godot/scene/3d/room.h
lawnjelly 06d66488c2 Portals - Add the ability to autoplace static objects
In order to make level building easier, the system can now support STATIC and DYNAMIC objects in the roomlist that are not placed in rooms. The system will automatically place them in the appropriate room.
2021-07-20 13:24:30 +01:00

170 lines
6 KiB
C++

/*************************************************************************/
/* room.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
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/* "Software"), to deal in the Software without restriction, including */
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/* the following conditions: */
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/* The above copyright notice and this permission notice shall be */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#ifndef ROOM_H
#define ROOM_H
#include "core/local_vector.h"
#include "core/rid.h"
#include "spatial.h"
class Portal;
class Room : public Spatial {
GDCLASS(Room, Spatial);
friend class RoomManager;
friend class RoomGroup;
friend class Portal;
friend class RoomGizmoPlugin;
friend class RoomEditorPlugin;
RID _room_rid;
public:
struct SimplifyInfo {
SimplifyInfo() { set_simplify(0.5); }
void set_simplify(real_t p_value, real_t p_room_size = 0.0);
bool add_plane_if_unique(LocalVector<Plane, int32_t> &r_planes, const Plane &p) const;
real_t _plane_simplify = 0.5;
real_t _plane_simplify_dot = 0.98;
real_t _plane_simplify_dist = 0.08;
};
Room();
~Room();
void set_room_simplify(real_t p_value);
real_t get_room_simplify() const { return _simplify_info._plane_simplify; }
// whether to use the room manager default
void set_use_default_simplify(bool p_use);
bool get_use_default_simplify() const { return _use_default_simplify; }
void set_points(const PoolVector<Vector3> &p_points);
PoolVector<Vector3> get_points() const;
// editor only
PoolVector<Vector3> generate_points();
String get_configuration_warning() const;
private:
void clear();
void _changed(bool p_regenerate_bounds = false);
template <class T>
static bool detect_nodes_of_type(const Node *p_node, bool p_ignore_first_node = true);
template <typename T>
static bool detect_nodes_using_lambda(const Node *p_node, T p_lambda, bool p_ignore_first_node = true);
// note this is client side, and does not use the final planes stored in the PortalRenderer
bool contains_point(const Vector3 &p_pt) const;
// planes forming convex hull of room
LocalVector<Plane, int32_t> _planes;
// preliminary planes are created during the first conversion pass,
// they do not include the portals, and are used for identifying auto
// linkage of rooms by portals
LocalVector<Plane, int32_t> _preliminary_planes;
Geometry::MeshData _bound_mesh_data;
AABB _aabb;
// editable points making up the bound
PoolVector<Vector3> _bound_pts;
#ifdef TOOLS_ENABLED
// to help with editing, when converting, we can generate overlap zones
// that occur between rooms. Ideally these should not occur, as rooms
// should be convex and non-overlapping. But if they do occur, they should
// be minimized.
Vector<Geometry::MeshData> _gizmo_overlap_zones;
#endif
// makes sure lrooms are not converted more than once per
// call to rooms_convert
int _conversion_tick = -1;
// room ID during conversion, used for matching portals links to rooms
int _room_ID;
// room priority allows rooms to be placed inside other rooms,
// such as a house on a landscape room.
// If the camera is inside more than one room, the higher priority room
// will *win* (e.g. house, rather than landscape)
int _room_priority = 0;
// a room may be in one or several roomgroups
LocalVector<int, int32_t> _roomgroups;
// list of portal ids from or to this room, just used in conversion to determine room bound
LocalVector<int, int32_t> _portals;
// each room now stores simplification data
SimplifyInfo _simplify_info;
bool _use_default_simplify = true;
protected:
static void _bind_methods();
void _notification(int p_what);
};
template <class T>
bool Room::detect_nodes_of_type(const Node *p_node, bool p_ignore_first_node) {
if (Object::cast_to<T>(p_node) && (!p_ignore_first_node)) {
return true;
}
for (int n = 0; n < p_node->get_child_count(); n++) {
if (detect_nodes_of_type<T>(p_node->get_child(n), false)) {
return true;
}
}
return false;
}
template <typename T>
bool Room::detect_nodes_using_lambda(const Node *p_node, T p_lambda, bool p_ignore_first_node) {
if (p_lambda(p_node) && !p_ignore_first_node) {
return true;
}
for (int n = 0; n < p_node->get_child_count(); n++) {
if (detect_nodes_using_lambda(p_node->get_child(n), p_lambda, false)) {
return true;
}
}
return false;
}
#endif