Debug lines to show clipping planes to portals

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lawnjelly 2019-09-23 11:14:41 +01:00 committed by GitHub
parent 024aef2a1e
commit d9822e7037
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8 changed files with 132 additions and 63 deletions

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@ -33,3 +33,4 @@ public:
};
} // namespace

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@ -22,6 +22,7 @@
#include "core/engine.h"
#include "lroom.h"
#include "ldebug.h"
#include "lroom_manager.h"
bool LPortal::NameStartsWith(Node * pNode, String szSearch)
@ -71,7 +72,7 @@ String LPortal::FindNameAfter(Node * pNode, String szStart)
//////////////////////////////////////////////////////////
// add clipping planes to the vector formed by each portal edge and the camera
void LPortal::AddPlanes(const Vector3 &ptCam, LVector<Plane> &planes) const
void LPortal::AddPlanes(LRoomManager &manager, const Vector3 &ptCam, LVector<Plane> &planes) const
{
// short version
const Vector<Vector3> &pts = m_ptsWorld;
@ -97,6 +98,16 @@ void LPortal::AddPlanes(const Vector3 &ptCam, LVector<Plane> &planes) const
// first and last
p = Plane(ptCam, pts[0], pts[nPoints-1]);
planes.push_back(p);
// debug
if (!manager.m_bDebugPlanes)
return;
for (int n=0; n<nPoints; n++)
{
manager.m_DebugPlanes.push_back(pts[n]);
}
}

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@ -31,6 +31,7 @@
#include "lvector.h"
class LRoom;
class LRoomManager;
class LPortal {
public:
@ -50,7 +51,7 @@ public:
String m_szName;
LPortal::eClipResult ClipWithPlane(const Plane &p) const;
void AddPlanes(const Vector3 &ptCam, LVector<Plane> &planes) const;
void AddPlanes(LRoomManager &manager, const Vector3 &ptCam, LVector<Plane> &planes) const;
// normal determined by winding order
Vector<Vector3> m_ptsWorld;

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@ -90,7 +90,7 @@ LRoom * LRoom::DOB_Update(LRoomManager &manager, Spatial * pDOB)
const Vector3 &pt = pDOB->get_global_transform().origin;
// is it the camera?
bool bCamera = pDOB->get_instance_id() == manager.m_cameraID;
bool bCamera = pDOB->get_instance_id() == manager.m_ID_camera;
float slop = 0.2f;
if (bCamera)
slop = 0.0f;
@ -144,7 +144,7 @@ void LRoom::FinalizeVisibility(LRoomManager &manager)
const LDob &dob = m_DOBs[n];
// don't cull the main camera
if (dob.m_ID == manager.m_cameraID)
if (dob.m_ID == manager.m_ID_camera)
continue;
Spatial * pS = dob.GetSpatial();
@ -464,7 +464,7 @@ void LRoom::DetermineVisibility_Recursive(LRoomManager &manager, int depth, cons
new_planes.copy_from(planes);
// add the planes for the portal
port.AddPlanes(cam.m_ptPos, new_planes);
port.AddPlanes(manager, cam.m_ptPos, new_planes);
if (pLinkedRoom)

12
lroom.h
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@ -51,11 +51,10 @@ public:
class LRoom
{
friend class LPortal;
friend class LRoomManager;
friend class LRoomConverter;
private:
public:
// static objects
LVector<LSob> m_SOBs;
@ -82,12 +81,12 @@ private:
// when registering DOBs and teleporting them
LBound m_Bound;
String m_szName;
public:
String m_szName;
////////////////////////////////////////////////////////////
const String &get_name() const {return m_szName;}
protected:
// main function
void DetermineVisibility_Recursive(LRoomManager &manager, int depth, const LCamera &cam, const LVector<Plane> &planes, int portalID_from = -1);
void FirstTouch(LRoomManager &manager);
@ -111,7 +110,6 @@ protected:
bool DOB_Remove(unsigned int ui);
LRoom * DOB_Update(LRoomManager &manager, Spatial * pDOB);
public:
LRoom();
Spatial * GetGodotRoom() const;

