// 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 "lbitfield_dynamic.h" #include "lplanes_pool.h" #include "lroom.h" #include "lportal.h" class LRoomManager : public Spatial { GDCLASS(LRoomManager, Spatial); friend class LRoom; friend class LRoomConverter; // godot ID of the camera (which should be registered as a DOB to allow moving between rooms) ObjectID m_cameraID; // keep track of which rooms are visible, so we can hide ones that aren't hit that were previously on Lawn::LBitField_Dynamic m_BF_visible_rooms; LVector m_VisibleRoomList_A; LVector m_VisibleRoomList_B; LVector * m_pCurr_VisibleRoomList; LVector * m_pPrev_VisibleRoomList; // keep a frame counter, to mark when objects have been hit by the visiblity algorithm // already to prevent multiple hits on rooms and objects unsigned int m_uiFrameCounter; public: LRoomManager(); // convert empties and meshes to rooms and portals void rooms_convert(); // choose which camera you want to use to determine visibility. // normally this will be your main camera, but you can choose another for debugging void rooms_set_camera(Node * pCam); // Dynamic objects .. cameras, players, boxes etc // These are defined by their ability to move from room to room. // You can still move static objects within the same room (e.g. elevators, moving platforms) // as these don't require checks for changing rooms. void dob_register(Node * pDOB, float radius); void dob_unregister(Node * pDOB); bool dob_update(Node * pDOB); bool dob_teleport(Node * pDOB); // supplementary functions available from script int dob_get_room_id(Node * pDOB); Node * rooms_get_room(int room_id); protected: static void _bind_methods(); void _notification(int p_what); // The recursive visibility function needs to allocate loads of planes. // We use a pool for this instead of allocating on the fly. LPlanesPool m_Pool; private: // helper funcs const LRoom * GetRoom(int i) const; LRoom * GetRoom(int i); LRoom * GetRoomFromDOB(Node * pNode); int FindClosestRoom(const Vector3 &pt) const; // for DOBs, we need some way of storing the room ID on them, so we use metadata (currently) // this is pretty gross but hey ho int Obj_GetRoomNum(Node * pNode) const; void Obj_SetRoomNum(Node * pNode, int num); // this is where we do all the culling void FrameUpdate(); // find which room is linked by a portal LRoom &Portal_GetLinkedRoom(const LPortal &port); // lists of rooms and portals, contiguous list so cache friendly LVector m_Rooms; LVector m_Portals; }; #endif