/*************************************************************************/ /* room_group.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #include "room_group.h" #include "core/math/geometry.h" #include "room.h" #include "room_manager.h" #include "scene/resources/mesh.h" #include "scene/resources/world_3d.h" #include "servers/rendering_server.h" void RoomGroup::_bind_methods() { ClassDB::bind_method(D_METHOD("set_roomgroup_priority", "p_priority"), &RoomGroup::set_roomgroup_priority); ClassDB::bind_method(D_METHOD("get_roomgroup_priority"), &RoomGroup::get_roomgroup_priority); ADD_PROPERTY(PropertyInfo(Variant::INT, "roomgroup_priority", PROPERTY_HINT_RANGE, "-16,16,1", PROPERTY_USAGE_DEFAULT), "set_roomgroup_priority", "get_roomgroup_priority"); } RoomGroup::RoomGroup() { _room_group_rid = RID_PRIME(RenderingServer::get_singleton()->roomgroup_create()); } RoomGroup::~RoomGroup() { if (_room_group_rid != RID()) { RenderingServer::get_singleton()->free(_room_group_rid); } } String RoomGroup::get_configuration_warning() const { String warning = Spatial::get_configuration_warning(); if (Room::detect_nodes_of_type(this)) { if (!warning.empty()) { warning += "\n\n"; } warning += TTR("The RoomManager should not be placed inside a RoomGroup."); } return warning; } void RoomGroup::clear() { _roomgroup_ID = -1; } void RoomGroup::add_room(Room *p_room) { RenderingServer::get_singleton()->roomgroup_add_room(_room_group_rid, p_room->_room_rid); } // extra editor links to the room manager to allow unloading // on change, or re-converting void RoomGroup::_changed() { #ifdef TOOLS_ENABLED RoomManager *rm = RoomManager::active_room_manager; if (!rm) { return; } rm->_rooms_changed("changed RoomGroup " + get_name()); #endif } void RoomGroup::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_WORLD: { ERR_FAIL_COND(get_world_3d().is_null()); RenderingServer::get_singleton()->roomgroup_set_scenario(_room_group_rid, get_world_3d()->get_scenario()); } break; case NOTIFICATION_EXIT_WORLD: { RenderingServer::get_singleton()->roomgroup_set_scenario(_room_group_rid, RID()); } break; } }