godot/scene/3d/room_group.h

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/*************************************************************************/
/* room_group.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_GROUP_H
#define ROOM_GROUP_H
#include "core/rid.h"
#include "spatial.h"
class Room;
class RoomGroup : public Spatial {
GDCLASS(RoomGroup, Spatial);
friend class RoomManager;
RID _room_group_rid;
public:
RoomGroup();
~RoomGroup();
void add_room(Room *p_room);
void set_roomgroup_priority(int p_priority) {
_settings_priority = p_priority;
_changed();
}
int get_roomgroup_priority() const { return _settings_priority; }
String get_configuration_warning() const;
private:
void clear();
void _changed();
// roomgroup ID during conversion
int _roomgroup_ID;
// the roomgroup can be used to set a number of rooms to a different priority
// to allow a group of rooms WITHIN another room / rooms.
// This is for e.g. buildings on landscape.
int _settings_priority = 0;
// makes sure lrooms are not converted more than once per
// call to rooms_convert
int _conversion_tick = -1;
protected:
static void _bind_methods();
void _notification(int p_what);
};
#endif // ROOM_GROUP_H