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https://github.com/Relintai/godot-lportal.git
synced 2024-11-11 10:52:09 +01:00
Debug lines to show clipping planes to portals
This commit is contained in:
parent
024aef2a1e
commit
d9822e7037
13
lportal.cpp
13
lportal.cpp
@ -22,6 +22,7 @@
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#include "core/engine.h"
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#include "lroom.h"
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#include "ldebug.h"
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#include "lroom_manager.h"
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bool LPortal::NameStartsWith(Node * pNode, String szSearch)
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@ -71,7 +72,7 @@ String LPortal::FindNameAfter(Node * pNode, String szStart)
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//////////////////////////////////////////////////////////
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// add clipping planes to the vector formed by each portal edge and the camera
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void LPortal::AddPlanes(const Vector3 &ptCam, LVector<Plane> &planes) const
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void LPortal::AddPlanes(LRoomManager &manager, const Vector3 &ptCam, LVector<Plane> &planes) const
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{
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// short version
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const Vector<Vector3> &pts = m_ptsWorld;
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@ -97,6 +98,16 @@ void LPortal::AddPlanes(const Vector3 &ptCam, LVector<Plane> &planes) const
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// first and last
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p = Plane(ptCam, pts[0], pts[nPoints-1]);
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planes.push_back(p);
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// debug
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if (!manager.m_bDebugPlanes)
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return;
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for (int n=0; n<nPoints; n++)
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{
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manager.m_DebugPlanes.push_back(pts[n]);
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}
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}
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@ -31,6 +31,7 @@
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#include "lvector.h"
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class LRoom;
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class LRoomManager;
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class LPortal {
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public:
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@ -50,7 +51,7 @@ public:
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String m_szName;
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LPortal::eClipResult ClipWithPlane(const Plane &p) const;
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void AddPlanes(const Vector3 &ptCam, LVector<Plane> &planes) const;
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void AddPlanes(LRoomManager &manager, const Vector3 &ptCam, LVector<Plane> &planes) const;
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// normal determined by winding order
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Vector<Vector3> m_ptsWorld;
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@ -90,7 +90,7 @@ LRoom * LRoom::DOB_Update(LRoomManager &manager, Spatial * pDOB)
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const Vector3 &pt = pDOB->get_global_transform().origin;
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// is it the camera?
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bool bCamera = pDOB->get_instance_id() == manager.m_cameraID;
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bool bCamera = pDOB->get_instance_id() == manager.m_ID_camera;
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float slop = 0.2f;
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if (bCamera)
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slop = 0.0f;
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@ -144,7 +144,7 @@ void LRoom::FinalizeVisibility(LRoomManager &manager)
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const LDob &dob = m_DOBs[n];
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// don't cull the main camera
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if (dob.m_ID == manager.m_cameraID)
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if (dob.m_ID == manager.m_ID_camera)
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continue;
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Spatial * pS = dob.GetSpatial();
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@ -464,7 +464,7 @@ void LRoom::DetermineVisibility_Recursive(LRoomManager &manager, int depth, cons
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new_planes.copy_from(planes);
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// add the planes for the portal
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port.AddPlanes(cam.m_ptPos, new_planes);
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port.AddPlanes(manager, cam.m_ptPos, new_planes);
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if (pLinkedRoom)
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12
lroom.h
12
lroom.h
@ -51,11 +51,10 @@ public:
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class LRoom
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{
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friend class LPortal;
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friend class LRoomManager;
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friend class LRoomConverter;
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private:
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public:
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// static objects
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LVector<LSob> m_SOBs;
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@ -82,12 +81,12 @@ private:
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// when registering DOBs and teleporting them
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LBound m_Bound;
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String m_szName;
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public:
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String m_szName;
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////////////////////////////////////////////////////////////
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const String &get_name() const {return m_szName;}
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protected:
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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 FirstTouch(LRoomManager &manager);
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@ -111,7 +110,6 @@ protected:
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bool DOB_Remove(unsigned int ui);
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LRoom * DOB_Update(LRoomManager &manager, Spatial * pDOB);
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public:
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LRoom();
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Spatial * GetGodotRoom() const;
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@ -24,10 +24,12 @@
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#include "scene/3d/mesh_instance.h"
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#include "lroom_converter.h"
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#include "ldebug.h"
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#include "scene/3d/immediate_geometry.h"
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LRoomManager::LRoomManager()
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{
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m_cameraID = 0;
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m_ID_camera = 0;
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m_ID_DebugPlanes = 0;
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m_uiFrameCounter = 0;
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m_iLoggingLevel = 2;
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m_bActive = true;
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@ -36,6 +38,8 @@ LRoomManager::LRoomManager()
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// to know which rooms to hide we keep track of which were shown this, and the previous frame
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m_pCurr_VisibleRoomList = &m_VisibleRoomList_A;
