mirror of
https://github.com/Relintai/godot-lportal.git
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673 lines
17 KiB
C++
673 lines
17 KiB
C++
// Copyright (c) 2019 Lawnjelly
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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#include "lroom.h"
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#include "core/engine.h"
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#include "scene/3d/mesh_instance.h"
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#include "lportal.h"
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#include "lbitfield_dynamic.h"
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#include "lroom_manager.h"
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#include "ldebug.h"
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LRoom::LRoom() {
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m_RoomID = -1;
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m_uiFrameTouched = 0;
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m_iFirstPortal = 0;
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m_iNumPortals = 0;
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m_bVisible = true;
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m_iFirstSOB = 0;
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m_iNumSOBs = 0;
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m_iFirstShadowCaster_SOB = 0;
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m_iNumShadowCasters_SOB = 0;
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}
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Spatial * LRoom::GetGodotRoom() const
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{
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Object *pObj = ObjectDB::get_instance(m_GodotID);
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// assuming is a portal
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Spatial * pSpat = Object::cast_to<Spatial>(pObj);
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return pSpat;
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}
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void LRoom::DOB_Add(const LDob &dob)
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{
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m_DOBs.push_back(dob);
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}
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unsigned int LRoom::DOB_Find(Node * pDOB) const
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{
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ObjectID id = pDOB->get_instance_id();
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for (int n=0; n<m_DOBs.size(); n++)
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{
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if (m_DOBs[n].m_ID_Spatial == id)
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{
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return n;
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}
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}
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return -1;
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}
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bool LRoom::DOB_Remove(unsigned int ui)
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{
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if (ui < m_DOBs.size())
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{
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m_DOBs.remove_unsorted(ui);
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return true;
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}
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return false;
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}
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// returns -1 if no change, or the linked room we are moving into
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LRoom * LRoom::DOB_Update(LRoomManager &manager, Spatial * pDOB)
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{
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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_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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// the camera can't have slop because we might end up front side of a door without entering the room,
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// hence can't see into the room through the portal!
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// if (bCamera)
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// slop = 0.0f;
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// check each portal - has the object crossed it into the neighbouring room?
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for (int p=0; p<m_iNumPortals; p++)
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{
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const LPortal &port = manager.m_Portals[m_iFirstPortal + p];
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float dist = port.m_Plane.distance_to(pt);
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if (dist > slop)
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{
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LPRINT(0, "DOB at pos " + pt + " ahead of portal " + port.get_name() + " by " + String(Variant(dist)));
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// we want to move into the adjoining room
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return &manager.Portal_GetLinkedRoom(port);
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}
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}
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return 0;
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}
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// instead of directly showing and hiding objects we now set their layer,
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// and the camera will hide them with a cull mask. This is so that
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// objects can still be rendered outside immediate view for casting shadows.
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// All objects in view (that are set to cast shadows) should cast shadows, so the actual
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// shown objects are a superset of the softshown.
