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Portal occlusion culling
Adds support for occlusion culling via rooms and portals.
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92
editor/plugins/room_manager_editor_plugin.h
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92
editor/plugins/room_manager_editor_plugin.h
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/*************************************************************************/
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/* room_manager_editor_plugin.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 ROOM_MANAGER_EDITOR_PLUGIN_H
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#define ROOM_MANAGER_EDITOR_PLUGIN_H
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "scene/3d/room.h"
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#include "scene/3d/room_manager.h"
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#include "scene/resources/material.h"
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class RoomManagerEditorPlugin : public EditorPlugin {
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GDCLASS(RoomManagerEditorPlugin, EditorPlugin);
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RoomManager *_room_manager;
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ToolButton *button_rooms_convert;
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ToolButton *button_flip_portals;
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EditorNode *editor;
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void _rooms_convert();
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void _flip_portals();
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protected:
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static void _bind_methods();
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public:
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virtual String get_name() const { return "RoomManager"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual void make_visible(bool p_visible);
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RoomManagerEditorPlugin(EditorNode *p_node);
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~RoomManagerEditorPlugin();
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};
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///////////////////////
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class RoomEditorPlugin : public EditorPlugin {
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GDCLASS(RoomEditorPlugin, EditorPlugin);
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Room *_room;
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ToolButton *button_generate;
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EditorNode *editor;
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UndoRedo *undo_redo;
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void _generate_points();
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protected:
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static void _bind_methods();
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public:
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virtual String get_name() const { return "Room"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual void make_visible(bool p_visible);
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RoomEditorPlugin(EditorNode *p_node);
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~RoomEditorPlugin();
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};
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#endif
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