2021-02-04 10:43:08 +00:00
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/*************************************************************************/
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/* cull_instance.h */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#ifndef CULL_INSTANCE_H
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#define CULL_INSTANCE_H
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#include "scene/3d/spatial.h"
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class CullInstance : public Spatial {
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GDCLASS(CullInstance, Spatial);
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public:
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enum PortalMode {
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PORTAL_MODE_STATIC, // not moving within a room
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PORTAL_MODE_DYNAMIC, // moving within room
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PORTAL_MODE_ROAMING, // moving between rooms
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PORTAL_MODE_GLOBAL, // frustum culled only
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PORTAL_MODE_IGNORE, // don't show at all - e.g. manual bounds, hidden portals
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};
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void set_portal_mode(CullInstance::PortalMode p_mode);
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CullInstance::PortalMode get_portal_mode() const;
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void set_include_in_bound(bool p_enable) { _include_in_bound = p_enable; }
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bool get_include_in_bound() const { return _include_in_bound; }
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2021-07-28 16:17:36 +00:00
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void set_portal_autoplace_priority(int p_priority) { _portal_autoplace_priority = p_priority; }
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int get_portal_autoplace_priority() const { return _portal_autoplace_priority; }
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2021-02-04 10:43:08 +00:00
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CullInstance();
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protected:
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virtual void _refresh_portal_mode() = 0;
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static void _bind_methods();
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private:
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PortalMode _portal_mode;
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bool _include_in_bound;
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2021-07-28 16:17:36 +00:00
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// Allows instances to prefer to be autoplaced
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// in specific RoomGroups. This allows building exteriors
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// to be autoplaced in outside RoomGroups, allowing a complete
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// exterior / interior of building in one reusable Scene.
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// The default value 0 gives no preference (chooses the highest priority).
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// All other values will autoplace in the selected RoomGroup priority by preference.
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int _portal_autoplace_priority;
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2021-02-04 10:43:08 +00:00
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};
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#endif
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