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void LRoom::SoftShow(VisualInstance * pVI, uint32_t show_flags)
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{
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// hijack this layer number
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uint32_t mask = pVI->get_layer_mask();
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uint32_t orig_mask = mask;
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// debug, to check shadow casters are correct for different light types
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//#define DEBUG_SHOW_CASTERS_ONLY
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#ifdef DEBUG_SHOW_CASTERS_ONLY
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bShow = true;
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if (bShow)
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{
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}
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#else
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if (show_flags & LAYER_MASK_CAMERA)
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mask |= LAYER_MASK_CAMERA; // set
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else
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mask &= ~LAYER_MASK_CAMERA; // clear
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if (show_flags & LAYER_MASK_LIGHT)
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mask |= LAYER_MASK_LIGHT;
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else
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mask &= ~LAYER_MASK_LIGHT;
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// if (bShow)
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// {
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// // set
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// mask |= SOFT_SHOW_MASK;
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// // clear
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// mask &= ~(1 | SOFT_HIDE_MASK);
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// }
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// else
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// {
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// // set
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// mask |= SOFT_HIDE_MASK;
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// // clear
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// mask &= ~(1 | SOFT_SHOW_MASK);
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// }
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#endif
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// noop? don't touch the visual server if no change to mask
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if (mask == orig_mask)
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return;
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pVI->set_layer_mask(mask);
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// test godot bug
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// GeometryInstance * pGI = Object::cast_to<GeometryInstance>(pVI);
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// if (pGI)
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// {
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// // godot visible bug workaround
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// pGI->set_extra_cull_margin(0.0f);
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// }
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// test the visual server - NOT A BOTTLENECK. set_layer_mask is cheap
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}
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// naive version, adds all the non visible objects in visible rooms as shadow casters
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void LRoom::AddShadowCasters(LRoomManager &manager)
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{
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LPRINT_RUN(2, "ADDSHADOWCASTERS room " + get_name() + ", " + itos(m_iNumShadowCasters_SOB) + " shadow casters");
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// add all the active lights in this room
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for (int n=0; n<m_LocalLights.size(); n++)
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{
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int lightID = m_LocalLights[n];
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if (!manager.m_BF_ActiveLights.GetBit(lightID))
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{
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manager.m_BF_ActiveLights.SetBit(lightID, true);
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manager.m_ActiveLights.push_back(lightID);
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// add all shadow casters for this light (new method)
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const LLight &light = manager.m_Lights[lightID];
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int last_caster = light.m_FirstCaster + light.m_NumCasters;
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for (int c=light.m_FirstCaster; c<last_caster; c++)
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{
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int sobID = manager.m_LightCasters_SOB[c];
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// only add to the caster list if not in it already (does this check need to happen, can this ever occur?)
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if (!manager.m_BF_caster_SOBs.GetBit(sobID))
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{
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LPRINT_RUN(2, "\t" + itos(sobID) + ", " + manager.m_SOBs[sobID].GetSpatial()->get_name());
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manager.m_BF_caster_SOBs.SetBit(sobID, true);
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manager.m_CasterList_SOBs.push_back(sobID);
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}
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else
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{
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//LPRINT(2, "\t" + itos(sobID) + ", ALREADY CASTER " + manager.m_SOBs[sobID].GetSpatial()->get_name());
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}
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}
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}
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}
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// new!! use precalced list of shadow casters
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// int last = m_iFirstShadowCaster_SOB + m_iNumShadowCasters_SOB;
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// for (int n=m_iFirstShadowCaster_SOB; n<last; n++)
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// {
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// int sobID = manager.m_ShadowCasters_SOB[n];
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// // only add to the caster list if not in it already
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// if (!manager.m_BF_caster_SOBs.GetBit(sobID))
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// {
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// LPRINT(2, "\t" + itos(sobID) + ", " + manager.m_SOBs[sobID].GetSpatial()->get_name());
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// manager.m_BF_caster_SOBs.SetBit(sobID, true);
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// manager.m_CasterList_SOBs.push_back(sobID);
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// }
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// else
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// {
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// //LPRINT(2, "\t" + itos(sobID) + ", ALREADY CASTER " + manager.m_SOBs[sobID].GetSpatial()->get_name());
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// }
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// }
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}
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// hide all the objects not hit on this frame .. instead of calling godot hide without need
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// (it might be expensive)
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void LRoom::FinalizeVisibility(LRoomManager &manager)
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{
