godot/scene/2d/light_occluder_2d.h
Juan Linietsky c195c0df6b -Added configuration warning system for nodes
-Added a new "add" and "instance" buttons for scene tree
-Added a vformat() function to ease translation work
2016-05-17 18:28:44 -03:00

76 lines
1.3 KiB
C++

#ifndef LIGHTOCCLUDER2D_H
#define LIGHTOCCLUDER2D_H
#include "scene/2d/node_2d.h"
class OccluderPolygon2D : public Resource {
OBJ_TYPE(OccluderPolygon2D,Resource);
public:
enum CullMode {
CULL_DISABLED,
CULL_CLOCKWISE,
CULL_COUNTER_CLOCKWISE
};
private:
RID occ_polygon;
DVector<Vector2> polygon;
bool closed;
CullMode cull;
protected:
static void _bind_methods();
public:
void set_polygon(const DVector<Vector2>& p_polygon);
DVector<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 {
OBJ_TYPE(LightOccluder2D,Node2D);
RID occluder;
bool enabled;
int mask;
Ref<OccluderPolygon2D> occluder_polygon;
#ifdef DEBUG_ENABLED
void _poly_changed();
#endif
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