godot-lportal/ldob.h

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#pragma once
// Copyright (c) 2019 Lawnjelly
// 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.
/**
@author lawnjelly <lawnjelly@gmail.com>
*/
#include "scene/3d/spatial.h"
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class VisualInstance;
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class GeometryInstance;
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class Light;
class LHidable
{
public:
void Hidable_Create(Node * pNode);
void Show(bool bShow);
// new .. can be separated from the scene tree to cull
Node * m_pNode;
Node * m_pParent;
// separate flag so we don't have to touch the godot lookup
bool m_bShow;
// which method we are using to show and hide .. detaching from scene tree or just show / hide through godot
static bool m_bDetach;
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};
// static object
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class LSob : public LHidable
{
public:
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Spatial * GetSpatial() const;
VisualInstance * GetVI() const;
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GeometryInstance * GetGI() const;
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//void Show(bool bShow);
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bool IsShadowCaster() const;
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ObjectID m_ID; // godot object
AABB m_aabb; // world space
};
// dynamic object
class LDob
{
public:
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Spatial * GetSpatial() const;
VisualInstance * GetVI() const;
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ObjectID m_ID_Spatial;
ObjectID m_ID_VI;
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bool m_bVisible;
float m_fRadius;
};
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//class LCamera
// trace source can be camera or light
class LSource
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{
public:
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enum eSourceType
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{
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ST_CAMERA, // frustum planes will have been added
ST_DIRECTIONAL,
ST_SPOTLIGHT, // trace should add back plane and cone planes
ST_OMNI, // no planes, can go in any direction
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};
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enum eSourceClass
{
SC_STATIC, // non moving light
SC_ROOM, // only moves within the room
SC_DYNAMIC, // can move between rooms (register as a DOB)
};
void Source_SetDefaults();
String MakeDebugString() const;
// funcs
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bool IsGlobal() const {return m_RoomID == -1;}
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// all in world space, culling done in world space
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Vector3 m_ptPos;
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Vector3 m_ptDir;
eSourceType m_eType;
eSourceClass m_eClass;
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float m_fSpread; // for spotlight
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float m_fRange; // shadow distance not light distance
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// source room
int m_RoomID; // or -1 for global lights
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private:
static const char * m_szTypes[];
static const char * m_szClasses[];
};
class LLight : public LHidable
{
public:
enum {MAX_AFFECTED_ROOMS=64};
LSource m_Source;
ObjectID m_GodotID;
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// shadow casters
int m_FirstCaster;
int m_NumCasters;
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// funcs
// for dynamic lights
// move them light dobs across planes
// and update the rooms that are affected by the light
void Update();
String MakeDebugString() const;
void Light_SetDefaults();
Light * GetGodotLight();
bool AddAffectedRoom(int room_id);
void ClearAffectedRooms() {m_NumAffectedRooms = 0;}
// keep a list of the rooms affected by this light
uint16_t m_AffectedRooms[MAX_AFFECTED_ROOMS];
int m_NumAffectedRooms;
// for global lights, this is the area or -1 if unset
int m_iArea;
String m_szArea; // set to the area string in the case of area lights, else ""
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};