// 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_manager.h */ #ifndef LROOM_MANAGER_H #define LROOM_MANAGER_H /** @author lawnjelly */ #include "scene/3d/spatial.h" #include "CoBitField_Dynamic.h" class LRoomManager : public Spatial { GDCLASS(LRoomManager, Spatial); // a quick list of object IDs of child rooms Vector m_room_IDs; ObjectID m_room_curr; ObjectID m_cameraID; // keep track of which rooms are visible, so we can hide ones that aren't hit that were previously on Core::CoBitField_Dynamic m_BF_visible_rooms; // Vector m_VisibleRoomList[2]; // int m_CurrentVisibleRoomList; public: LRoomManager(); // convert empties and meshes to rooms and portals void convert(); void set_camera(Node * pCam); protected: static void _bind_methods(); void _notification(int p_what); private: void Convert_Rooms(); bool Convert_Room(Spatial * pNode); void Convert_Portals(); void Find_Rooms(); void FrameUpdate(); }; #endif