
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_screen_exit();
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}
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}
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void VisibilityNotifier3D::set_aabb(const AABB &p_aabb) {
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if (aabb == p_aabb) {
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return;
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}
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aabb = p_aabb;
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if (is_inside_world()) {
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get_world_3d()->_update_notifier(this, get_global_transform().xform(aabb));
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}
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update_gizmo();
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}
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AABB VisibilityNotifier3D::get_aabb() const {
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return aabb;
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}
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void VisibilityNotifier3D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_WORLD: {
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world = get_world_3d();
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ERR_FAIL_COND(!world.is_valid());
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world->_register_notifier(this, get_global_transform().xform(aabb));
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} break;
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case NOTIFICATION_TRANSFORM_CHANGED: {
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world->_update_notifier(this, get_global_transform().xform(aabb));
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} break;
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case NOTIFICATION_EXIT_WORLD: {
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ERR_FAIL_COND(!world.is_valid());
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world->_remove_notifier(this);
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} break;
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}
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}
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bool VisibilityNotifier3D::is_on_screen() const {
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return cameras.size() != 0;
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}
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void VisibilityNotifier3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_aabb", "rect"), &VisibilityNotifier3D::set_aabb);
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ClassDB::bind_method(D_METHOD("get_aabb"), &VisibilityNotifier3D::get_aabb);
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ClassDB::bind_method(D_METHOD("is_on_screen"), &VisibilityNotifier3D::is_on_screen);
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ADD_PROPERTY(PropertyInfo(Variant::AABB, "aabb"), "set_aabb", "get_aabb");
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ADD_SIGNAL(MethodInfo("camera_entered", PropertyInfo(Variant::OBJECT, "camera", PROPERTY_HINT_RESOURCE_TYPE, "Camera3D")));
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ADD_SIGNAL(MethodInfo("camera_exited", PropertyInfo(Variant::OBJECT, "camera", PROPERTY_HINT_RESOURCE_TYPE, "Camera3D")));
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ADD_SIGNAL(MethodInfo("screen_entered"));
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ADD_SIGNAL(MethodInfo("screen_exited"));
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}
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VisibilityNotifier3D::VisibilityNotifier3D() {
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set_notify_transform(true);
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}
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//////////////////////////////////////
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void VisibilityEnabler3D::_screen_enter() {
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for (Map<Node *, Variant>::Element *E = nodes.front(); E; E = E->next()) {
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_change_node_state(E->key(), true);
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}
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visible = true;
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}
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void VisibilityEnabler3D::_screen_exit() {
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for (Map<Node *, Variant>::Element *E = nodes.front(); E; E = E->next()) {
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_change_node_state(E->key(), false);
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}
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visible = false;
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}
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void VisibilityEnabler3D::_find_nodes(Node *p_node) {
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bool add = false;
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Variant meta;
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{
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RigidBody3D *rb = Object::cast_to<RigidBody3D>(p_node);
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if (rb && ((rb->get_mode() == RigidBody3D::MODE_CHARACTER || rb->get_mode() == RigidBody3D::MODE_RIGID))) {
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add = true;
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meta = rb->get_mode();
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}
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}
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{
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AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(p_node);
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if (ap) {
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add = true;
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}
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}
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if (add) {
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p_node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &VisibilityEnabler3D::_node_removed), varray(p_node), CONNECT_ONESHOT);
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nodes[p_node] = meta;
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_change_node_state(p_node, false);
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}
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for (int i = 0; i < p_node->get_child_count(); i++) {
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Node *c = p_node->get_child(i);
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if (c->get_filename() != String()) {
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continue; //skip, instance
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}
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_find_nodes(c);
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}
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}
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void VisibilityEnabler3D::_notification(int p_what) {
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if (p_what == NOTIFICATION_ENTER_TREE) {
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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Node *from = this;
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//find where current scene starts
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while (from->get_parent() && from->get_filename() == String()) {
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from = from->get_parent();
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}
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_find_nodes(from);
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}
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if (p_what == NOTIFICATION_EXIT_TREE) {
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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for (Map<Node *, Variant>::Element *E = nodes.front(); E; E = E->next()) {
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if (!visible) {
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_change_node_state(E->key(), true);
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}
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E->key()->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &VisibilityEnabler3D::_node_removed));
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}
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nodes.clear();
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}
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}
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void VisibilityEnabler3D::_change_node_state(Node *p_node, bool p_enabled) {
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ERR_FAIL_COND(!nodes.has(p_node));
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if (enabler[ENABLER_FREEZE_BODIES]) {
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RigidBody3D *rb = Object::cast_to<RigidBody3D>(p_node);
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if (rb) {
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rb->set_sleeping(!p_enabled);
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}
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}
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if (enabler[ENABLER_PAUSE_ANIMATIONS]) {
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AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(p_node);
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if (ap) {
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ap->set_active(p_enabled);
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}
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}
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}
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void VisibilityEnabler3D::_node_removed(Node *p_node) {
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if (!visible) {
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_change_node_state(p_node, true);
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}
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nodes.erase(p_node);
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}
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void VisibilityEnabler3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_enabler", "enabler", "enabled"), &VisibilityEnabler3D::set_enabler);
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ClassDB::bind_method(D_METHOD("is_enabler_enabled", "enabler"), &VisibilityEnabler3D::is_enabler_enabled);
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "pause_animations"), "set_enabler", "is_enabler_enabled", ENABLER_PAUSE_ANIMATIONS);
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "freeze_bodies"), "set_enabler", "is_enabler_enabled", ENABLER_FREEZE_BODIES);
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BIND_ENUM_CONSTANT(ENABLER_PAUSE_ANIMATIONS);
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BIND_ENUM_CONSTANT(ENABLER_FREEZE_BODIES);
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BIND_ENUM_CONSTANT(ENABLER_MAX);
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}
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void VisibilityEnabler3D::set_enabler(Enabler p_enabler, bool p_enable) {
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ERR_FAIL_INDEX(p_enabler, ENABLER_MAX);
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enabler[p_enabler] = p_enable;
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}
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bool VisibilityEnabler3D::is_enabler_enabled(Enabler p_enabler) const {
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ERR_FAIL_INDEX_V(p_enabler, ENABLER_MAX, false);
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return enabler[p_enabler];
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}
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VisibilityEnabler3D::VisibilityEnabler3D() {
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for (int i = 0; i < ENABLER_MAX; i++) {
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enabler[i] = true;
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}
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}
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