mirror of
https://github.com/Relintai/pandemonium_engine.git
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102 lines
4.2 KiB
C++
102 lines
4.2 KiB
C++
/*************************************************************************/
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/* room_group.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "room_group.h"
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#include "core/math/geometry.h"
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#include "room.h"
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#include "room_manager.h"
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#include "scene/resources/mesh.h"
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#include "scene/resources/world_3d.h"
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#include "servers/rendering_server.h"
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void RoomGroup::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_roomgroup_priority", "p_priority"), &RoomGroup::set_roomgroup_priority);
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ClassDB::bind_method(D_METHOD("get_roomgroup_priority"), &RoomGroup::get_roomgroup_priority);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "roomgroup_priority", PROPERTY_HINT_RANGE, "-16,16,1", PROPERTY_USAGE_DEFAULT), "set_roomgroup_priority", "get_roomgroup_priority");
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}
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RoomGroup::RoomGroup() {
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_room_group_rid = RID_PRIME(RenderingServer::get_singleton()->roomgroup_create());
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}
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RoomGroup::~RoomGroup() {
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if (_room_group_rid != RID()) {
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RenderingServer::get_singleton()->free(_room_group_rid);
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}
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}
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String RoomGroup::get_configuration_warning() const {
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String warning = Spatial::get_configuration_warning();
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if (Room::detect_nodes_of_type<RoomManager>(this)) {
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if (!warning.empty()) {
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warning += "\n\n";
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}
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warning += TTR("The RoomManager should not be placed inside a RoomGroup.");
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}
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return warning;
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}
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void RoomGroup::clear() {
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_roomgroup_ID = -1;
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}
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void RoomGroup::add_room(Room *p_room) {
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RenderingServer::get_singleton()->roomgroup_add_room(_room_group_rid, p_room->_room_rid);
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}
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// extra editor links to the room manager to allow unloading
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// on change, or re-converting
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void RoomGroup::_changed() {
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#ifdef TOOLS_ENABLED
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RoomManager *rm = RoomManager::active_room_manager;
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if (!rm) {
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return;
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}
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rm->_rooms_changed("changed RoomGroup " + get_name());
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#endif
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}
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void RoomGroup::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_WORLD: {
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ERR_FAIL_COND(get_world_3d().is_null());
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RenderingServer::get_singleton()->roomgroup_set_scenario(_room_group_rid, get_world_3d()->get_scenario());
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} break;
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case NOTIFICATION_EXIT_WORLD: {
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RenderingServer::get_singleton()->roomgroup_set_scenario(_room_group_rid, RID());
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} break;
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}
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}
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