/*************************************************************************/ /* light_occluder_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 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 LIGHTOCCLUDER2D_H #define LIGHTOCCLUDER2D_H #include "scene/2d/node_2d.h" class OccluderPolygon2D : public Resource { GDCLASS(OccluderPolygon2D, Resource); public: enum CullMode { CULL_DISABLED, CULL_CLOCKWISE, CULL_COUNTER_CLOCKWISE }; private: RID occ_polygon; PoolVector<Vector2> polygon; bool closed; CullMode cull; protected: static void _bind_methods(); public: void set_polygon(const PoolVector<Vector2> &p_polygon); PoolVector<Vector2> get_polygon() const; void set_closed(bool p_closed); bool is_closed() const; void set_cull_mode(CullMode p_mode); CullMode get_cull_mode() const; virtual RID get_rid() const; OccluderPolygon2D(); ~OccluderPolygon2D(); }; VARIANT_ENUM_CAST(OccluderPolygon2D::CullMode); class LightOccluder2D : public Node2D { GDCLASS(LightOccluder2D, Node2D); RID occluder; bool enabled; int mask; Ref<OccluderPolygon2D> occluder_polygon; void _poly_changed(); protected: void _notification(int p_what); static void _bind_methods(); public: void set_occluder_polygon(const Ref<OccluderPolygon2D> &p_polygon); Ref<OccluderPolygon2D> get_occluder_polygon() const; void set_occluder_light_mask(int p_mask); int get_occluder_light_mask() const; String get_configuration_warning() const; LightOccluder2D(); ~LightOccluder2D(); }; #endif // LIGHTOCCLUDER2D_H