godot-lportal/lroom_converter.h

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#pragma once
// Copyright (c) 2019 Lawnjelly
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
/**
@author lawnjelly <lawnjelly@gmail.com>
*/
#include "scene/3d/spatial.h"
#include "lvector.h"
#include "lportal.h"
class LRoomManager;
class LRoom;
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class LArea;
class MeshInstance;
// simple min max aabb
class LAABB
{
public:
Vector3 m_ptMins;
Vector3 m_ptMaxs;
void SetToMaxOpposite()
{
float ma = FLT_MAX;
float mi = FLT_MIN;
m_ptMins = Vector3(ma, ma, ma);
m_ptMaxs = Vector3(mi, mi, mi);
}
void ExpandToEnclose(const AABB &bb)
{
if (bb.position.x < m_ptMins.x) m_ptMins.x = bb.position.x;
if (bb.position.y < m_ptMins.y) m_ptMins.y = bb.position.y;
if (bb.position.z < m_ptMins.z) m_ptMins.z = bb.position.z;
if (bb.position.x + bb.size.x > m_ptMaxs.x) m_ptMaxs.x = bb.position.x + bb.size.x;
if (bb.position.y + bb.size.y > m_ptMaxs.y) m_ptMaxs.y = bb.position.y + bb.size.y;
if (bb.position.z + bb.size.z > m_ptMaxs.z) m_ptMaxs.z = bb.position.z + bb.size.z;
}
Vector3 FindCentre() const
{
Vector3 pt;
pt.x = (m_ptMaxs.x - m_ptMins.x) * 0.5f;
pt.y = (m_ptMaxs.y - m_ptMins.y) * 0.5f;
pt.z = (m_ptMaxs.z - m_ptMins.z) * 0.5f;
pt += m_ptMins;
return pt;
}
};
class LRoomConverter
{
public:
// temp rooms are used as an intermediate during conversion, because we need to convert the original portals
// and the mirror portals from 2 bits of code, and we want to end up with a final contiguous list of portals
// for efficient rendering.
class LTempRoom
{
public:
LVector<LPortal> m_Portals;
};
// this function calls everything else in the converter
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// single room mode enables us to emulate a room list in games that do not have rooms...
// this allows taking advantage of basic LPortal speedup without converting games / demos
void Convert(LRoomManager &manager, bool bVerbose, bool bPreparationRun, bool bDeleteLights, bool bSingleRoomMode = false);
private:
int CountRooms();
void Convert_Rooms();
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int Convert_Rooms_Recursive(Node * pParent, int count, int area);
bool Convert_Room(Spatial * pNode, int lroomID, int areaID);
void Convert_Room_FindObjects_Recursive(Node * pParent, LRoom &lroom, LAABB &bb_room);
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void Convert_Room_SetDefaultCullMask_Recursive(Node * pParent);
bool Convert_IsVisibleInRooms(const Node * pNode) const;
void Convert_Portals();
void Convert_Bounds();
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bool Convert_ManualBound(LRoom &lroom, MeshInstance * pMI);
void GetWorldVertsFromMesh(const MeshInstance &mi, Vector<Vector3> &pts) const;
void Bound_FindPoints_Recursive(Node * pNode, Vector<Vector3> &pts);
bool Convert_Bound_FromPoints(LRoom &lroom, const Vector<Vector3> &points);
void Convert_ShadowCasters();
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void Convert_Lights();
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void Convert_AreaLights();
void LRoom_DetectPortalMeshes(LRoom &lroom, LTempRoom &troom);
void LRoom_MakePortalsTwoWay(LRoom &lroom, LTempRoom &troom, int iRoomNum);
void LRoom_MakePortalFinalList(LRoom &lroom, LTempRoom &troom);
void LRoom_DetectedPortalMesh(LRoom &lroom, LTempRoom &troom, MeshInstance * pMeshInstance, String szLinkRoom);
LPortal * LRoom_RequestNewPortal(LRoom &lroom);
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void LRoom_PushBackSOB(LRoom &lroom, const LSob &sob);
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// lights
void LRoom_DetectedLight(LRoom &lroom, Node * pNode);
void Light_Trace(int iLightID);
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void LRoom_DetectedArea(LRoom &lroom, Node * pNode);
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// shadows
void LRoom_FindShadowCasters_FromLight(LRoom &lroom, const LLight &light);
void LRoom_FindShadowCasters_Recursive(LRoom &source_lroom, int depth, LRoom &lroom, const LLight &light, const LVector<Plane> &planes);
void LRoom_AddShadowCaster_SOB(LRoom &lroom, int sobID);
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void TRoom_MakeOppositePortal(const LPortal &port, int iRoomOrig);
// helper
bool Node_IsRoom(Node * pNode) const;
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bool Node_IsArea(Node * pNode) const;
bool Node_IsPortal(Node * pNode) const;
bool Node_IsBound(Node * pNode) const;
bool Node_IsIgnore(Node * pNode) const;
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bool Node_IsLight(Node * pNode) const;
int FindRoom_ByName(String szName) const;
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int Area_FindOrCreate(String szName);
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// set up on entry
LRoomManager * m_pManager;
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Spatial * m_pRoomList; // room list pointed to by the manager nodepath
LVector<LTempRoom> m_TempRooms;
bool Bound_AddPlaneIfUnique(LVector<Plane> &planes, const Plane &p);
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// whether we are preparing the level, or doing a final run,
// in which case we should delete lights and set vis flags
bool m_bFinalRun;
bool m_bDeleteLights;
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bool m_bSingleRoomMode;
};