mirror of
https://github.com/Relintai/godot-lportal.git
synced 2024-11-11 10:52:09 +01:00
f02b5f42d6
Work in progress, conversion spatials to rooms / portals
104 lines
3.0 KiB
C++
104 lines
3.0 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.
|
|
|
|
/* 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
|