mirror of
https://github.com/Relintai/godot-lportal.git
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f02b5f42d6
Work in progress, conversion spatials to rooms / portals
50 lines
1.5 KiB
C++
50 lines
1.5 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_manager.h */
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#ifndef LROOM_MANAGER_H
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#define LROOM_MANAGER_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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class LRoomManager : public Spatial {
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GDCLASS(LRoomManager, Spatial);
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public:
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LRoomManager();
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// convert empties and meshes to rooms and portals
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void Convert();
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protected:
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static void _bind_methods();
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private:
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void Convert_Rooms();
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bool Convert_Room(Node * pNode);
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void Convert_Portals();
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};
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#endif
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