/*************************************************************************/ /* sprite_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef SPRITE_3D_H #define SPRITE_3D_H #include "scene/3d/visual_instance_3d.h" #include "scene/resources/sprite_frames.h" class SpriteBase3D : public GeometryInstance3D { GDCLASS(SpriteBase3D, GeometryInstance3D); mutable Ref triangle_mesh; //cached public: enum DrawFlags { FLAG_TRANSPARENT, FLAG_SHADED, FLAG_DOUBLE_SIDED, FLAG_MAX }; enum AlphaCutMode { ALPHA_CUT_DISABLED, ALPHA_CUT_DISCARD, ALPHA_CUT_OPAQUE_PREPASS }; private: bool color_dirty = true; Color color_accum; SpriteBase3D *parent_sprite = nullptr; List children; List::Element *pI = nullptr; bool centered = true; Point2 offset; bool hflip = false; bool vflip = false; Color modulate = Color(1, 1, 1, 1); float opacity = 1.0; Vector3::Axis axis = Vector3::AXIS_Z; real_t pixel_size = 0.01; AABB aabb; RID mesh; RID material; bool flags[FLAG_MAX] = {}; AlphaCutMode alpha_cut = ALPHA_CUT_DISABLED; StandardMaterial3D::BillboardMode billboard_mode = StandardMaterial3D::BILLBOARD_DISABLED; bool pending_update = false; void _im_update(); void _propagate_color_changed(); protected: Color _get_color_accum(); void _notification(int p_what); static void _bind_methods(); virtual void _draw() = 0; _FORCE_INLINE_ void set_aabb(const AABB &p_aabb) { aabb = p_aabb; } _FORCE_INLINE_ RID &get_mesh() { return mesh; } _FORCE_INLINE_ RID &get_material() { return material; } uint32_t mesh_surface_offsets[RS::ARRAY_MAX]; PackedByteArray vertex_buffer; PackedByteArray attribute_buffer; uint32_t vertex_stride; uint32_t attrib_stride; uint32_t skin_stride; uint32_t mesh_surface_format; void _queue_update(); public: void set_centered(bool p_center); bool is_centered() const; void set_offset(const Point2 &p_offset); Point2 get_offset() const; void set_flip_h(bool p_flip); bool is_flipped_h() const; void set_flip_v(bool p_flip); bool is_flipped_v() const; void set_modulate(const Color &p_color); Color get_modulate() const; void set_opacity(float p_amount); float get_opacity() const; void set_pixel_size(real_t p_amount); real_t get_pixel_size() const; void set_axis(Vector3::Axis p_axis); Vector3::Axis get_axis() const; void set_draw_flag(DrawFlags p_flag, bool p_enable); bool get_draw_flag(DrawFlags p_flag) const; void set_alpha_cut_mode(AlphaCutMode p_mode); AlphaCutMode get_alpha_cut_mode() const; void set_billboard_mode(StandardMaterial3D::BillboardMode p_mode); StandardMaterial3D::BillboardMode get_billboard_mode() const; virtual Rect2 get_item_rect() const = 0; virtual AABB get_aabb() const override; virtual Vector get_faces(uint32_t p_usage_flags) const override; Ref generate_triangle_mesh() const; SpriteBase3D(); ~SpriteBase3D(); }; class Sprite3D : public SpriteBase3D { GDCLASS(Sprite3D, SpriteBase3D); Ref texture; bool region = false; Rect2 region_rect; int frame = 0; int vframes = 1; int hframes = 1; RID last_shader; RID last_texture; protected: virtual void _draw() override; static void _bind_methods(); virtual void _validate_property(PropertyInfo &property) const override; public: void set_texture(const Ref &p_texture); Ref get_texture() const; void set_region_enabled(bool p_region); bool is_region_enabled() const; void set_region_rect(const Rect2 &p_region_rect); Rect2 get_region_rect() const; void set_frame(int p_frame); int get_frame() const; void set_frame_coords(const Vector2i &p_coord); Vector2i get_frame_coords() const; void set_vframes(int p_amount); int get_vframes() const; void set_hframes(int p_amount); int get_hframes() const; virtual Rect2 get_item_rect() const override; Sprite3D(); //~Sprite3D(); }; class AnimatedSprite3D : public SpriteBase3D { GDCLASS(AnimatedSprite3D, SpriteBase3D); Ref frames; bool playing = false; StringName animation = "default"; int frame = 0; bool centered = false; double timeout = 0.0; void _res_changed(); void _reset_timeout(); void _set_playing(bool p_playing); bool _is_playing() const; RID last_shader; RID last_texture; protected: virtual void _draw() override; static void _bind_methods(); void _notification(int p_what); virtual void _validate_property(PropertyInfo &property) const override; public: void set_sprite_frames(const Ref &p_frames); Ref get_sprite_frames() const; void play(const StringName &p_animation = StringName()); void stop(); bool is_playing() const; void set_animation(const StringName &p_animation); StringName get_animation() const; void set_frame(int p_frame); int get_frame() const; virtual Rect2 get_item_rect() const override; virtual TypedArray get_configuration_warnings() const override; AnimatedSprite3D(); }; VARIANT_ENUM_CAST(SpriteBase3D::DrawFlags); VARIANT_ENUM_CAST(SpriteBase3D::AlphaCutMode); #endif // SPRITE_3D_H