text: /*************************************************************************/
  /*  sprite_3d.h                                                          */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2017 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.                */
  /*************************************************************************/
  #ifndef SPRITE_3D_H
  #define SPRITE_3D_H
  
  #include "scene/2d/animated_sprite.h"
  #include "scene/3d/visual_instance.h"
  
  class SpriteBase3D : public GeometryInstance {
  
  	GDCLASS(SpriteBase3D, GeometryInstance);
  
  public:
  	enum DrawFlags {
  		FLAG_TRANSPARENT,
  		FLAG_SHADED,
  		FLAG_DOUBLE_SIDED,
  		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;
  	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_axis);
  	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 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();
  };
  
  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
  