godot/scene/3d/room_group.cpp

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/**************************************************************************/
/* room_group.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "room_group.h"
#include "room.h"
#include "room_manager.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(VisualServer::get_singleton()->roomgroup_create());
}
RoomGroup::~RoomGroup() {
if (_room_group_rid != RID()) {
VisualServer::get_singleton()->free(_room_group_rid);
}
}
String RoomGroup::get_configuration_warning() const {
String warning = Spatial::get_configuration_warning();
if (Room::detect_nodes_of_type<RoomManager>(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) {
VisualServer::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().is_null());
VisualServer::get_singleton()->roomgroup_set_scenario(_room_group_rid, get_world()->get_scenario());
} break;
case NOTIFICATION_EXIT_WORLD: {
VisualServer::get_singleton()->roomgroup_set_scenario(_room_group_rid, RID());
} break;
}
}