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m_pPrev_VisibleRoomList = &m_VisibleRoomList_B;
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m_bDebugPlanes = false;
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}
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int LRoomManager::FindClosestRoom(const Vector3 &pt) const
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@ -185,6 +189,30 @@ bool LRoomManager::dob_register_hint(Node * pDOB, float radius, Node * pRoom)
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}
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void LRoomManager::CreateDebug()
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{
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ImmediateGeometry * p = memnew(ImmediateGeometry);
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p->set_name("debug_planes");
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add_child(p);
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m_ID_DebugPlanes = p->get_instance_id();
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// m_mat_Debug_Planes->set_as_toplevel(true);
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m_mat_Debug_Planes = Ref<SpatialMaterial>(memnew(SpatialMaterial));
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m_mat_Debug_Planes->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
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// m_mat_Debug_Planes->set_line_width(6.0);
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// m_mat_Debug_Planes->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
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// m_mat_Debug_Planes->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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// m_mat_Debug_Planes->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
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m_mat_Debug_Planes->set_albedo(Color(1, 0, 1, 1));
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p->set_material_override(m_mat_Debug_Planes);
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p->hide();
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}
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bool LRoomManager::DobRegister(Spatial * pDOB, float radius, int iRoom)
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{
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//LPRINT(3, "register_dob " + pDOB->get_name());
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@ -234,22 +262,6 @@ bool LRoomManager::dob_register(Node * pDOB, float radius)
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LPRINT(2, "dob_register closest room " + itos(iRoomNum));
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return DobRegister(pSpat, radius, iRoomNum);
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// if (iRoomNum == -1)
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// return false;
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// LRoom * pRoom = GetRoom(iRoomNum);
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// if (!pRoom)
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// return false;
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// LDob dob;
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// dob.m_ID = pSpat->get_instance_id();
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// dob.m_fRadius = radius;
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// pRoom->DOB_Add(dob);
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// // save the room ID on the dob metadata
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// Obj_SetRoomNum(pSpat, iRoomNum);
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// return true;
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}
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@ -380,33 +392,6 @@ bool LRoomManager::dob_teleport(Node * pDOB)
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return false;
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return DobTeleport(pSpat, iRoomNum);
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// // old room
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// LRoom * pOldRoom = GetRoomFromDOB(pDOB);
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// if (!pOldRoom)
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// return false;
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// LRoom * pNewRoom = GetRoom(iRoomNum);
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// if (!pNewRoom)
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// return false;
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// // detach from old room, add to new room
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// // get dob data to move to new room
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// unsigned int dob_id = pOldRoom->DOB_Find(pDOB);
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// assert (dob_id != -1);
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// // copy across data before removing
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// const LDob &data = pOldRoom->DOB_Get(dob_id);
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// pNewRoom->DOB_Add(data);
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// // remove from old room
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// pOldRoom->DOB_Remove(dob_id);
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// // save the room ID on the dob metadata
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// Obj_SetRoomNum(pSpat, iRoomNum);
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// return true;
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}
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@ -439,6 +424,22 @@ Node * LRoomManager::rooms_get_room(int room_id)
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return pRoom->GetGodotRoom();
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}
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void LRoomManager::rooms_set_debug_planes(bool bActive)
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{
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m_bDebugPlanes = bActive;
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Object * pObj = ObjectDB::get_instance(m_ID_DebugPlanes);
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ImmediateGeometry * im = Object::cast_to<ImmediateGeometry>(pObj);
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if (!im)
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return;
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if (bActive)
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im->show();
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else
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im->hide();
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}
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// turn on and off culling for debugging
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void LRoomManager::rooms_set_active(bool bActive)
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@ -480,7 +481,7 @@ void LRoomManager::rooms_log_frame()
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void LRoomManager::rooms_set_camera(Node * pCam)
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{
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m_cameraID = 0;
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m_ID_camera = 0;
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if (!pCam)
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return;
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@ -492,7 +493,7 @@ void LRoomManager::rooms_set_camera(Node * pCam)
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return;
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}
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m_cameraID = pCam->get_instance_id();
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m_ID_camera = pCam->get_instance_id();
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// use this temporarily to force debug
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// rooms_log_frame();
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@ -531,6 +532,9 @@ void LRoomManager::FrameUpdate()
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return;
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}
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if (m_bDebugPlanes)
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m_DebugPlanes.clear();
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// we keep a frame counter to prevent visiting things multiple times on the same frame in recursive functions
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m_uiFrameCounter++;
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@ -541,9 +545,9 @@ void LRoomManager::FrameUpdate()
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// get the camera desired and make into lcamera
