godot-lportal/lroom.h

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// 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.
/* room.h */
#ifndef LROOM_H
#define LROOM_H
/**
@author lawnjelly <lawnjelly@gmail.com>
*/
#include "scene/3d/spatial.h"
// Smooth node allows fixed timestep interpolation without having to write any code.
// It requires a proxy node (which is moved on physics tick), e.g. a rigid body or manually moved spatial..
// and instead of having MeshInstance as a child of this, you add Smooth node to another part of the scene graph,
// make the MeshInstance a child of the smooth node, then choose the proxy as the target for the smooth node.
// Note that in the special case of manually moving the proxy to a completely new location, you should call
// 'teleport' on the smooth node after setting the proxy node transform. This will ensure that the current AND
// previous transform records are reset, so it moves instantaneously.
class LPortal;
class MeshInstance;
class LCamera
{
public:
// all in world space, culling done in world space
Vector3 m_ptPos;
Vector3 m_ptDir;
};
class LRoom : public Spatial {
GDCLASS(LRoom, Spatial);
friend class LPortal;
private:
// a quick list of object IDs of child portals of this room
Vector<ObjectID> m_portal_IDs;
protected:
static void _bind_methods();
public:
// initial setup, allows importing portals as meshes from modelling program,
// which will be auto converted to LPortals with this method
void DetectPortalMeshes();
// assuming that portals are a child of the room, detect these and make them 2 way
void MakePortalsTwoWay();
void MakePortalQuickList();
// main function
2019-09-12 12:07:43 +02:00
void DetermineVisibility_Recursive(int depth, const LCamera &cam, const Vector<Plane> &planes, ObjectID portalID_from = 0);
// specific
public:
LRoom();
private:
// void SetupPortal(LPortal * pPortal);
void MakeOppositePortal(LPortal * pPortalFrom, LRoom * pRoomTo);
void DetectedPortalMesh(MeshInstance * pMeshInstance, String szLinkRoom);
};
#endif