123 lines
3.9 KiB
C++
123 lines
3.9 KiB
C++
/*
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* MIT License
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*
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* Copyright (c) 2019-2021 Benoit Pelletier
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* 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, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#pragma once
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#include "CoreMinimal.h"
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#include "ProceduralLevelStreaming.h"
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#include "GameFramework/Actor.h"
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#include "ProceduralDungeonTypes.h"
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#include "Room.generated.h"
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class ARoomLevel;
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class URoomData;
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class ADoor;
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USTRUCT()
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struct FRoomConnection
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{
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GENERATED_BODY()
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UPROPERTY()
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TWeakObjectPtr<URoom> OtherRoom = nullptr;
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int OtherDoorIndex = -1;
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ADoor* DoorInstance = nullptr;
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};
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UCLASS()
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class PROCEDURALDUNGEON_API URoom : public UObject
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{
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GENERATED_BODY()
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private:
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UPROPERTY()
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TArray<FRoomConnection> Connections;
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public:
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UPROPERTY()
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UProceduralLevelStreaming* Instance;
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UPROPERTY()
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FIntVector Position;
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EDoorDirection Direction;
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URoomData* GetRoomData() { return RoomData; }
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private:
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UPROPERTY()
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URoomData* RoomData;
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public:
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void Init(URoomData* RoomData);
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bool IsConnected(int Index);
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void SetConnection(int Index, URoom* Room, int OtherDoorIndex);
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TWeakObjectPtr<URoom> GetConnection(int Index);
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int GetFirstEmptyConnection();
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void Instantiate(UWorld* World);
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void Destroy(UWorld* World);
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ARoomLevel* GetLevelScript();
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bool IsInstanceLoaded();
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bool IsInstanceUnloaded();
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EDoorDirection GetDoorWorldOrientation(int DoorIndex);
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FIntVector GetDoorWorldPosition(int DoorIndex);
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int GetConnectionCount() { return Connections.Num(); }
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int GetDoorIndexAt(FIntVector WorldPos, EDoorDirection WorldRot);
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bool IsDoorInstanced(int DoorIndex);
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void SetDoorInstance(int DoorIndex, ADoor* Door);
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int GetOtherDoorIndex(int DoorIndex);
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void TryConnectToExistingDoors(TArray<URoom*>& RoomList);
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FIntVector WorldToRoom(FIntVector WorldPos);
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FIntVector RoomToWorld(FIntVector RoomPos);
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EDoorDirection WorldToRoom(EDoorDirection WorldRot);
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EDoorDirection RoomToWorld(EDoorDirection RoomRot);
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void SetRotationFromDoor(int DoorIndex, EDoorDirection WorldRot);
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void SetPositionFromDoor(int DoorIndex, FIntVector WorldPos);
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void SetPositionAndRotationFromDoor(int DoorIndex, FIntVector WorldPos, EDoorDirection WorldRot);
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bool IsOccupied(FIntVector Cell);
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// AABB Overlapping
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static bool Overlap(URoom& A, URoom& B);
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static bool Overlap(URoom& Room, TArray<URoom*>& RoomList);
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static EDoorDirection Add(EDoorDirection A, EDoorDirection B);
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static EDoorDirection Sub(EDoorDirection A, EDoorDirection B);
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static EDoorDirection Opposite(EDoorDirection O);
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static FIntVector GetDirection(EDoorDirection O);
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static FIntVector Rotate(FIntVector Pos, EDoorDirection Rot);
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static FVector GetRealDoorPosition(FIntVector DoorCell, EDoorDirection DoorRot);
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static void Connect(URoom& RoomA, int DoorA, URoom& RoomB, int DoorB);
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static URoom* GetRoomAt(FIntVector RoomCell, TArray<URoom*>& RoomList);
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// Plugin Settings
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static FVector Unit();
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static FVector DoorSize();
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static float DoorOffset();
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static bool OcclusionCulling();
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static bool DrawDebug();
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static bool CanLoop();
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};
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