More debugging support

Can activate and deactive lportal now.
Debugging visibility for a frame can be requested.
Level of logging can be selected.
This commit is contained in:
lawnjelly 2019-09-18 11:04:02 +01:00 committed by GitHub
parent 93894885a7
commit 487363a020
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GPG Key ID: 4AEE18F83AFDEB23
15 changed files with 530 additions and 108 deletions

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@ -1,3 +1,27 @@
// 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 "lbound.h"

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@ -1,4 +1,28 @@
#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 "lvector.h"

18
ldebug.cpp Normal file
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@ -0,0 +1,18 @@
#include "ldebug.h"
namespace Lawn
{
int LDebug::m_iLoggingLevel = 0; // 2
int LDebug::m_iWarningLevel = 0;
int LDebug::m_iTabDepth = 0;
bool LDebug::m_bRunning = false;
void LDebug::print(String sz)
{
print_line(sz);
}
} // namespace

35
ldebug.h Normal file
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@ -0,0 +1,35 @@
#pragma once
#define LPRINT_RUN(a, b) {String sz;\
for (int n=0; n<Lawn::LDebug::m_iTabDepth; n++)\
sz += "\t";\
LPRINT(a, sz + b);}
#define LPRINT(a, b) if (!Lawn::LDebug::m_bRunning) {\
if (a >= Lawn::LDebug::m_iLoggingLevel)\
{\
Lawn::LDebug::print(b);\
}\
}
#define LWARN(a, b) if (a >= Lawn::LDebug::m_iWarningLevel)\
{\
Lawn::LDebug::print(String("\tWARNING : ") + b);\
}
namespace Lawn
{
class LDebug
{
public:
static void print(String sz);
static int m_iLoggingLevel;
static int m_iWarningLevel;
static bool m_bRunning;
static int m_iTabDepth;
};
} // namespace

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@ -1,3 +1,27 @@
// 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 "ldob.h"
#include "scene/3d/mesh_instance.h"

25
ldob.h
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@ -1,5 +1,30 @@
#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"
class VisualInstance;

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@ -21,24 +21,7 @@
#include "lportal.h"
#include "core/engine.h"
#include "lroom.h"
//#define LPORTAL_VERBOSE
bool LPortal::m_bRunning = false;
void LPortal::print(String sz)
{
#ifdef LPORTAL_VERBOSE
if (m_bRunning)
{
}
else
{
print_line(sz);
}
#endif
}
#include "ldebug.h"
bool LPortal::NameStartsWith(Node * pNode, String szSearch)
@ -132,9 +115,7 @@ LPortal::eClipResult LPortal::ClipWithPlane(const Plane &p) const
if (nOutside == nPoints)
{
#ifdef LPORTAL_VERBOSE
print("LPortal::ClipWithPlane : Outside plane " + p);
#endif
LPRINT_RUN(2, "\t\tOutside plane " + p);
return CLIP_OUTSIDE;
}

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@ -75,8 +75,6 @@ public:
// useful funcs
static bool NameStartsWith(Node * pNode, String szSearch);
static String FindNameAfter(Node * pNode, String szStart);
static void print(String sz);
static bool m_bRunning;
};

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@ -1,5 +1,6 @@
// single compilation unit
#include "register_types.cpp"
#include "ldebug.cpp"
#include "lroom.cpp"
#include "lroom_manager.cpp"
#include "lroom_converter.cpp"

