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https://github.com/Relintai/godot-lportal.git
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156 lines
3.6 KiB
C++
156 lines
3.6 KiB
C++
#pragma once
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// 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 "scene/3d/spatial.h"
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class VisualInstance;
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class GeometryInstance;
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class Light;
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class LHidable
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{
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public:
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void Hidable_Create(Node * pNode);
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void Show(bool bShow);
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// new .. can be separated from the scene tree to cull
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Node * m_pNode;
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Node * m_pParent;
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// separate flag so we don't have to touch the godot lookup
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bool m_bShow;
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};
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// static object
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class LSob : public LHidable
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{
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public:
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Spatial * GetSpatial() const;
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VisualInstance * GetVI() const;
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GeometryInstance * GetGI() const;
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//void Show(bool bShow);
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bool IsShadowCaster() const;
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ObjectID m_ID; // godot object
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AABB m_aabb; // world space
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};
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// dynamic object
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class LDob
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{
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public:
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Spatial * GetSpatial() const;
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VisualInstance * GetVI() const;
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ObjectID m_ID_Spatial;
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ObjectID m_ID_VI;
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bool m_bVisible;
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float m_fRadius;
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};
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//class LCamera
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// trace source can be camera or light
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class LSource
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{
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public:
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enum eSourceType
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{
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ST_CAMERA, // frustum planes will have been added
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ST_DIRECTIONAL,
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ST_SPOTLIGHT, // trace should add back plane and cone planes
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ST_OMNI, // no planes, can go in any direction
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};
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enum eSourceClass
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{
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SC_STATIC, // non moving light
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SC_ROOM, // only moves within the room
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SC_DYNAMIC, // can move between rooms (register as a DOB)
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};
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void Source_SetDefaults();
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String MakeDebugString() const;
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// funcs
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bool IsGlobal() const {return m_RoomID == -1;}
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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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eSourceType m_eType;
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eSourceClass m_eClass;
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float m_fSpread; // for spotlight
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float m_fRange; // shadow distance not light distance
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// source room
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int m_RoomID; // or -1 for global lights
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private:
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static const char * m_szTypes[];
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static const char * m_szClasses[];
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};
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class LLight : public LHidable
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{
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public:
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enum {MAX_AFFECTED_ROOMS=64};
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LSource m_Source;
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ObjectID m_GodotID;
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// shadow casters
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int m_FirstCaster;
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int m_NumCasters;
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// funcs
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// for dynamic lights
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// move them light dobs across planes
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// and update the rooms that are affected by the light
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void Update();
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String MakeDebugString() const;
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void Light_SetDefaults();
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Light * GetGodotLight();
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bool AddAffectedRoom(int room_id);
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void ClearAffectedRooms() {m_NumAffectedRooms = 0;}
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// keep a list of the rooms affected by this light
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uint16_t m_AffectedRooms[MAX_AFFECTED_ROOMS];
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int m_NumAffectedRooms;
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// for global lights, this is the area or -1 if unset
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int m_iArea;
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String m_szArea; // set to the area string in the case of area lights, else ""
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};
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