godot/scene/3d/room.h

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/*************************************************************************/
/* room.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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"
class Portal;
class Room : public Spatial {
GDCLASS(Room, Spatial);
friend class RoomManager;
friend class RoomGroup;
friend class Portal;
friend class RoomGizmoPlugin;
friend class RoomEditorPlugin;
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;
// 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