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@ -24,15 +24,8 @@
#include "lportal.h"
#include "lbitfield_dynamic.h"
#include "lroom_manager.h"
#include "ldebug.h"
//#define LROOM_VERBOSE
void LRoom::print(String sz)
{
#ifdef LROOM_VERBOSE
LPortal::print(sz);
#endif
}
LRoom::LRoom() {
m_RoomID = -1;
@ -116,9 +109,7 @@ LRoom * LRoom::DOB_Update(LRoomManager &manager, Spatial * pDOB)
if (dist > slop)
{
#ifdef LROOM_VERBOSE
print("DOB at pos " + pt + " ahead of portal " + port.get_name() + " by " + String(Variant(dist)));
#endif
LPRINT(0, "DOB at pos " + pt + " ahead of portal " + port.get_name() + " by " + String(Variant(dist)));
// we want to move into the adjoining room
return &manager.Portal_GetLinkedRoom(port);
@ -184,6 +175,29 @@ void LRoom::Hide_All()
}
}
// show godot room and all linked dobs and all sobs
void LRoom::Show_All()
{
GetGodotRoom()->show();
for (int n=0; n<m_SOBs.size(); n++)
{
LSob &sob = m_SOBs[n];
Spatial * pS = sob.GetSpatial();
if (pS)
pS->show();
}
for (int n=0; n<m_DOBs.size(); n++)
{
LDob &dob = m_DOBs[n];
Spatial * pS = dob.GetSpatial();
if (pS)
pS->show();
}
}
void LRoom::FirstTouch(LRoomManager &manager)
{
// set the frame counter
@ -205,17 +219,17 @@ void LRoom::FirstTouch(LRoomManager &manager)
void LRoom::DetermineVisibility_Recursive(LRoomManager &manager, int depth, const LCamera &cam, const LVector<Plane> &planes, int portalID_from)
{
// prevent too much depth
if (depth >= 8)
if (depth > 8)
{
#ifdef LROOM_VERBOSE
print("\t\t\tDEPTH LIMIT REACHED");
#endif
LPRINT_RUN(2, "\t\t\tDEPTH LIMIT REACHED");
WARN_PRINT_ONCE("LPortal Depth Limit reached (seeing through > 8 portals)");
return;
}
#ifdef LROOM_VERBOSE
print("DetermineVisibility_Recursive from " + get_name());
#endif
// for debugging
Lawn::LDebug::m_iTabDepth = depth;
LPRINT_RUN(2, "");
LPRINT_RUN(2, "ROOM '" + get_name() + "' planes " + itos(planes.size()) + " portals " + itos(m_iNumPortals) );
// only handle one touch per frame so far (one portal into room)
//assert (manager.m_uiFrameCounter > m_uiFrameTouched);
@ -269,7 +283,7 @@ void LRoom::DetermineVisibility_Recursive(LRoomManager &manager, int depth, cons
if (bShow)
sob.m_bVisible = true;
}
} // for through sobs
#else
@ -334,7 +348,6 @@ void LRoom::DetermineVisibility_Recursive(LRoomManager &manager, int depth, cons
bool bShow = true;
const Vector3 &pt = pObj->get_global_transform().origin;
//print_line("\t\t\tculling dob " + pObj->get_name());
float radius = dob.m_fRadius;
for (int p=0; p<planes.size(); p++)
@ -350,21 +363,31 @@ void LRoom::DetermineVisibility_Recursive(LRoomManager &manager, int depth, cons
}
if (bShow)
{
LPRINT_RUN(1, "\tDOB " + pObj->get_name() + " visible");
dob.m_bVisible = true;
}
else
{
LPRINT_RUN(1, "\tDOB " + pObj->get_name() + " culled");
}
}
} // for through dobs
// look through portals
for (int p=0; p<m_iNumPortals; p++)
for (int port_num=0; port_num<m_iNumPortals; port_num++)
{
int port_id = m_iFirstPortal + p;
