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Working with box rooms demo
This commit is contained in:
parent
2a5b465831
commit
0c10ed45d0
14
ldebug.h
14
ldebug.h
@ -1,11 +1,15 @@
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#pragma once
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// most of the performance sensitive debug output will be compiled out in release builds
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// you won't be able to get frame debugging of the visibility tree though.
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#ifdef DEBUG_ENABLED
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#define LPRINT_RUN(a, b) {String sz;\
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for (int n=0; n<Lawn::LDebug::m_iTabDepth; n++)\
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sz += "\t";\
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LPRINT(a, sz + b);}
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#else
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#define LPRINT_RUN(a, b) ;
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//#define LPRINT_RUN(a, b) {String sz;\
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//for (int n=0; n<Lawn::LDebug::m_iTabDepth; n++)\
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//sz += "\t";\
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//LPRINT(a, sz + b);}
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#endif
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#define LPRINT(a, b) if (!Lawn::LDebug::m_bRunning) {\
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if (a >= Lawn::LDebug::m_iLoggingLevel)\
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7
ldob.cpp
7
ldob.cpp
@ -111,6 +111,13 @@ bool LSob::IsShadowCaster() const
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}
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GeometryInstance * LSob::GetGI() const
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{
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Object * pObj = ObjectDB::get_instance(m_ID);
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GeometryInstance * pGI = Object::cast_to<GeometryInstance>(pObj);
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return pGI;
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}
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VisualInstance * LSob::GetVI() const
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{
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Object * pObj = ObjectDB::get_instance(m_ID);
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2
ldob.h
2
ldob.h
@ -28,6 +28,7 @@
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#include "scene/3d/spatial.h"
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class VisualInstance;
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class GeometryInstance;
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class Light;
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class LHidable
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@ -50,6 +51,7 @@ class LSob : public LHidable
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public:
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Spatial * GetSpatial() const;
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VisualInstance * GetVI() const;
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GeometryInstance * GetGI() const;
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//void Show(bool bShow);
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bool IsShadowCaster() const;
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1126
lhelper.cpp
Normal file
1126
lhelper.cpp
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File diff suppressed because it is too large
Load Diff
83
lhelper.h
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83
lhelper.h
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@ -0,0 +1,83 @@
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#pragma once
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#include "lroom_manager.h"
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class LHelper
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{
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public:
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struct LFace
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{
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Vector3 m_Pos[3];
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Vector3 m_Norm[3];
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int m_index[3];
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String ToString() const;
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};
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// unique vert
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struct LVert
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{
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Vector3 m_Pos;
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Vector3 m_Norm;
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Vector2 m_UV;
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Vector2 m_UV2;
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bool ApproxEqual(const LVert &o) const;
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};
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// the merged mesh data to be passed for unmerging meshes
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struct LMerged
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{
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PoolVector<Vector3> m_Verts;
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PoolVector<Vector3> m_Norms;
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PoolVector<Vector2> m_UV2s;
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PoolVector<int> m_Inds;
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int m_nFaces;
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// precreate LFaces
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LVector<LFace> m_LFaces;
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};
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// one function to do the whole internal workflow
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MeshInstance * CreateLightmapProxy(LRoomManager &manager);
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// for lightmapping
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bool MergeSOBs(LRoomManager &manager, MeshInstance * pMerged);
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// take the UV2 coords from the merged mesh and attach these to the SOB meshes
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bool UnMergeSOBs(LRoomManager &manager, MeshInstance * pMerged);
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// bool UnMergeSOBs(LRoomManager &manager, const PoolVector<Vector2> &uv2s);
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// main function for getting merged uv2 back to sobs
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bool TransferUV2(const MeshInstance &mi_from, MeshInstance &mi_to);
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private:
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void Merge_MI(const MeshInstance &mi, PoolVector<Vector3> &verts, PoolVector<Vector3> &norms, PoolVector<int> &inds);
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bool UnMerge_SOB(MeshInstance &mi, LMerged &merged);
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unsigned int FindMatchingVertex(const PoolVector<Vector2> &uvs, const Vector2 &uv1) const;
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bool BakeLightmap(BakedLightmap &baked_lightmap, MeshInstance * pMerged);
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bool LightmapUnwrap(Ref<ArrayMesh> am, const Transform &trans);
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// bool LightmapUnwrap(const PoolVector<Vector3> &p_verts, const PoolVector<Vector3> &p_normals, const PoolVector<int> &p_inds, PoolVector<Vector2> &r_uvs);
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//Error lightmap_unwrap(ArrayMesh &am, const Transform &p_base_transform, float p_texel_size);
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int DebugCountUVs(MeshInstance &mi);
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void Transform_Verts(const PoolVector<Vector3> &ptsLocal, PoolVector<Vector3> &ptsWorld, const Transform &tr) const;
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void Transform_Norms(const PoolVector<Vector3> &normsLocal, PoolVector<Vector3> &normsWorld, const Transform &tr) const;
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int DoFacesMatch(const LFace& sob_f, const LFace &m_face) const;
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bool DoFaceVertsApproxMatch(const LFace& sob_f, const LFace &m_face, int c0, int c1) const;
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bool DoPosNormsApproxMatch(const Vector3 &a_pos, const Vector3 &a_norm, const Vector3 &b_pos, const Vector3 &b_norm) const;
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int FindOrAddVert(LVector<LVert> &uni_verts, const LVert &vert) const;
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void SetOwnerRecursive(Node * pNode, Node * pOwner);
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bool FillMergedFromMesh(LMerged &merged, const MeshInstance &mesh);
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// bool xatlas_mesh_lightmap_unwrap(float p_texel_size, const float *p_vertices, const float *p_normals, int p_vertex_count, const int *p_indices, const int *p_face_materials, int p_index_count, float **r_uv, int **r_vertex, int *r_vertex_count, int **r_index, int *r_index_count, int *r_size_hint_x, int *r_size_hint_y);
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};
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@ -9,3 +9,5 @@
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#include "ldob.cpp"
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#include "lbound.cpp"
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#include "lbitfield_dynamic.cpp"
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#include "lhelper.cpp"
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#include "lscene_saver.cpp"
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49
lroom.cpp
49
lroom.cpp
@ -58,9 +58,6 @@ Spatial * LRoom::GetGodotRoom() const
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void LRoom::DOB_Add(const LDob &dob)
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{
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// LDob dob;
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// dob.m_ID = pDOB->get_instance_id();
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m_DOBs.push_back(dob);
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}
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@ -314,6 +311,23 @@ void LRoom::FinalizeVisibility(LRoomManager &manager)
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}
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}
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// call when releasing a level, this should unregister all dobs within all rooms
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void LRoom::Release(LRoomManager &manager)
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{
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for (int n=0; n<m_DOBs.size(); n++)
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{
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LDob &dob = m_DOBs[n];
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Spatial * pS = dob.GetSpatial();
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if (pS)
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{
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// signifies released or unregistered
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manager.Obj_SetRoomNum(pS, -2);
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}
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}
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}
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// allows us to show / hide all dobs as the room visibility changes
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void LRoom::Room_MakeVisible(bool bVisible)
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{
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@ -418,7 +432,7 @@ void LRoom::FirstTouch(LRoomManager &manager)
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}
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void LRoom::DetermineVisibility_Recursive(LRoomManager &manager, int depth, const LCamera &cam, const LVector<Plane> &planes, int portalID_from)
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void LRoom::DetermineVisibility_Recursive(LRoomManager &manager, int depth, const LCamera &cam, const LVector<Plane> &planes, int first_portal_plane)
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{
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// prevent too much depth
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if (depth > 8)
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@ -567,12 +581,19 @@ void LRoom::DetermineVisibility_Recursive(LRoomManager &manager, int depth, cons
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// is it culled by the planes?