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Camera * pCamera = 0;
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if (m_cameraID)
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if (m_ID_camera)
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{
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Object *pObj = ObjectDB::get_instance(m_cameraID);
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Object *pObj = ObjectDB::get_instance(m_ID_camera);
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pCamera = Object::cast_to<Camera>(pObj);
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}
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else
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@ -588,7 +592,7 @@ void LRoomManager::FrameUpdate()
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assert (pCamera);
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Transform tr = pCamera->get_global_transform();
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cam.m_ptPos = tr.origin;
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cam.m_ptDir = tr.basis.get_row(2); // or possibly get_axis .. z is what we want
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cam.m_ptDir = -tr.basis.get_axis(2); // or possibly get_axis .. z is what we want
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// luckily godot already has a function to return a list of the camera clipping planes
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planes.copy_from(pCamera->get_frustum());
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@ -643,20 +647,57 @@ void LRoomManager::FrameUpdate()
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// hide all the DOB
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// draw debug
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FrameUpdate_DrawDebug(cam);
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// when running, emit less debugging output so as not to choke the IDE
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Lawn::LDebug::m_bRunning = true;
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}
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void LRoomManager::FrameUpdate_DrawDebug(const LCamera &cam)
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{
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if (!m_bDebugPlanes)
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return;
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Vector3 ptCam = cam.m_ptPos;
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// slight adjustment to prevent parallel lines in viewport
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ptCam += (cam.m_ptDir * 0.1f);
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Object * pObj = ObjectDB::get_instance(m_ID_DebugPlanes);
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ImmediateGeometry * im = Object::cast_to<ImmediateGeometry>(pObj);
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if (!im)
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return;
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im->clear();
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im->begin(Mesh::PRIMITIVE_LINES, NULL);
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int nVerts = m_DebugPlanes.size();
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for (int n=0; n<nVerts; n++)
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{
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im->add_vertex(ptCam);
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im->add_vertex(m_DebugPlanes[n]);
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}
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im->end();
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}
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void LRoomManager::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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// turn on process, unless we are in the editor
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if (!Engine::get_singleton()->is_editor_hint())
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{
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set_process_internal(true);
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CreateDebug();
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}
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else
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set_process_internal(false);
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} break;
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case NOTIFICATION_INTERNAL_PROCESS: {
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FrameUpdate();
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@ -676,6 +717,7 @@ void LRoomManager::_bind_methods()
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ClassDB::bind_method(D_METHOD("rooms_set_logging"), &LRoomManager::rooms_set_logging);
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ClassDB::bind_method(D_METHOD("rooms_log_frame"), &LRoomManager::rooms_log_frame);
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ClassDB::bind_method(D_METHOD("rooms_set_active"), &LRoomManager::rooms_set_active);
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ClassDB::bind_method(D_METHOD("rooms_set_debug_planes"), &LRoomManager::rooms_set_debug_planes);
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// functions to add dynamic objects to the culling system
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@ -44,7 +44,7 @@ class LRoomManager : public Spatial {
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// godot ID of the camera (which should be registered as a DOB to allow moving between rooms)
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ObjectID m_cameraID;
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ObjectID m_ID_camera;
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// keep track of which rooms are visible, so we can hide ones that aren't hit that were previously on
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Lawn::LBitField_Dynamic m_BF_visible_rooms;
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@ -82,6 +82,8 @@ public:
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// turn on and off culling for debugging
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void rooms_set_active(bool bActive);
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void rooms_set_debug_planes(bool bActive);
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// 0 to 6 .. defaults to 4 which is (2) in our priorities (i.e. 6 - level)
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void rooms_set_logging(int level);
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@ -124,6 +126,7 @@ private:
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// internal
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bool DobRegister(Spatial * pDOB, float radius, int iRoom);
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bool DobTeleport(Spatial * pDOB, int iNewRoomID);
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void CreateDebug();
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// helper funcs
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@ -144,12 +147,25 @@ private:
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// debugging emulate view frustum
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void FrameUpdate_FrustumOnly();
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// draw planes and room hulls
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void FrameUpdate_DrawDebug(const LCamera &cam);
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// find which room is linked by a portal
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LRoom &Portal_GetLinkedRoom(const LPortal &port);
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// lists of rooms and portals, contiguous list so cache friendly
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LVector<LRoom> m_Rooms;
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LVector<LPortal> m_Portals;
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public:
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// whether debug planes is switched on
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bool m_bDebugPlanes;
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// the planes are shown as a list of lines from the camera to the portal verts
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LVector<Vector3> m_DebugPlanes;
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private:
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ObjectID m_ID_DebugPlanes;
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Ref<SpatialMaterial> m_mat_Debug_Planes;
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};
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#endif
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