int port_id = m_iFirstPortal + port_num;
// ignore if the portal we are looking in from
// is this needed? surely the portal we are looking in from is in another room?
if (port_id == portalID_from)
continue;
// if (port_id == portalID_from)
// {
// LPRINT_RUN(2, "\tIGNORING PORTAL LOOKING IN FROM");
// continue;
// }
const LPortal &port = manager.m_Portals[port_id];
@ -379,9 +402,7 @@ void LRoom::DetermineVisibility_Recursive(LRoomManager &manager, int depth, cons
// Note we need to deal with 'side on' portals, and the camera has a spreading view, so we cannot simply dot
// the portal normal with camera direction, we need to take into account angle to the portal itself.
const Vector3 &portal_normal = port.m_Plane.normal;
#ifdef LROOM_VERBOSE
print("\ttesting portal " + port.get_name() + " normal " + portal_normal);
#endif
LPRINT_RUN(2, "\tPORTAL " + itos (port_num) + " (" + itos(port_id) + ") " + port.get_name() + " normal " + portal_normal);
// we will dot the portal angle with a ray from the camera to the portal centre
// (there might be an even better ray direction but this will do for now)
@ -390,12 +411,10 @@ void LRoom::DetermineVisibility_Recursive(LRoomManager &manager, int depth, cons
// doesn't actually need to be normalized?
float dot = dir_portal.dot(portal_normal);
// float dot = cam.m_ptDir.dot(portal_normal);
if (dot <= -0.0f) // 0.0
{
#ifdef LROOM_VERBOSE
print("\t\tportal culled (wrong direction) dot is " + String(Variant(dot)) + ", dir_portal is " + dir_portal);
#endif
//LPRINT_RUN(2, "\t\tCULLED (wrong direction) dot is " + String(Variant(dot)) + ", dir_portal is " + dir_portal);
LPRINT_RUN(2, "\t\tCULLED (wrong direction)");
continue;
}
@ -406,6 +425,7 @@ void LRoom::DetermineVisibility_Recursive(LRoomManager &manager, int depth, cons
// and still want to look through the portal.
// So we are starting this loop from 1, ASSUMING that plane zero is the near clipping plane.
// If it isn't we would need a different strategy
for (int l=1; l<planes.size(); l++)
{
LPortal::eClipResult res = port.ClipWithPlane(planes[l]);
@ -429,9 +449,7 @@ void LRoom::DetermineVisibility_Recursive(LRoomManager &manager, int depth, cons
// this portal is culled
if (overall_res == LPortal::eClipResult::CLIP_OUTSIDE)
{
#ifdef LROOM_VERBOSE
print("\t\tportal culled (outside planes)");
#endif
LPRINT_RUN(2, "\t\tCULLED (outside planes)");
continue;
}
@ -450,7 +468,11 @@ void LRoom::DetermineVisibility_Recursive(LRoomManager &manager, int depth, cons
if (pLinkedRoom)
{
pLinkedRoom->DetermineVisibility_Recursive(manager, depth + 1, cam, new_planes, port_id);
// for debugging need to reset tab depth
Lawn::LDebug::m_iTabDepth = depth;
}
// we no longer need these planes
manager.m_Pool.Free(uiPoolMem);
@ -464,7 +486,8 @@ void LRoom::DetermineVisibility_Recursive(LRoomManager &manager, int depth, cons
// slow anyway because of the number of planes to test.
WARN_PRINT_ONCE("Planes pool is empty");
}
}
} // for p through portals
}