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LPortal::eClipResult overall_res = LPortal::eClipResult::CLIP_INSIDE;
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// while clipping to the planes we maintain a list of partial planes, so we can add them to the
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// recursive next iteration of planes to check
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static LVector<int> partial_planes;
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partial_planes.clear();
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// for portals, we want to ignore the near clipping plane, as we might be right on the edge of a doorway
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// and still want to look through the portal.
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// So we are starting this loop from 1, ASSUMING that plane zero is the near clipping plane.
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// If it isn't we would need a different strategy
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for (int l=1; l<planes.size(); l++)
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// Note that now this only occurs for the first portal out of the current room. After that,
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// 0 is passed as first_portal_plane, because the near plane will probably be irrelevant,
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// and we are now not necessarily copying the camera planes.
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for (int l=first_portal_plane; l<planes.size(); l++)
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{
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LPortal::eClipResult res = port.ClipWithPlane(planes[l]);
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@ -583,6 +604,7 @@ void LRoom::DetermineVisibility_Recursive(LRoomManager &manager, int depth, cons
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break;
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case LPortal::eClipResult::CLIP_PARTIAL:
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overall_res = res;
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partial_planes.push_back(l);
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break;
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default: // suppress warning
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break;
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@ -605,17 +627,28 @@ void LRoom::DetermineVisibility_Recursive(LRoomManager &manager, int depth, cons
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{
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// get a vector of planes from the pool
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LVector<Plane> &new_planes = manager.m_Pool.Get(uiPoolMem);
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new_planes.clear();
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// NEW!! if portal is totally inside the planes, don't copy the old planes
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if (overall_res != LPortal::eClipResult::CLIP_INSIDE)
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{
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// copy the existing planes
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new_planes.copy_from(planes);
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//new_planes.copy_from(planes);
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// new .. only copy the partial planes that the portal cuts through
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for (int n=0; n<partial_planes.size(); n++)
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new_planes.push_back(planes[partial_planes[n]]);
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}
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// add the planes for the portal
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// NOTE that we can also optimize by not adding portal planes for edges that
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// were behind a partial plane. NYI
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port.AddPlanes(manager, cam.m_ptPos, new_planes);
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if (pLinkedRoom)
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{
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pLinkedRoom->DetermineVisibility_Recursive(manager, depth + 1, cam, new_planes, port_id);
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pLinkedRoom->DetermineVisibility_Recursive(manager, depth + 1, cam, new_planes, 0);
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// for debugging need to reset tab depth
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Lawn::LDebug::m_iTabDepth = depth;
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}
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7
lroom.h
7
lroom.h
@ -100,16 +100,15 @@ public:
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const String &get_name() const {return m_szName;}
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// main function
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void DetermineVisibility_Recursive(LRoomManager &manager, int depth, const LCamera &cam, const LVector<Plane> &planes, int portalID_from = -1);
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void DetermineVisibility_Recursive(LRoomManager &manager, int depth, const LCamera &cam, const LVector<Plane> &planes, int first_portal_plane = 1);
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void FirstTouch(LRoomManager &manager);
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// allows us to show / hide all dobs as the room visibility changes
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void Room_MakeVisible(bool bVisible);
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// hide godot room and all linked dobs
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// USED AT RUNTIME
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// void Hide_All();
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// call when releasing a level, this should unregister all dobs within all rooms
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void Release(LRoomManager &manager);
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// show godot room and all linked dobs and all sobs
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void Debug_ShowAll(bool bActive);
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@ -29,17 +29,47 @@
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// save typing, I am lazy
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#define LMAN m_pManager
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#define LROOMLIST m_pRoomList
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void LRoomConverter::Convert(LRoomManager &manager)
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void LRoomConverter::Convert(LRoomManager &manager, bool bVerbose, bool bPreparationRun, bool bDeleteLights)
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{
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m_bFinalRun = (bPreparationRun == false);
