godot/scene/3d/room_instance.cpp
Juan Linietsky 0dbedd18fc SceneMainLoop -> SceneTree
-=-=-=-=-=-=-=-=-=-=-=-=-=-

*YOUR SOURCE MIGHT NOT WORK*
For mor information on fix:
https://github.com/okamstudio/godot/wiki/devel_scene_tree

Other stuff:
-Shower of bullets demo
-Fixes all around
2014-11-05 21:20:42 -03:00

300 lines
7.5 KiB
C++

/*************************************************************************/
/* room_instance.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 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<Room>();
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<Face3> faces;
if (!room.is_null())
faces=room->get_geometry_hint();
int count=faces.size();
if (count==0)
return RES();
DVector<Face3>::Read facesr=faces.read();
const Face3* facesptr=facesr.ptr();
DVector<Vector3> points;
Ref<SurfaceTool> surface_tool( memnew( SurfaceTool ));
Ref<FixedMaterial> 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<Face3> Room::get_faces(uint32_t p_usage_flags) const {
return DVector<Face3>();
}
void Room::set_room( const Ref<RoomBounds>& 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<RoomBounds> Room::get_room() const {
return room;
}
void Room::_parse_node_faces(DVector<Face3> &all_faces,const Node *p_node) const {
const VisualInstance *vi=p_node->cast_to<VisualInstance>();
if (vi) {
DVector<Face3> 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<Face3>::Write all_facesw=all_faces.write();
Face3 * all_facesptr=all_facesw.ptr();
DVector<Face3>::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<Face3> all_faces;
_parse_node_faces(all_faces,this);
if (all_faces.size()==0)
return;
float error;
DVector<Face3> wrapped_faces = Geometry::wrap_geometry(all_faces,&error);
if (wrapped_faces.size()==0)
return;
BSP_Tree tree(wrapped_faces,error);
Ref<RoomBounds> 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);
}