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@ -93,8 +93,13 @@ protected:
void FirstTouch(LRoomManager &manager);
// hide godot room and all linked dobs
// USED AT RUNTIME
void Hide_All();
// show godot room and all linked dobs and all sobs
// ONLY USED IN DEBUGGING to turn LPortal on and off
void Show_All();
// hide all the objects not hit on this frame .. instead of calling godot hide without need
// (it might be expensive)
void FinalizeVisibility(LRoomManager &manager);
@ -110,8 +115,6 @@ public:
LRoom();
Spatial * GetGodotRoom() const;
private:
static void print(String sz);
};

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@ -24,23 +24,19 @@
#include "lportal.h"
#include "scene/3d/mesh_instance.h"
#include "core/math/quick_hull.h"
#include "ldebug.h"
// save typing, I am lazy
#define LMAN m_pManager
void LRoomConverter::print(String sz)
{
// easy to turn on and off debugging
print_line(sz);
}
void LRoomConverter::Convert(LRoomManager &manager)
{
// This just is simply used to set how much debugging output .. more during conversion, less during running
// except when requested by explicitly clearing this flag.
LPortal::m_bRunning = false;
print_line("running convert");
Lawn::LDebug::m_bRunning = false;
LPRINT(5, "running convert");
LMAN = &manager;
int count = CountRooms();
@ -59,16 +55,17 @@ void LRoomConverter::Convert(LRoomManager &manager)
Convert_Rooms();
Convert_Portals();
Convert_Bounds();
LPortal::m_bRunning = true;
// temp rooms no longer needed
m_TempRooms.clear(true);
Lawn::LDebug::m_bRunning = true;
}
void LRoomConverter::Convert_Rooms()
{
print_line("Convert_Rooms");
LPRINT(5,"Convert_Rooms");
// first find all room empties and convert to LRooms
int count = 0;
@ -120,7 +117,7 @@ void LRoomConverter::Convert_Room_FindObjects_Recursive(Node * pParent, LRoom &l
VisualInstance * pVI = Object::cast_to<VisualInstance>(pChild);
if (pVI)
{
print("\t\tFound VI : " + pVI->get_name());
LPRINT(2, "\t\tFound VI : " + pVI->get_name());
// update bound to find centre of room roughly
@ -151,7 +148,7 @@ bool LRoomConverter::Convert_Room(Spatial * pNode, int lroomID)
String szFullName = pNode->get_name();
String szRoom = LPortal::FindNameAfter(pNode, "room_");
print_line("Convert_Room : " + szFullName);
LPRINT(4, "Convert_Room : " + szFullName);
// get a reference to the lroom we are writing to
LRoom &lroom = LMAN->m_Rooms[lroomID];
@ -160,6 +157,11 @@ bool LRoomConverter::Convert_Room(Spatial * pNode, int lroomID)
lroom.m_GodotID = pNode->get_instance_id();
lroom.m_RoomID = lroomID;
// save the room ID on the godot room metadata
// This is used when registering DOBs and teleporting them with hints
// i.e. the Godot room is used to lookup the room ID of the startroom.
LMAN->Obj_SetRoomNum(pNode, lroomID);
// create a new LRoom to exchange the children over to, and delete the original empty
lroom.m_szName = szRoom;
@ -178,7 +180,7 @@ bool LRoomConverter::Convert_Room(Spatial * pNode, int lroomID)
lroom.m_AABB.position = bb_room.m_ptMins;
lroom.m_AABB.size = bb_room.m_ptMaxs - bb_room.m_ptMins;
print_line("\t" + String(lroom.m_szName) + " centre " + lroom.m_ptCentre);
LPRINT(2, "\t\t\t" + String(lroom.m_szName) + " centre " + lroom.m_ptCentre);
return true;
}
@ -218,7 +220,7 @@ bool LRoomConverter::Bound_AddPlaneIfUnique(LVector<Plane> &planes, const Plane
bool LRoomConverter::Convert_Bound(LRoom &lroom, MeshInstance * pMI)
