// 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. /* portal.h */ #ifndef LPORTAL_H #define LPORTAL_H /** @author lawnjelly */ #include "scene/3d/spatial.h" #include "lvector.h" class LRoom; class LRoomManager; class Light; class LLight { 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 }; class LPortal { public: enum eClipResult { CLIP_OUTSIDE, CLIP_PARTIAL, CLIP_INSIDE, }; const String &get_name() const {return m_szName;} // linked room, this is the number not godot ID int m_iRoomNum; String m_szName; LPortal::eClipResult ClipWithPlane(const Plane &p) const; void AddPlanes(LRoomManager &manager, const Vector3 &ptCam, LVector &planes) const; // reverse direction if we are going back through portals TOWARDS the light rather than away from it // (the planes will need reversing because the portal winding will be opposite) void AddLightPlanes(LRoomManager &manager, const LLight &light, LVector &planes, bool bReverse) const; // normal determined by winding order Vector m_ptsWorld; Vector3 m_ptCentre; // world Plane m_Plane; // whether this is an autogenerated mirror portal // this is used only on conversion of 2 way portals to prevent recursion .. maybe not needed at runtime? bool m_bMirror; // frame counter when last touched .. prevents going backward through portals //unsigned int m_uiFrameTouched_Blocked; LPortal(); void CopyReversedGeometry(const LPortal &source); void CreateGeometry(PoolVector p_vertices, const Transform &trans); void PlaneFromPoints(); void SortVertsClockwise(); void ReverseWindingOrder(); // useful funcs static bool NameStartsWith(Node * pNode, String szSearch); static String FindNameAfter(Node * pNode, String szStart); private: void Debug_CheckPlaneValidity(const Plane &p) const; }; #endif