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// make sure all lights needed are turned on
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// int last_sob = m_iFirstSOB + m_iNumSOBs;
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// for (int n=m_iFirstSOB; n<last_sob; n++)
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// {
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// LSob &sob = manager.m_SOBs[n];
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// Spatial * pS = sob.GetSpatial();
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// if (!pS)
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// continue;
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// if (manager.m_BF_master_SOBs.GetBit(n))
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// pS->show();
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// else
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// pS->hide();
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// }
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//print_line("FinalizeVisibility room " + get_name() + " NumSOBs " + itos(m_SOBs.size()) + ", NumDOBs " + itos(m_DOBs.size()));
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for (int n=0; n<m_DOBs.size(); n++)
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{
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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_Spatial == manager.m_ID_camera)
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// continue;
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VisualInstance * pVI = dob.GetVI();
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if (pVI)
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{
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uint32_t mask = 0;
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if (dob.m_bVisible)
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{
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mask = LRoom::LAYER_MASK_CAMERA | LRoom::LAYER_MASK_LIGHT;
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}
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else
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{
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// special case
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// don't cull the main camera
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if (dob.m_ID_Spatial == manager.m_ID_camera)
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mask = LRoom::LAYER_MASK_CAMERA | LRoom::LAYER_MASK_LIGHT;
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}
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SoftShow(pVI, mask);
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// if (dob.m_bVisible)
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// {
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// //print("LRoom::FinalizeVisibility making visible dob " + pS->get_name());
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// pS->show();
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// }
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// else
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// pS->hide();
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}
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}
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}
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// call when releasing a level, this should unregister all dobs within all rooms
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void LRoom::Release(LRoomManager &manager)
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{
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for (int n=0; n<m_DOBs.size(); n++)
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{
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LDob &dob = m_DOBs[n];
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Spatial * pS = dob.GetSpatial();
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if (pS)
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{
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// signifies released or unregistered
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manager.Obj_SetRoomNum(pS, -2);
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}
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}
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}
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// allows us to show / hide all dobs as the room visibility changes
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void LRoom::Room_MakeVisible(bool bVisible)
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{
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// noop
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if (bVisible == m_bVisible)
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return;
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m_bVisible = bVisible;
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if (m_bVisible)
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{
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// show room
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// GetGodotRoom()->show();
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// show all dobs
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for (int n=0; n<m_DOBs.size(); n++)
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{
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LDob &dob = m_DOBs[n];
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Spatial * pS = dob.GetSpatial();
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if (pS)
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pS->show();
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}
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}
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else
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{
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// hide room
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// GetGodotRoom()->hide();
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// hide all dobs
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for (int n=0; n<m_DOBs.size(); n++)
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{
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LDob &dob = m_DOBs[n];
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Spatial * p = dob.GetSpatial();
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if (p)
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p->hide();
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}
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}
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}
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// hide godot room and all linked dobs
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//void LRoom::Hide_All()
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//{
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// GetGodotRoom()->hide();
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// for (int n=0; n<m_DOBs.size(); n++)
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// {
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// LDob &dob = m_DOBs[n];
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// Spatial * p = dob.GetSpatial();
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// if (p)
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// p->hide();
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// }
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//}
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// show godot room and all linked dobs and all sobs
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void LRoom::Debug_ShowAll(bool bActive)
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{
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Room_MakeVisible(true);
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// NYI .. change layers to all be visible
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// for (int n=0; n<m_SOBs.size(); n++)
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// {
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// LSob &sob = m_SOBs[n];
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// Spatial * pS = sob.GetSpatial();
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// if (pS)
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// pS->show();
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// VisualInstance * pVI = sob.GetVI();
