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https://github.com/Relintai/godot-lportal.git
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180 lines
3.9 KiB
C++
180 lines
3.9 KiB
C++
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#include "ldoblist.h"
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#include "lroom_manager.h"
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#include "ldebug.h"
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// returns whether changed room
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bool LDobList::FindDOBOldAndNewRoom(LRoomManager &manager, int dob_id, const Vector3 &pos, int &old_room_id, int &new_room_id)
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{
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LDob &dob = GetDob(dob_id);
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bool bCamera = (dob_id == manager.m_DOB_id_camera);
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float slop = 0.2f;
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if (bCamera)
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slop = 0.0f;
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else
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{
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// print_line("dob position : " + String(Variant(pt)));
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}
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// current room
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old_room_id = dob.m_iRoomID;
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new_room_id = old_room_id; // default
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bool bChangedRoom = false;
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LRoom * pCurrentRoom = 0;
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if (old_room_id == -1)
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bChangedRoom = true;
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else
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{
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pCurrentRoom = manager.GetRoom(old_room_id);
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// deal with the case that the DOB has moved way outside the room
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if (!pCurrentRoom->m_Bound.IsPointWithin(pos, 1.0f))
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bChangedRoom = true;
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}
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// if changed room definitely?
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if (bChangedRoom)
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{
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// revert to expensive method (may have been teleported etc)
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new_room_id = manager.FindClosestRoom(pos);
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if (new_room_id != old_room_id)
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return true;
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else
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return false;
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}
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assert (pCurrentRoom);
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// check each portal - has the object crossed it into the neighbouring room?
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for (int p=0; p<pCurrentRoom->m_iNumPortals; p++)
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{
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const LPortal &port = manager.m_Portals[pCurrentRoom->m_iFirstPortal + p];
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float dist = port.m_Plane.distance_to(pos);
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if (dist > slop)
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{
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LPRINT(0, "DOB at pos " + pos + " ahead of portal " + port.get_name() + " by " + String(Variant(dist)));
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new_room_id = manager.Portal_GetLinkedRoom(port).m_RoomID;
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return true;
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}
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}
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return false;
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}
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void LDobList::UpdateVisibility(LRoomManager &manager, Spatial * pDOBSpatial, int dob_id)
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{
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LDob &dob = GetDob(dob_id);
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// get the room
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LRoom * pRoom = manager.GetRoom(dob.m_iRoomID);
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bool bRoomVisible = pRoom->IsVisible();
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Spatial * pDOB = pDOBSpatial;
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bool bDobVis = pDOB->is_visible_in_tree();
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if (bDobVis != bRoomVisible)
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{
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//String sz = "DOB " + pDOB->get_name() + "\t";
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if (bRoomVisible)
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{
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pDOB->show();
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//sz += "coming into view";
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}
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else
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{
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pDOB->hide();
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//sz += "exiting view";
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}
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//print_line(sz);
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}
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}
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int LDobList::UpdateDob(LRoomManager &manager, int dob_id, const Vector3 &pos)
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{
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LDob &dob = GetDob(dob_id);
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// get the VI for showing / hiding
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Spatial * pSpat = (Spatial *) dob.GetVI();
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int old_room, new_room;
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if (FindDOBOldAndNewRoom(manager, dob_id, pos, old_room, new_room))
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{
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dob.m_iRoomID = new_room;
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}
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if (dob_id != manager.m_DOB_id_camera)
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UpdateVisibility(manager, pSpat, dob_id);
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return dob.m_iRoomID;
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}
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/*
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// get _global_transform DOES NOT WORK when detached from scene tree (or hidden)
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const Vector3 &pt = pDOB->get_global_transform().origin;
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// is it the camera?
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bool bCamera = pDOB->get_instance_id() == manager.m_ID_camera;
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float slop = 0.2f;
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if (bCamera)
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slop = 0.0f;
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else
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{
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// print_line("dob position : " + String(Variant(pt)));
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}
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// deal with the case that the DOB has moved way outside the room
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if (!m_Bound.IsPointWithin(pt, 1.0f))
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{
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// revert to expensive method (may have been teleported etc)
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int iRoomNum = manager.FindClosestRoom(pt);
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//print_line("dob_teleport closest room " + itos(iRoomNum));
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if (iRoomNum == -1)
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return 0;
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// could be no change of room...
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if (iRoomNum == m_RoomID)
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return 0;
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return manager.GetRoom(iRoomNum);
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}
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// the camera can't have slop because we might end up front side of a door without entering the room,
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// hence can't see into the room through the portal!
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// if (bCamera)
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// slop = 0.0f;
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// check each portal - has the object crossed it into the neighbouring room?
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for (int p=0; p<m_iNumPortals; p++)
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{
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const LPortal &port = manager.m_Portals[m_iFirstPortal + p];
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float dist = port.m_Plane.distance_to(pt);
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if (dist > slop)
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{
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LPRINT(0, "DOB at pos " + pt + " ahead of portal " + port.get_name() + " by " + String(Variant(dist)));
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// we want to move into the adjoining room
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return &manager.Portal_GetLinkedRoom(port);
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}
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}
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return 0;
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*/
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