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@ -24,10 +24,12 @@
#include "scene/3d/mesh_instance.h"
#include "lroom_converter.h"
#include "ldebug.h"
#include "scene/3d/immediate_geometry.h"
LRoomManager::LRoomManager()
{
m_cameraID = 0;
m_ID_camera = 0;
m_ID_DebugPlanes = 0;
m_uiFrameCounter = 0;
m_iLoggingLevel = 2;
m_bActive = true;
@ -36,6 +38,8 @@ LRoomManager::LRoomManager()
// to know which rooms to hide we keep track of which were shown this, and the previous frame
m_pCurr_VisibleRoomList = &m_VisibleRoomList_A;
m_pPrev_VisibleRoomList = &m_VisibleRoomList_B;
m_bDebugPlanes = false;
}
int LRoomManager::FindClosestRoom(const Vector3 &pt) const
@ -185,6 +189,30 @@ bool LRoomManager::dob_register_hint(Node * pDOB, float radius, Node * pRoom)
}
void LRoomManager::CreateDebug()
{
ImmediateGeometry * p = memnew(ImmediateGeometry);
p->set_name("debug_planes");
add_child(p);
m_ID_DebugPlanes = p->get_instance_id();
// m_mat_Debug_Planes->set_as_toplevel(true);
m_mat_Debug_Planes = Ref<SpatialMaterial>(memnew(SpatialMaterial));
m_mat_Debug_Planes->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
// m_mat_Debug_Planes->set_line_width(6.0);
// m_mat_Debug_Planes->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
// m_mat_Debug_Planes->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
// m_mat_Debug_Planes->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
m_mat_Debug_Planes->set_albedo(Color(1, 0, 1, 1));
p->set_material_override(m_mat_Debug_Planes);
p->hide();
}
bool LRoomManager::DobRegister(Spatial * pDOB, float radius, int iRoom)
{
//LPRINT(3, "register_dob " + pDOB->get_name());
@ -234,22 +262,6 @@ bool LRoomManager::dob_register(Node * pDOB, float radius)
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;
}
@ -380,33 +392,6 @@ bool LRoomManager::dob_teleport(Node * pDOB)
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;
}
@ -439,6 +424,22 @@ Node * LRoomManager::rooms_get_room(int room_id)
return pRoom->GetGodotRoom();
}
void LRoomManager::rooms_set_debug_planes(bool bActive)
{
m_bDebugPlanes = bActive;
Object * pObj = ObjectDB::get_instance(m_ID_DebugPlanes);
ImmediateGeometry * im = Object::cast_to<ImmediateGeometry>(pObj);
if (!im)
return;
if (bActive)
im->show();
else
im->hide();
}
// turn on and off culling for debugging
void LRoomManager::rooms_set_active(bool bActive)
@ -480,7 +481,7 @@ void LRoomManager::rooms_log_frame()
void LRoomManager::rooms_set_camera(Node * pCam)
{
m_cameraID = 0;
m_ID_camera = 0;
if (!pCam)
return;
@ -492,7 +493,7 @@ void LRoomManager::rooms_set_camera(Node * pCam)
return;
}
m_cameraID = pCam->get_instance_id();
m_ID_camera = pCam->get_instance_id();
// use this temporarily to force debug
// rooms_log_frame();
@ -531,6 +532,9 @@ void LRoomManager::FrameUpdate()
return;
}
if (m_bDebugPlanes)
m_DebugPlanes.clear();
// we keep a frame counter to prevent visiting things multiple times on the same frame in recursive functions
m_uiFrameCounter++;
@ -541,9 +545,9 @@ void LRoomManager::FrameUpdate()
// get the camera desired and make into lcamera
Camera * pCamera = 0;
if (m_cameraID)
if (m_ID_camera)
{
Object *pObj = ObjectDB::get_instance(m_cameraID);
Object *pObj = ObjectDB::get_instance(m_ID_camera);
pCamera = Object::cast_to<Camera>(pObj);
}
else
@ -588,7 +592,7 @@ void LRoomManager::FrameUpdate()
assert (pCamera);
Transform tr = pCamera->get_global_transform();
cam.m_ptPos = tr.origin;
cam.m_ptDir = tr.basis.get_row(2); // or possibly get_axis .. z is what we want
cam.m_ptDir = -tr.basis.get_axis(2); // or possibly get_axis .. z is what we want
// luckily godot already has a function to return a list of the camera clipping planes
planes.copy_from(pCamera->get_frustum());
@ -643,20 +647,57 @@ void LRoomManager::FrameUpdate()
// hide all the DOB
// draw debug
FrameUpdate_DrawDebug(cam);
// when running, emit less debugging output so as not to choke the IDE
Lawn::LDebug::m_bRunning = true;
}
void LRoomManager::FrameUpdate_DrawDebug(const LCamera &cam)
{
if (!m_bDebugPlanes)
return;
Vector3 ptCam = cam.m_ptPos;
// slight adjustment to prevent parallel lines in viewport
ptCam += (cam.m_ptDir * 0.1f);
Object * pObj = ObjectDB::get_instance(m_ID_DebugPlanes);
ImmediateGeometry * im = Object::cast_to<ImmediateGeometry>(pObj);
if (!im)
return;
im->clear();
im->begin(Mesh::PRIMITIVE_LINES, NULL);
int nVerts = m_DebugPlanes.size();
for (int n=0; n<nVerts; n++)
{
im->add_vertex(ptCam);
im->add_vertex(m_DebugPlanes[n]);
}
im->end();
}
void LRoomManager::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
// turn on process, unless we are in the editor
if (!Engine::get_singleton()->is_editor_hint())
{
set_process_internal(true);
CreateDebug();
}
else
set_process_internal(false);
} break;
case NOTIFICATION_INTERNAL_PROCESS: {
FrameUpdate();
@ -676,6 +717,7 @@ void LRoomManager::_bind_methods()
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);
ClassDB::bind_method(D_METHOD("rooms_set_debug_planes"), &LRoomManager::rooms_set_debug_planes);
// functions to add dynamic objects to the culling system

