mirror of
https://github.com/Relintai/godot-lportal.git
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90 lines
2.9 KiB
C++
90 lines
2.9 KiB
C++
// Copyright (c) 2019 Lawnjelly
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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/* room.h */
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#ifndef LROOM_H
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#define LROOM_H
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/**
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@author lawnjelly <lawnjelly@gmail.com>
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*/
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#include "scene/3d/spatial.h"
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// Smooth node allows fixed timestep interpolation without having to write any code.
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// It requires a proxy node (which is moved on physics tick), e.g. a rigid body or manually moved spatial..
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// and instead of having MeshInstance as a child of this, you add Smooth node to another part of the scene graph,
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// make the MeshInstance a child of the smooth node, then choose the proxy as the target for the smooth node.
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// Note that in the special case of manually moving the proxy to a completely new location, you should call
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// 'teleport' on the smooth node after setting the proxy node transform. This will ensure that the current AND
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// previous transform records are reset, so it moves instantaneously.
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class LPortal;
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class MeshInstance;
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class LCamera
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{
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public:
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// all in world space, culling done in world space
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Vector3 m_ptPos;
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Vector3 m_ptDir;
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};
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class LRoom : public Spatial {
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GDCLASS(LRoom, Spatial);
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friend class LPortal;
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private:
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// a quick list of object IDs of child portals of this room
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Vector<ObjectID> m_portal_IDs;
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protected:
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static void _bind_methods();
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public:
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// initial setup, allows importing portals as meshes from modelling program,
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// which will be auto converted to LPortals with this method
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void DetectPortalMeshes();
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// assuming that portals are a child of the room, detect these and make them 2 way
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void MakePortalsTwoWay();
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void MakePortalQuickList();
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// main function
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void DetermineVisibility_Recursive(int depth, const LCamera &cam, const Vector<Plane> &planes, ObjectID portalID_from = 0);
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// specific
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public:
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LRoom();
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private:
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// void SetupPortal(LPortal * pPortal);
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void MakeOppositePortal(LPortal * pPortalFrom, LRoom * pRoomTo);
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void DetectedPortalMesh(MeshInstance * pMeshInstance, String szLinkRoom);
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};
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#endif
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