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// if (pVI)
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// {
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// SoftShow(pVI, LRoom::LAYER_MASK_CAMERA | LRoom::LAYER_MASK_LIGHT);
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// }
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// }
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}
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void LRoom::FirstTouch(LRoomManager &manager)
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{
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// set the frame counter
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m_uiFrameTouched = manager.m_uiFrameCounter;
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// show this room and add to visible list of rooms
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Room_MakeVisible(true);
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manager.m_BF_visible_rooms.SetBit(m_RoomID, true);
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// keep track of which rooms are shown this frame
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manager.m_pCurr_VisibleRoomList->push_back(m_RoomID);
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// hide all objects
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// int last_sob = m_iFirstSOB + m_iNumSOBs;
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// for (int n=m_iFirstSOB; n<last_sob; n++)
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// {
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// LSob &sob = manager.m_SOBs[n];
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// sob.m_bSOBVisible = false;
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// }
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// hide all dobs
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for (int n=0; n<m_DOBs.size(); n++)
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m_DOBs[n].m_bVisible = false;
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}
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void LRoom::DetermineVisibility_Recursive(LRoomManager &manager, int depth, const LCamera &cam, const LVector<Plane> &planes, int first_portal_plane)
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{
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// prevent too much depth
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if (depth > 8)
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{
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LPRINT_RUN(2, "\t\t\tDEPTH LIMIT REACHED");
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WARN_PRINT_ONCE("LPortal Depth Limit reached (seeing through > 8 portals)");
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return;
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}
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// for debugging
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Lawn::LDebug::m_iTabDepth = depth;
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LPRINT_RUN(2, "");
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LPRINT_RUN(2, "ROOM '" + get_name() + "' planes " + itos(planes.size()) + " portals " + itos(m_iNumPortals) );
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// only handle one touch per frame so far (one portal into room)
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//assert (manager.m_uiFrameCounter > m_uiFrameTouched);
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// first touch
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if (m_uiFrameTouched < manager.m_uiFrameCounter)
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FirstTouch(manager);
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// clip all objects in this room to the clipping planes
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int last_sob = m_iFirstSOB + m_iNumSOBs;
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for (int n=m_iFirstSOB; n<last_sob; n++)
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{
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LSob &sob = manager.m_SOBs[n];
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//LPRINT_RUN(2, "sob " + itos(n) + " " + sob.GetSpatial()->get_name());
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// already determined to be visible through another portal
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if (manager.m_BF_visible_SOBs.GetBit(n))
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{
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//LPRINT_RUN(2, "\talready visible");
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continue;
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}
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bool bShow = true;
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// estimate the radius .. for now
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const AABB &bb = sob.m_aabb;
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// print("\t\t\tculling object " + pObj->get_name());
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for (int p=0; p<planes.size(); p++)
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{
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// float dist = planes[p].distance_to(pt);
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// print("\t\t\t\t" + itos(p) + " : dist " + String(Variant(dist)));
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float r_min, r_max;
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bb.project_range_in_plane(planes[p], r_min, r_max);
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// print("\t\t\t\t" + itos(p) + " : r_min " + String(Variant(r_min)) + ", r_max " + String(Variant(r_max)));
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if (r_min > 0.0f)
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{
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bShow = false;
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break;
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}
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}
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if (bShow)
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{
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// sob is renderable and visible (not shadow only)
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manager.m_BF_visible_SOBs.SetBit(n, true);
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//manager.m_BF_render_SOBs.SetBit(n, true);
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manager.m_VisibleList_SOBs.push_back(n);
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}
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} // for through sobs
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// cull DOBs
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for (int n=0; n<m_DOBs.size(); n++)
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{
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LDob &dob = m_DOBs[n];
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Spatial * pObj = dob.GetSpatial();
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if (pObj)
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{
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bool bShow = true;
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const Vector3 &pt = pObj->get_global_transform().origin;
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float radius = dob.m_fRadius;
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for (int p=0; p<planes.size(); p++)
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{
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float dist = planes[p].distance_to(pt);
|
|
//print("\t\t\t\t" + itos(p) + " : dist " + String(Variant(dist)));
|
|
|
|
if (dist > radius)
|
|
{
|
|
bShow = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
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 port_num=0; port_num<m_iNumPortals; port_num++)
|
|
{
|
|
int port_id = m_iFirstPortal + port_num;
|
|
|
|
const LPortal &port = manager.m_Portals[port_id];
|
|
|
|
// have we already handled the room on this frame?
|
|
// get the room pointed to by the portal
|
|
LRoom * pLinkedRoom = &manager.Portal_GetLinkedRoom(port);
|
|
|
|
// cull by portal angle to camera.
|
|
// 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;
|
|
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)
|
|
Vector3 dir_portal = port.m_ptCentre - cam.m_ptPos;
|
|
|
|
// doesn't actually need to be normalized?
