godot-lportal/lportal.h

94 lines
2.8 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.
/* portal.h */
#ifndef LPORTAL_H
#define LPORTAL_H
/**
@author lawnjelly <lawnjelly@gmail.com>
*/
#include "scene/3d/spatial.h"
#include "lvector.h"
class LRoom;
class LRoomManager;
class Light;
class LPortal {
public:
enum eClipResult
{
CLIP_OUTSIDE,
CLIP_PARTIAL,
CLIP_INSIDE,
};
const String &get_name() const {return m_szName;}
// linked room, this is the number not godot ID
int m_iRoomNum;
String m_szName;
LPortal::eClipResult ClipWithPlane(const Plane &p) const;
void AddPlanes(LRoomManager &manager, const Vector3 &ptCam, LVector<Plane> &planes) const;
// reverse direction if we are going back through portals TOWARDS the light rather than away from it
// (the planes will need reversing because the portal winding will be opposite)
void AddLightPlanes(LRoomManager &manager, const LLight &light, LVector<Plane> &planes, bool bReverse) const;
// normal determined by winding order
Vector<Vector3> m_ptsWorld;
Vector3 m_ptCentre; // world
Plane m_Plane;
// whether this is an autogenerated mirror portal
// this is used only on conversion of 2 way portals to prevent recursion .. maybe not needed at runtime?
bool m_bMirror;
// frame counter when last touched .. prevents going backward through portals
//unsigned int m_uiFrameTouched_Blocked;
LPortal();
void CopyReversedGeometry(const LPortal &source);
void CreateGeometry(PoolVector<Vector3> p_vertices, const Transform &trans, bool bPortalPlane_Convention);
void PlaneFromPoints();
void SortVertsClockwise(bool bPortalPlane_Convention);
void ReverseWindingOrder();
// useful funcs
static bool NameStartsWith(const Node * pNode, String szSearch);
static String FindNameAfter(Node * pNode, String szStart);
private:
void Debug_CheckPlaneValidity(const Plane &p) const;
};
#endif