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- /**************************************************************************/
- /* room.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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"
- 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<Plane, int32_t> &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<Vector3> &p_points);
- PoolVector<Vector3> get_points() const;
- // primarily for the gizmo
- void set_point(int p_idx, const Vector3 &p_point);
- // editor only
- PoolVector<Vector3> generate_points();
- String get_configuration_warning() const;
- private:
- // call during each conversion
- void clear();
- void _changed(bool p_regenerate_bounds = false);
- template <class T>
- static bool detect_nodes_of_type(const Node *p_node, bool p_ignore_first_node = true);
- template <typename T>
- 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<Plane, int32_t> _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<Plane, int32_t> _preliminary_planes;
- Geometry::MeshData _bound_mesh_data;
- AABB _aabb;
- // editable points making up the bound
- PoolVector<Vector3> _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<Geometry::MeshData> _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<int, int32_t> _roomgroups;
- // list of portal ids from or to this room, just used in conversion to determine room bound
- LocalVector<int, int32_t> _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 <class T>
- bool Room::detect_nodes_of_type(const Node *p_node, bool p_ignore_first_node) {
- if (Object::cast_to<T>(p_node) && (!p_ignore_first_node)) {
- return true;
- }
- for (int n = 0; n < p_node->get_child_count(); n++) {
- if (detect_nodes_of_type<T>(p_node->get_child(n), false)) {
- return true;
- }
- }
- return false;
- }
- template <typename T>
- 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 // ROOM_H
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