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d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
115 lines
4.0 KiB
C++
115 lines
4.0 KiB
C++
/**************************************************************************/
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/* light_occluder_2d.h */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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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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#ifndef LIGHT_OCCLUDER_2D_H
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#define LIGHT_OCCLUDER_2D_H
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#include "scene/2d/node_2d.h"
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class OccluderPolygon2D : public Resource {
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GDCLASS(OccluderPolygon2D, Resource);
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public:
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enum CullMode {
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CULL_DISABLED,
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CULL_CLOCKWISE,
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CULL_COUNTER_CLOCKWISE
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};
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private:
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RID occ_polygon;
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Vector<Vector2> polygon;
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bool closed = true;
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CullMode cull = CULL_DISABLED;
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mutable Rect2 item_rect;
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mutable bool rect_cache_dirty = true;
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protected:
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static void _bind_methods();
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public:
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#ifdef TOOLS_ENABLED
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virtual Rect2 _edit_get_rect() const;
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virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
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#endif
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void set_polygon(const Vector<Vector2> &p_polygon);
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Vector<Vector2> get_polygon() const;
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void set_closed(bool p_closed);
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bool is_closed() const;
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void set_cull_mode(CullMode p_mode);
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CullMode get_cull_mode() const;
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virtual RID get_rid() const override;
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OccluderPolygon2D();
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~OccluderPolygon2D();
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};
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VARIANT_ENUM_CAST(OccluderPolygon2D::CullMode);
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class LightOccluder2D : public Node2D {
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GDCLASS(LightOccluder2D, Node2D);
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RID occluder;
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int mask = 1;
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Ref<OccluderPolygon2D> occluder_polygon;
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bool sdf_collision = false;
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void _poly_changed();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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#ifdef TOOLS_ENABLED
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virtual Rect2 _edit_get_rect() const override;
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virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const override;
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#endif
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void set_occluder_polygon(const Ref<OccluderPolygon2D> &p_polygon);
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Ref<OccluderPolygon2D> get_occluder_polygon() const;
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void set_occluder_light_mask(int p_mask);
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int get_occluder_light_mask() const;
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void set_as_sdf_collision(bool p_enable);
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bool is_set_as_sdf_collision() const;
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PackedStringArray get_configuration_warnings() const override;
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LightOccluder2D();
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~LightOccluder2D();
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};
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#endif // LIGHT_OCCLUDER_2D_H
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