Optional convex hull bound for rooms

And also moved to a unity build.
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lawnjelly 2019-09-17 14:30:31 +01:00 committed by GitHub
parent ee06557f37
commit 7515bda46c
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9 changed files with 290 additions and 28 deletions

18
SCsub
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@ -2,14 +2,16 @@
Import('env')
sources = [
"register_types.cpp",
"lroom.cpp",
"lroom_manager.cpp",
"lroom_converter.cpp",
"lportal.cpp",
"lplanes_pool.cpp",
"ldob.cpp",
"lbitfield_dynamic.cpp",
"lportal_all.cpp",
# "register_types.cpp",
# "lroom.cpp",
# "lroom_manager.cpp",
# "lroom_converter.cpp",
# "lportal.cpp",
# "lplanes_pool.cpp",
# "ldob.cpp",
# "lbound.cpp",
# "lbitfield_dynamic.cpp",
]
module_env = env.Clone()

38
lbound.cpp Normal file
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@ -0,0 +1,38 @@
#include "lbound.h"
// get distance behind all planes and return the smallest..
// if inside this will be negative, if outside, positive
float LBound::GetClosestDistance(const Vector3 &pt) const
{
assert (m_Planes.size());
float closest = FLT_MAX;
for (int n=0; n<m_Planes.size(); n++)
{
float d = m_Planes[n].distance_to(pt);
// if in front of plane, outside the convex hull
if (d < closest)
closest = d;
}
return closest;
}
bool LBound::IsPointWithin(const Vector3 &pt) const
{
for (int n=0; n<m_Planes.size(); n++)
{
float d = m_Planes[n].distance_to(pt);
// if in front of plane, outside the convex hull
if (d > 0.0f)
return false;
}
return true;
}

19
lbound.h Normal file
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@ -0,0 +1,19 @@
#pragma once
#include "lvector.h"
// optional convex hull around rooms, to make it easier to determine which room a point is within
class LBound
{
public:
bool IsPointWithin(const Vector3 &pt) const;
// get distance behind all planes and return the smallest..
// if inside this will be negative, if outside, positive
float GetClosestDistance(const Vector3 &pt) const;
// the bound is optional .. not all rooms have a bound
bool IsActive() const {return m_Planes.size() != 0;}
LVector<Plane> m_Planes;
};

10
lportal_all.cpp Normal file
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@ -0,0 +1,10 @@
// single compilation unit
#include "register_types.cpp"
#include "lroom.cpp"
#include "lroom_manager.cpp"
#include "lroom_converter.cpp"
#include "lportal.cpp"
#include "lplanes_pool.cpp"
#include "ldob.cpp"
#include "lbound.cpp"
#include "lbitfield_dynamic.cpp"

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@ -418,6 +418,8 @@ void LRoom::DetermineVisibility_Recursive(LRoomManager &manager, int depth, cons
case LPortal::eClipResult::CLIP_PARTIAL:
overall_res = res;
break;
default: // suppress warning
break;
}
if (overall_res == LPortal::eClipResult::CLIP_OUTSIDE)

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@ -30,6 +30,7 @@
#include "scene/3d/spatial.h"
#include "lvector.h"
#include "ldob.h"
#include "lbound.h"
namespace Lawn {class LBitField_Dynamic;}
@ -77,6 +78,10 @@ private:
// frame counter when last touched .. prevents handling rooms multiple times
unsigned int m_uiFrameTouched;
// optional bounding convex hull, for accurate detection of which room to start in
// when registering DOBs and teleporting them
LBound m_Bound;
String m_szName;
public:

