godot/scene/3d/room.h
Rémi Verschelde 16f6a5b139
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".

Backported from #70885.
2023-01-10 15:32:59 +01:00

176 lines
6.2 KiB
C++

/**************************************************************************/
/* room.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#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;
friend class RoomSpatialGizmo;
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;
// primarily for the gizmo
void set_point(int p_idx, const Vector3 &p_point);
// editor only
PoolVector<Vector3> generate_points();
String get_configuration_warning() const;
private:
// call during each conversion
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 // ROOM_H