c7bc44d5ad
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!
198 lines
5.7 KiB
C++
198 lines
5.7 KiB
C++
/*************************************************************************/
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/* proximity_group.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 "proximity_group.h"
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#include "math_funcs.h"
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void ProximityGroup::clear_groups() {
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Map<StringName, uint32_t>::Element *E;
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{
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const int size = 16;
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StringName remove_list[size];
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E = groups.front();
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int num = 0;
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while (E && num < size) {
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if (E->get() != group_version) {
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remove_list[num++] = E->key();
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};
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E = E->next();
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};
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for (int i=0; i<num; i++) {
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groups.erase(remove_list[i]);
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};
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};
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if (E) {
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clear_groups(); // call until we go through the whole list
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};
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};
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void ProximityGroup::update_groups() {
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if (grid_radius == Vector3(0, 0, 0))
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return;
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++group_version;
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Vector3 pos = get_global_transform().get_origin();
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Vector3 vcell = pos / cell_size;
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int cell[3] = { Math::fast_ftoi(vcell.x), Math::fast_ftoi(vcell.y), Math::fast_ftoi(vcell.z) };
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add_groups(cell, group_name, 0);
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clear_groups();
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};
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void ProximityGroup::add_groups(int* p_cell, String p_base, int p_depth) {
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p_base = p_base + "|";
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if (grid_radius[p_depth] == 0) {
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if (p_depth == 2) {
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_new_group(p_base);
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} else {
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add_groups(p_cell, p_base, p_depth + 1);
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};
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};
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int start = p_cell[p_depth] - grid_radius[p_depth];
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int end = p_cell[p_depth] + grid_radius[p_depth];
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for (int i=start; i<=end; i++) {
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String gname = p_base + itos(i);
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if (p_depth == 2) {
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_new_group(gname);
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} else {
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add_groups(p_cell, gname, p_depth + 1);
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};
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};
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};
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void ProximityGroup::_new_group(StringName p_name) {
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const Map<StringName, uint32_t>::Element* E = groups.find(p_name);
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if (!E) {
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add_to_group(p_name);
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};
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groups[p_name] = group_version;
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};
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void ProximityGroup::set_group_name(String p_group_name) {
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group_name = p_group_name;
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};
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void ProximityGroup::_notification(int what) {
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switch (what) {
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case NOTIFICATION_EXIT_TREE:
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++group_version;
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clear_groups();
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break;
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case NOTIFICATION_TRANSFORM_CHANGED:
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update_groups();
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break;
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};
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};
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void ProximityGroup::broadcast(String p_name, Variant p_params) {
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Map<StringName, uint32_t>::Element *E;
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E = groups.front();
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while (E) {
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get_tree()->call_group(SceneTree::GROUP_CALL_DEFAULT, E->key(), "_proximity_group_broadcast", p_name, p_params);
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E = E->next();
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};
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};
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void ProximityGroup::_proximity_group_broadcast(String p_name, Variant p_params) {
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if (dispatch_mode == MODE_PROXY) {
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get_parent()->call(p_name, p_params);
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} else {
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emit_signal("broadcast", p_name, p_params);
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};
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};
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void ProximityGroup::set_dispatch_mode(int p_mode) {
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dispatch_mode = (DispatchMode)p_mode;
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};
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void ProximityGroup::set_grid_radius(const Vector3& p_radius) {
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grid_radius = p_radius;
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};
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Vector3 ProximityGroup::get_grid_radius() const {
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return grid_radius;
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};
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void ProximityGroup::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_group_name","name"), &ProximityGroup::set_group_name);
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ObjectTypeDB::bind_method(_MD("broadcast","name", "parameters"), &ProximityGroup::broadcast);
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ObjectTypeDB::bind_method(_MD("set_dispatch_mode","mode"), &ProximityGroup::set_dispatch_mode);
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ObjectTypeDB::bind_method(_MD("_proximity_group_broadcast","name","params"), &ProximityGroup::_proximity_group_broadcast);
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ObjectTypeDB::bind_method(_MD("set_grid_radius","radius"), &ProximityGroup::set_grid_radius);
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ObjectTypeDB::bind_method(_MD("get_grid_radius"), &ProximityGroup::get_grid_radius);
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ADD_PROPERTY( PropertyInfo( Variant::VECTOR3, "grid_radius"), _SCS("set_grid_radius"), _SCS("get_grid_radius"));
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ADD_SIGNAL( MethodInfo("broadcast", PropertyInfo(Variant::STRING, "name"), PropertyInfo(Variant::ARRAY, "parameters")) );
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};
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ProximityGroup::ProximityGroup() {
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group_version = 0;
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dispatch_mode = MODE_PROXY;
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grid_radius = Vector3(1, 1, 1);
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};
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ProximityGroup::~ProximityGroup() {
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};
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