#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 */ #include "scene/3d/spatial.h" class VisualInstance; 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 class LSob : public LHidable { public: Spatial * GetSpatial() const; VisualInstance * GetVI() const; //void Show(bool bShow); bool IsShadowCaster() const; ObjectID m_ID; // godot object AABB m_aabb; // world space }; // dynamic object class LDob { public: Spatial * GetSpatial() const; VisualInstance * GetVI() const; ObjectID m_ID_Spatial; ObjectID m_ID_VI; bool m_bVisible; float m_fRadius; }; 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; };