/*************************************************************************/ /* room_instance.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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. */ /*************************************************************************/ #include "room_instance.h" #include "servers/visual_server.h" #include "geometry.h" #include "globals.h" #include "scene/resources/surface_tool.h" void Room::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_WORLD: { // go find parent level Node *parent_room = get_parent(); level = 0; while (parent_room) { Room *r = parent_room->cast_to(); if (r) { level = r->level + 1; break; } parent_room = parent_room->get_parent(); } if (sound_enabled) SpatialSoundServer::get_singleton()->room_set_space(sound_room, get_world()->get_sound_space()); } break; case NOTIFICATION_TRANSFORM_CHANGED: { SpatialSoundServer::get_singleton()->room_set_transform(sound_room, get_global_transform()); } break; case NOTIFICATION_EXIT_WORLD: { if (sound_enabled) SpatialSoundServer::get_singleton()->room_set_space(sound_room, RID()); } break; } } RES Room::_get_gizmo_geometry() const { DVector faces; if (!room.is_null()) faces = room->get_geometry_hint(); int count = faces.size(); if (count == 0) return RES(); DVector::Read facesr = faces.read(); const Face3 *facesptr = facesr.ptr(); DVector points; Ref surface_tool(memnew(SurfaceTool)); Ref mat(memnew(FixedMaterial)); mat->set_parameter(FixedMaterial::PARAM_DIFFUSE, Color(0.2, 0.8, 0.9, 0.3)); mat->set_line_width(4); mat->set_flag(Material::FLAG_DOUBLE_SIDED, true); mat->set_flag(Material::FLAG_UNSHADED, true); // mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true); surface_tool->begin(Mesh::PRIMITIVE_LINES); surface_tool->set_material(mat); for (int i = 0; i < count; i++) { surface_tool->add_vertex(facesptr[i].vertex[0]); surface_tool->add_vertex(facesptr[i].vertex[1]); surface_tool->add_vertex(facesptr[i].vertex[1]); surface_tool->add_vertex(facesptr[i].vertex[2]); surface_tool->add_vertex(facesptr[i].vertex[2]); surface_tool->add_vertex(facesptr[i].vertex[0]); } return surface_tool->commit(); } AABB Room::get_aabb() const { if (room.is_null()) return AABB(); return room->get_bounds().get_aabb(); } DVector Room::get_faces(uint32_t p_usage_flags) const { return DVector(); } void Room::set_room(const Ref &p_room) { room = p_room; update_gizmo(); if (room.is_valid()) { set_base(room->get_rid()); } else { set_base(RID()); } if (!is_inside_tree()) return; propagate_notification(NOTIFICATION_AREA_CHANGED); update_gizmo(); if (room.is_valid()) SpatialSoundServer::get_singleton()->room_set_bounds(sound_room, room->get_bounds()); } Ref Room::get_room() const { return room; } void Room::_parse_node_faces(DVector &all_faces, const Node *p_node) const { const VisualInstance *vi = p_node->cast_to(); if (vi) { DVector faces = vi->get_faces(FACES_ENCLOSING); if (faces.size()) { int old_len = all_faces.size(); all_faces.resize(all_faces.size() + faces.size()); int new_len = all_faces.size(); DVector::Write all_facesw = all_faces.write(); Face3 *all_facesptr = all_facesw.ptr(); DVector::Read facesr = faces.read(); const Face3 *facesptr = facesr.ptr(); Transform tr = vi->get_relative_transform(this); for (int i = old_len; i < new_len; i++) { Face3 f = facesptr[i - old_len]; for (int j = 0; j < 3; j++) f.vertex[j] = tr.xform(f.vertex[j]); all_facesptr[i] = f; } } } for (int i = 0; i < p_node->get_child_count(); i++) { _parse_node_faces(all_faces, p_node->get_child(i)); } } void Room::compute_room_from_subtree() { DVector all_faces; _parse_node_faces(all_faces, this); if (all_faces.size() == 0) return; float error; DVector wrapped_faces = Geometry::wrap_geometry(all_faces, &error); if (wrapped_faces.size() == 0) return; BSP_Tree tree(wrapped_faces, error); Ref room(memnew(RoomBounds)); room->set_bounds(tree); room->set_geometry_hint(wrapped_faces); set_room(room); } void Room::set_simulate_acoustics(bool p_enable) { if (sound_enabled == p_enable) return; sound_enabled = p_enable; if (!is_inside_world()) return; //nothing to do if (sound_enabled) SpatialSoundServer::get_singleton()->room_set_space(sound_room, get_world()->get_sound_space()); else SpatialSoundServer::get_singleton()->room_set_space(sound_room, RID()); } void Room::_bounds_changed() { update_gizmo(); } bool Room::is_simulating_acoustics() const { return sound_enabled; } RID Room::get_sound_room() const { return RID(); } void Room::_bind_methods() { ObjectTypeDB::bind_method(_MD("set_room", "room:Room"), &Room::set_room); ObjectTypeDB::bind_method(_MD("get_room:Room"), &Room::get_room); ObjectTypeDB::bind_method(_MD("compute_room_from_subtree"), &Room::compute_room_from_subtree); ObjectTypeDB::bind_method(_MD("set_simulate_acoustics", "enable"), &Room::set_simulate_acoustics); ObjectTypeDB::bind_method(_MD("is_simulating_acoustics"), &Room::is_simulating_acoustics); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "room/room", PROPERTY_HINT_RESOURCE_TYPE, "Area"), _SCS("set_room"), _SCS("get_room")); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "room/simulate_acoustics"), _SCS("set_simulate_acoustics"), _SCS("is_simulating_acoustics")); } Room::Room() { sound_enabled = false; sound_room = SpatialSoundServer::get_singleton()->room_create(); level = 0; } Room::~Room() { SpatialSoundServer::get_singleton()->free(sound_room); }