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;
};
// 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 LLight : public LHidable
{
public:
enum eLightType
{
LT_DIRECTIONAL,
LT_SPOTLIGHT,
LT_OMNI,
};
void SetDefaults();
Light * GetGodotLight();
bool IsGlobal() const {return m_RoomID == -1;}
Vector3 m_ptDir;
Vector3 m_ptPos;
ObjectID m_GodotID;
eLightType m_eType;
float m_fSpread; // for spotlight
float m_fMaxDist; // shadow distance not light distance
// source room
int m_RoomID; // or -1 for global lights
// shadow casters
int m_FirstCaster;
int m_NumCasters;
};