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m_bDeleteLights = bDeleteLights;
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// This just is simply used to set how much debugging output .. more during conversion, less during running
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// except when requested by explicitly clearing this flag.
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Lawn::LDebug::m_bRunning = false;
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Lawn::LDebug::m_bRunning = (bVerbose == false);
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// test pool vector
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// PoolVector<Vector2> arr;
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// arr.append(Vector2(0, 0));
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// arr.append(Vector2(1, 0));
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// arr.append(Vector2(2, 0));
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// arr.insert(1, arr[1]);
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// LPRINT(5, "DEBUG POOLVECTOR");
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// for (int n=0; n<arr.size(); n++)
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// {
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// LPRINT(2, String(Variant(arr[n])));
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// }
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if (!m_bFinalRun)
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{
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LPRINT(5, "running convert PREPARATION RUN");
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}
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else
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{
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LPRINT(5, "running convert");
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}
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LMAN = &manager;
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LROOMLIST = manager.GetRoomList();
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// force clear all arrays
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manager.ReleaseResources(true);
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@ -77,7 +107,7 @@ void LRoomConverter::Convert(LRoomManager &manager)
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Convert_ShadowCasters();
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// hide all in preparation for first frame
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Convert_HideAll();
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//LMAN->ShowAll(false);
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// temp rooms no longer needed
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m_TempRooms.clear(true);
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@ -97,9 +127,9 @@ void LRoomConverter::Convert_Rooms()
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// first find all room empties and convert to LRooms
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int count = 0;
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for (int n=0; n<LMAN->get_child_count(); n++)
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for (int n=0; n<LROOMLIST->get_child_count(); n++)
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{
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Node * pChild = LMAN->get_child(n);
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Node * pChild = LROOMLIST->get_child(n);
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if (!Node_IsRoom(pChild))
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continue;
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@ -188,8 +218,11 @@ void LRoomConverter::Convert_Room_FindObjects_Recursive(Node * pParent, LRoom &l
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LRoom_PushBackSOB(lroom, sob);
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// take away layer 0 from the sob, so it can be culled effectively
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if (m_bFinalRun)
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{
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pVI->set_layer_mask(0);
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}
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}
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else
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{
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// not visual instances
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@ -339,23 +372,23 @@ bool LRoomConverter::Convert_Bound(LRoom &lroom, MeshInstance * pMI)
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}
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// hide all in preparation for first frame
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void LRoomConverter::Convert_HideAll()
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{
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for (int n=0; n<LMAN->m_SOBs.size(); n++)
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{
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LSob &sob = LMAN->m_SOBs[n];
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sob.Show(false);
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}
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//void LRoomConverter::Convert_HideAll()
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//{
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// for (int n=0; n<LMAN->m_SOBs.size(); n++)
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// {
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// LSob &sob = LMAN->m_SOBs[n];
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// sob.Show(false);
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// }
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// hide all lights that are non global
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for (int n=0; n<LMAN->m_Lights.size(); n++)
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{
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LLight &light = LMAN->m_Lights[n];
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if (!light.IsGlobal())
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light.Show(false);
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}
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// // hide all lights that are non global
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// for (int n=0; n<LMAN->m_Lights.size(); n++)
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// {
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// LLight &light = LMAN->m_Lights[n];
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// if (!light.IsGlobal())
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// light.Show(false);
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// }
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}
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//}
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void LRoomConverter::Convert_Lights()
