mirror of
https://github.com/Relintai/godot-lportal.git
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18eac7e810
To fix bug where get_global_transform doesn't work with dobs outside the tree, there is a new API
150 lines
4.5 KiB
C++
150 lines
4.5 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 LRoom
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{
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private:
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public:
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// using flags we can determine which the object is visible to - the camera, or the lights (i.e. shadow caster), or both
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static const int LAYER_LIGHT_BIT = 18;
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static const int LAYER_CAMERA_BIT = 19;
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static const int LAYER_MASK_LIGHT = 1 << LAYER_LIGHT_BIT;
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static const int LAYER_MASK_CAMERA = 1 << LAYER_CAMERA_BIT;
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// static objects are stored in the manager in a contiguous list
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int m_iFirstSOB;
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int m_iNumSOBs;
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// dynamic objects
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//LVector<uint32_t> m_DOB_ids;
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// local lights affecting this room
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LVector<int> m_LocalLights;
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// global lights affecting this room
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LVector<int> m_GlobalLights;
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// areas this room is in
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LVector<int> m_Areas;
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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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int m_iFirstShadowCaster_SOB;
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int m_iNumShadowCasters_SOB;
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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 LSource &cam, const LVector<Plane> &planes, int first_portal_plane = 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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// show godot room and all linked dobs and all sobs
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void Debug_ShowAll(bool bActive);
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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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// naive version, adds all the non visible objects in visible rooms as shadow casters
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void AddShadowCasters(LRoomManager &manager);
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// void DOB_Add(int id);
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// int DOB_GetID(unsigned int ui) const {return m_DOB_ids[ui];}
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// unsigned int DOB_Find(int id) 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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// light casting .. changing the local light list
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bool RemoveLocalLight(int light_id);
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void AddLocalLight(int light_id) {m_LocalLights.push_back(light_id);}
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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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// 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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static void SoftShow(VisualInstance * pVI, uint32_t show_flags);
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bool IsInArea(int area) const;
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private:
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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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