godot-lportal/lroom_manager.h
2019-09-12 11:07:43 +01:00

59 lines
1.7 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.
/* room_manager.h */
#ifndef LROOM_MANAGER_H
#define LROOM_MANAGER_H
/**
@author lawnjelly <lawnjelly@gmail.com>
*/
#include "scene/3d/spatial.h"
class LRoomManager : public Spatial {
GDCLASS(LRoomManager, Spatial);
// a quick list of object IDs of child rooms
Vector<ObjectID> m_room_IDs;
ObjectID m_room_curr;
public:
LRoomManager();
// convert empties and meshes to rooms and portals
void convert();
protected:
static void _bind_methods();
void _notification(int p_what);
private:
void Convert_Rooms();
bool Convert_Room(Spatial * pNode);
void Convert_Portals();
void Find_Rooms();
void FrameUpdate();
};
#endif