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{
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@ -641,6 +674,7 @@ void LRoomConverter::Convert_Bounds()
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// delete the mesh
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pGRoom->remove_child(pChild);
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pChild->queue_delete();
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break;
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}
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}
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@ -681,12 +715,12 @@ void LRoomConverter::Convert_Portals()
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int LRoomConverter::CountRooms()
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{
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int nChildren = LMAN->get_child_count();
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int nChildren = LROOMLIST->get_child_count();
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int count = 0;
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for (int n=0; n<nChildren; n++)
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{
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if (Node_IsRoom(LMAN->get_child(n)))
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if (Node_IsRoom(LROOMLIST->get_child(n)))
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count++;
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}
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@ -989,6 +1023,10 @@ void LRoomConverter::LRoom_DetectPortalMeshes(LRoom &lroom, LTempRoom &troom)
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}
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}
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// delete portal meshes
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if (m_bFinalRun)
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// if (true)
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{
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// we need an enclosing while loop because we might be deleting children and mucking up the iterator
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bool bDetectedOne = true;
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@ -1006,7 +1044,6 @@ void LRoomConverter::LRoom_DetectPortalMeshes(LRoom &lroom, LTempRoom &troom)
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// pMeshInstance->hide();
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pChild->get_parent()->remove_child(pChild);
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pChild->queue_delete();
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bDetectedOne = true;
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}
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@ -1015,6 +1052,7 @@ void LRoomConverter::LRoom_DetectPortalMeshes(LRoom &lroom, LTempRoom &troom)
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} // for loop
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} // while
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} // if we want to delete portal meshes
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}
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@ -1057,63 +1095,17 @@ void LRoomConverter::LRoom_DetectedLight(LRoom &lroom, Node * pNode)
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Light * pLight = Object::cast_to<Light>(pNode);
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assert (pLight);
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if (m_bDeleteLights)
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{
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LPRINT(2, "Deleting Light : " + pLight->get_name());
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// delete light now we are using lightmaps for test
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pLight->queue_delete();
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}
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||||
else
|
||||
{
|
||||
LPRINT(2, "Detected Light : " + pLight->get_name());
|
||||
LMAN->LightCreate(pLight, lroom.m_RoomID);
|
||||
/*
|
||||
// create new light
|
||||
LLight l;
|
||||
l.SetDefaults();
|
||||
l.m_GodotID = pLight->get_instance_id();
|
||||
// direction
|
||||
Transform tr = pLight->get_global_transform();
|
||||
l.m_ptPos = tr.origin;
|
||||
l.m_ptDir = -tr.basis.get_axis(2); // or possibly get_axis .. z is what we want
|
||||
l.m_fMaxDist = pLight->get_param(Light::PARAM_SHADOW_MAX_DISTANCE);
|
||||
|
||||
// source room ID
|
||||
l.m_RoomID = lroom.m_RoomID;
|
||||
|
||||
bool bOK = false;
|
||||
|
||||
// what kind of light?
|
||||
SpotLight * pSL = Object::cast_to<SpotLight>(pNode);
|
||||
if (pSL)
|
||||
{
|
||||
LPRINT(2, "\tSPOTLIGHT detected " + pNode->get_name());
|
||||
l.m_eType = LLight::LT_SPOTLIGHT;
|
||||
l.m_fSpread = pSL->get_param(Light::PARAM_SPOT_ANGLE);
|
||||
|
||||
bOK = true;
|
||||
}
|
||||
|
||||
OmniLight * pOL = Object::cast_to<OmniLight>(pNode);
|
||||
if (pOL)
|
||||
{
|
||||
LPRINT(2, "\tOMNILIGHT detected " + pNode->get_name());
|
||||
l.m_eType = LLight::LT_OMNI;
|
||||
bOK = true;
|
||||
}
|
||||
|
||||
DirectionalLight * pDL = Object::cast_to<DirectionalLight>(pNode);
|
||||
if (pDL)
|
||||
{
|
||||
LPRINT(2, "\tDIRECTIONALLIGHT detected " + pNode->get_name());
|
||||
l.m_eType = LLight::LT_DIRECTIONAL;
|
||||
bOK = true;
|
||||
}
|
||||
|
||||
// don't add if not recognised
|
||||
if (!bOK)
|
||||
{
|
||||
LPRINT(2, "\tLIGHT type unrecognised " + pNode->get_name());
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// turn the local light off to start with
|
||||
pLight->hide();
|
||||
|
||||
LMAN->m_Lights.push_back(l);
|
||||
*/
|
||||
}
|
||||
|
||||
// found a portal mesh! create a matching LPortal
|
||||
@ -1135,6 +1127,7 @@ void LRoomConverter::LRoom_DetectedPortalMesh(LRoom &lroom, LTempRoom &troom, Me
|
||||
Array arrays = rmesh->surface_get_arrays(0);
|
||||
PoolVector<Vector3> p_vertices = arrays[VS::ARRAY_VERTEX];
|
||||
|
||||
|
||||
// create a new LPortal to fill with this wonderful info
|
||||
LPortal &lport = *troom.m_Portals.request();
|
||||
lport.m_szName = szLinkRoom;
|
||||
|
@ -81,7 +81,7 @@ public:
|
||||
};
|
||||
|
||||
// this function calls everything else in the converter
|
||||
void Convert(LRoomManager &manager);
|
||||
void Convert(LRoomManager &manager, bool bVerbose, bool bPreparationRun, bool bDeleteLights);
|
||||
|
||||
private:
|
||||
int CountRooms();
|
||||
@ -96,7 +96,7 @@ private:
|
||||
bool Convert_Bound(LRoom &lroom, MeshInstance * pMI);
|
||||
void Convert_ShadowCasters();
|
||||
void Convert_Lights();
|
||||
void Convert_HideAll();
|
||||
// void Convert_HideAll();
|
||||
|
||||
|
||||
void LRoom_DetectPortalMeshes(LRoom &lroom, LTempRoom &troom);
|
||||
@ -133,9 +133,17 @@ private:
|
||||
|
||||
|
||||
|
||||
// set up on entry
|
||||
LRoomManager * m_pManager;
|
||||
Spatial * m_pRoomList; // room list pointed to by the manager nodepath
|
||||
|
||||
LVector<LTempRoom> m_TempRooms;
|
||||
|
||||
bool Bound_AddPlaneIfUnique(LVector<Plane> &planes, const Plane &p);
|
||||
|
||||
|
||||