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@ -44,7 +44,7 @@ class LRoomManager : public Spatial {
// godot ID of the camera (which should be registered as a DOB to allow moving between rooms)
ObjectID m_cameraID;
ObjectID m_ID_camera;
// keep track of which rooms are visible, so we can hide ones that aren't hit that were previously on
Lawn::LBitField_Dynamic m_BF_visible_rooms;
@ -82,6 +82,8 @@ public:
// turn on and off culling for debugging
void rooms_set_active(bool bActive);
void rooms_set_debug_planes(bool bActive);
// 0 to 6 .. defaults to 4 which is (2) in our priorities (i.e. 6 - level)
void rooms_set_logging(int level);
@ -124,6 +126,7 @@ private:
// internal
bool DobRegister(Spatial * pDOB, float radius, int iRoom);
bool DobTeleport(Spatial * pDOB, int iNewRoomID);
void CreateDebug();
// helper funcs
@ -144,12 +147,25 @@ private:
// debugging emulate view frustum
void FrameUpdate_FrustumOnly();
// draw planes and room hulls
void FrameUpdate_DrawDebug(const LCamera &cam);
// find which room is linked by a portal
LRoom &Portal_GetLinkedRoom(const LPortal &port);
// lists of rooms and portals, contiguous list so cache friendly
LVector<LRoom> m_Rooms;
LVector<LPortal> m_Portals;
public:
// whether debug planes is switched on
bool m_bDebugPlanes;
// the planes are shown as a list of lines from the camera to the portal verts
LVector<Vector3> m_DebugPlanes;
private:
ObjectID m_ID_DebugPlanes;
Ref<SpatialMaterial> m_mat_Debug_Planes;
};
#endif