2019-09-11 09:09:36 +02:00
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// Copyright (c) 2019 Lawnjelly
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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/* portal.h */
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#ifndef LPORTAL_H
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#define LPORTAL_H
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/**
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@author lawnjelly <lawnjelly@gmail.com>
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*/
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#include "scene/3d/spatial.h"
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2019-09-12 20:53:24 +02:00
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#include "lvector.h"
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2019-09-11 09:09:36 +02:00
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class LRoom;
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2019-09-23 12:14:41 +02:00
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class LRoomManager;
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2019-10-09 12:33:19 +02:00
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class Light;
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2019-09-11 09:09:36 +02:00
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2019-09-26 09:53:15 +02:00
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2019-09-15 16:39:01 +02:00
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class LPortal {
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public:
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2019-09-11 09:09:36 +02:00
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enum eClipResult
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{
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CLIP_OUTSIDE,
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CLIP_PARTIAL,
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CLIP_INSIDE,
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};
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2019-09-15 16:39:01 +02:00
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const String &get_name() const {return m_szName;}
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2019-09-11 09:09:36 +02:00
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2019-09-15 16:39:01 +02:00
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// linked room, this is the number not godot ID
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int m_iRoomNum;
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String m_szName;
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LPortal::eClipResult ClipWithPlane(const Plane &p) const;
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2019-09-23 12:14:41 +02:00
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void AddPlanes(LRoomManager &manager, const Vector3 &ptCam, LVector<Plane> &planes) const;
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2019-10-09 12:33:19 +02:00
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// reverse direction if we are going back through portals TOWARDS the light rather than away from it
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// (the planes will need reversing because the portal winding will be opposite)
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void AddLightPlanes(LRoomManager &manager, const LLight &light, LVector<Plane> &planes, bool bReverse) const;
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// normal determined by winding order
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Vector<Vector3> m_ptsWorld;
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2019-09-15 20:26:18 +02:00
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Vector3 m_ptCentre; // world
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Plane m_Plane;
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2019-09-16 15:23:10 +02:00
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// whether this is an autogenerated mirror portal
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// this is used only on conversion of 2 way portals to prevent recursion .. maybe not needed at runtime?
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bool m_bMirror;
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2019-09-15 20:26:18 +02:00
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// frame counter when last touched .. prevents going backward through portals
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//unsigned int m_uiFrameTouched_Blocked;
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2019-09-11 09:09:36 +02:00
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LPortal();
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void CopyReversedGeometry(const LPortal &source);
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2019-09-15 16:39:01 +02:00
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void CreateGeometry(PoolVector<Vector3> p_vertices, const Transform &trans);
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void PlaneFromPoints();
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2019-09-12 12:07:43 +02:00
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void SortVertsClockwise();
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void ReverseWindingOrder();
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2019-09-15 16:39:01 +02:00
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// useful funcs
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static bool NameStartsWith(Node * pNode, String szSearch);
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2019-09-12 12:07:43 +02:00
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static String FindNameAfter(Node * pNode, String szStart);
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private:
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void Debug_CheckPlaneValidity(const Plane &p) const;
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};
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#endif
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