godot/scene/3d/blob_focus.cpp
lawnjelly dedf461674 Add blob shadows feature
BlobShadow node (sphere or capsule)
BlobFocus
Backends for GLES2 and GLES3
2025-10-01 06:37:54 +01:00

95 lines
3.9 KiB
C++

/**************************************************************************/
/* blob_focus.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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. */
/**************************************************************************/
#include "blob_focus.h"
#include "scene/3d/camera.h"
#include "servers/visual/visual_server_blob_shadows.h"
void BlobFocus::_bind_methods() {
}
void BlobFocus::_physics_interpolated_changed() {
set_notify_transform(!is_physics_interpolated_and_enabled());
Spatial::_physics_interpolated_changed();
}
void BlobFocus::fti_update_servers_xform() {
if (is_visible_in_tree()) {
Viewport *viewport = get_viewport();
if (viewport) {
Camera *camera = viewport->get_camera();
if (camera) {
Vector3 new_pos = _get_cached_global_transform_interpolated().origin;
if (!new_pos.is_equal_approx(_prev_pos)) {
RID rid = camera->get_camera();
VisualServer::get_singleton()->camera_set_blob_focus_position(rid, new_pos);
_prev_pos = new_pos;
}
}
}
}
Spatial::fti_update_servers_xform();
}
void BlobFocus::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_VISIBILITY_CHANGED: {
if (is_visible_in_tree()) {
Viewport *viewport = get_viewport();
if (viewport) {
Camera *camera = viewport->get_camera();
if (camera) {
RID rid = camera->get_camera();
VisualServer::get_singleton()->camera_set_blob_focus_position(rid, get_global_transform_interpolated().origin);
}
}
}
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
if (is_visible_in_tree() && !is_physics_interpolated_and_enabled()) {
Viewport *viewport = get_viewport();
if (viewport) {
Camera *camera = viewport->get_camera();
if (camera) {
RID rid = camera->get_camera();
VisualServer::get_singleton()->camera_set_blob_focus_position(rid, get_global_transform().origin);
}
}
}
} break;
}
}
BlobFocus::BlobFocus() {
set_notify_transform(true);
}