mirror of
https://github.com/Relintai/godot-lportal.git
synced 2025-02-20 01:04:19 +01:00
Code needs cleaning up though, and replacing Vector with LVector, and adding culling for dynamics.
133 lines
3.8 KiB
C++
133 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_manager.h */
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#ifndef LROOM_MANAGER_H
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#define LROOM_MANAGER_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 "lbitfield_dynamic.h"
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#include "lplanes_pool.h"
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class LRoom;
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// simple min max aabb
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class LAABB
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{
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public:
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Vector3 m_ptMins;
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Vector3 m_ptMaxs;
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void SetToMaxOpposite()
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{
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float ma = FLT_MAX;
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float mi = FLT_MIN;
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m_ptMins = Vector3(ma, ma, ma);
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m_ptMaxs = Vector3(mi, mi, mi);
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}
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void ExpandToEnclose(const AABB &bb)
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{
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if (bb.position.x < m_ptMins.x) m_ptMins.x = bb.position.x;
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if (bb.position.y < m_ptMins.y) m_ptMins.y = bb.position.y;
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if (bb.position.z < m_ptMins.z) m_ptMins.z = bb.position.z;
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if (bb.position.x + bb.size.x > m_ptMaxs.x) m_ptMaxs.x = bb.position.x + bb.size.x;
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if (bb.position.y + bb.size.y > m_ptMaxs.y) m_ptMaxs.y = bb.position.y + bb.size.y;
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if (bb.position.z + bb.size.z > m_ptMaxs.z) m_ptMaxs.z = bb.position.z + bb.size.z;
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}
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Vector3 FindCentre() const
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{
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Vector3 pt;
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pt.x = (m_ptMaxs.x - m_ptMins.x) * 0.5f;
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pt.y = (m_ptMaxs.y - m_ptMins.y) * 0.5f;
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pt.z = (m_ptMaxs.z - m_ptMins.z) * 0.5f;
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pt += m_ptMins;
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return pt;
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}
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};
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class LRoomManager : public Spatial {
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GDCLASS(LRoomManager, Spatial);
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friend class LRoom;
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// a quick list of object IDs of child rooms
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Vector<ObjectID> m_room_IDs;
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// ObjectID m_room_curr;
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ObjectID m_cameraID;
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// keep track of which rooms are visible, so we can hide ones that aren't hit that were previously on
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Lawn::LBitField_Dynamic m_BF_visible_rooms;
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Vector<int> m_VisibleRoomList[2];
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int m_CurrentVisibleRoomList;
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// keep a frame counter, to mark when objects have been hit by the visiblity algorithm
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// already to prevent multiple hits on rooms and objects
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unsigned int m_uiFrameCounter;
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public:
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LRoomManager();
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// convert empties and meshes to rooms and portals
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void convert();
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// choose which camera you want to use to determine visibility.
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// normally this will be your main camera, but you can choose another for debugging
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void set_camera(Node * pCam);
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// updating dynamic objects in case they move out of their current room
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void register_dob(Node * pDOB);
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void unregister_dob(Node * pDOB);
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bool update_dob(Node * pDOB);
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bool teleport_dob(Node * pDOB);
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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LPlanesPool m_Pool;
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private:
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// one time conversion and setup
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void Convert_Rooms();
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bool Convert_Room(Spatial * pNode);
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void Convert_Portals();
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void Find_Rooms();
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// helper funcs
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LRoom * GetRoomNum(int i) const;
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LRoom * GetRoomFromDOB(Node * pNode) const;
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int GetRoomNumFromLRoom(LRoom * pRoom) const;
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int FindClosestRoom(const Vector3 &pt) const;
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int Obj_GetRoomNum(Node * pNode) const;
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void Obj_SetRoomNum(Node * pNode, int num);
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void FrameUpdate();
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};
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#endif
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