mirror of
https://github.com/Relintai/godot-lportal.git
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114 lines
2.9 KiB
C++
114 lines
2.9 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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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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friend class LPortal;
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friend class LRoomManager;
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friend class LRoomConverter;
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private:
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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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String m_szName;
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public:
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const String &get_name() const {return m_szName;}
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protected:
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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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// hide godot room and all linked dobs
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void Hide_All();
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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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public:
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LRoom();
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Spatial * GetGodotRoom() const;
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private:
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static void print(String sz);
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};
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#endif
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