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/*************************************************************************/
/*  sprite_3d.h                                                          */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* 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.h"
#include "scene/2d/animated_sprite.h"


class SpriteBase3D : public GeometryInstance {

	GDCLASS(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<SpriteBase3D*> children;
	List<SpriteBase3D*>::Element *pI;

	bool centered;
	Point2 offset;

	bool hflip;
	bool vflip;


	Color modulate;
	float opacity;

	Vector3::Axis axis;
	float pixel_size;
	Rect3 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 Rect3& 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 Rect3 get_aabb() const;
	virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;

	SpriteBase3D();
	~SpriteBase3D();
};


class Sprite3D : public SpriteBase3D {

	GDCLASS(Sprite3D,SpriteBase3D);
	Ref<Texture> texture;


	bool region;
	Rect2 region_rect;

	int frame;

	int vframes;
	int hframes;
protected:
	virtual void _draw();
	static void _bind_methods();

	virtual void _validate_property(PropertyInfo& property) const;
public:



	void set_texture(const Ref<Texture>& p_texture);
	Ref<Texture> 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();
};

#if 0
class AnimatedSprite3D : public SpriteBase3D {

	GDCLASS(AnimatedSprite3D,SpriteBase3D);
	Ref<SpriteFrames> frames;


	StringName animation;
	int frame;

protected:
	virtual void _draw();
	static void _bind_methods();
public:



	void set_sprite_frames(const Ref<SpriteFrames>& p_sprite_frames);
	Ref<SpriteFrames> get_sprite_frames() const;

	void set_frame(int p_frame);
	int get_frame() const;


	virtual Rect2 get_item_rect() const;

	AnimatedSprite3D();
	//~AnimatedSprite3D();
};
#endif




class AnimatedSprite3D : public SpriteBase3D {

	GDCLASS(AnimatedSprite3D,SpriteBase3D);

	Ref<SpriteFrames> frames;
	bool playing;
	StringName animation;
	int frame;

	bool centered;
	Point2 offset;

	float timeout;

	bool hflip;
	bool vflip;

	Color modulate;

	void _res_changed();

	void _reset_timeout();
	void _set_playing(bool p_playing);
	bool _is_playing() const;


protected:

	virtual void _draw();
	static void _bind_methods();
	void _notification(int p_what);
	virtual void _validate_property(PropertyInfo& property) const;

public:



	void set_sprite_frames(const Ref<SpriteFrames> &p_frames);
	Ref<SpriteFrames> 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;

	virtual String get_configuration_warning() const;
	AnimatedSprite3D();
};


VARIANT_ENUM_CAST(SpriteBase3D::DrawFlags);
VARIANT_ENUM_CAST(SpriteBase3D::AlphaCutMode);
#endif // SPRITE_3D_H