mirror of
https://github.com/Relintai/godot-lportal.git
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251 lines
5.1 KiB
C++
251 lines
5.1 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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/**
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@author lawnjelly <lawnjelly@gmail.com>
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*/
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#include "ldob.h"
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#include "scene/3d/mesh_instance.h"
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#include "scene/3d/light.h"
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void LHidable::Hidable_Create(Node * pNode)
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{
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// m_pNode = 0; m_pParent = 0; m_bShow = true;
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m_pNode = pNode;
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m_pParent = m_pNode->get_parent();
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m_bShow = true;
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}
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void LHidable::Show(bool bShow)
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{
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// noop
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if (bShow == m_bShow)
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return;
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// new state
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m_bShow = bShow;
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assert (m_pParent);
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if (bShow)
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{
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// add to tree
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m_pParent->add_child(m_pNode);
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}
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else
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{
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// remove from tree
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m_pParent->remove_child(m_pNode);
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}
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}
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/////////////////////////////////////////////////////////////////////
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const char * LSource::m_szTypes[] = {"CAM", "DIR", "SPOT", "OMNI", };
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const char * LSource::m_szClasses[] = {"STATIC", "ROOM", "DYN", };
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void LSource::Source_SetDefaults()
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{
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m_eType = ST_CAMERA;
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m_eClass = SC_STATIC;
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m_fSpread = 0.0f;
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m_fRange = FLT_MAX;
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m_RoomID = -1;
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// spotlight spread definition (light.cpp, line 146)
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// float size = Math::tan(Math::deg2rad(param[PARAM_SPOT_ANGLE])) * len;
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}
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String LSource::MakeDebugString() const
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{
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String sz = "SOURCE : ";
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sz += String(m_szTypes[m_eType]) + " - ";
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sz += String(m_szClasses[m_eClass]) + "\tpos ";
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sz += String(Variant(m_ptPos)) + "\tdir ";
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sz += String(Variant(m_ptDir)) + "\n";
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return sz;
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}
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///////////////////////////////////////////////////
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void LLight::Light_SetDefaults()
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{
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m_Source.Source_SetDefaults();
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m_GodotID = 0;
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// m_eType = LT_DIRECTIONAL;
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// m_eClass = LT_STATIC;
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// m_fSpread = 0.0f; // for spotlight
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// m_fMaxDist = 100.0f;
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// m_RoomID = -1;
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m_FirstCaster = 0;
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m_NumCasters = 0;
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m_NumAffectedRooms = 0;
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m_iArea = -1;
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}
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bool LLight::AddAffectedRoom(int room_id)
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{
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if (m_NumAffectedRooms >= MAX_AFFECTED_ROOMS)
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return false;
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m_AffectedRooms[m_NumAffectedRooms++] = room_id;
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return true;
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}
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// dynamic light update
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void LLight::Update()
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{
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// firstly, has it crossed into another room like the dobs
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}
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String LLight::MakeDebugString() const
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{
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String sz;
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sz += m_Source.MakeDebugString();
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return sz;
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}
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Light * LLight::GetGodotLight()
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{
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Object * pObj = ObjectDB::get_instance(m_GodotID);
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Light * p = Object::cast_to<Light>(pObj);
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return p;
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}
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/////////////////////////////////////////////////////////////////////
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Spatial * LSob::GetSpatial() const
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{
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Object * pObj = ObjectDB::get_instance(m_ID);
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Spatial * pSpat = Object::cast_to<Spatial>(pObj);
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return pSpat;
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}
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bool LSob::IsShadowCaster() const
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{
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Object * pObj = ObjectDB::get_instance(m_ID);
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GeometryInstance * pGI = Object::cast_to<GeometryInstance>(pObj);
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if (pGI)
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{
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if (pGI->get_cast_shadows_setting() == GeometryInstance::SHADOW_CASTING_SETTING_OFF)
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return false;
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return true;
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}
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// not sure yet, maybe this should be true, depends what the non geometry objects are
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return false;
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}
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GeometryInstance * LSob::GetGI() const
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{
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Object * pObj = ObjectDB::get_instance(m_ID);
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GeometryInstance * pGI = Object::cast_to<GeometryInstance>(pObj);
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return pGI;
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}
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VisualInstance * LSob::GetVI() const
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{
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Object * pObj = ObjectDB::get_instance(m_ID);
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VisualInstance * pVI = Object::cast_to<VisualInstance>(pObj);
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return pVI;
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}
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/*
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void LSob::Show(bool bShow)
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{
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// noop
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if (bShow == m_bShow)
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return;
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// new state
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m_bShow = bShow;
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Spatial * pS = GetSpatial();
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if (!pS)
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return;
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assert (m_pParent);
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if (bShow)
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{
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// add to tree
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m_pParent->add_child(m_pNode);
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}
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else
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{
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// remove from tree
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m_pParent->remove_child(m_pNode);
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}
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// noop
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// if (pS->is_visible() == bShow)
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// return;
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// if (bShow)
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// pS->show();
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// else
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// pS->hide();
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// GeometryInstance * pGI = Object::cast_to<GeometryInstance>(pS);
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// if (pGI)
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// {
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// // godot visible bug workaround
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// pGI->set_extra_cull_margin(0.0f);
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// }
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}
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*/
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Spatial * LDob::GetSpatial() const
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{
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Object * pObj = ObjectDB::get_instance(m_ID_Spatial);
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Spatial * pSpat = Object::cast_to<Spatial>(pObj);
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return pSpat;
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}
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VisualInstance * LDob::GetVI() const
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{
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Object * pObj = ObjectDB::get_instance(m_ID_VI);
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VisualInstance * pVI = Object::cast_to<VisualInstance>(pObj);
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return pVI;
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}
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