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-=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
315 lines
8.2 KiB
C++
315 lines
8.2 KiB
C++
/*************************************************************************/
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/* visibility_notifier.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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.h"
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#include "scene/scene_string_names.h"
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#include "scene/3d/physics_body.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 VisibilityNotifier::_enter_camera(Camera* 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()->enter_screen);
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_screen_enter();
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}
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emit_signal(SceneStringNames::get_singleton()->enter_camera,p_camera);
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}
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void VisibilityNotifier::_exit_camera(Camera* 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()->exit_camera,p_camera);
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if (cameras.size()==0) {
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emit_signal(SceneStringNames::get_singleton()->exit_screen);
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_screen_exit();
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}
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}
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void VisibilityNotifier::set_aabb(const AABB& p_aabb){
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if (aabb==p_aabb)
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return;
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aabb=p_aabb;
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if (is_inside_world()) {
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get_world()->_update_notifier(this,get_global_transform().xform(aabb));
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}
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_change_notify("aabb");
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update_gizmo();
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}
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AABB VisibilityNotifier::get_aabb() const{
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return aabb;
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}
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void VisibilityNotifier::_notification(int p_what) {
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switch(p_what) {
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case NOTIFICATION_ENTER_WORLD: {
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get_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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get_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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get_world()->_remove_notifier(this);
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} break;
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}
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}
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bool VisibilityNotifier::is_on_screen() const {
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return cameras.size()!=0;
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}
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void VisibilityNotifier::_bind_methods(){
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ObjectTypeDB::bind_method(_MD("set_aabb","rect"),&VisibilityNotifier::set_aabb);
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ObjectTypeDB::bind_method(_MD("get_aabb"),&VisibilityNotifier::get_aabb);
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ObjectTypeDB::bind_method(_MD("is_on_screen"),&VisibilityNotifier::is_on_screen);
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ADD_PROPERTY( PropertyInfo(Variant::_AABB,"aabb"),_SCS("set_aabb"),_SCS("get_aabb"));
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ADD_SIGNAL( MethodInfo("enter_camera",PropertyInfo(Variant::OBJECT,"camera",PROPERTY_HINT_RESOURCE_TYPE,"Camera")) );
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ADD_SIGNAL( MethodInfo("exit_camera",PropertyInfo(Variant::OBJECT,"camera",PROPERTY_HINT_RESOURCE_TYPE,"Camera")) );
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ADD_SIGNAL( MethodInfo("enter_screen"));
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ADD_SIGNAL( MethodInfo("exit_screen"));
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}
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VisibilityNotifier::VisibilityNotifier() {
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aabb=AABB(Vector3(-1,-1,-1),Vector3(2,2,2));
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}
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//////////////////////////////////////
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void VisibilityEnabler::_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 VisibilityEnabler::_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 VisibilityEnabler::_find_nodes(Node* p_node) {
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bool add=false;
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Variant meta;
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if (enabler[ENABLER_FREEZE_BODIES]) {
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RigidBody *rb = p_node->cast_to<RigidBody>();
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if (rb && ((rb->get_mode()==RigidBody::MODE_CHARACTER || (rb->get_mode()==RigidBody::MODE_RIGID && !rb->is_able_to_sleep())))) {
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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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if (enabler[ENABLER_PAUSE_ANIMATIONS]) {
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AnimationPlayer *ap = p_node->cast_to<AnimationPlayer>();
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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()->exit_tree,this,"_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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_find_nodes(c);
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}
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}
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void VisibilityEnabler::_notification(int p_what){
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if (p_what==NOTIFICATION_ENTER_TREE) {
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if (get_tree()->is_editor_hint())
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return;
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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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_find_nodes(from);
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}
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if (p_what==NOTIFICATION_EXIT_TREE) {
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if (get_tree()->is_editor_hint())
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return;
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Node *from = this;
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//find where current scene starts
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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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E->key()->disconnect(SceneStringNames::get_singleton()->exit_tree,this,"_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 VisibilityEnabler::_change_node_state(Node* p_node,bool p_enabled) {
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ERR_FAIL_COND(!nodes.has(p_node));
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{
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RigidBody *rb = p_node->cast_to<RigidBody>();
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if (rb) {
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if (p_enabled) {
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RigidBody::Mode mode = RigidBody::Mode(nodes[p_node].operator int());
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//rb->set_mode(mode);
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rb->set_sleeping(false);
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} else {
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//rb->set_mode(RigidBody::MODE_STATIC);
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rb->set_sleeping(true);
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}
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}
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}
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{
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AnimationPlayer *ap=p_node->cast_to<AnimationPlayer>();
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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 VisibilityEnabler::_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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p_node->disconnect(SceneStringNames::get_singleton()->exit_tree,this,"_node_removed");
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nodes.erase(p_node);
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}
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void VisibilityEnabler::_bind_methods(){
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ObjectTypeDB::bind_method(_MD("set_enabler","enabler","enabled"),&VisibilityEnabler::set_enabler);
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ObjectTypeDB::bind_method(_MD("is_enabler_enabled","enabler"),&VisibilityEnabler::is_enabler_enabled);
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ObjectTypeDB::bind_method(_MD("_node_removed"),&VisibilityEnabler::_node_removed);
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ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"enabler/pause_animations"),_SCS("set_enabler"),_SCS("is_enabler_enabled"), ENABLER_PAUSE_ANIMATIONS );
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ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"enabler/freeze_bodies"),_SCS("set_enabler"),_SCS("is_enabler_enabled"), ENABLER_FREEZE_BODIES);
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BIND_CONSTANT( ENABLER_FREEZE_BODIES );
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BIND_CONSTANT( ENABLER_PAUSE_ANIMATIONS );
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BIND_CONSTANT( ENABLER_MAX);
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}
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void VisibilityEnabler::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 VisibilityEnabler::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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VisibilityEnabler::VisibilityEnabler() {
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for(int i=0;i<ENABLER_MAX;i++)
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enabler[i]=true;
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visible=false;
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}
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