// 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. #include "lroom_manager.h" #include "core/engine.h" #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; m_pPrev_VisibleRoomList = &m_VisibleRoomList_B; } 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()) { WARN_PRINT_ONCE("LRoomManager::GetRoom out of range"); return 0; } return &m_Rooms[i]; } LRoom * LRoomManager::GetRoom(int i) { if ((unsigned int) i >= m_Rooms.size()) { WARN_PRINT_ONCE("LRoomManager::GetRoom out of range"); return 0; } return &m_Rooms[i]; } LRoom &LRoomManager::Portal_GetLinkedRoom(const LPortal &port) { return m_Rooms[port.m_iRoomNum]; } void LRoomManager::Obj_SetRoomNum(Node * pNode, int num) { pNode->set_meta("_lroom", num); assert (Obj_GetRoomNum(pNode) == num); } int LRoomManager::Obj_GetRoomNum(Node * pNode) const { //assert (pNode->has_meta("_lroom")); Variant v = pNode->get_meta("_lroom"); if (v.get_type() == Variant::NIL) return -1; return v; } LRoom * LRoomManager::GetRoomFromDOB(Node * pNode) { int iRoom = Obj_GetRoomNum(pNode); if (iRoom == -1) { WARN_PRINT_ONCE("LRoomManager::GetRoomFromDOB : metadata is empty"); return 0; } LRoom * pRoom = GetRoom(iRoom); if (pRoom == 0) { WARN_PRINT_ONCE("LRoomManager::GetRoomFromDOB : pRoom is NULL"); } return pRoom; } // register but let LPortal know which room the dob should start in bool LRoomManager::dob_register_hint(Node * pDOB, float radius, Node * pRoom) { 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(pDOB); if (!pSpat) { WARN_PRINT_ONCE("dob_register_hint : DOB is not a spatial"); return false; } return DobRegister(pSpat, radius, iRoom); } 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(iRoom); if (!pRoom) return false; LDob dob; 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(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(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 LRoom * pRoom = GetRoomFromDOB(pDOB); if (!pRoom) return -1; Spatial * pSpat = Object::cast_to(pDOB); if (!pSpat) return -1; LRoom * pNewRoom = pRoom->DOB_Update(*this, pSpat); if (pNewRoom) { // remove from the list in old room and add to list in new room, and change the metadata int iRoomNum = pNewRoom->m_RoomID; // get dob data to move to new room unsigned int dob_id = pRoom->DOB_Find(pDOB); assert (dob_id != -1); // copy across data before removing const LDob &data = pRoom->DOB_Get(dob_id); pNewRoom->DOB_Add(data); // remove from old room pRoom->DOB_Remove(dob_id); // save the room ID on the dob metadata Obj_SetRoomNum(pSpat, iRoomNum); // new room number return iRoomNum; } // still in the same room return pRoom->m_RoomID; } 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(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; } if (iNewRoomID == -1) { WARN_PRINT_ONCE("LRoomManager::DobTeleport : iNewRoomID is -1"); return false; } LRoom * pNewRoom = GetRoom(iNewRoomID); 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(pDOB, iNewRoomID); return true; } // not tested... bool LRoomManager::dob_teleport(Node * pDOB) { Spatial * pSpat = Object::cast_to(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) { LRoom * pRoom = GetRoomFromDOB(pDOB); if (pRoom) { unsigned int dob_id = pRoom->DOB_Find(pDOB); return pRoom->DOB_Remove(dob_id); } return false; } int LRoomManager::dob_get_room_id(Node * pDOB) { return Obj_GetRoomNum(pDOB); } Node * LRoomManager::rooms_get_room(int room_id) { const LRoom * pRoom = GetRoom(room_id); if (!pRoom) return NULL; return pRoom->GetGodotRoom(); } // 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(pCam); if (!pCamera) { WARN_PRINT("Not a camera"); return; } m_cameraID = pCam->get_instance_id(); // use this temporarily to force debug // rooms_log_frame(); } // convert empties and meshes to rooms and portals void LRoomManager::rooms_convert() { LRoomConverter conv; conv.Convert(*this); } // debugging emulate view frustum void LRoomManager::FrameUpdate_FrustumOnly() { // NYI } void LRoomManager::FrameUpdate() { if (Engine::get_singleton()->is_editor_hint()) { WARN_PRINT_ONCE("LRoomManager::FrameUpdate should not be called in editor"); 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(); // get the camera desired and make into lcamera Camera * pCamera = 0; if (m_cameraID) { Object *pObj = ObjectDB::get_instance(m_cameraID); pCamera = Object::cast_to(pObj); } else // camera not set .. do nothing return; // camera not a camera?? shouldn't happen but we'll check if (!pCamera) return; // Which room is the camera currently in? LRoom * pRoom = GetRoomFromDOB(pCamera); if (!pRoom) { WARN_PRINT_ONCE("LRoomManager::FrameUpdate : Camera is not in an LRoom"); return; } // as we hit visible rooms we will mark them in a bitset, so we can hide any rooms // that are showing that haven't been hit this frame m_BF_visible_rooms.Blank(); // lcamera contains the info needed for culling LCamera cam; cam.m_ptPos = Vector3(0, 0, 0); cam.m_ptDir = Vector3 (-1, 0, 0); // reset the planes pool for another frame m_Pool.Reset(); // the first set of planes are allocated and filled with the view frustum planes // Note that the visual server doesn't actually need to do view frustum culling as a result... // (but is still doing it for now) unsigned int pool_member = m_Pool.Request(); assert (pool_member != -1); LVector &planes = m_Pool.Get(pool_member); planes.clear(); // get the camera desired and make into lcamera 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 // luckily godot already has a function to return a list of the camera clipping planes planes.copy_from(pCamera->get_frustum()); // the whole visibility algorithm is recursive, spreading out from the camera room, // rendering through any portals in view into other rooms, etc etc pRoom->DetermineVisibility_Recursive(*this, 0, cam, planes); // finally hide all the rooms that are currently visible but not in the visible bitfield as having been hit // to get started if (!m_pPrev_VisibleRoomList->size()) { // NOTE this will be done more efficiently, but is okay to start with for (int n=0; nsize(); n++) { int r = (*m_pPrev_VisibleRoomList)[n]; if (!m_BF_visible_rooms.GetBit(r)) m_Rooms[r].Hide_All(); } } // and hide all the dobs that are in visible rooms that haven't been made visible // if (m_pCurr_VisibleRoomList->size() == 0) // print_line("WARNING : vis room list size is 0"); for (int n=0; nsize(); n++) { int r = (*m_pCurr_VisibleRoomList)[n]; m_Rooms[r].FinalizeVisibility(*this); } // swap the current and previous visible room list LVector * pTemp = m_pCurr_VisibleRoomList; m_pCurr_VisibleRoomList = m_pPrev_VisibleRoomList; m_pPrev_VisibleRoomList = pTemp; // hide all the DOB // when running, emit less debugging output so as not to choke the IDE Lawn::LDebug::m_bRunning = true; } 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); else set_process_internal(false); } break; case NOTIFICATION_INTERNAL_PROCESS: { FrameUpdate(); } break; } } void LRoomManager::_bind_methods() { // main functions ClassDB::bind_method(D_METHOD("rooms_convert"), &LRoomManager::rooms_convert); 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 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_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); }