File: light_occluder_2d.cpp

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/*************************************************************************/
/*  light_occluder_2d.cpp                                                */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2018 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.                */
/*************************************************************************/

#include "light_occluder_2d.h"

#include "engine.h"

void OccluderPolygon2D::set_polygon(const PoolVector<Vector2> &p_polygon) {

	polygon = p_polygon;
	VS::get_singleton()->canvas_occluder_polygon_set_shape(occ_polygon, p_polygon, closed);
	emit_changed();
}

PoolVector<Vector2> OccluderPolygon2D::get_polygon() const {

	return polygon;
}

void OccluderPolygon2D::set_closed(bool p_closed) {

	if (closed == p_closed)
		return;
	closed = p_closed;
	if (polygon.size())
		VS::get_singleton()->canvas_occluder_polygon_set_shape(occ_polygon, polygon, closed);
	emit_changed();
}

bool OccluderPolygon2D::is_closed() const {

	return closed;
}

void OccluderPolygon2D::set_cull_mode(CullMode p_mode) {

	cull = p_mode;
	VS::get_singleton()->canvas_occluder_polygon_set_cull_mode(occ_polygon, VS::CanvasOccluderPolygonCullMode(p_mode));
}

OccluderPolygon2D::CullMode OccluderPolygon2D::get_cull_mode() const {

	return cull;
}

RID OccluderPolygon2D::get_rid() const {

	return occ_polygon;
}

void OccluderPolygon2D::_bind_methods() {

	ClassDB::bind_method(D_METHOD("set_closed", "closed"), &OccluderPolygon2D::set_closed);
	ClassDB::bind_method(D_METHOD("is_closed"), &OccluderPolygon2D::is_closed);

	ClassDB::bind_method(D_METHOD("set_cull_mode", "cull_mode"), &OccluderPolygon2D::set_cull_mode);
	ClassDB::bind_method(D_METHOD("get_cull_mode"), &OccluderPolygon2D::get_cull_mode);

	ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &OccluderPolygon2D::set_polygon);
	ClassDB::bind_method(D_METHOD("get_polygon"), &OccluderPolygon2D::get_polygon);

	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "closed"), "set_closed", "is_closed");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "cull_mode", PROPERTY_HINT_ENUM, "Disabled,ClockWise,CounterClockWise"), "set_cull_mode", "get_cull_mode");
	ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");

	BIND_ENUM_CONSTANT(CULL_DISABLED);
	BIND_ENUM_CONSTANT(CULL_CLOCKWISE);
	BIND_ENUM_CONSTANT(CULL_COUNTER_CLOCKWISE);
}

OccluderPolygon2D::OccluderPolygon2D() {

	occ_polygon = VS::get_singleton()->canvas_occluder_polygon_create();
	closed = true;
	cull = CULL_DISABLED;
}

OccluderPolygon2D::~OccluderPolygon2D() {

	VS::get_singleton()->free(occ_polygon);
}

void LightOccluder2D::_poly_changed() {

#ifdef DEBUG_ENABLED
	update();
#endif
}

void LightOccluder2D::_notification(int p_what) {

	if (p_what == NOTIFICATION_ENTER_CANVAS) {

		VS::get_singleton()->canvas_light_occluder_attach_to_canvas(occluder, get_canvas());
		VS::get_singleton()->canvas_light_occluder_set_transform(occluder, get_global_transform());
		VS::get_singleton()->canvas_light_occluder_set_enabled(occluder, is_visible_in_tree());
	}
	if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {

		VS::get_singleton()->canvas_light_occluder_set_transform(occluder, get_global_transform());
	}
	if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {

		VS::get_singleton()->canvas_light_occluder_set_enabled(occluder, is_visible_in_tree());
	}

	if (p_what == NOTIFICATION_DRAW) {

		if (Engine::get_singleton()->is_editor_hint()) {

			if (occluder_polygon.is_valid()) {

				PoolVector<Vector2> poly = occluder_polygon->get_polygon();

				if (poly.size()) {
					if (occluder_polygon->is_closed()) {
						Vector<Color> color;
						color.push_back(Color(0, 0, 0, 0.6));
						draw_polygon(Variant(poly), color);
					} else {

						int ps = poly.size();
						PoolVector<Vector2>::Read r = poly.read();
						for (int i = 0; i < ps - 1; i++) {

							draw_line(r[i], r[i + 1], Color(0, 0, 0, 0.6), 3);
						}
					}
				}
			}
		}
	}

	if (p_what == NOTIFICATION_EXIT_CANVAS) {

		VS::get_singleton()->canvas_light_occluder_attach_to_canvas(occluder, RID());
	}
}

void LightOccluder2D::set_occluder_polygon(const Ref<OccluderPolygon2D> &p_polygon) {

#ifdef DEBUG_ENABLED
	if (occluder_polygon.is_valid())
		occluder_polygon->disconnect("changed", this, "_poly_changed");
#endif
	occluder_polygon = p_polygon;

	if (occluder_polygon.is_valid())
		VS::get_singleton()->canvas_light_occluder_set_polygon(occluder, occluder_polygon->get_rid());
	else
		VS::get_singleton()->canvas_light_occluder_set_polygon(occluder, RID());

#ifdef DEBUG_ENABLED
	if (occluder_polygon.is_valid())
		occluder_polygon->connect("changed", this, "_poly_changed");
	update();
#endif
}

Ref<OccluderPolygon2D> LightOccluder2D::get_occluder_polygon() const {

	return occluder_polygon;
}

void LightOccluder2D::set_occluder_light_mask(int p_mask) {

	mask = p_mask;
	VS::get_singleton()->canvas_light_occluder_set_light_mask(occluder, mask);
}

int LightOccluder2D::get_occluder_light_mask() const {

	return mask;
}

String LightOccluder2D::get_configuration_warning() const {

	if (!occluder_polygon.is_valid()) {
		return TTR("An occluder polygon must be set (or drawn) for this occluder to take effect.");
	}

	if (occluder_polygon.is_valid() && occluder_polygon->get_polygon().size() == 0) {
		return TTR("The occluder polygon for this occluder is empty. Please draw a polygon!");
	}

	return String();
}

void LightOccluder2D::_bind_methods() {

	ClassDB::bind_method(D_METHOD("set_occluder_polygon", "polygon"), &LightOccluder2D::set_occluder_polygon);
	ClassDB::bind_method(D_METHOD("get_occluder_polygon"), &LightOccluder2D::get_occluder_polygon);

	ClassDB::bind_method(D_METHOD("set_occluder_light_mask", "mask"), &LightOccluder2D::set_occluder_light_mask);
	ClassDB::bind_method(D_METHOD("get_occluder_light_mask"), &LightOccluder2D::get_occluder_light_mask);

	ClassDB::bind_method("_poly_changed", &LightOccluder2D::_poly_changed);

	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "occluder", PROPERTY_HINT_RESOURCE_TYPE, "OccluderPolygon2D"), "set_occluder_polygon", "get_occluder_polygon");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "light_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_occluder_light_mask", "get_occluder_light_mask");
}

LightOccluder2D::LightOccluder2D() {

	occluder = VS::get_singleton()->canvas_light_occluder_create();
	mask = 1;
	set_notify_transform(true);
}

LightOccluder2D::~LightOccluder2D() {

	VS::get_singleton()->free(occluder);
}