06d66488c2
In order to make level building easier, the system can now support STATIC and DYNAMIC objects in the roomlist that are not placed in rooms. The system will automatically place them in the appropriate room.
274 lines
8.6 KiB
C++
274 lines
8.6 KiB
C++
/*************************************************************************/
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/* room.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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.h"
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#include "portal.h"
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#include "room_group.h"
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#include "room_manager.h"
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#include "servers/visual_server.h"
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void Room::SimplifyInfo::set_simplify(real_t p_value, real_t p_room_size) {
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_plane_simplify = CLAMP(p_value, 0.0, 1.0);
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// just for reference in case we later want to use degrees...
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// _plane_simplify_dot = Math::cos(Math::deg2rad(_plane_simplify_degrees));
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// _plane_simplify_dot = _plane_simplify;
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// _plane_simplify_dot *= _plane_simplify_dot;
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// _plane_simplify_dot = 1.0 - _plane_simplify_dot;
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// distance based on size of room
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// _plane_simplify_dist = p_room_size * 0.1 * _plane_simplify;
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// _plane_simplify_dist = MAX(_plane_simplify_dist, 0.08);
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// test fix
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_plane_simplify_dot = 0.99;
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_plane_simplify_dist = 0.08;
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// print_verbose("plane simplify dot : " + String(Variant(_plane_simplify_dot)));
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// print_verbose("plane simplify dist : " + String(Variant(_plane_simplify_dist)));
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}
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bool Room::SimplifyInfo::add_plane_if_unique(LocalVector<Plane, int32_t> &r_planes, const Plane &p) const {
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for (int n = 0; n < r_planes.size(); n++) {
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const Plane &o = r_planes[n];
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// this is a fudge factor for how close planes can be to be considered the same ...
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// to prevent ridiculous amounts of planes
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const real_t d = _plane_simplify_dist; // 0.08f
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if (Math::abs(p.d - o.d) > d) {
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continue;
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}
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real_t dot = p.normal.dot(o.normal);
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if (dot < _plane_simplify_dot) // 0.98f
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{
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continue;
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}
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// match!
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return false;
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}
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r_planes.push_back(p);
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return true;
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}
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void Room::clear() {
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_room_ID = -1;
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_planes.clear();
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_preliminary_planes.clear();
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_roomgroups.clear();
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_portals.clear();
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_bound_mesh_data.edges.clear();
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_bound_mesh_data.faces.clear();
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_bound_mesh_data.vertices.clear();
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_aabb = AABB();
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#ifdef TOOLS_ENABLED
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_gizmo_overlap_zones.clear();
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#endif
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}
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Room::Room() {
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_room_rid = VisualServer::get_singleton()->room_create();
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}
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Room::~Room() {
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if (_room_rid != RID()) {
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VisualServer::get_singleton()->free(_room_rid);
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}
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}
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bool Room::contains_point(const Vector3 &p_pt) const {
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if (!_aabb.has_point(p_pt)) {
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return false;
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}
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for (int n = 0; n < _planes.size(); n++) {
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if (_planes[n].is_point_over(p_pt)) {
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return false;
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}
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}
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return true;
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}
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void Room::set_room_simplify(real_t p_value) {
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_simplify_info.set_simplify(p_value, _aabb.get_longest_axis_size());
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}
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void Room::set_use_default_simplify(bool p_use) {
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_use_default_simplify = p_use;
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}
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void Room::set_points(const PoolVector<Vector3> &p_points) {
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_bound_pts = p_points;
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#ifdef TOOLS_ENABLED
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if (p_points.size()) {
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_changed(true);
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}
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#endif
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}
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PoolVector<Vector3> Room::get_points() const {
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return _bound_pts;
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}
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PoolVector<Vector3> Room::generate_points() {
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PoolVector<Vector3> pts_returned;
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#ifdef TOOLS_ENABLED
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// do a rooms convert to make sure the planes are up to date
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RoomManager *rm = RoomManager::active_room_manager;
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if (rm) {
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rm->rooms_convert();
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}
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if (!_planes.size()) {
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return pts_returned;
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}
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// scale an epsilon using 10.0 for a normal sized room
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real_t scaled_epsilon = _aabb.get_longest_axis_size() / 10.0;
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scaled_epsilon = MAX(scaled_epsilon * 0.01, 0.001);
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LocalVector<Vector3, int32_t> pts;
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pts = Geometry::compute_convex_mesh_points(&_planes[0], _planes.size(), scaled_epsilon);
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// eliminate duplicates
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for (int n = 0; n < pts.size(); n++) {
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const Vector3 &a = pts[n];
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for (int m = n + 1; m < pts.size(); m++) {
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const Vector3 &b = pts[m];
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if (a.is_equal_approx(b, scaled_epsilon)) {
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// remove b
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pts.remove_unordered(m);
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m--; // repeat m as the new m is the old last
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}
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}
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}
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// convert vector to poolvector
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pts_returned.resize(pts.size());
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Transform tr = get_global_transform();
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tr.affine_invert();
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for (int n = 0; n < pts.size(); n++) {
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// the points should be saved in LOCAL space,
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// so that if we move the room afterwards, the bound points
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// will also move in relation to the room.