// 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;
|
||||
};
|
||||
|
@ -26,12 +26,27 @@
|
||||
#include "ldebug.h"
|
||||
#include "scene/3d/immediate_geometry.h"
|
||||
#include "scene/3d/light.h"
|
||||
#include "scene/3d/baked_lightmap.h"
|
||||
#include "lroom.h"
|
||||
#include "lhelper.h"
|
||||
#include "lscene_saver.h"
|
||||
|
||||
#define LROOMLIST m_pRoomList
|
||||
#define CHECK_ROOM_LIST if (!CheckRoomList())\
|
||||
{\
|
||||
WARN_PRINT_ONCE("rooms is unset");\
|
||||
return false;\
|
||||
}
|
||||
|
||||
|
||||
LRoomManager::LRoomManager()
|
||||
{
|
||||
m_ID_camera = 0;
|
||||
m_ID_DebugPlanes = 0;
|
||||
m_ID_DebugBounds = 0;
|
||||
m_ID_DebugLights = 0;
|
||||
m_ID_RoomList = 0;
|
||||
|
||||
m_uiFrameCounter = 0;
|
||||
m_iLoggingLevel = 2;
|
||||
m_bActive = true;
|
||||
@ -44,6 +59,13 @@ LRoomManager::LRoomManager()
|
||||
m_bDebugPlanes = false;
|
||||
m_bDebugBounds = false;
|
||||
m_bDebugLights = false;
|
||||
|
||||
m_pRoomList = 0;
|
||||
|
||||
if (!Engine::get_singleton()->is_editor_hint())
|
||||
{
|
||||
CreateDebug();
|
||||
}
|
||||
}
|
||||
|
||||
int LRoomManager::FindClosestRoom(const Vector3 &pt) const
|
||||
@ -146,9 +168,17 @@ int LRoomManager::Obj_GetRoomNum(Node * pNode) const
|
||||
LRoom * LRoomManager::GetRoomFromDOB(Node * pNode)
|
||||
{
|
||||
int iRoom = Obj_GetRoomNum(pNode);
|
||||
if (iRoom < 0)
|
||||
{
|
||||
if (iRoom == -1)
|
||||
{
|
||||
WARN_PRINT_ONCE("LRoomManager::GetRoomFromDOB : metadata is empty");
|
||||
}
|
||||
|
||||
if (iRoom == -2)
|
||||
{
|
||||
WARN_PRINT_ONCE("LRoomManager::GetRoomFromDOB : are you updating an unregistered DOB?");
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
@ -164,6 +194,8 @@ LRoom * LRoomManager::GetRoomFromDOB(Node * pNode)
|
||||
// register but let LPortal know which room the dob should start in
|
||||
bool LRoomManager::dob_register_hint(Node * pDOB, float radius, Node * pRoom)
|
||||
{
|
||||
CHECK_ROOM_LIST
|
||||
|
||||
if (!pDOB)
|
||||
{
|
||||
WARN_PRINT_ONCE("dob_register_hint : pDOB is NULL");
|
||||
@ -198,6 +230,7 @@ void LRoomManager::CreateDebug()
|
||||
ImmediateGeometry * p = memnew(ImmediateGeometry);
|
||||
p->set_name("debug_planes");
|
||||
add_child(p);
|
||||
move_child(p, get_child_count()-1);
|
||||
|
||||
m_ID_DebugPlanes = p->get_instance_id();
|
||||
|
||||
@ -217,6 +250,7 @@ void LRoomManager::CreateDebug()
|
||||
ImmediateGeometry * b = memnew(ImmediateGeometry);
|
||||
b->set_name("debug_bounds");
|
||||
add_child(b);
|
||||
move_child(b, get_child_count()-1);
|
||||
m_ID_DebugBounds = b->get_instance_id();
|
||||
m_mat_Debug_Bounds = Ref<SpatialMaterial>(memnew(SpatialMaterial));
|
||||
//m_mat_Debug_Bounds->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
|
||||
@ -230,6 +264,7 @@ void LRoomManager::CreateDebug()
|
||||
ImmediateGeometry * b = memnew(ImmediateGeometry);
|
||||
b->set_name("debug_lights");
|
||||
add_child(b);
|
||||
move_child(b, get_child_count()-1);
|
||||
m_ID_DebugLights = b->get_instance_id();
|
||||
b->set_material_override(m_mat_Debug_Bounds);
|
||||
//b->hide();
|
||||
@ -297,6 +332,8 @@ bool LRoomManager::DobRegister(Spatial * pDOB, float radius, int iRoom)
|
||||
|
||||
bool LRoomManager::dob_register(Node * pDOB, float radius)
|
||||
{
|
||||
CHECK_ROOM_LIST
|
||||
|
||||
if (!pDOB)
|
||||
{
|
||||
WARN_PRINT_ONCE("dob_register : pDOB is NULL");
|
||||
@ -341,6 +378,11 @@ int LRoomManager::dob_update(Node * pDOB)
|
||||
|
||||
// get dob data to move to new room
|
||||
unsigned int dob_id = pRoom->DOB_Find(pDOB);
|
||||
// if (dob_id == -1)
|
||||
// {
|
||||
// WARN_PRINT_ONCE("DOB is not found in room");
|
||||
// return -1;
|
||||
// }
|
||||
assert (dob_id != -1);
|
||||
|
||||
// copy across data before removing
|
||||
@ -366,6 +408,8 @@ int LRoomManager::dob_update(Node * pDOB)
|
||||
|
||||
bool LRoomManager::dob_teleport_hint(Node * pDOB, Node * pRoom)
|
||||
{
|
||||
CHECK_ROOM_LIST
|
||||
|
||||
if (!pDOB)
|
||||
{
|
||||
WARN_PRINT_ONCE("dob_teleport_hint : pDOB is NULL");
|
||||
@ -439,6 +483,8 @@ bool LRoomManager::DobTeleport(Spatial * pDOB, int iNewRoomID)
|
||||
// not tested...
|
||||
bool LRoomManager::dob_teleport(Node * pDOB)
|
||||
{
|
||||
CHECK_ROOM_LIST
|
||||
|
||||
Spatial * pSpat = Object::cast_to<Spatial>(pDOB);
|
||||
if (!pSpat)
|
||||
return false;
|
||||
@ -458,8 +504,13 @@ bool LRoomManager::dob_teleport(Node * pDOB)
|
||||
|
||||
bool LRoomManager::dob_unregister(Node * pDOB)
|
||||
{
|
||||
CHECK_ROOM_LIST
|
||||
|
||||
LRoom * pRoom = GetRoomFromDOB(pDOB);
|
||||
|
||||
// change the meta data on the DOB .. this will catch trying to update an unregistered DOB
|
||||
Obj_SetRoomNum(pDOB, -2);
|
||||
|
||||
if (pRoom)
|
||||
{
|
||||
unsigned int dob_id = pRoom->DOB_Find(pDOB);
|
||||
@ -549,6 +600,8 @@ bool LRoomManager::LightCreate(Light * pLight, int roomID)
|
||||
|
||||
bool LRoomManager::light_register(Node * pLightNode)
|
||||
{
|
||||
CHECK_ROOM_LIST
|
||||
|
||||
if (!pLightNode)
|
||||
{
|
||||
WARN_PRINT_ONCE("light_register : pLightNode is NULL");
|
||||
@ -565,26 +618,6 @@ bool LRoomManager::light_register(Node * pLightNode)
|
||||
}
|
||||
|
||||
return LightCreate(pLight, -1);
|
||||
|
||||
// // set culling flag for light
|
||||
// // 1 is for lighting objects outside the room system
|
||||
// pLight->set_cull_mask(1 | LRoom::LAYER_MASK_LIGHT);
|
||||
|
||||
// // create new light
|
||||
// LLight l;
|
||||
// l.SetDefaults();
|
||||
// l.m_GodotID = pLight->get_instance_id();
|
||||
|
||||
// // direction
|
||||
// Transform tr = pLight->get_global_transform();
|
||||
// l.m_ptPos = tr.origin;
|
||||
// l.m_ptDir = -tr.basis.get_axis(2); // or possibly get_axis .. z is what we want
|
||||
// l.m_RoomID = -1;
|
||||
// l.m_eType = LLight::LT_DIRECTIONAL;
|
||||
|
||||
// m_Lights.push_back(l);
|
||||
|
||||
// return true;
|
||||
}
|
||||
|
||||
|
||||
@ -616,6 +649,35 @@ int LRoomManager::dob_get_room_id(Node * pDOB)
|
||||
return Obj_GetRoomNum(pDOB);
|
||||
}
|
||||
|
||||
// helpers to enable the client to manage switching on and off physics and AI
|
||||
int LRoomManager::rooms_get_num_rooms() const
|
||||
{
|
||||
return m_Rooms.size();
|
||||
}
|
||||
|
||||
bool LRoomManager::rooms_is_room_visible(int room_id) const
|
||||
{
|
||||
if (room_id >= m_Rooms.size())
|
||||
{
|
||||
LWARN(5, "LRoomManager::rooms_is_room_visible : room id higher than number of rooms");
|
||||
return false;
|
||||
}
|
||||
|
||||
return m_BF_visible_rooms.GetBit(room_id) != 0;
|
||||
}
|
||||
|
||||
Array LRoomManager::rooms_get_visible_rooms() const
|
||||
{
|
||||
Array rooms;
|
||||
for (int n=0; n<m_pCurr_VisibleRoomList->size(); n++)
|
||||
{
|
||||
rooms.push_back((*m_pCurr_VisibleRoomList)[n]);
|
||||
}
|
||||
|
||||
return rooms;
|
||||
}
|
||||
|
||||
|
||||
Node * LRoomManager::rooms_get_room(int room_id)
|
||||
{
|
||||
const LRoom * pRoom = GetRoom(room_id);
|
||||
@ -673,11 +735,36 @@ void LRoomManager::rooms_set_debug_planes(bool bActive)
|
||||
}
|
||||
|
||||
|
||||
// move the initial hiding to where the camera is set, so we can save the scene etc
|
||||
void LRoomManager::ShowAll(bool bShow)
|
||||
{
|
||||
for (int n=0; n<m_SOBs.size(); n++)
|
||||
{
|
||||
LSob &sob = m_SOBs[n];
|
||||
sob.Show(bShow);
|
||||
}
|
||||
