mirror of
https://github.com/Relintai/godot-lportal.git
synced 2024-11-11 10:52:09 +01:00
18eac7e810
To fix bug where get_global_transform doesn't work with dobs outside the tree, there is a new API
271 lines
5.4 KiB
C++
271 lines
5.4 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)
|
|
{
|
|
//String sz = "";
|
|
if (bShow)
|
|
{
|
|
//sz = "show ";
|
|
// add to tree
|
|
m_pParent->add_child(m_pNode);
|
|
}
|
|
else
|
|
{
|
|
//sz = "hide ";
|
|
// remove from tree
|
|
m_pParent->remove_child(m_pNode);
|
|
}
|
|
//sz += m_pParent->get_name();
|
|
//sz += "->";
|
|
//sz += m_pNode->get_name();
|
|
//print_line(sz);
|
|
}
|
|
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_DOB_id = -1;
|
|
// 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;
|
|
}
|
|
|