/*************************************************************************/ /* room.h */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #ifndef ROOM_H #define ROOM_H #include "core/local_vector.h" #include "core/rid.h" #include "spatial.h" #include "core/math/geometry.h" class Portal; class Room : public Spatial { GDCLASS(Room, Spatial); friend class RoomManager; friend class RoomGroup; friend class Portal; friend class RoomGizmoPlugin; friend class RoomEditorPlugin; friend class RoomSpatialGizmo; RID _room_rid; public: struct SimplifyInfo { SimplifyInfo() { set_simplify(0.5); } void set_simplify(real_t p_value, real_t p_room_size = 0.0); bool add_plane_if_unique(LocalVector &r_planes, const Plane &p) const; real_t _plane_simplify = 0.5; real_t _plane_simplify_dot = 0.98; real_t _plane_simplify_dist = 0.08; }; Room(); ~Room(); void set_room_simplify(real_t p_value); real_t get_room_simplify() const { return _simplify_info._plane_simplify; } // whether to use the room manager default void set_use_default_simplify(bool p_use); bool get_use_default_simplify() const { return _use_default_simplify; } void set_points(const PoolVector &p_points); PoolVector get_points() const; // primarily for the gizmo void set_point(int p_idx, const Vector3 &p_point); // editor only PoolVector generate_points(); String get_configuration_warning() const; private: // call during each conversion void clear(); void _changed(bool p_regenerate_bounds = false); template static bool detect_nodes_of_type(const Node *p_node, bool p_ignore_first_node = true); template static bool detect_nodes_using_lambda(const Node *p_node, T p_lambda, bool p_ignore_first_node = true); // note this is client side, and does not use the final planes stored in the PortalRenderer bool contains_point(const Vector3 &p_pt) const; // planes forming convex hull of room LocalVector _planes; // preliminary planes are created during the first conversion pass, // they do not include the portals, and are used for identifying auto // linkage of rooms by portals LocalVector _preliminary_planes; Geometry::MeshData _bound_mesh_data; AABB _aabb; // editable points making up the bound PoolVector _bound_pts; #ifdef TOOLS_ENABLED // to help with editing, when converting, we can generate overlap zones // that occur between rooms. Ideally these should not occur, as rooms // should be convex and non-overlapping. But if they do occur, they should // be minimized. Vector _gizmo_overlap_zones; #endif // makes sure lrooms are not converted more than once per // call to rooms_convert int _conversion_tick = -1; // room ID during conversion, used for matching portals links to rooms int _room_ID; // room priority allows rooms to be placed inside other rooms, // such as a house on a landscape room. // If the camera is inside more than one room, the higher priority room // will *win* (e.g. house, rather than landscape) int _room_priority = 0; // a room may be in one or several roomgroups LocalVector _roomgroups; // list of portal ids from or to this room, just used in conversion to determine room bound LocalVector _portals; // each room now stores simplification data SimplifyInfo _simplify_info; bool _use_default_simplify = true; protected: static void _bind_methods(); void _notification(int p_what); }; template bool Room::detect_nodes_of_type(const Node *p_node, bool p_ignore_first_node) { if (Object::cast_to(p_node) && (!p_ignore_first_node)) { return true; } for (int n = 0; n < p_node->get_child_count(); n++) { if (detect_nodes_of_type(p_node->get_child(n), false)) { return true; } } return false; } template bool Room::detect_nodes_using_lambda(const Node *p_node, T p_lambda, bool p_ignore_first_node) { if (p_lambda(p_node) && !p_ignore_first_node) { return true; } for (int n = 0; n < p_node->get_child_count(); n++) { if (detect_nodes_using_lambda(p_node->get_child(n), p_lambda, false)) { return true; } } return false; } #endif