godot-lportal/ldob.cpp

263 lines
5.2 KiB
C++

// 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 <lawnjelly@gmail.com>
*/
#include "ldob.h"
#include "scene/3d/mesh_instance.h"
#include "scene/3d/light.h"
bool LHidable::m_bDetach = true;
void LHidable::Hidable_Create(Node * pNode)
{
// m_pNode = 0; m_pParent = 0; m_bShow = true;
m_pNode = pNode;
m_pParent = m_pNode->get_parent();
m_bShow = true;
}
void LHidable::Show(bool bShow)
{
// noop
if (bShow == m_bShow)
return;
// new state
m_bShow = bShow;
assert (m_pParent);
if (m_bDetach)
{
if (bShow)
{
// add to tree
m_pParent->add_child(m_pNode);
}
else
{
// remove from tree
m_pParent->remove_child(m_pNode);
}
}
else
{
if (bShow)
((Spatial *) m_pNode)->show();
else
((Spatial *) m_pNode)->hide();
}
}
/////////////////////////////////////////////////////////////////////
const char * LSource::m_szTypes[] = {"CAM", "DIR", "SPOT", "OMNI", };
const char * LSource::m_szClasses[] = {"STATIC", "ROOM", "DYN", };
void LSource::Source_SetDefaults()
{
m_eType = ST_CAMERA;
m_eClass = SC_STATIC;
m_fSpread = 0.0f;
m_fRange = FLT_MAX;
m_RoomID = -1;
// spotlight spread definition (light.cpp, line 146)
// float size = Math::tan(Math::deg2rad(param[PARAM_SPOT_ANGLE])) * len;
}
String LSource::MakeDebugString() const
{
String sz = "SOURCE : ";
sz += String(m_szTypes[m_eType]) + " - ";
sz += String(m_szClasses[m_eClass]) + "\tpos ";
sz += String(Variant(m_ptPos)) + "\tdir ";
sz += String(Variant(m_ptDir)) + "\n";
return sz;
}
///////////////////////////////////////////////////
void LLight::Light_SetDefaults()
{
m_Source.Source_SetDefaults();
m_GodotID = 0;
// m_eType = LT_DIRECTIONAL;
// m_eClass = LT_STATIC;
// m_fSpread = 0.0f; // for spotlight
// m_fMaxDist = 100.0f;
// m_RoomID = -1;
m_FirstCaster = 0;
m_NumCasters = 0;
m_NumAffectedRooms = 0;
m_iArea = -1;
}
bool LLight::AddAffectedRoom(int room_id)
{
if (m_NumAffectedRooms >= MAX_AFFECTED_ROOMS)
return false;
m_AffectedRooms[m_NumAffectedRooms++] = room_id;
return true;
}
// dynamic light update
void LLight::Update()
{
// firstly, has it crossed into another room like the dobs
}
String LLight::MakeDebugString() const
{
String sz;
sz += m_Source.MakeDebugString();
return sz;
}
Light * LLight::GetGodotLight()
{
Object * pObj = ObjectDB::get_instance(m_GodotID);
Light * p = Object::cast_to<Light>(pObj);
return p;
}
/////////////////////////////////////////////////////////////////////
Spatial * LSob::GetSpatial() const
{
Object * pObj = ObjectDB::get_instance(m_ID);
Spatial * pSpat = Object::cast_to<Spatial>(pObj);
return pSpat;
}
bool LSob::IsShadowCaster() const
{
Object * pObj = ObjectDB::get_instance(m_ID);
GeometryInstance * pGI = Object::cast_to<GeometryInstance>(pObj);
if (pGI)
{
if (pGI->get_cast_shadows_setting() == GeometryInstance::SHADOW_CASTING_SETTING_OFF)
return false;
return true;
}
// not sure yet, maybe this should be true, depends what the non geometry objects are
return false;
}
GeometryInstance * LSob::GetGI() const
{
Object * pObj = ObjectDB::get_instance(m_ID);
GeometryInstance * pGI = Object::cast_to<GeometryInstance>(pObj);
return pGI;
}
VisualInstance * LSob::GetVI() const
{
Object * pObj = ObjectDB::get_instance(m_ID);
VisualInstance * pVI = Object::cast_to<VisualInstance>(pObj);
return pVI;
}
/*
void LSob::Show(bool bShow)
{
// noop
if (bShow == m_bShow)
return;
// new state
m_bShow = bShow;
Spatial * pS = GetSpatial();
if (!pS)
return;
assert (m_pParent);
if (bShow)
{
// add to tree
m_pParent->add_child(m_pNode);
}
else
{
// remove from tree
m_pParent->remove_child(m_pNode);
}
// noop
// if (pS->is_visible() == bShow)
// return;
// if (bShow)
// pS->show();
// else
// pS->hide();
// GeometryInstance * pGI = Object::cast_to<GeometryInstance>(pS);
// if (pGI)
// {
// // godot visible bug workaround
// pGI->set_extra_cull_margin(0.0f);
// }
}
*/
Spatial * LDob::GetSpatial() const
{
Object * pObj = ObjectDB::get_instance(m_ID_Spatial);
Spatial * pSpat = Object::cast_to<Spatial>(pObj);
return pSpat;
}
VisualInstance * LDob::GetVI() const
{
Object * pObj = ObjectDB::get_instance(m_ID_VI);
VisualInstance * pVI = Object::cast_to<VisualInstance>(pObj);
return pVI;
}