|
||||
// hide all lights that are non global
|
||||
for (int n=0; n<m_Lights.size(); n++)
|
||||
{
|
||||
LLight &light = m_Lights[n];
|
||||
if (!light.IsGlobal())
|
||||
light.Show(bShow);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
// turn on and off culling for debugging
|
||||
void LRoomManager::rooms_set_active(bool bActive)
|
||||
{
|
||||
if (bActive == m_bActive)
|
||||
{
|
||||
LWARN(2, "LRoomManager::rooms_set_active : noop, no state change");
|
||||
return;
|
||||
}
|
||||
|
||||
CheckRoomList();
|
||||
|
||||
m_bActive = bActive;
|
||||
|
||||
@ -699,12 +786,13 @@ void LRoomManager::rooms_set_active(bool bActive)
|
||||
for (int n=0; n<m_SOBs.size(); n++)
|
||||
{
|
||||
LSob &sob = m_SOBs[n];
|
||||
Spatial * pS = sob.GetSpatial();
|
||||
if (pS)
|
||||
if (!bActive)
|
||||
pS->show();
|
||||
else
|
||||
pS->hide();
|
||||
sob.Show(!bActive);
|
||||
// Spatial * pS = sob.GetSpatial();
|
||||
// if (pS)
|
||||
// if (!bActive)
|
||||
// pS->show();
|
||||
// else
|
||||
// pS->hide();
|
||||
|
||||
VisualInstance * pVI = sob.GetVI();
|
||||
if (pVI)
|
||||
@ -734,18 +822,24 @@ void LRoomManager::rooms_log_frame()
|
||||
}
|
||||
|
||||
|
||||
void LRoomManager::rooms_set_camera(Node * pCam)
|
||||
bool LRoomManager::rooms_set_camera(Node * pCam)
|
||||
{
|
||||
CHECK_ROOM_LIST
|
||||
|
||||
// is it the first setting of the camera? if so hide all
|
||||
if (m_ID_camera == 0)
|
||||
ShowAll(false);
|
||||
|
||||
m_ID_camera = 0;
|
||||
|
||||
if (!pCam)
|
||||
return;
|
||||
return false;
|
||||
|
||||
Camera * pCamera = Object::cast_to<Camera>(pCam);
|
||||
if (!pCamera)
|
||||
{
|
||||
WARN_PRINT("Not a camera");
|
||||
return;
|
||||
return false;
|
||||
}
|
||||
|
||||
m_ID_camera = pCam->get_instance_id();
|
||||
@ -756,19 +850,137 @@ void LRoomManager::rooms_set_camera(Node * pCam)
|
||||
|
||||
// use this temporarily to force debug
|
||||
// rooms_log_frame();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// convert empties and meshes to rooms and portals
|
||||
void LRoomManager::rooms_convert()
|
||||
bool LRoomManager::rooms_convert(bool bVerbose, bool bDeleteLights)
|
||||
{
|
||||
ResolveRoomListPath();
|
||||
CHECK_ROOM_LIST
|
||||
|
||||
LRoomConverter conv;
|
||||
conv.Convert(*this);
|
||||
conv.Convert(*this, bVerbose, false, bDeleteLights);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool LRoomManager::rooms_transfer_uv2s(Node * pMeshInstance_From, Node * pMeshInstance_To)
|
||||
{
|
||||
CheckRoomList();
|
||||
MeshInstance * pMI_from = Object::cast_to<MeshInstance>(pMeshInstance_From);
|
||||
MeshInstance * pMI_to = Object::cast_to<MeshInstance>(pMeshInstance_To);
|
||||
|
||||
if (!pMI_from)
|
||||
return false;
|
||||
if (!pMI_to)
|
||||
return false;
|
||||
|
||||
LHelper helper;
|
||||
Lawn::LDebug::m_bRunning = false;
|
||||
bool res = helper.TransferUV2(*pMI_from, *pMI_to);
|
||||
Lawn::LDebug::m_bRunning = true;
|
||||
return res;
|
||||
}
|
||||
|
||||
|
||||
bool LRoomManager::rooms_unmerge_sobs(Node * pMergeMeshInstance)
|
||||
{
|
||||
MeshInstance * pMI = Object::cast_to<MeshInstance>(pMergeMeshInstance);
|
||||
|
||||
LHelper helper;
|
||||
Lawn::LDebug::m_bRunning = false;
|
||||
bool res = helper.UnMergeSOBs(*this, pMI);
|
||||
Lawn::LDebug::m_bRunning = true;
|
||||
return res;
|
||||
}
|
||||
|
||||
bool LRoomManager::rooms_save_scene(Node * pNode, String szFilename)
|
||||
{
|
||||
LSceneSaver saver;
|
||||
return saver.SaveScene(pNode, szFilename);
|
||||
}
|
||||
|
||||
|
||||
MeshInstance * LRoomManager::rooms_convert_lightmap_internal(String szProxyFilename, String szLevelFilename)
|
||||
{
|
||||
ResolveRoomListPath();
|
||||
if (!CheckRoomList())
|
||||
{
|
||||
WARN_PRINT_ONCE("rooms_convert_lightmap_internal : rooms not set");
|
||||
return 0;
|
||||
}
|
||||
|
||||
LRoomConverter conv;
|
||||
conv.Convert(*this, true, true, false);
|
||||
|
||||
LHelper helper;
|
||||
Lawn::LDebug::m_bRunning = false;
|
||||
MeshInstance * pMI = helper.CreateLightmapProxy(*this);
|
||||
|
||||
// if there is a save filename for the proxy, save
|
||||
if ((szProxyFilename != "") && pMI)
|
||||
{
|
||||
LSceneSaver saver;
|
||||
saver.SaveScene(pMI, szProxyFilename);
|
||||
}
|
||||
|
||||
Lawn::LDebug::m_bRunning = true;
|
||||
|
||||
// save the UV2 mapped level
|
||||
if (szLevelFilename != "")
|
||||
rooms_save_scene(LROOMLIST, szLevelFilename);
|
||||
|
||||
return pMI;
|
||||
}
|
||||
|
||||
|
||||
bool LRoomManager::rooms_merge_sobs(Node * pMergeMeshInstance)
|
||||
{
|
||||
MeshInstance * pMI = Object::cast_to<MeshInstance>(pMergeMeshInstance);
|
||||
|
||||
LHelper helper;
|
||||
Lawn::LDebug::m_bRunning = false;
|
||||
bool res = helper.MergeSOBs(*this, pMI);
|
||||
Lawn::LDebug::m_bRunning = true;
|
||||
return res;
|
||||
}
|
||||
|
||||
|
||||
// free memory for current set of rooms, prepare for converting a new game level
|
||||
void LRoomManager::rooms_release()
|
||||
{
|
||||
CheckRoomList();
|
||||
|
||||
// unhide all the objects and reattach to scene graph
|
||||
rooms_set_active(false);
|
||||
|
||||
// unregister all the dobs
|
||||
for (int n=0; n<m_Rooms.size(); n++)
|
||||
{
|
||||
LRoom &lroom = m_Rooms[n];
|
||||
lroom.Release(*this);
|
||||
}
|
||||
|
||||
|
||||
ReleaseResources(false);
|
||||
|
||||
|
||||
m_ID_camera = 0;
|
||||
m_ID_RoomList = 0;
|
||||
|
||||
m_uiFrameCounter = 0;
|
||||
// m_iLoggingLevel = 2;
|
||||
m_bActive = true;
|
||||
m_bFrustumOnly = false;
|
||||
|
||||
// m_bDebugPlanes = false;
|
||||
// m_bDebugBounds = false;
|
||||
// m_bDebugLights = false;
|
||||
|
||||
m_pRoomList = 0;
|
||||
}
|
||||
|
||||
void LRoomManager::ReleaseResources(bool bPrepareConvert)
|
||||
@ -837,23 +1049,25 @@ void LRoomManager::FrameUpdate_Prepare()
|
||||
m_Pool.Reset();
|
||||
}
|
||||
|
||||
void LRoomManager::FrameUpdate()
|
||||
bool LRoomManager::FrameUpdate()
|
||||
{
|
||||
if (Engine::get_singleton()->is_editor_hint())
|
||||
{
|
||||
WARN_PRINT_ONCE("LRoomManager::FrameUpdate should not be called in editor");
|
||||
return;
|
||||
return false;
|
||||
}
|
||||
|
||||
// could turn off internal processing? not that important
|
||||
if (!m_bActive)
|
||||
return;
|
||||
return false;
|
||||
|
||||
CHECK_ROOM_LIST
|
||||
|
||||
if (m_bFrustumOnly)
|
||||
{
|
||||
// debugging emulate view frustum
|
||||
FrameUpdate_FrustumOnly();
|
||||
return;
|
||||
return true;
|
||||
}
|
||||
|
||||
// we keep a frame counter to prevent visiting things multiple times on the same frame in recursive functions
|
||||
@ -872,11 +1086,11 @@ void LRoomManager::FrameUpdate()
|
||||
}
|
||||
else
|
||||
// camera not set .. do nothing
|
||||
return;
|
||||
return false;
|
||||
|
||||
// camera not a camera?? shouldn't happen but we'll check
|
||||
if (!pCamera)
|
||||
return;
|
||||
return false;
|
||||
|
||||
// Which room is the camera currently in?
|
||||
LRoom * pRoom = GetRoomFromDOB(pCamera);
|
||||
@ -884,7 +1098,7 @@ void LRoomManager::FrameUpdate()
|
||||
if (!pRoom)
|
||||
{
|
||||
WARN_PRINT_ONCE("LRoomManager::FrameUpdate : Camera is not in an LRoom");
|
||||
return;
|
||||
return false;
|
||||
}
|
||||
|
||||
// lcamera contains the info needed for culling
|
||||
@ -938,6 +1152,8 @@ void LRoomManager::FrameUpdate()
|
