virtualx-engine/scene/3d/room_instance.cpp
Juan Linietsky 1894157c9f -Massive clean up to gizmos
-Make sure handles are always visible (on top)
-Fixed instanced scene selection (should work properly now)
-Added interpolated camera
-Customizable gizmo colors in editor settings
2017-08-26 00:47:28 -03:00

162 lines
4.6 KiB
C++

/*************************************************************************/
/* room_instance.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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 "room_instance.h"
#include "servers/visual_server.h"
#if 0
#include "geometry.h"
#include "project_settings.h"
#include "scene/resources/surface_tool.h"
void Room::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_WORLD: {
// go find parent level
Node *parent_room = get_parent();
level = 0;
while (parent_room) {
Room *r = Object::cast_to<Room>(parent_room);
if (r) {
level = r->level + 1;
break;
}
parent_room = parent_room->get_parent();
}
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
} break;
case NOTIFICATION_EXIT_WORLD: {
} break;
}
}
Rect3 Room::get_aabb() const {
if (room.is_null())
return Rect3();
return Rect3();
}
PoolVector<Face3> Room::get_faces(uint32_t p_usage_flags) const {
return PoolVector<Face3>();
}
void Room::set_room(const Ref<RoomBounds> &p_room) {
room = p_room;
update_gizmo();
if (room.is_valid()) {
set_base(room->get_rid());
} else {
set_base(RID());
}
if (!is_inside_tree())
return;
propagate_notification(NOTIFICATION_AREA_CHANGED);
update_gizmo();
}
Ref<RoomBounds> Room::get_room() const {
return room;
}
void Room::_parse_node_faces(PoolVector<Face3> &all_faces, const Node *p_node) const {
const VisualInstance *vi = Object::cast_to<VisualInstance>(p_node);
if (vi) {
PoolVector<Face3> faces = vi->get_faces(FACES_ENCLOSING);
if (faces.size()) {
int old_len = all_faces.size();
all_faces.resize(all_faces.size() + faces.size());
int new_len = all_faces.size();
PoolVector<Face3>::Write all_facesw = all_faces.write();
Face3 *all_facesptr = all_facesw.ptr();
PoolVector<Face3>::Read facesr = faces.read();
const Face3 *facesptr = facesr.ptr();
Transform tr = vi->get_relative_transform(this);
for (int i = old_len; i < new_len; i++) {
Face3 f = facesptr[i - old_len];
for (int j = 0; j < 3; j++)
f.vertex[j] = tr.xform(f.vertex[j]);
all_facesptr[i] = f;
}
}
}
for (int i = 0; i < p_node->get_child_count(); i++) {
_parse_node_faces(all_faces, p_node->get_child(i));
}
}
void Room::_bounds_changed() {
update_gizmo();
}
void Room::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_room", "room"), &Room::set_room);
ClassDB::bind_method(D_METHOD("get_room"), &Room::get_room);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "room/room", PROPERTY_HINT_RESOURCE_TYPE, "Area"), "set_room", "get_room");
}
Room::Room() {
// sound_enabled=false;
level = 0;
}
Room::~Room() {
}
#endif