2021-02-04 11:43:08 +01:00
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/*************************************************************************/
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/* portal.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 PORTAL_H
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#define PORTAL_H
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#include "core/rid.h"
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#include "spatial.h"
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class RoomManager;
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class MeshInstance;
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class Portal : public Spatial {
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GDCLASS(Portal, Spatial);
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RID _portal_rid;
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friend class RoomManager;
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friend class PortalGizmoPlugin;
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public:
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// ui interface .. will have no effect after room conversion
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void set_linked_room(const NodePath &link_path);
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NodePath get_linked_room() const;
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// open and close doors
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void set_portal_active(bool p_active);
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bool get_portal_active() const;
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// whether the portal can be seen through in both directions or not
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void set_two_way(bool p_two_way) {
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_settings_two_way = p_two_way;
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_changed();
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}
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bool is_two_way() const { return _settings_two_way; }
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void clear();
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// whether to use the room manager default
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void set_use_default_margin(bool p_use);
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bool get_use_default_margin() const;
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// custom portal margin (per portal) .. only valid if use_default_margin is off
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void set_portal_margin(real_t p_margin);
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real_t get_portal_margin() const;
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// either the default margin or the custom portal margin, depending on the setting
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real_t get_active_portal_margin() const;
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// the raw points are used for the IDE Inspector, and also to allow the user
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// to edit the geometry of the portal at runtime (they can also just change the portal node transform)
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void set_points(const PoolVector<Vector2> &p_points);
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PoolVector<Vector2> get_points() const;
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2021-07-14 15:34:09 +02:00
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String get_configuration_warning() const;
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2021-02-04 11:43:08 +01:00
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Portal();
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~Portal();
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// whether the convention is that the normal of the portal points outward (false) or inward (true)
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// normally I'd recommend portal normal faces outward. But you may make a booboo, so this can work
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// with either convention.
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static bool _portal_plane_convention;
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private:
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// updates world coords when the tranform changes, and updates the visual server
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void portal_update();
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void set_linked_room_internal(const NodePath &link_path);
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bool try_set_unique_name(const String &p_name);
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bool is_portal_internal(int p_room_outer) const { return _internal && (_linkedroom_ID[0] != p_room_outer); }
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bool create_from_mesh_instance(const MeshInstance *p_mi);
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void flip();
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void _sanitize_points();
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void _update_aabb();
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Vector3 _vec2to3(const Vector2 &p_pt) const { return Vector3(p_pt.x, p_pt.y, 0.0); }
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void _sort_verts_clockwise(bool portal_plane_convention, Vector<Vector3> &r_verts);
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Plane _plane_from_points_newell(const Vector<Vector3> &p_pts);
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void resolve_links(const RID &p_from_room_rid);
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void _changed();
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// nodepath to the room this outgoing portal leads to
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NodePath _settings_path_linkedroom;
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// portal can be turned on and off at runtime, for e.g.
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// opening and closing a door
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bool _settings_active;
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// user can choose not to include the portal in the convex hull of the room
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// during conversion
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bool _settings_include_in_bound;
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// portals can be seen through one way or two way
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bool _settings_two_way;
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// room from and to, ID in the room manager
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int _linkedroom_ID[2];
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// whether the portal is from a room within a room
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bool _internal;
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// normal determined by winding order
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Vector<Vector3> _pts_world;
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// points in local space of the plane,
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// not necessary in correct winding order
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// (as they can be edited by the user)
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// Note: these are saved by the IDE
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PoolVector<Vector2> _pts_local_raw;
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// sanitized
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Vector<Vector2> _pts_local;
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AABB _aabb_local;
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// center of the world points
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Vector3 _pt_center_world;
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// portal plane in world space, always pointing OUTWARD from the source room
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Plane _plane;
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// extension margin
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real_t _margin;
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real_t _default_margin;
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bool _use_default_margin;
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// for editing
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#ifdef TOOLS_ENABLED
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ObjectID _room_manager_godot_ID;
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// warnings
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bool _warning_outside_room_aabb = false;
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bool _warning_facing_wrong_way = false;
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#endif
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// this is read from the gizmo
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static bool _settings_gizmo_show_margins;
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public:
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// makes sure portals are not converted more than once per
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// call to rooms_convert
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int _conversion_tick = -1;
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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};
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#endif
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