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pts_returned.set(n, tr.xform(pts[n]));
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}
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#endif
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return pts_returned;
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}
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String Room::get_configuration_warning() const {
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String warning = Spatial::get_configuration_warning();
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auto lambda = [](const Node *p_node) {
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return static_cast<bool>((Object::cast_to<Room>(p_node) || Object::cast_to<RoomManager>(p_node) || Object::cast_to<RoomGroup>(p_node)));
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};
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if (detect_nodes_using_lambda(this, lambda)) {
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if (detect_nodes_of_type<Room>(this)) {
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if (!warning.empty()) {
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warning += "\n\n";
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}
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warning += TTR("A Room cannot have another Room as a child or grandchild.");
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}
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if (detect_nodes_of_type<RoomManager>(this)) {
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if (!warning.empty()) {
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warning += "\n\n";
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}
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warning += TTR("The RoomManager should not be placed inside a Room.");
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}
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if (detect_nodes_of_type<RoomGroup>(this)) {
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if (!warning.empty()) {
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warning += "\n\n";
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}
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warning += TTR("A RoomGroup should not be placed inside a Room.");
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}
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}
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return warning;
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}
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// extra editor links to the room manager to allow unloading
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// on change, or re-converting
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void Room::_changed(bool p_regenerate_bounds) {
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#ifdef TOOLS_ENABLED
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RoomManager *rm = RoomManager::active_room_manager;
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if (!rm) {
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return;
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}
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if (p_regenerate_bounds) {
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rm->_room_regenerate_bound(this);
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}
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rm->_rooms_changed();
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#endif
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}
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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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ERR_FAIL_COND(get_world().is_null());
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VisualServer::get_singleton()->room_set_scenario(_room_rid, get_world()->get_scenario());
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} break;
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case NOTIFICATION_EXIT_WORLD: {
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VisualServer::get_singleton()->room_set_scenario(_room_rid, RID());
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} break;
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}
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}
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void Room::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_use_default_simplify", "p_use"), &Room::set_use_default_simplify);
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ClassDB::bind_method(D_METHOD("get_use_default_simplify"), &Room::get_use_default_simplify);
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ClassDB::bind_method(D_METHOD("set_room_simplify", "p_value"), &Room::set_room_simplify);
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ClassDB::bind_method(D_METHOD("get_room_simplify"), &Room::get_room_simplify);
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ClassDB::bind_method(D_METHOD("set_points", "points"), &Room::set_points);
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ClassDB::bind_method(D_METHOD("get_points"), &Room::get_points);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_default_simplify"), "set_use_default_simplify", "get_use_default_simplify");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "room_simplify", PROPERTY_HINT_RANGE, "0.0,1.0,0.005"), "set_room_simplify", "get_room_simplify");
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ADD_GROUP("Bound", "");
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ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR3_ARRAY, "points"), "set_points", "get_points");
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}
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