|
|
float dot = dir_portal.dot(portal_normal);
|
|
|
|
if (dot <= -0.0f) // 0.0
|
|
{
|
|
//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;
|
|
}
|
|
|
|
// is it culled by the planes?
|
|
LPortal::eClipResult overall_res = LPortal::eClipResult::CLIP_INSIDE;
|
|
|
|
// while clipping to the planes we maintain a list of partial planes, so we can add them to the
|
|
// recursive next iteration of planes to check
|
|
static LVector<int> partial_planes;
|
|
partial_planes.clear();
|
|
|
|
// for portals, we want to ignore the near clipping plane, as we might be right on the edge of a doorway
|
|
// 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
|
|
// Note that now this only occurs for the first portal out of the current room. After that,
|
|
// 0 is passed as first_portal_plane, because the near plane will probably be irrelevant,
|
|
// and we are now not necessarily copying the camera planes.
|
|
for (int l=first_portal_plane; l<planes.size(); l++)
|
|
{
|
|
LPortal::eClipResult res = port.ClipWithPlane(planes[l]);
|
|
|
|
switch (res)
|
|
{
|
|
case LPortal::eClipResult::CLIP_OUTSIDE:
|
|
overall_res = res;
|
|
break;
|
|
case LPortal::eClipResult::CLIP_PARTIAL:
|
|
overall_res = res;
|
|
partial_planes.push_back(l);
|
|
break;
|
|
default: // suppress warning
|
|
break;
|
|
}
|
|
|
|
if (overall_res == LPortal::eClipResult::CLIP_OUTSIDE)
|
|
break;
|
|
}
|
|
|
|
// this portal is culled
|
|
if (overall_res == LPortal::eClipResult::CLIP_OUTSIDE)
|
|
{
|
|
LPRINT_RUN(2, "\t\tCULLED (outside planes)");
|
|
continue;
|
|
}
|
|
|
|
// else recurse into that portal
|
|
unsigned int uiPoolMem = manager.m_Pool.Request();
|
|
if (uiPoolMem != -1)
|
|
{
|
|
// get a vector of planes from the pool
|
|
LVector<Plane> &new_planes = manager.m_Pool.Get(uiPoolMem);
|
|
new_planes.clear();
|
|
|
|
// NEW!! if portal is totally inside the planes, don't copy the old planes
|
|
if (overall_res != LPortal::eClipResult::CLIP_INSIDE)
|
|
{
|
|
// copy the existing planes
|
|
//new_planes.copy_from(planes);
|
|
|
|
// new .. only copy the partial planes that the portal cuts through
|
|
for (int n=0; n<partial_planes.size(); n++)
|
|
new_planes.push_back(planes[partial_planes[n]]);
|
|
}
|
|
|
|
// add the planes for the portal
|
|
// NOTE that we can also optimize by not adding portal planes for edges that
|
|
// were behind a partial plane. NYI
|
|
port.AddPlanes(manager, cam.m_ptPos, new_planes);
|
|
|
|
|
|
if (pLinkedRoom)
|
|
{
|
|
pLinkedRoom->DetermineVisibility_Recursive(manager, depth + 1, cam, new_planes, 0);
|
|
// for debugging need to reset tab depth
|
|
Lawn::LDebug::m_iTabDepth = depth;
|
|
}
|
|
|
|
// we no longer need these planes
|
|
manager.m_Pool.Free(uiPoolMem);
|
|
}
|
|
else
|
|
{
|
|
// planes pool is empty!
|
|
// This will happen if the view goes through shedloads of portals
|
|
// The solution is either to increase the plane pool size, or build levels
|
|
// with views through multiple portals. Looking through multiple portals is likely to be
|
|
// slow anyway because of the number of planes to test.
|
|
WARN_PRINT_ONCE("Planes pool is empty");
|
|
}
|
|
|
|
} // for p through portals
|
|
}
|
|
|
|
|