22d83bc9f6
-Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
226 lines
5.7 KiB
C++
226 lines
5.7 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) 2007-2016 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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AABB Room::get_aabb() const {
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if (room.is_null())
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return AABB();
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return 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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}
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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::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("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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