||||
|
||||
// when running, emit less debugging output so as not to choke the IDE
|
||||
Lawn::LDebug::m_bRunning = true;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void LRoomManager::FrameUpdate_FinalizeRooms()
|
||||
@ -1112,13 +1328,6 @@ void LRoomManager::FrameUpdate_FinalizeVisibility_WithinRooms()
|
||||
// show / hide is relatively expensive because of propagating messages between nodes ...
|
||||
// should be minimized
|
||||
sob.Show(true);
|
||||
|
||||
// see how expensive show is
|
||||
// for (int t=0; t<10000; t++)
|
||||
// {
|
||||
// sob.Show(false);
|
||||
// sob.Show(true);
|
||||
// }
|
||||
}
|
||||
|
||||
}
|
||||
@ -1214,7 +1423,7 @@ void LRoomManager::_notification(int p_what) {
|
||||
if (!Engine::get_singleton()->is_editor_hint())
|
||||
{
|
||||
set_process_internal(true);
|
||||
CreateDebug();
|
||||
//CreateDebug();
|
||||
}
|
||||
else
|
||||
set_process_internal(false);
|
||||
@ -1232,34 +1441,176 @@ void LRoomManager::_notification(int p_what) {
|
||||
void LRoomManager::_bind_methods()
|
||||
{
|
||||
// main functions
|
||||
ClassDB::bind_method(D_METHOD("rooms_convert"), &LRoomManager::rooms_convert);
|
||||
ClassDB::bind_method(D_METHOD("rooms_convert", "verbose", "delete lights"), &LRoomManager::rooms_convert);
|
||||
ClassDB::bind_method(D_METHOD("rooms_release"), &LRoomManager::rooms_release);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("rooms_set_camera"), &LRoomManager::rooms_set_camera);
|
||||
ClassDB::bind_method(D_METHOD("rooms_get_room"), &LRoomManager::rooms_get_room);
|
||||
ClassDB::bind_method(D_METHOD("rooms_set_camera", "camera"), &LRoomManager::rooms_set_camera);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("rooms_save_scene", "node", "filename"), &LRoomManager::rooms_save_scene);
|
||||
|
||||
// stuff for external workflow .. works but don't expose yet
|
||||
// ClassDB::bind_method(D_METHOD("rooms_merge_sobs"), &LRoomManager::rooms_merge_sobs);
|
||||
// ClassDB::bind_method(D_METHOD("rooms_unmerge_sobs"), &LRoomManager::rooms_unmerge_sobs);
|
||||
// ClassDB::bind_method(D_METHOD("rooms_transfer_uv2s"), &LRoomManager::rooms_transfer_uv2s);
|
||||
|
||||
|
||||
// debugging
|
||||
ClassDB::bind_method(D_METHOD("rooms_set_logging"), &LRoomManager::rooms_set_logging);
|
||||
ClassDB::bind_method(D_METHOD("rooms_set_logging", "level 0 to 6"), &LRoomManager::rooms_set_logging);
|
||||
ClassDB::bind_method(D_METHOD("rooms_log_frame"), &LRoomManager::rooms_log_frame);
|
||||
ClassDB::bind_method(D_METHOD("rooms_set_active"), &LRoomManager::rooms_set_active);
|
||||
ClassDB::bind_method(D_METHOD("rooms_set_debug_planes"), &LRoomManager::rooms_set_debug_planes);
|
||||
ClassDB::bind_method(D_METHOD("rooms_set_debug_bounds"), &LRoomManager::rooms_set_debug_bounds);
|
||||
ClassDB::bind_method(D_METHOD("rooms_set_debug_lights"), &LRoomManager::rooms_set_debug_lights);
|
||||
ClassDB::bind_method(D_METHOD("rooms_set_active", "active"), &LRoomManager::rooms_set_active);
|
||||
ClassDB::bind_method(D_METHOD("rooms_set_debug_planes", "active"), &LRoomManager::rooms_set_debug_planes);
|
||||
ClassDB::bind_method(D_METHOD("rooms_set_debug_bounds", "active"), &LRoomManager::rooms_set_debug_bounds);
|
||||
ClassDB::bind_method(D_METHOD("rooms_set_debug_lights", "active"), &LRoomManager::rooms_set_debug_lights);
|
||||
|
||||
// lightmapping
|
||||
ClassDB::bind_method(D_METHOD("rooms_convert_lightmap_internal", "proxy filename", "level filename"), &LRoomManager::rooms_convert_lightmap_internal);
|
||||
|
||||
// functions to add dynamic objects to the culling system
|
||||
// Note that these should not be placed directly in rooms, the system will 'soft link' to them
|
||||
// so they can be held, e.g. in pools elsewhere in the scene graph
|
||||
ClassDB::bind_method(D_METHOD("dob_register"), &LRoomManager::dob_register);
|
||||
ClassDB::bind_method(D_METHOD("dob_unregister"), &LRoomManager::dob_unregister);
|
||||
ClassDB::bind_method(D_METHOD("dob_update"), &LRoomManager::dob_update);
|
||||
ClassDB::bind_method(D_METHOD("dob_teleport"), &LRoomManager::dob_teleport);
|
||||
ClassDB::bind_method(D_METHOD("dob_register", "dob", "radius"), &LRoomManager::dob_register);
|
||||
ClassDB::bind_method(D_METHOD("dob_unregister", "dob"), &LRoomManager::dob_unregister);
|
||||
ClassDB::bind_method(D_METHOD("dob_update", "dob"), &LRoomManager::dob_update);
|
||||
ClassDB::bind_method(D_METHOD("dob_teleport", "dob"), &LRoomManager::dob_teleport);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("dob_register_hint"), &LRoomManager::dob_register_hint);
|
||||
ClassDB::bind_method(D_METHOD("dob_teleport_hint"), &LRoomManager::dob_teleport_hint);
|
||||
ClassDB::bind_method(D_METHOD("dob_register_hint", "dob", "radius", "room"), &LRoomManager::dob_register_hint);
|
||||
ClassDB::bind_method(D_METHOD("dob_teleport_hint", "dob", "room"), &LRoomManager::dob_teleport_hint);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("dob_get_room_id"), &LRoomManager::dob_get_room_id);
|
||||
ClassDB::bind_method(D_METHOD("dob_get_room_id", "dob"), &LRoomManager::dob_get_room_id);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("light_register"), &LRoomManager::light_register);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("light_register", "light"), &LRoomManager::light_register);
|
||||
|
||||
// helper
|
||||
ClassDB::bind_method(D_METHOD("rooms_get_room", "room id"), &LRoomManager::rooms_get_room);
|
||||
ClassDB::bind_method(D_METHOD("rooms_get_num_rooms"), &LRoomManager::rooms_get_num_rooms);
|
||||
ClassDB::bind_method(D_METHOD("rooms_is_room_visible", "room id"), &LRoomManager::rooms_is_room_visible);
|
||||
ClassDB::bind_method(D_METHOD("rooms_get_visible_rooms"), &LRoomManager::rooms_get_visible_rooms);
|
||||
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_rooms", "rooms"), &LRoomManager::set_rooms);
|
||||
ClassDB::bind_method(D_METHOD("set_rooms_path", "rooms"), &LRoomManager::set_rooms_path);
|
||||
ClassDB::bind_method(D_METHOD("get_rooms_path"), &LRoomManager::get_rooms_path);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "rooms"), "set_rooms_path", "get_rooms_path");
|
||||
}
|
||||
|
||||
//////////////////////////////
|
||||
|
||||
void LRoomManager::_set_rooms(Object *p_rooms)
|
||||
{
|
||||
if (p_rooms)
|
||||
{
|
||||
LPRINT(2, "\t_set_rooms");
|
||||
}
|
||||
else
|
||||
{
|
||||
LPRINT(2, "\t_set_rooms NULL");
|
||||
}
|
||||
|
||||
m_ID_RoomList = 0;
|
||||
m_pRoomList = 0;
|
||||
|
||||
if (p_rooms)
|
||||
{
|
||||
// check is spatial
|
||||
Spatial *pSpatial = Object::cast_to<Spatial>(p_rooms);
|
||||
|
||||
if (pSpatial)
|
||||
{
|
||||
m_ID_RoomList = pSpatial->get_instance_id();
|
||||
m_pRoomList = pSpatial;
|
||||
LPRINT(2, "\t\tRoomlist was Godot ID " + itos(m_ID_RoomList));
|
||||
}
|
||||
else
|
||||
{
|
||||
// should never get here?
|
||||
WARN_PRINT("_set_rooms must be a Spatial");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
void LRoomManager::set_rooms(const Object *p_rooms)
|
||||
{
|
||||
// handle null
|
||||
if (p_rooms == NULL)
|
||||
{
|
||||
WARN_PRINT("SCRIPT set_rooms NULL");
|
||||
remove_rooms_path();
|
||||
return;
|
||||
}
|
||||
LPRINT(2, "SCRIPT set_rooms");
|
||||
|
||||
// is it a spatial?
