godot/scene/3d/portal.h
lawnjelly 770d9f8220 Portals - add gizmo handles for editing portals and rooms
Gizmo handles are added for much more user friendly editing of portals and room bounds.
2021-08-06 07:53:22 +01:00

192 lines
6.8 KiB
C++

/*************************************************************************/
/* portal.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). */
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/* "Software"), to deal in the Software without restriction, including */
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/* 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. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/*************************************************************************/
#ifndef PORTAL_H
#define PORTAL_H
#include "core/local_vector.h"
#include "core/rid.h"
#include "spatial.h"
class RoomManager;
class MeshInstance;
class Room;
class Portal : public Spatial {
GDCLASS(Portal, Spatial);
RID _portal_rid;
friend class RoomManager;
friend class PortalGizmoPlugin;
friend class PortalEditorPlugin;
friend class PortalSpatialGizmo;
public:
// ui interface .. will have no effect after room conversion
void set_linked_room(const NodePath &link_path);
NodePath get_linked_room() const;
// open and close doors
void set_portal_active(bool p_active);
bool get_portal_active() const;
// whether the portal can be seen through in both directions or not
void set_two_way(bool p_two_way) {
_settings_two_way = p_two_way;
_changed();
}
bool is_two_way() const { return _settings_two_way; }
// call during each conversion
void clear();
// whether to use the room manager default
void set_use_default_margin(bool p_use);
bool get_use_default_margin() const;
// custom portal margin (per portal) .. only valid if use_default_margin is off
void set_portal_margin(real_t p_margin);
real_t get_portal_margin() const;
// either the default margin or the custom portal margin, depending on the setting
real_t get_active_portal_margin() const;
// the raw points are used for the IDE Inspector, and also to allow the user
// to edit the geometry of the portal at runtime (they can also just change the portal node transform)
void set_points(const PoolVector<Vector2> &p_points);
PoolVector<Vector2> get_points() const;
// primarily for the gizmo
void set_point(int p_idx, const Vector2 &p_point);
String get_configuration_warning() const;
Portal();
~Portal();
// whether the convention is that the normal of the portal points outward (false) or inward (true)
// normally I'd recommend portal normal faces outward. But you may make a booboo, so this can work
// with either convention.
static bool _portal_plane_convention;
private:
// updates world coords when the tranform changes, and updates the visual server
void portal_update();
void set_linked_room_internal(const NodePath &link_path);
bool try_set_unique_name(const String &p_name);
bool is_portal_internal(int p_room_outer) const { return _internal && (_linkedroom_ID[0] != p_room_outer); }
bool create_from_mesh_instance(const MeshInstance *p_mi);
void flip();
void _sanitize_points();
void _update_aabb();
static Vector3 _vec2to3(const Vector2 &p_pt) { return Vector3(p_pt.x, p_pt.y, 0.0); }
void _sort_verts_clockwise(bool portal_plane_convention, Vector<Vector3> &r_verts);
Plane _plane_from_points_newell(const Vector<Vector3> &p_pts);
void resolve_links(const LocalVector<Room *, int32_t> &p_rooms, const RID &p_from_room_rid);
void _changed();
// nodepath to the room this outgoing portal leads to
NodePath _settings_path_linkedroom;
// portal can be turned on and off at runtime, for e.g.
// opening and closing a door
bool _settings_active;
// user can choose not to include the portal in the convex hull of the room
// during conversion
bool _settings_include_in_bound;
// portals can be seen through one way or two way
bool _settings_two_way;
// room from and to, ID in the room manager
int _linkedroom_ID[2];
// whether the portal is from a room within a room
bool _internal;
// normal determined by winding order
Vector<Vector3> _pts_world;
// points in local space of the plane,
// not necessary in correct winding order
// (as they can be edited by the user)
// Note: these are saved by the IDE
PoolVector<Vector2> _pts_local_raw;
// sanitized
Vector<Vector2> _pts_local;
AABB _aabb_local;
// center of the world points
Vector3 _pt_center_world;
// portal plane in world space, always pointing OUTWARD from the source room
Plane _plane;
// extension margin
real_t _margin;
bool _use_default_margin;
// during conversion, we need to know
// whether this portal is being imported from a mesh
// and is using an explicitly named link room with prefix.
// If this is not the case, and it is already a Godot Portal node,
// we will either use the assigned nodepath, or autolink.
bool _importing_portal = false;
// for editing
#ifdef TOOLS_ENABLED
ObjectID _room_manager_godot_ID;
// warnings
bool _warning_outside_room_aabb = false;
bool _warning_facing_wrong_way = false;
bool _warning_autolink_failed = false;
#endif
// this is read from the gizmo
static bool _settings_gizmo_show_margins;
public:
// makes sure portals are not converted more than once per
// call to rooms_convert
int _conversion_tick = -1;
protected:
static void _bind_methods();
void _notification(int p_what);
};
#endif