115f4dce55
Add framework for supporting geometrical occluders within rooms, and add support for sphere occluders. Includes gizmos for editing. They also work outside the portal system.
86 lines
3.7 KiB
C++
86 lines
3.7 KiB
C++
/*************************************************************************/
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/* occluder_shape.h */
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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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#ifndef OCCLUDER_SHAPE_H
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#define OCCLUDER_SHAPE_H
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#include "core/math/plane.h"
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#include "core/resource.h"
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#include "core/vector.h"
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class OccluderShape : public Resource {
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GDCLASS(OccluderShape, Resource);
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OBJ_SAVE_TYPE(OccluderShape);
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RES_BASE_EXTENSION("occ");
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RID _shape;
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protected:
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static void _bind_methods();
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RID get_shape() const { return _shape; }
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OccluderShape(RID p_shape);
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public:
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virtual RID get_rid() const { return _shape; }
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~OccluderShape();
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virtual void notification_enter_world(RID p_scenario) = 0;
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virtual void update_shape_to_visual_server() = 0;
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void update_transform_to_visual_server(const Transform &p_global_xform);
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void update_active_to_visual_server(bool p_active);
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void notification_exit_world();
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virtual Transform center_node(const Transform &p_global_xform, const Transform &p_parent_xform, real_t p_snap) = 0;
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};
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class OccluderShapeSphere : public OccluderShape {
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GDCLASS(OccluderShapeSphere, OccluderShape);
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// We bandit a plane to store position / radius
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Vector<Plane> _spheres;
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const real_t _min_radius = 0.1;
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protected:
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static void _bind_methods();
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public:
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void set_spheres(const Vector<Plane> &p_spheres);
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Vector<Plane> get_spheres() const { return _spheres; }
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void set_sphere_position(int p_idx, const Vector3 &p_position);
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void set_sphere_radius(int p_idx, real_t p_radius);
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virtual void notification_enter_world(RID p_scenario);
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virtual void update_shape_to_visual_server();
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virtual Transform center_node(const Transform &p_global_xform, const Transform &p_parent_xform, real_t p_snap);
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OccluderShapeSphere();
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};
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#endif // OCCLUDER_SHAPE_H
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