|
||||
const Spatial * pSpatial = Object::cast_to<Spatial>(p_rooms);
|
||||
|
||||
if (!pSpatial)
|
||||
{
|
||||
WARN_PRINT("set_rooms must be a spatial.");
|
||||
remove_rooms_path();
|
||||
return;
|
||||
}
|
||||
|
||||
NodePath path = get_path_to(pSpatial);
|
||||
set_rooms_path(path);
|
||||
}
|
||||
|
||||
|
||||
void LRoomManager::set_rooms_path(const NodePath &p_path)
|
||||
{
|
||||
LPRINT(2, "set_rooms_path " + p_path);
|
||||
m_path_RoomList = p_path;
|
||||
ResolveRoomListPath();
|
||||
}
|
||||
|
||||
NodePath LRoomManager::get_rooms_path() const
|
||||
{
|
||||
return m_path_RoomList;
|
||||
}
|
||||
|
||||
void LRoomManager::remove_rooms_path()
|
||||
{
|
||||
NodePath pathnull;
|
||||
set_rooms_path(pathnull);
|
||||
}
|
||||
|
||||
|
||||
Spatial * LRoomManager::GetRoomList_Checked()
|
||||
{
|
||||
if (m_ID_RoomList == 0)
|
||||
return 0;
|
||||
|
||||
m_pRoomList = (Spatial *) ObjectDB::get_instance(m_ID_RoomList);
|
||||
|
||||
if (!m_pRoomList)
|
||||
m_ID_RoomList = 0; // the node is no longer valid
|
||||
|
||||
return m_pRoomList;
|
||||
}
|
||||
|
||||
|
||||
void LRoomManager::ResolveRoomListPath()
|
||||
{
|
||||
LPRINT(2, "ResolveRoomListPath " + m_path_RoomList);
|
||||
|
||||
if (has_node(m_path_RoomList))
|
||||
{
|
||||
LPRINT(2, "has_node");
|
||||
Spatial * pNode = Object::cast_to<Spatial>(get_node(m_path_RoomList));
|
||||
if (pNode)
|
||||
{
|
||||
_set_rooms(pNode);
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
WARN_PRINT("RoomList must be a Spatial");
|
||||
}
|
||||
}
|
||||
|
||||
// default to setting to null
|
||||
_set_rooms(NULL);
|
||||
}
|
||||
|
||||
|
@ -41,6 +41,7 @@ class LRoomManager : public Spatial {
|
||||
|
||||
friend class LRoom;
|
||||
friend class LRoomConverter;
|
||||
friend class LHelper;
|
||||
|
||||
|
||||
// godot ID of the camera (which should be registered as a DOB to allow moving between rooms)
|
||||
@ -117,7 +118,7 @@ protected:
|
||||
int m_iLoggingLevel;
|
||||
private:
|
||||
// this is where we do all the culling
|
||||
void FrameUpdate();
|
||||
bool FrameUpdate();
|
||||
void FrameUpdate_Prepare();
|
||||
void FrameUpdate_FinalizeRooms();
|
||||
void FrameUpdate_AddShadowCasters();
|
||||
@ -141,6 +142,7 @@ private:
|
||||
void CreateDebug();
|
||||
void DobChangeVisibility(Spatial * pDOB, const LRoom * pOld, const LRoom * pNew);
|
||||
void ReleaseResources(bool bPrepareConvert);
|
||||
void ShowAll(bool bShow);
|
||||
|
||||
|
||||
// helper funcs
|
||||
@ -165,6 +167,11 @@ public:
|
||||
LVector<Vector3> m_DebugPlanes;
|
||||
LVector<Vector3> m_DebugPortalLightPlanes;
|
||||
|
||||
// we are now referencing the rooms indirectly via a nodepath rather than directly being children
|
||||
// of the LRoomManager node
|
||||
NodePath m_path_RoomList;
|
||||
ObjectID m_ID_RoomList;
|
||||
|
||||
private:
|
||||
ObjectID m_ID_DebugPlanes;
|
||||
ObjectID m_ID_DebugBounds;
|
||||
@ -172,25 +179,61 @@ private:
|
||||
Ref<SpatialMaterial> m_mat_Debug_Planes;
|
||||
Ref<SpatialMaterial> m_mat_Debug_Bounds;
|
||||
|
||||
// unchecked
|
||||
Spatial * m_pRoomList;
|
||||
|
||||
void ResolveRoomListPath();
|
||||
|
||||
public:
|
||||
// makes sure m_pRoomList is up to date and valid
|
||||
bool CheckRoomList() {return GetRoomList_Checked() != 0;}
|
||||
|
||||
Spatial * GetRoomList_Checked();
|
||||
// unchecked, be sure to call checked version first which will set m_pRoomList
|
||||
Spatial * GetRoomList() const {return m_pRoomList;}
|
||||
public:
|
||||
LRoomManager();
|
||||
|
||||
// PUBLIC INTERFACE TO GDSCRIPT
|
||||
void set_rooms(const Object *p_rooms);
|
||||
void _set_rooms(Object *p_rooms);
|
||||
void set_rooms_path(const NodePath &p_path);
|
||||
NodePath get_rooms_path() const;
|
||||
void remove_rooms_path();
|
||||
|
||||
|
||||
// convert empties and meshes to rooms and portals
|
||||
void rooms_convert();
|
||||
bool rooms_convert(bool bVerbose, bool bDeleteLights);
|
||||
|
||||
// free memory for current set of rooms, prepare for converting a new game level
|
||||
void rooms_release();
|
||||
|
||||
// choose which camera you want to use to determine visibility.
|
||||
// normally this will be your main camera, but you can choose another for debugging
|
||||
void rooms_set_camera(Node * pCam);
|
||||
bool rooms_set_camera(Node * pCam);
|
||||
|
||||
// get the Godot room that is associated with an LPortal room
|
||||
// (can be used to find the name etc of a room ID returned by dob_update)
|
||||
Node * rooms_get_room(int room_id);
|
||||
|
||||
// helpers to enable the client to manage switching on and off physics and AI
|
||||
int rooms_get_num_rooms() const;
|
||||
bool rooms_is_room_visible(int room_id) const;
|
||||
Array rooms_get_visible_rooms() const;
|
||||
|
||||
|
||||
// helper function to merge SOB meshes for producing lightmaps VIA external blender workflow
|
||||
bool rooms_merge_sobs(Node * pMergeMeshInstance);
|
||||
bool rooms_unmerge_sobs(Node * pMergeMeshInstance);
|
||||
bool rooms_transfer_uv2s(Node * pMeshInstance_From, Node * pMeshInstance_To);
|
||||
|
||||
// one function to do all the uv mapping and lightmap creation in one
|
||||
// (for godot lightmap workflow)
|
||||
MeshInstance * rooms_convert_lightmap_internal(String szProxyFilename, String szLevelFilename);
|
||||
|
||||
// helper function for general use .. LPortal has the functionality, why not...
|
||||
bool rooms_save_scene(Node * pNode, String szFilename);
|
||||
|
||||
// turn on and off culling for debugging
|
||||
void rooms_set_active(bool bActive);
|
||||
void rooms_set_debug_planes(bool bActive);
|
||||
|
33
lscene_saver.cpp
Normal file
33
lscene_saver.cpp
Normal file
@ -0,0 +1,33 @@
|
||||
#include "lscene_saver.h"
|
||||
#include "scene/main/node.h"
|
||||
#include "scene/resources/packed_scene.h"
|
||||
#include "core/io/resource_saver.h"
|
||||
|
||||
void LSceneSaver::SetOwnerRecursive(Node * pNode, Node * pOwner)
|
||||
{
|
||||
pNode->set_owner(pOwner);
|
||||
|
||||
for (int n=0; n<pNode->get_child_count(); n++)
|
||||
{
|
||||
SetOwnerRecursive(pNode->get_child(n), pOwner);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool LSceneSaver::SaveScene(Node * pNode, String szFilename)
|
||||
{
|
||||
// godot needs owner to be set on nodes that are to be saved as part of a packed scene
|
||||
SetOwnerRecursive(pNode, pNode);
|
||||
|
||||
//PackedScene ps;
|
||||
// reference should self delete on exiting func .. check!
|
||||
Ref<PackedScene> ps = memnew(PackedScene);
|
||||
//Ref<PackedScene> ref_ps = &ps;
|
||||
|
||||
ps->pack(pNode);
|
||||
|
||||
ResourceSaver rs;
|
||||
rs.save(szFilename, ps);
|
||||
|
||||
return true;
|
||||
}
|
10
lscene_saver.h
Normal file
10
lscene_saver.h
Normal file
@ -0,0 +1,10 @@
|
||||
#pragma once
|
||||
|
||||
class LSceneSaver
|
||||
{
|
||||
public:
|
||||
bool SaveScene(Node * pNode, String szFilename);
|
||||
|
||||
private:
|
||||
void SetOwnerRecursive(Node * pNode, Node * pOwner);
|
||||
};
|
Loading…
Reference in New Issue
Block a user