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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".
100 lines
3.7 KiB
C++
100 lines
3.7 KiB
C++
/**************************************************************************/
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/* visible_on_screen_notifier_3d.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 VISIBLE_ON_SCREEN_NOTIFIER_3D_H
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#define VISIBLE_ON_SCREEN_NOTIFIER_3D_H
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#include "scene/3d/visual_instance_3d.h"
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class World3D;
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class Camera3D;
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class VisibleOnScreenNotifier3D : public VisualInstance3D {
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GDCLASS(VisibleOnScreenNotifier3D, VisualInstance3D);
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AABB aabb = AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2));
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private:
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bool on_screen = false;
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void _visibility_enter();
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void _visibility_exit();
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protected:
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virtual void _screen_enter() {}
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virtual void _screen_exit() {}
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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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void set_aabb(const AABB &p_aabb);
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virtual AABB get_aabb() const override;
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bool is_on_screen() const;
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VisibleOnScreenNotifier3D();
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~VisibleOnScreenNotifier3D();
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};
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class VisibleOnScreenEnabler3D : public VisibleOnScreenNotifier3D {
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GDCLASS(VisibleOnScreenEnabler3D, VisibleOnScreenNotifier3D);
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public:
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enum EnableMode {
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ENABLE_MODE_INHERIT,
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ENABLE_MODE_ALWAYS,
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ENABLE_MODE_WHEN_PAUSED,
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};
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protected:
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ObjectID node_id;
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virtual void _screen_enter() override;
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virtual void _screen_exit() override;
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EnableMode enable_mode = ENABLE_MODE_INHERIT;
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NodePath enable_node_path = NodePath("..");
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void _notification(int p_what);
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static void _bind_methods();
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void _update_enable_mode(bool p_enable);
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public:
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void set_enable_mode(EnableMode p_mode);
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EnableMode get_enable_mode();
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void set_enable_node_path(NodePath p_path);
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NodePath get_enable_node_path();
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VisibleOnScreenEnabler3D();
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};
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VARIANT_ENUM_CAST(VisibleOnScreenEnabler3D::EnableMode);
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#endif // VISIBLE_ON_SCREEN_NOTIFIER_3D_H
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