godot-lportal/lroom.h

153 lines
4.6 KiB
C++

// Copyright (c) 2019 Lawnjelly
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
/* room.h */
#ifndef LROOM_H
#define LROOM_H
/**
@author lawnjelly <lawnjelly@gmail.com>
*/
#include "scene/3d/spatial.h"
#include "lvector.h"
#include "ldob.h"
#include "lbound.h"
namespace Lawn {class LBitField_Dynamic;}
class LPortal;
class LRoomManager;
class MeshInstance;
class LRoom
{
private:
public:
// using flags we can determine which the object is visible to - the camera, or the lights (i.e. shadow caster), or both
static const int LAYER_LIGHT_BIT = 18;
static const int LAYER_CAMERA_BIT = 19;
static const int LAYER_MASK_LIGHT = 1 << LAYER_LIGHT_BIT;
static const int LAYER_MASK_CAMERA = 1 << LAYER_CAMERA_BIT;
// static objects are stored in the manager in a contiguous list
int m_iFirstSOB;
int m_iNumSOBs;
// dynamic objects
LVector<LDob> m_DOBs;
// local lights affecting this room
LVector<int> m_LocalLights;
// global lights affecting this room
LVector<int> m_GlobalLights;
// areas this room is in
LVector<int> m_Areas;
// portals are stored in the manager in a contiguous list
int m_iFirstPortal;
int m_iNumPortals;
int m_iFirstShadowCaster_SOB;
int m_iNumShadowCasters_SOB;
// Just very rough, room centre for determining start rooms of dobs
Vector3 m_ptCentre;
AABB m_AABB; // world bound
// ID in the Room Manager, NOT the godot object ID
int m_RoomID;
ObjectID m_GodotID;
// frame counter when last touched .. prevents handling rooms multiple times
unsigned int m_uiFrameTouched;
// optional bounding convex hull, for accurate detection of which room to start in
// when registering DOBs and teleporting them
LBound m_Bound;
String m_szName;
////////////////////////////////////////////////////////////
const String &get_name() const {return m_szName;}
// main function
// void DetermineVisibility_Recursive(LRoomManager &manager, int depth, const LSource &cam, const LVector<Plane> &planes, int first_portal_plane = 1);
// void FirstTouch(LRoomManager &manager);
// allows us to show / hide all dobs as the room visibility changes
void Room_MakeVisible(bool bVisible);
// call when releasing a level, this should unregister all dobs within all rooms
void Release(LRoomManager &manager);
// show godot room and all linked dobs and all sobs
void Debug_ShowAll(bool bActive);
// hide all the objects not hit on this frame .. instead of calling godot hide without need
// (it might be expensive)
void FinalizeVisibility(LRoomManager &manager);
// naive version, adds all the non visible objects in visible rooms as shadow casters
void AddShadowCasters(LRoomManager &manager);
void DOB_Add(const LDob &dob);
const LDob &DOB_Get(unsigned int ui) const {return m_DOBs[ui];}
unsigned int DOB_Find(Node * pDOB) const;
bool DOB_Remove(unsigned int ui);
LRoom * DOB_Update(LRoomManager &manager, Spatial * pDOB);
LRoom();
Spatial * GetGodotRoom() const;
// light casting .. changing the local light list
bool RemoveLocalLight(int light_id);
void AddLocalLight(int light_id) {m_LocalLights.push_back(light_id);}
// retained purely for debugging visualization
Geometry::MeshData m_Bound_MeshData;
bool IsVisible() const {return m_bVisible;}
// instead of directly showing and hiding objects we now set their layer,
// and the camera will hide them with a cull mask. This is so that
// objects can still be rendered outside immediate view for casting shadows.
static void SoftShow(VisualInstance * pVI, uint32_t show_flags);
bool IsInArea(int area) const;
private:
// whether lportal thinks this room is currently visible
// this allows us to show / hide dobs as they cross room boundaries
bool m_bVisible;
};
#endif