{
print("\t\tConvert_Bound : " + pMI->get_name());
LPRINT(2, "\tCONVERT_BOUND : '" + pMI->get_name() + "' for room '" + lroom.get_name() + "'");
// some godot jiggery pokery to get the mesh verts in local space
Ref<Mesh> rmesh = pMI->get_mesh();
@ -250,7 +252,7 @@ bool LRoomConverter::Convert_Bound(LRoom &lroom, MeshInstance * pMI)
Bound_AddPlaneIfUnique(lroom.m_Bound.m_Planes, p);
}
print("\t\t\tcontained " + itos(lroom.m_Bound.m_Planes.size()) + " planes.");
LPRINT(2, "\t\t\tcontained " + itos(lroom.m_Bound.m_Planes.size()) + " planes.");
return true;
}
}
@ -294,7 +296,8 @@ void LRoomConverter::Convert_Portals()
{
for (int pass=0; pass<3; pass++)
{
print_line("Convert_Portals pass " + itos(pass));
LPRINT(2, "Convert_Portals pass " + itos(pass));
LPRINT(2, "");
for (int n=0; n<LMAN->m_Rooms.size(); n++)
{
@ -338,7 +341,7 @@ int LRoomConverter::CountRooms()
// go through the nodes hanging off the room looking for those that are meshes to mark portal locations
void LRoomConverter::LRoom_DetectPortalMeshes(LRoom &lroom, LTempRoom &troom)
{
print("DetectPortalMeshes from room " + lroom.get_name());
LPRINT(2, "DETECT_PORTALS from room " + lroom.get_name());
Spatial * pGRoom = lroom.GetGodotRoom();
assert (pGRoom);
@ -415,13 +418,13 @@ void LRoomConverter::LRoom_MakePortalFinalList(LRoom &lroom, LTempRoom &troom)
// found a portal mesh! create a matching LPortal
void LRoomConverter::LRoom_DetectedPortalMesh(LRoom &lroom, LTempRoom &troom, MeshInstance * pMeshInstance, String szLinkRoom)
{
print("\tDetected PortalMesh to " + szLinkRoom);
LPRINT(2, "\tdetected to " + szLinkRoom);
// which room does this portal want to link to?
int iLinkRoom = FindRoom_ByName(szLinkRoom);
if (iLinkRoom == -1)
{
print("\t\tWARNING : portal to room " + szLinkRoom + ", room not found");
LWARN(5, "portal to room " + szLinkRoom + ", room not found");
//WARN_PRINTS("portal to room " + szLinkRoom + ", room not found");
return;
}
@ -440,7 +443,7 @@ void LRoomConverter::LRoom_DetectedPortalMesh(LRoom &lroom, LTempRoom &troom, Me
lport.CreateGeometry(p_vertices, pMeshInstance->get_global_transform());
print("\t\t\tnum portals now " + itos(troom.m_Portals.size()));
// LPRINT(2, "\t\t\tnum portals now " + itos(troom.m_Portals.size()));
}
@ -448,20 +451,21 @@ void LRoomConverter::LRoom_DetectedPortalMesh(LRoom &lroom, LTempRoom &troom, Me
// will automatically create a mirror portal the other way.
void LRoomConverter::LRoom_MakePortalsTwoWay(LRoom &lroom, LTempRoom &troom, int iRoomNum)
{
print("LRoomConverter::LRoom_MakePortalsTwoWay from room " + lroom.get_name() + ", contains " + itos (troom.m_Portals.size()) + " portals");
LPRINT(2, "MAKE_PORTALS_TWOWAY from room " + lroom.get_name());
LPRINT(2, "\tcontains " + itos (troom.m_Portals.size()) + " portals");
for (int n=0; n<troom.m_Portals.size(); n++)
{
const LPortal &portal_orig = troom.m_Portals[n];
print("\tconsidering portal " + portal_orig.get_name());
LPRINT(2, "\tconsidering portal " + portal_orig.get_name());
// only make original portals into mirror portals, to prevent infinite recursion
if (portal_orig.m_bMirror)
{
print ("\t\tis MIRROR, ignoring");
LPRINT (2, "\t\tis MIRROR, ignoring");
continue;
}
print("\t\tcreating opposite portal");
LPRINT(2, "\t\tcreating opposite portal");
// get the temproom this portal is linking to
//LTempRoom &nroom = m_TempRooms[portal_orig.m_iRoomNum];

