godot/servers/visual_server_callbacks.cpp
lawnjelly eb6f98ec55 Portal occlusion culling
Adds support for occlusion culling via rooms and portals.
2021-07-14 11:43:23 +01:00

66 lines
2.7 KiB
C++

/*************************************************************************/
/* visual_server_callbacks.cpp */
/*************************************************************************/
/* 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 */
/* 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 "visual_server_callbacks.h"
#include "core/object.h"
void VisualServerCallbacks::lock() {
mutex.lock();
}
void VisualServerCallbacks::unlock() {
mutex.unlock();
}
void VisualServerCallbacks::flush() {
// should be ok without a lock ..
// is the most common case and should be quicker
if (!messages.size()) {
return;
}
lock();
for (int n = 0; n < messages.size(); n++) {
const Message &mess = messages[n];
Object *obj = ObjectDB::get_instance(mess.object_id);
if (!obj) {
continue;
}
obj->notification_callback(mess.type);
}
messages.clear();
unlock();
}