Room
Inherits: Spatial < Node < Object Portal culling.
Description
Portal culling system requires levels to be built using objects grouped together by location in areas called Rooms. In many cases these will correspond to actual rooms in buildings, but not necessarily (a canyon area may be treated as a room).
VisualInstance that is a child or grandchild of a Room will be assigned to that room, if the portal_mode of that VisualInstance is set to STATIC (does not move) or DYNAMIC (moves only within the room).
convex hull, and by default this is determined automatically by the geometry of the objects you place within the room.
manual bound. If you place a MeshInstance with a name prefixed by Bound_, it will turn off the bound generation from geometry, and instead use the vertices of this MeshInstance to directly calculate a convex hull during the conversion stage (see RoomManager).
Portals must be placed over non-occluded openings between rooms. These will often be placed over doors and windows.
Properties
Methods
Property Descriptions
- PoolVector3Array points
pointsare set, theRoombounding convex hull will be built from these points. If no points are set, the room bound will either be derived from a manual bound (MeshInstance with name prefixBound_), or from the geometry within the room.Generate Pointseditor button to get started. This will use either the geometry or manual bound to generate the room hull, and save the resulting points, allowing you to edit them to further refine the bound.
- float room_simplify
simplifyvalue determines to what degree room hulls (bounds) are simplified, by removing similar planes. A value of 0 gives no simplification, 1 gives maximum simplification.
