// 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.h */ #ifndef LROOM_H #define LROOM_H /** @author lawnjelly */ #include "scene/3d/spatial.h" // Smooth node allows fixed timestep interpolation without having to write any code. // It requires a proxy node (which is moved on physics tick), e.g. a rigid body or manually moved spatial.. // and instead of having MeshInstance as a child of this, you add Smooth node to another part of the scene graph, // make the MeshInstance a child of the smooth node, then choose the proxy as the target for the smooth node. // Note that in the special case of manually moving the proxy to a completely new location, you should call // 'teleport' on the smooth node after setting the proxy node transform. This will ensure that the current AND // previous transform records are reset, so it moves instantaneously. class LPortal; class MeshInstance; class LCamera { public: // all in world space, culling done in world space Vector3 m_ptPos; Vector3 m_ptDir; }; class LRoom : public Spatial { GDCLASS(LRoom, Spatial); friend class LPortal; private: // a quick list of object IDs of child portals of this room Vector m_portal_IDs; protected: static void _bind_methods(); public: // initial setup, allows importing portals as meshes from modelling program, // which will be auto converted to LPortals with this method void DetectPortalMeshes(); // assuming that portals are a child of the room, detect these and make them 2 way void MakePortalsTwoWay(); void MakePortalQuickList(); // main function void DetermineVisibility_Recursive(int depth, const LCamera &cam, const Vector &planes, ObjectID portalID_from = 0); // specific public: LRoom(); private: // void SetupPortal(LPortal * pPortal); void MakeOppositePortal(LPortal * pPortalFrom, LRoom * pRoomTo); void DetectedPortalMesh(MeshInstance * pMeshInstance, String szLinkRoom); }; #endif