godot/scene/resources/occluder_shape.h
lawnjelly 115f4dce55 Sphere occluders (portals and general use)
Add framework for supporting geometrical occluders within rooms, and add support for sphere occluders.
Includes gizmos for editing.

They also work outside the portal system.
2021-08-17 09:02:06 +01:00

87 lines
3.7 KiB
C++

/*************************************************************************/
/* occluder_shape.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 */
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/* "Software"), to deal in the Software without restriction, including */
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#ifndef OCCLUDER_SHAPE_H
#define OCCLUDER_SHAPE_H
#include "core/math/plane.h"
#include "core/resource.h"
#include "core/vector.h"
class OccluderShape : public Resource {
GDCLASS(OccluderShape, Resource);
OBJ_SAVE_TYPE(OccluderShape);
RES_BASE_EXTENSION("occ");
RID _shape;
protected:
static void _bind_methods();
RID get_shape() const { return _shape; }
OccluderShape(RID p_shape);
public:
virtual RID get_rid() const { return _shape; }
~OccluderShape();
virtual void notification_enter_world(RID p_scenario) = 0;
virtual void update_shape_to_visual_server() = 0;
void update_transform_to_visual_server(const Transform &p_global_xform);
void update_active_to_visual_server(bool p_active);
void notification_exit_world();
virtual Transform center_node(const Transform &p_global_xform, const Transform &p_parent_xform, real_t p_snap) = 0;
};
class OccluderShapeSphere : public OccluderShape {
GDCLASS(OccluderShapeSphere, OccluderShape);
// We bandit a plane to store position / radius
Vector<Plane> _spheres;
const real_t _min_radius = 0.1;
protected:
static void _bind_methods();
public:
void set_spheres(const Vector<Plane> &p_spheres);
Vector<Plane> get_spheres() const { return _spheres; }
void set_sphere_position(int p_idx, const Vector3 &p_position);
void set_sphere_radius(int p_idx, real_t p_radius);
virtual void notification_enter_world(RID p_scenario);
virtual void update_shape_to_visual_server();
virtual Transform center_node(const Transform &p_global_xform, const Transform &p_parent_xform, real_t p_snap);
OccluderShapeSphere();
};
#endif // OCCLUDER_SHAPE_H