#ifndef SPRITE_3D_H #define SPRITE_3D_H #include "scene/3d/visual_instance.h" #include "scene/2d/animated_sprite.h" class SpriteBase3D : public GeometryInstance { OBJ_TYPE(SpriteBase3D,GeometryInstance); public: enum DrawFlags { FLAG_TRANSPARENT, FLAG_SHADED, FLAG_MAX }; enum AlphaCutMode { ALPHA_CUT_DISABLED, ALPHA_CUT_DISCARD, ALPHA_CUT_OPAQUE_PREPASS }; private: bool color_dirty; Color color_accum; SpriteBase3D *parent_sprite; List children; List::Element *pI; bool centered; Point2 offset; bool hflip; bool vflip; Color modulate; float opacity; Vector3::Axis axis; float pixel_size; AABB aabb; RID immediate; bool flags[FLAG_MAX]; AlphaCutMode alpha_cut; bool pending_update; 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_immediate() { return immediate; } 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_region(bool p_region); bool is_region() const; void set_region_rect(const Rect2& p_region_rect); Rect2 get_region_rect() 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(float p_amount); float get_pixel_size() const; void set_axis(Vector3::Axis p_amount); 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; virtual Rect2 get_item_rect() const=0; virtual AABB get_aabb() const; virtual DVector get_faces(uint32_t p_usage_flags) const; SpriteBase3D(); ~SpriteBase3D(); }; class Sprite3D : public SpriteBase3D { OBJ_TYPE(Sprite3D,SpriteBase3D); Ref texture; bool region; Rect2 region_rect; int frame; int vframes; int hframes; protected: virtual void _draw(); static void _bind_methods(); public: void set_texture(const Ref& p_texture); Ref get_texture() const; void set_region(bool p_region); bool is_region() 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_vframes(int p_amount); int get_vframes() const; void set_hframes(int p_amount); int get_hframes() const; virtual Rect2 get_item_rect() const; Sprite3D(); // ~Sprite3D(); }; class AnimatedSprite3D : public SpriteBase3D { OBJ_TYPE(AnimatedSprite3D,SpriteBase3D); Ref frames; StringName animation; int frame; protected: virtual void _draw(); static void _bind_methods(); public: void set_sprite_frames(const Ref& p_sprite_frames); Ref get_sprite_frames() const; void set_frame(int p_frame); int get_frame() const; virtual Rect2 get_item_rect() const; AnimatedSprite3D(); // ~AnimatedSprite3D(); }; VARIANT_ENUM_CAST(SpriteBase3D::DrawFlags); VARIANT_ENUM_CAST(SpriteBase3D::AlphaCutMode); #endif // SPRITE_3D_H