godot-lportal/lportal.h
lawnjelly f02b5f42d6
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Work in progress, conversion spatials to rooms / portals
2019-09-11 08:09:36 +01:00

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// 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.
/* portal.h */
#ifndef LPORTAL_H
#define LPORTAL_H
/**
@author lawnjelly <lawnjelly@gmail.com>
*/
#include "scene/3d/spatial.h"
// Smooth node allows fixed timestep interpolation without having to write any code.
// It requires a proxy node (which is moved on physics tick), e.g. a rigid body or manually moved spatial..
// and instead of having MeshInstance as a child of this, you add Smooth node to another part of the scene graph,
// make the MeshInstance a child of the smooth node, then choose the proxy as the target for the smooth node.
// Note that in the special case of manually moving the proxy to a completely new location, you should call
// 'teleport' on the smooth node after setting the proxy node transform. This will ensure that the current AND
// previous transform records are reset, so it moves instantaneously.
class LRoom;
class LPortal : public Spatial {
GDCLASS(LPortal, Spatial);
friend class LRoom;
private:
enum eClipResult
{
CLIP_OUTSIDE,
CLIP_PARTIAL,
CLIP_INSIDE,
};
ObjectID m_room_ID;
NodePath m_room_path;
protected:
static void _bind_methods();
LPortal::eClipResult ClipWithPlane(const Plane &p) const;
public:
// normal determined by winding order
Vector<Vector3> m_ptsWorld;
Plane m_Plane;
//enum eMethod
//{
//METHOD_SLERP,
//METHOD_LERP,
//};
ObjectID GetLinkedRoomID() const {return m_room_ID;}
LPortal();
// void set_method(eMethod p_method);
// eMethod get_method() const;
private:
// use the name of the portal to find a room to link to
void Link(LRoom * pParentRoom);
bool AddRoom(NodePath path);
void CopyReversedGeometry(const LPortal &source);
void CreateGeometry(PoolVector<Vector3> p_vertices);
void PlaneFromPoints();
// useful funcs
public:
static bool NameStartsWith(Node * pNode, String szSearch);
static String FindNameAfter(Node * pNode, int CharsToMiss);
};
//VARIANT_ENUM_CAST(Smooth::eMode);
//VARIANT_ENUM_CAST(Smooth::eMethod);
#endif