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@ -23,6 +23,7 @@
#include "lroom_manager.h"
#include "lportal.h"
#include "scene/3d/mesh_instance.h"
#include "core/math/quick_hull.h"
// save typing, I am lazy
#define LMAN m_pManager
@ -57,6 +58,7 @@ void LRoomConverter::Convert(LRoomManager &manager)
Convert_Rooms();
Convert_Portals();
Convert_Bounds();
LPortal::m_bRunning = true;
// temp rooms no longer needed
@ -104,6 +106,17 @@ void LRoomConverter::Convert_Room_FindObjects_Recursive(Node * pParent, LRoom &l
{
Node * pChild = pParent->get_child(n);
// we are not interested in portal meshes, as they will be deleted later in conversion
if (Node_IsPortal(pChild))
continue;
// we can optionally ignore nodes (they will still be shown / hidden with the room though)
if (Node_IsIgnore(pChild))
continue;
// not interested in bounds
if (Node_IsBound(pChild))
continue;
VisualInstance * pVI = Object::cast_to<VisualInstance>(pChild);
if (pVI)
{
@ -170,6 +183,113 @@ bool LRoomConverter::Convert_Room(Spatial * pNode, int lroomID)
return true;
}
bool LRoomConverter::Bound_AddPlaneIfUnique(LVector<Plane> &planes, const Plane &p)
{
for (int n=0; n<planes.size(); n++)
{
const Plane &o = planes[n];
// this is a fudge factor for how close planes can be to be considered the same ...
// to prevent ridiculous amounts of planes
const float d = 0.08f;
if (fabs(p.d - o.d) > d) continue;
float dot = p.normal.dot(o.normal);
if (dot < 0.98f) continue;
// match!
return false;
}
// test
// Vector3 va(1, 0, 0);
// Vector3 vb(1, 0.2, 0);
// vb.normalize();
// float dot = va.dot(vb);
// print("va dot vb is " + String(Variant(dot)));
// is unique
// print("\t\t\t\tAdding bound plane : " + p);
planes.push_back(p);
return true;
}
bool LRoomConverter::Convert_Bound(LRoom &lroom, MeshInstance * pMI)
{
print("\t\tConvert_Bound : " + pMI->get_name());
// some godot jiggery pokery to get the mesh verts in local space
Ref<Mesh> rmesh = pMI->get_mesh();
Array arrays = rmesh->surface_get_arrays(0);
PoolVector<Vector3> p_vertices = arrays[VS::ARRAY_VERTEX];
// convert to world space
Transform trans = pMI->get_global_transform();
Vector<Vector3> points;
for (int n=0; n<p_vertices.size(); n++)
{
Vector3 ptWorld = trans.xform(p_vertices[n]);
points.push_back(ptWorld);
// expand the room AABB to make sure it encompasses the bound
lroom.m_AABB.expand_to(ptWorld);
}
if (points.size() > 3)
{
Geometry::MeshData md;
Error err = QuickHull::build(points, md);
if (err == OK)
{
// get the planes
for (int n=0; n<md.faces.size(); n++)
{
const Plane &p = md.faces[n].plane;
Bound_AddPlaneIfUnique(lroom.m_Bound.m_Planes, p);
}
print("\t\t\tcontained " + itos(lroom.m_Bound.m_Planes.size()) + " planes.");
return true;
}
}
return false;
}
void LRoomConverter::Convert_Bounds()
{
for (int n=0; n<LMAN->m_Rooms.size(); n++)
{
LRoom &lroom = LMAN->m_Rooms[n];
//print("DetectBounds from room " + lroom.get_name());
Spatial * pGRoom = lroom.GetGodotRoom();
assert (pGRoom);
for (int n=0; n<pGRoom->get_child_count(); n++)
{
Node * pChild = pGRoom->get_child(n);
if (Node_IsBound(pChild))
{
MeshInstance * pMesh = Object::cast_to<MeshInstance>(pChild);
assert (pMesh);
Convert_Bound(lroom, pMesh);
// delete the mesh
pGRoom->remove_child(pChild);
pChild->queue_delete();
}
}
}
}
void LRoomConverter::Convert_Portals()
{
for (int pass=0; pass<3; pass++)
@ -228,16 +348,16 @@ void LRoomConverter::LRoom_DetectPortalMeshes(LRoom &lroom, LTempRoom &troom)
{
Node * pChild = pGRoom->get_child(n);
MeshInstance * pMesh = Object::cast_to<MeshInstance>(pChild);
if (pMesh)
if (Node_IsPortal(pChild))
{
MeshInstance * pMesh = Object::cast_to<MeshInstance>(pChild);
assert (pMesh);
// name must start with 'portal_'
// and ends with the name of the room we want to link to (without the 'room_')
if (LPortal::NameStartsWith(pMesh, "portal_"))
{
String szLinkRoom = LPortal::FindNameAfter(pMesh, "portal_");
LRoom_DetectedPortalMesh(lroom, troom, pMesh, szLinkRoom);
}
String szLinkRoom = LPortal::FindNameAfter(pMesh, "portal_");
LRoom_DetectedPortalMesh(lroom, troom, pMesh, szLinkRoom);
}
}
@ -252,20 +372,14 @@ void LRoomConverter::LRoom_DetectPortalMeshes(LRoom &lroom, LTempRoom &troom)
{
Node * pChild = pGRoom->get_child(n);
MeshInstance * pMesh = Object::cast_to<MeshInstance>(pChild);
if (pMesh)
if (Node_IsPortal(pChild))
{
// name must start with 'portal_'
// and ends with the name of the room we want to link to (without the 'room_')
if (LPortal::NameStartsWith(pMesh, "portal_"))
{
// delete the original child, as it is no longer needed at runtime (except maybe for debugging .. NYI?)
// pMeshInstance->hide();
pMesh->get_parent()->remove_child(pMesh);
pMesh->queue_delete();
// delete the original child, as it is no longer needed at runtime (except maybe for debugging .. NYI?)
// pMeshInstance->hide();
pChild->get_parent()->remove_child(pChild);
pChild->queue_delete();
bDetectedOne = true;
}
bDetectedOne = true;
}
if (bDetectedOne)
@ -350,7 +464,7 @@ void LRoomConverter::LRoom_MakePortalsTwoWay(LRoom &lroom, LTempRoom &troom, int
print("\t\tcreating opposite portal");
// get the temproom this portal is linking to
LTempRoom &nroom = m_TempRooms[portal_orig.m_iRoomNum];
//LTempRoom &nroom = m_TempRooms[portal_orig.m_iRoomNum];
// does a portal already exist back to the orig room?
// NOTE this doesn't cope with multiple portals between pairs of rooms yet.
@ -405,6 +519,38 @@ bool LRoomConverter::Node_IsRoom(Node * pNode) const
return false;
}
bool LRoomConverter::Node_IsIgnore(Node * pNode) const
{
if (LPortal::NameStartsWith(pNode, "ignore_"))
return true;
return false;
}
bool LRoomConverter::Node_IsBound(Node * pNode) const
{
MeshInstance * pMI = Object::cast_to<MeshInstance>(pNode);
if (!pMI)
return false;
if (LPortal::NameStartsWith(pMI, "bound_"))
return true;
return false;
}
bool LRoomConverter::Node_IsPortal(Node * pNode) const
{
MeshInstance * pMI = Object::cast_to<MeshInstance>(pNode);
if (!pMI)
return false;
if (LPortal::NameStartsWith(pMI, "portal_"))
return true;
return false;
}
// keep the global namespace clean

