d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
299 lines
7.5 KiB
C++
299 lines
7.5 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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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#include "geometry.h"
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#include "globals.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 = parent_room->cast_to<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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if (sound_enabled)
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SpatialSoundServer::get_singleton()->room_set_space(sound_room,get_world()->get_sound_space());
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} break;
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case NOTIFICATION_TRANSFORM_CHANGED: {
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SpatialSoundServer::get_singleton()->room_set_transform(sound_room,get_global_transform());
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} break;
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case NOTIFICATION_EXIT_WORLD: {
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if (sound_enabled)
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SpatialSoundServer::get_singleton()->room_set_space(sound_room,RID());
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} break;
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}
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}
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RES Room::_get_gizmo_geometry() const {
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DVector<Face3> faces;
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if (!room.is_null())
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faces=room->get_geometry_hint();
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int count=faces.size();
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if (count==0)
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return RES();
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DVector<Face3>::Read facesr=faces.read();
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const Face3* facesptr=facesr.ptr();
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DVector<Vector3> points;
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Ref<SurfaceTool> surface_tool( memnew( SurfaceTool ));
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Ref<FixedMaterial> mat( memnew( FixedMaterial ));
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mat->set_parameter( FixedMaterial::PARAM_DIFFUSE,Color(0.2,0.8,0.9,0.3) );
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mat->set_line_width(4);
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mat->set_flag(Material::FLAG_DOUBLE_SIDED,true);
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mat->set_flag(Material::FLAG_UNSHADED,true);
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// mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
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surface_tool->begin(Mesh::PRIMITIVE_LINES);
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surface_tool->set_material(mat);
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for (int i=0;i<count;i++) {
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surface_tool->add_vertex(facesptr[i].vertex[0]);
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surface_tool->add_vertex(facesptr[i].vertex[1]);
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surface_tool->add_vertex(facesptr[i].vertex[1]);
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surface_tool->add_vertex(facesptr[i].vertex[2]);
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surface_tool->add_vertex(facesptr[i].vertex[2]);
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surface_tool->add_vertex(facesptr[i].vertex[0]);
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}
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return surface_tool->commit();
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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 room->get_bounds().get_aabb();
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}
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DVector<Face3> Room::get_faces(uint32_t p_usage_flags) const {
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return DVector<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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if (room.is_valid())
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SpatialSoundServer::get_singleton()->room_set_bounds(sound_room,room->get_bounds());
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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(DVector<Face3> &all_faces,const Node *p_node) const {
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const VisualInstance *vi=p_node->cast_to<VisualInstance>();
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if (vi) {
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DVector<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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DVector<Face3>::Write all_facesw=all_faces.write();
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Face3 * all_facesptr=all_facesw.ptr();
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DVector<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::compute_room_from_subtree() {
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DVector<Face3> all_faces;
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_parse_node_faces(all_faces,this);
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if (all_faces.size()==0)
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return;
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float error;
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DVector<Face3> wrapped_faces = Geometry::wrap_geometry(all_faces,&error);
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if (wrapped_faces.size()==0)
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return;
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BSP_Tree tree(wrapped_faces,error);
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Ref<RoomBounds> room( memnew( RoomBounds ) );
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room->set_bounds(tree);
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room->set_geometry_hint(wrapped_faces);
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set_room(room);
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}
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void Room::set_simulate_acoustics(bool p_enable) {
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if (sound_enabled==p_enable)
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return;
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sound_enabled=p_enable;
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if (!is_inside_world())
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return; //nothing to do
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if (sound_enabled)
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SpatialSoundServer::get_singleton()->room_set_space(sound_room,get_world()->get_sound_space());
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else
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SpatialSoundServer::get_singleton()->room_set_space(sound_room,RID());
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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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bool Room::is_simulating_acoustics() const {
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return sound_enabled;
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}
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RID Room::get_sound_room() const {
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return RID();
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}
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void Room::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_room","room:Room"),&Room::set_room );
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ObjectTypeDB::bind_method(_MD("get_room:Room"),&Room::get_room );
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ObjectTypeDB::bind_method(_MD("compute_room_from_subtree"),&Room::compute_room_from_subtree);
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ObjectTypeDB::bind_method(_MD("set_simulate_acoustics","enable"),&Room::set_simulate_acoustics );
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ObjectTypeDB::bind_method(_MD("is_simulating_acoustics"),&Room::is_simulating_acoustics );
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ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "room/room", PROPERTY_HINT_RESOURCE_TYPE, "Area" ), _SCS("set_room"), _SCS("get_room") );
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ADD_PROPERTY( PropertyInfo( Variant::BOOL, "room/simulate_acoustics"), _SCS("set_simulate_acoustics"), _SCS("is_simulating_acoustics") );
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}
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Room::Room() {
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sound_enabled=false;
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sound_room=SpatialSoundServer::get_singleton()->room_create();
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level=0;
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}
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Room::~Room() {
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SpatialSoundServer::get_singleton()->free(sound_room);
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}
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