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ab2456b740
* Renames for 2D and 3D * Class name was confusing, given both 2D and 3D have a "visible" property that is unrelated to actual on-screen visibility. * New name makes it clear that this is about visibility on screen.
102 lines
3.8 KiB
C++
102 lines
3.8 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) 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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#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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virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
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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 // VISIBILITY_NOTIFIER_H
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