/*************************************************************************/ /* room_instance.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */ /* */ /* 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;iadd_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;iget_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); }