Room node, used to group objects together locally for Portal culling.
The 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).
Any 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).
Internally the room boundary must form a convex hull, and by default this is determined automatically by the geometry of the objects you place within the room.
You can alternatively precisely specify a 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).
In order to see from one room into an adjacent room, Portals must be placed over non-occluded openings between rooms. These will often be placed over doors and windows.
PoolVector3Array points =
points are set, the Room bounding 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 prefix
Bound_), or from the geometry within the room.
Note that you can use the
Generate Points editor 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 =
simplify value determines to what degree room hulls (bounds) are simplified, by removing similar planes. A value of 0 gives no simplification, 1 gives maximum simplification.
bool use_default_simplify =
The room hull simplification can either use the default value set in the RoomManager, or override this and use the per room setting.
Sets individual points. Primarily for use by the editor.