mirror of
https://github.com/Relintai/godot-lportal.git
synced 2024-11-11 10:52:09 +01:00
9e7b392651
Changed culling to via the Godot layers mechanism, as a hack to allow shadows.
138 lines
3.8 KiB
C++
138 lines
3.8 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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#include "lvector.h"
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#include "ldob.h"
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#include "lbound.h"
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namespace Lawn {class LBitField_Dynamic;}
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class LPortal;
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class LRoomManager;
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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
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{
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private:
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public:
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static const int SOFT_SHOW_BIT = 18;
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static const int SOFT_HIDE_BIT = 19;
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// static objects
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LVector<LSob> m_SOBs;
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// dynamic objects
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LVector<LDob> m_DOBs;
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// portals are stored in the manager in a contiguous list
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int m_iFirstPortal;
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int m_iNumPortals;
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// Just very rough, room centre for determining start rooms of dobs
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Vector3 m_ptCentre;
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AABB m_AABB; // world bound
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// ID in the Room Manager, NOT the godot object ID
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int m_RoomID;
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ObjectID m_GodotID;
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// frame counter when last touched .. prevents handling rooms multiple times
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unsigned int m_uiFrameTouched;
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// optional bounding convex hull, for accurate detection of which room to start in
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// when registering DOBs and teleporting them
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LBound m_Bound;
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String m_szName;
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////////////////////////////////////////////////////////////
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const String &get_name() const {return m_szName;}
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// main function
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void DetermineVisibility_Recursive(LRoomManager &manager, int depth, const LCamera &cam, const LVector<Plane> &planes, int portalID_from = -1);
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void FirstTouch(LRoomManager &manager);
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// allows us to show / hide all dobs as the room visibility changes
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void Room_MakeVisible(bool bVisible);
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// hide godot room and all linked dobs
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// USED AT RUNTIME
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// void Hide_All();
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// show godot room and all linked dobs and all sobs
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void Debug_ShowAll();
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// hide all the objects not hit on this frame .. instead of calling godot hide without need
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// (it might be expensive)
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void FinalizeVisibility(LRoomManager &manager);
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void DOB_Add(const LDob &dob);
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const LDob &DOB_Get(unsigned int ui) const {return m_DOBs[ui];}
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unsigned int DOB_Find(Node * pDOB) const;
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bool DOB_Remove(unsigned int ui);
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LRoom * DOB_Update(LRoomManager &manager, Spatial * pDOB);
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LRoom();
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Spatial * GetGodotRoom() const;
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// retained purely for debugging visualization
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Geometry::MeshData m_Bound_MeshData;
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bool IsVisible() const {return m_bVisible;}
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private:
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// instead of directly showing and hiding objects we now set their layer,
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// and the camera will hide them with a cull mask. This is so that
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// objects can still be rendered outside immediate view for casting shadows.
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void SoftShow(VisualInstance * pVI, bool bShow) const;
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// whether lportal thinks this room is currently visible
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// this allows us to show / hide dobs as they cross room boundaries
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bool m_bVisible;
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};
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#endif
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