104 lines
3.4 KiB
C++
104 lines
3.4 KiB
C++
/*************************************************************************/
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/* room_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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 ROOM_INSTANCE_H
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#define ROOM_INSTANCE_H
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#include "scene/3d/visual_instance.h"
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#include "scene/resources/room.h"
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#include "servers/spatial_sound_server.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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/* RoomInstance Logic:
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a) Instances that belong to the room are drawn only if the room is visible (seen through portal, or player inside)
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b) Instances that don't belong to any room are considered to belong to the root room (RID empty)
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c) "dynamic" Instances are assigned to the rooms their AABB touch
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*/
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class Room : public VisualInstance {
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GDCLASS( Room, VisualInstance );
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public:
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private:
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Ref<RoomBounds> room;
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RID sound_room;
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bool sound_enabled;
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int level;
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void _parse_node_faces(PoolVector<Face3> &all_faces,const Node *p_node) const;
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void _bounds_changed();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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enum {
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// used to notify portals that the room in which they are has changed.
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NOTIFICATION_AREA_CHANGED=60
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};
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virtual Rect3 get_aabb() const;
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virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
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void set_room( const Ref<RoomBounds>& p_room );
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Ref<RoomBounds> get_room() const;
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void set_simulate_acoustics(bool p_enable);
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bool is_simulating_acoustics() const;
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RID get_sound_room() const;
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Room();
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~Room();
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};
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#endif // ROOM_INSTANCE_H
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