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@ -1,5 +1,30 @@
#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"
@ -94,7 +119,4 @@ private:
bool Bound_AddPlaneIfUnique(LVector<Plane> &planes, const Plane &p);
static void print(String sz);
};

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@ -23,11 +23,15 @@
#include "scene/3d/camera.h"
#include "scene/3d/mesh_instance.h"
#include "lroom_converter.h"
#include "ldebug.h"
LRoomManager::LRoomManager()
{
m_cameraID = 0;
m_uiFrameCounter = 0;
m_iLoggingLevel = 2;
m_bActive = true;
m_bFrustumOnly = false;
// to know which rooms to hide we keep track of which were shown this, and the previous frame
m_pCurr_VisibleRoomList = &m_VisibleRoomList_A;
@ -149,38 +153,106 @@ LRoom * LRoomManager::GetRoomFromDOB(Node * pNode)
}
bool LRoomManager::dob_register(Node * pDOB, float radius)
// register but let LPortal know which room the dob should start in
bool LRoomManager::dob_register_hint(Node * pDOB, float radius, Node * pRoom)
{
print_line("register_dob " + pDOB->get_name());
if (!pDOB)
{
WARN_PRINT_ONCE("dob_register_hint : pDOB is NULL");
return false;
}
LPRINT(3, "dob_register_hint " + pDOB->get_name());
if (!pRoom)
{
WARN_PRINT_ONCE("dob_register_hint : pRoom is NULL");
return false;
}
int iRoom = Obj_GetRoomNum(pRoom);
Spatial * pSpat = Object::cast_to<Spatial>(pDOB);
if (!pSpat)
{
WARN_PRINT_ONCE("dob_register_hint : DOB is not a spatial");
return false;
}
Vector3 pt = pSpat->get_global_transform().origin;
int iRoomNum = FindClosestRoom(pt);
print_line("register_dob closest room " + itos(iRoomNum));
return DobRegister(pSpat, radius, iRoom);
}
if (iRoomNum == -1)
bool LRoomManager::DobRegister(Spatial * pDOB, float radius, int iRoom)
{
//LPRINT(3, "register_dob " + pDOB->get_name());
if (iRoom == -1)
{
WARN_PRINT_ONCE("LRoomManager::DobRegister : room ID is -1");
return false;
}
LRoom * pRoom = GetRoom(iRoomNum);
LRoom * pRoom = GetRoom(iRoom);
if (!pRoom)
return false;
LDob dob;
dob.m_ID = pSpat->get_instance_id();
dob.m_ID = pDOB->get_instance_id();
dob.m_fRadius = radius;
pRoom->DOB_Add(dob);
// save the room ID on the dob metadata
Obj_SetRoomNum(pSpat, iRoomNum);
Obj_SetRoomNum(pDOB, iRoom);
return true;
}
bool LRoomManager::dob_register(Node * pDOB, float radius)
{
if (!pDOB)
{
WARN_PRINT_ONCE("dob_register : pDOB is NULL");
return false;
}
LPRINT(3, "dob_register " + pDOB->get_name());
Spatial * pSpat = Object::cast_to<Spatial>(pDOB);
if (!pSpat)
{
WARN_PRINT_ONCE("dob_register : DOB is not a spatial");
return false;
}
Vector3 pt = pSpat->get_global_transform().origin;
int iRoomNum = FindClosestRoom(pt);
LPRINT(2, "dob_register closest room " + itos(iRoomNum));
return DobRegister(pSpat, radius, iRoomNum);
// if (iRoomNum == -1)
// return false;
// LRoom * pRoom = GetRoom(iRoomNum);
// if (!pRoom)
// return false;
// LDob dob;
// dob.m_ID = pSpat->get_instance_id();
// dob.m_fRadius = radius;
// pRoom->DOB_Add(dob);
// // save the room ID on the dob metadata
// Obj_SetRoomNum(pSpat, iRoomNum);
// return true;
}
int LRoomManager::dob_update(Node * pDOB)
{
// find the room the object is attached to
@ -223,27 +295,53 @@ int LRoomManager::dob_update(Node * pDOB)
return pRoom->m_RoomID;
}
// not tested...
bool LRoomManager::dob_teleport(Node * pDOB)
bool LRoomManager::dob_teleport_hint(Node * pDOB, Node * pRoom)
{
if (!pDOB)
{
WARN_PRINT_ONCE("dob_teleport_hint : pDOB is NULL");
return false;
}
LPRINT(1, "dob_teleport_hint " + pDOB->get_name());
if (!pRoom)
{
WARN_PRINT_ONCE("dob_teleport_hint : pRoom is NULL");
return false;
}
int iRoom = Obj_GetRoomNum(pRoom);
Spatial * pSpat = Object::cast_to<Spatial>(pDOB);
if (!pSpat)
{
WARN_PRINT_ONCE("dob_teleport_hint : DOB is not a spatial");
return false;
}
return DobTeleport(pSpat, iRoom);
}
bool LRoomManager::DobTeleport(Spatial * pDOB, int iNewRoomID)
{
// old room
LRoom * pOldRoom = GetRoomFromDOB(pDOB);
if (!pOldRoom)
{
WARN_PRINT_ONCE("LRoomManager::DobTeleport : pOldRoom is NULL");
return false;
}
Vector3 pt = pSpat->get_global_transform().origin;
int iRoomNum = FindClosestRoom(pt);
//print_line("dob_teleport closest room " + itos(iRoomNum));
if (iRoomNum == -1)
