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b16c309f82
Happy new year to the wonderful Godot community!
165 lines
4.7 KiB
C++
165 lines
4.7 KiB
C++
/*************************************************************************/
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/* room_instance.cpp */
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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) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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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#include "room_instance.h"
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#include "servers/visual_server.h"
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// FIXME: Will be removed, kept as reference for new implementation
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#if 0
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#include "core/math/geometry.h"
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#include "core/project_settings.h"
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#include "scene/resources/surface_tool.h"
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void Room::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_WORLD: {
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// go find parent level
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Node *parent_room = get_parent();
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level = 0;
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while (parent_room) {
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Room *r = Object::cast_to<Room>(parent_room);
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if (r) {
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level = r->level + 1;
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break;
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}
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parent_room = parent_room->get_parent();
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}
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} break;
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case NOTIFICATION_TRANSFORM_CHANGED: {
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} break;
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case NOTIFICATION_EXIT_WORLD: {
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} break;
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}
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}
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AABB Room::get_aabb() const {
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if (room.is_null())
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return AABB();
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return AABB();
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}
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PoolVector<Face3> Room::get_faces(uint32_t p_usage_flags) const {
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return PoolVector<Face3>();
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}
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void Room::set_room(const Ref<RoomBounds> &p_room) {
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room = p_room;
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update_gizmo();
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if (room.is_valid()) {
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set_base(room->get_rid());
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} else {
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set_base(RID());
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}
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if (!is_inside_tree())
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return;
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propagate_notification(NOTIFICATION_AREA_CHANGED);
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update_gizmo();
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}
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Ref<RoomBounds> Room::get_room() const {
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return room;
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}
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void Room::_parse_node_faces(PoolVector<Face3> &all_faces, const Node *p_node) const {
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const VisualInstance *vi = Object::cast_to<VisualInstance>(p_node);
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if (vi) {
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PoolVector<Face3> faces = vi->get_faces(FACES_ENCLOSING);
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if (faces.size()) {
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int old_len = all_faces.size();
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all_faces.resize(all_faces.size() + faces.size());
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int new_len = all_faces.size();
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PoolVector<Face3>::Write all_facesw = all_faces.write();
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Face3 *all_facesptr = all_facesw.ptr();
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PoolVector<Face3>::Read facesr = faces.read();
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const Face3 *facesptr = facesr.ptr();
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Transform tr = vi->get_relative_transform(this);
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for (int i = old_len; i < new_len; i++) {
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Face3 f = facesptr[i - old_len];
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for (int j = 0; j < 3; j++)
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f.vertex[j] = tr.xform(f.vertex[j]);
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all_facesptr[i] = f;
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}
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}
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}
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for (int i = 0; i < p_node->get_child_count(); i++) {
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_parse_node_faces(all_faces, p_node->get_child(i));
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}
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}
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void Room::_bounds_changed() {
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update_gizmo();
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}
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void Room::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_room", "room"), &Room::set_room);
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ClassDB::bind_method(D_METHOD("get_room"), &Room::get_room);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "room/room", PROPERTY_HINT_RESOURCE_TYPE, "Area"), "set_room", "get_room");
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}
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Room::Room() {
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// sound_enabled=false;
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level = 0;
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}
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Room::~Room() {
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}
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#endif
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