godot-lportal/lroom.h

120 lines
3.1 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 LCamera
{
public:
// all in world space, culling done in world space
Vector3 m_ptPos;
Vector3 m_ptDir;
};
class LRoom
{
private:
public:
// static objects
LVector<LSob> m_SOBs;
// dynamic objects
LVector<LDob> m_DOBs;
// portals are stored in the manager in a contiguous list
int m_iFirstPortal;
int m_iNumPortals;
// 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 LCamera &cam, const LVector<Plane> &planes, int portalID_from = -1);
void FirstTouch(LRoomManager &manager);
// hide godot room and all linked dobs
// USED AT RUNTIME
void Hide_All();
// show godot room and all linked dobs and all sobs
// ONLY USED IN DEBUGGING to turn LPortal on and off
void Show_All();
// hide all the objects not hit on this frame .. instead of calling godot hide without need
// (it might be expensive)
void FinalizeVisibility(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;
};
#endif