if (iNewRoomID == -1)
{
WARN_PRINT_ONCE("LRoomManager::DobTeleport : iNewRoomID is -1");
return false;
}
LRoom * pNewRoom = GetRoom(iRoomNum);
LRoom * pNewRoom = GetRoom(iNewRoomID);
if (!pNewRoom)
return false;
@ -260,12 +358,58 @@ bool LRoomManager::dob_teleport(Node * pDOB)
pOldRoom->DOB_Remove(dob_id);
// save the room ID on the dob metadata
Obj_SetRoomNum(pSpat, iRoomNum);
Obj_SetRoomNum(pDOB, iNewRoomID);
return true;
}
// not tested...
bool LRoomManager::dob_teleport(Node * pDOB)
{
Spatial * pSpat = Object::cast_to<Spatial>(pDOB);
if (!pSpat)
return false;
Vector3 pt = pSpat->get_global_transform().origin;
int iRoomNum = FindClosestRoom(pt);
//print_line("dob_teleport closest room " + itos(iRoomNum));
if (iRoomNum == -1)
return false;
return DobTeleport(pSpat, iRoomNum);
// // old room
// LRoom * pOldRoom = GetRoomFromDOB(pDOB);
// if (!pOldRoom)
// return false;
// LRoom * pNewRoom = GetRoom(iRoomNum);
// if (!pNewRoom)
// return false;
// // detach from old room, add to new room
// // get dob data to move to new room
// unsigned int dob_id = pOldRoom->DOB_Find(pDOB);
// assert (dob_id != -1);
// // copy across data before removing
// const LDob &data = pOldRoom->DOB_Get(dob_id);
// pNewRoom->DOB_Add(data);
// // remove from old room
// pOldRoom->DOB_Remove(dob_id);
// // save the room ID on the dob metadata
// Obj_SetRoomNum(pSpat, iRoomNum);
// return true;
}
bool LRoomManager::dob_unregister(Node * pDOB)
{
@ -296,6 +440,43 @@ Node * LRoomManager::rooms_get_room(int room_id)
}
// turn on and off culling for debugging
void LRoomManager::rooms_set_active(bool bActive)
{
if (bActive == m_bActive)
return;
m_bActive = bActive;
if (m_bActive)
{
// clear these to ensure the system is initialized
m_pCurr_VisibleRoomList->clear();
m_pPrev_VisibleRoomList->clear();
}
// show all
for (int n=0; n<m_Rooms.size(); n++)
{
LRoom &lroom = m_Rooms[n];
lroom.Show_All();
}
}
void LRoomManager::rooms_set_logging(int level)
{
// 0 is no logging, 6 is max logging (i.e. reverse of the priorities in the code)
Lawn::LDebug::m_iLoggingLevel = 6-level;
}
// provide debugging output on the next frame
void LRoomManager::rooms_log_frame()
{
Lawn::LDebug::m_bRunning = false;
}
void LRoomManager::rooms_set_camera(Node * pCam)
{
@ -314,7 +495,7 @@ void LRoomManager::rooms_set_camera(Node * pCam)
m_cameraID = pCam->get_instance_id();
// use this temporarily to force debug
LPortal::m_bRunning = false;
// rooms_log_frame();
}
// convert empties and meshes to rooms and portals
@ -325,6 +506,12 @@ void LRoomManager::rooms_convert()
}
// debugging emulate view frustum
void LRoomManager::FrameUpdate_FrustumOnly()
{
// NYI
}
void LRoomManager::FrameUpdate()
{
if (Engine::get_singleton()->is_editor_hint())
@ -333,9 +520,22 @@ void LRoomManager::FrameUpdate()
return;
}
// could turn off internal processing? not that important
if (!m_bActive)
return;
if (m_bFrustumOnly)
{
// debugging emulate view frustum
FrameUpdate_FrustumOnly();
return;
}
// we keep a frame counter to prevent visiting things multiple times on the same frame in recursive functions
m_uiFrameCounter++;
LPRINT(5, "\nFRAME " + itos(m_uiFrameCounter));
// clear the visible room list to write to each frame
m_pCurr_VisibleRoomList->clear();
@ -444,7 +644,7 @@ void LRoomManager::FrameUpdate()
// hide all the DOB
// when running, emit less debugging output so as not to choke the IDE
LPortal::m_bRunning = true;
Lawn::LDebug::m_bRunning = true;
}
@ -472,6 +672,12 @@ void LRoomManager::_bind_methods()
ClassDB::bind_method(D_METHOD("rooms_set_camera"), &LRoomManager::rooms_set_camera);
ClassDB::bind_method(D_METHOD("rooms_get_room"), &LRoomManager::rooms_get_room);
// debugging
ClassDB::bind_method(D_METHOD("rooms_set_logging"), &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);
// 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
@ -480,5 +686,9 @@ void LRoomManager::_bind_methods()
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_hint"), &LRoomManager::dob_register_hint);
ClassDB::bind_method(D_METHOD("dob_teleport_hint"), &LRoomManager::dob_teleport_hint);
ClassDB::bind_method(D_METHOD("dob_get_room_id"), &LRoomManager::dob_get_room_id);
}