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@ -66,6 +66,8 @@ private:
void Convert_Room_FindObjects_Recursive(Node * pParent, LRoom &lroom, LAABB &bb_room);
void Convert_Portals();
void Convert_Bounds();
bool Convert_Bound(LRoom &lroom, MeshInstance * pMI);
void LRoom_DetectPortalMeshes(LRoom &lroom, LTempRoom &troom);
@ -79,12 +81,20 @@ private:
// helper
bool Node_IsRoom(Node * pNode) const;
bool Node_IsPortal(Node * pNode) const;
bool Node_IsBound(Node * pNode) const;
bool Node_IsIgnore(Node * pNode) const;
int FindRoom_ByName(String szName) const;
LRoomManager * m_pManager;
LVector<LTempRoom> m_TempRooms;
bool Bound_AddPlaneIfUnique(LVector<Plane> &planes, const Plane &p);
static void print(String sz);
};

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@ -36,10 +36,15 @@ LRoomManager::LRoomManager()
int LRoomManager::FindClosestRoom(const Vector3 &pt) const
{
//print_line("FindClosestRoom");
int closest = -1;
float closest_dist = FLT_MAX;
// uses bounds if this is available
int closest_within = -1;
float within_dist = FLT_MAX;
for (int n=0; n<m_Rooms.size(); n++)
{
const LRoom &lroom = m_Rooms[n];
@ -51,8 +56,33 @@ int LRoomManager::FindClosestRoom(const Vector3 &pt) const
closest = n;
closest_dist = d;
}
// is there a bound?
if (lroom.m_Bound.IsActive())
{
// is it within the aabb?
if (lroom.m_AABB.has_point(pt))
{
// is it within the convex hull?
float dist = lroom.m_Bound.GetClosestDistance(pt);
// find the lowest within distance of the nearby room convex hulls
if (dist < within_dist)
{
closest_within = n;
within_dist = dist;
}
}
}
}
// some logic whether to use the hulls or the closest dist
if (within_dist < 1.0f)
{
return closest_within;
}
return closest;
}