View File

@ -59,6 +59,12 @@ class LRoomManager : public Spatial {
// already to prevent multiple hits on rooms and objects
unsigned int m_uiFrameCounter;
// for debugging, can turn LPortal on and off
bool m_bActive;
// for debugging, can emulate view frustum culling
bool m_bFrustumOnly;
public:
LRoomManager();
@ -73,11 +79,23 @@ public:
// (can be used to find the name etc of a room ID returned by dob_update)
Node * rooms_get_room(int room_id);
// turn on and off culling for debugging
void rooms_set_active(bool bActive);
// 0 to 6 .. defaults to 4 which is (2) in our priorities (i.e. 6 - level)
void rooms_set_logging(int level);
// provide debugging output on the next frame
void rooms_log_frame();
// Dynamic objects .. cameras, players, boxes etc
// These are defined by their ability to move from room to room.
// You can still move static objects within the same room (e.g. elevators, moving platforms)
// as these don't require checks for changing rooms.
bool dob_register(Node * pDOB, float radius);
// register but let LPortal know which room the dob should start in
bool dob_register_hint(Node * pDOB, float radius, Node * pRoom);
bool dob_unregister(Node * pDOB);
// returns the room ID within
@ -86,6 +104,8 @@ public:
// if we are moving the DOB possibly through multiple rooms, then teleport rather than detect
// portal crossings
bool dob_teleport(Node * pDOB);
bool dob_teleport_hint(Node * pDOB, Node * pRoom);
// helper func, not needed usually as dob_update returns the room
int dob_get_room_id(Node * pDOB);
@ -97,7 +117,14 @@ protected:
// The recursive visibility function needs to allocate loads of planes.
// We use a pool for this instead of allocating on the fly.
LPlanesPool m_Pool;
// 0 to 5
int m_iLoggingLevel;
private:
// internal
bool DobRegister(Spatial * pDOB, float radius, int iRoom);
bool DobTeleport(Spatial * pDOB, int iNewRoomID);
// helper funcs
const LRoom * GetRoom(int i) const;
@ -114,6 +141,9 @@ private:
// this is where we do all the culling
void FrameUpdate();
// debugging emulate view frustum
void FrameUpdate_FrustumOnly();
// find which room is linked by a portal
LRoom &Portal_GetLinkedRoom(const LPortal &port);