mirror of
https://github.com/Relintai/godot-lportal.git
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277 lines
8.6 KiB
C++
277 lines
8.6 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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/* room_manager.h */
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#ifndef LROOM_MANAGER_H
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#define LROOM_MANAGER_H
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/**
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@author lawnjelly <lawnjelly@gmail.com>
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*/
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#include "scene/3d/spatial.h"
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#include "lbitfield_dynamic.h"
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#include "lplanes_pool.h"
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#include "lroom.h"
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#include "lportal.h"
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class LRoomManager : public Spatial {
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GDCLASS(LRoomManager, Spatial);
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friend class LRoom;
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friend class LRoomConverter;
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friend class LHelper;
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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_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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// the render list is all objects that are in view,
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// and also objects out of view but casting shadows INTO the view
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LVector<int> m_VisibleList_SOBs;
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LVector<int> m_CasterList_SOBs;
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LVector<int> m_MasterList_SOBs;
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Lawn::LBitField_Dynamic m_BF_visible_SOBs;
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Lawn::LBitField_Dynamic m_BF_caster_SOBs;
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Lawn::LBitField_Dynamic m_BF_master_SOBs;
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// previous frame
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LVector<int> m_MasterList_SOBs_prev;
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Lawn::LBitField_Dynamic m_BF_master_SOBs_prev;
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LVector<int> m_VisibleRoomList_A;
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LVector<int> m_VisibleRoomList_B;
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LVector<int> * m_pCurr_VisibleRoomList;
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LVector<int> * m_pPrev_VisibleRoomList;
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// keep a frame counter, to mark when objects have been hit by the visiblity algorithm
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// already to prevent multiple hits on rooms and objects
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unsigned int m_uiFrameCounter;
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// for debugging, can turn LPortal on and off
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bool m_bActive;
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// for debugging, can emulate view frustum culling
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bool m_bFrustumOnly;
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private:
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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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// static objects
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LVector<LSob> m_SOBs;
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// lights
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LVector<LLight> m_Lights;
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// active lights
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LVector<int> m_ActiveLights;
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LVector<int> m_ActiveLights_prev;
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Lawn::LBitField_Dynamic m_BF_ActiveLights;
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Lawn::LBitField_Dynamic m_BF_ActiveLights_prev;
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// master list of shadow casters for each room
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LVector<uint32_t> m_ShadowCasters_SOB;
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// master list of casters for each light
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LVector<uint32_t> m_LightCasters_SOB;
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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// The recursive visibility function needs to allocate loads of planes.
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// We use a pool for this instead of allocating on the fly.
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LPlanesPool m_Pool;
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// 0 to 5
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int m_iLoggingLevel;
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private:
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// this is where we do all the culling
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bool FrameUpdate();
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void FrameUpdate_Prepare();
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void FrameUpdate_FinalizeRooms();
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void FrameUpdate_AddShadowCasters();
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void FrameUpdate_CreateMasterList();
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void FrameUpdate_FinalizeVisibility_WithinRooms();
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void FrameUpdate_FinalizeVisibility_SoftShow();
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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, const LRoom &lroom);
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// internal
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LRoom &Portal_GetLinkedRoom(const LPortal &port);
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bool DobRegister(Spatial * pDOB, float radius, int iRoom);
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ObjectID DobRegister_FindVIRecursive(Node * pNode) const;
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bool DobTeleport(Spatial * pDOB, int iNewRoomID);
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bool LightCreate(Light * pLight, int roomID);
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void CreateDebug();
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void DobChangeVisibility(Spatial * pDOB, const LRoom * pOld, const LRoom * pNew);
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void ReleaseResources(bool bPrepareConvert);
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void ShowAll(bool bShow);
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// helper funcs
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const LRoom * GetRoom(int i) const;
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LRoom * GetRoom(int i);
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LRoom * GetRoomFromDOB(Node * pNode);
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int FindClosestRoom(const Vector3 &pt) const;
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// for DOBs, we need some way of storing the room ID on them, so we use metadata (currently)
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// this is pretty gross but hey ho
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int Obj_GetRoomNum(Node * pNode) const;
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void Obj_SetRoomNum(Node * pNode, int num);
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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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bool m_bDebugBounds;
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bool m_bDebugLights;
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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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LVector<Vector3> m_DebugPortalLightPlanes;
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// we are now referencing the rooms indirectly via a nodepath rather than directly being children
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// of the LRoomManager node
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NodePath m_path_RoomList;
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ObjectID m_ID_RoomList;
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private:
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ObjectID m_ID_DebugPlanes;
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ObjectID m_ID_DebugBounds;
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ObjectID m_ID_DebugLights;
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Ref<SpatialMaterial> m_mat_Debug_Planes;
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Ref<SpatialMaterial> m_mat_Debug_Bounds;
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// unchecked
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Spatial * m_pRoomList;
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void ResolveRoomListPath();
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public:
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// makes sure m_pRoomList is up to date and valid
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bool CheckRoomList() {return GetRoomList_Checked() != 0;}
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Spatial * GetRoomList_Checked();
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// unchecked, be sure to call checked version first which will set m_pRoomList
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Spatial * GetRoomList() const {return m_pRoomList;}
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public:
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LRoomManager();
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// PUBLIC INTERFACE TO GDSCRIPT
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void set_rooms(const Object *p_rooms);
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void _set_rooms(Object *p_rooms);
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void set_rooms_path(const NodePath &p_path);
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NodePath get_rooms_path() const;
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void remove_rooms_path();
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// convert empties and meshes to rooms and portals
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bool rooms_convert(bool bVerbose, bool bDeleteLights);
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// free memory for current set of rooms, prepare for converting a new game level
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void rooms_release();
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// choose which camera you want to use to determine visibility.
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// normally this will be your main camera, but you can choose another for debugging
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bool rooms_set_camera(Node * pCam);
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// get the Godot room that is associated with an LPortal room
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// (can be used to find the name etc of a room ID returned by dob_update)
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Node * rooms_get_room(int room_id);
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// helpers to enable the client to manage switching on and off physics and AI
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int rooms_get_num_rooms() const;
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bool rooms_is_room_visible(int room_id) const;
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Array rooms_get_visible_rooms() const;
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// helper function to merge SOB meshes for producing lightmaps VIA external blender workflow
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bool rooms_merge_sobs(Node * pMergeMeshInstance);
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bool rooms_unmerge_sobs(Node * pMergeMeshInstance);
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bool rooms_transfer_uv2s(Node * pMeshInstance_From, Node * pMeshInstance_To);
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// one function to do all the uv mapping and lightmap creation in one
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// (for godot lightmap workflow)
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MeshInstance * rooms_convert_lightmap_internal(String szProxyFilename, String szLevelFilename);
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// helper function for general use .. LPortal has the functionality, why not...
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bool rooms_save_scene(Node * pNode, String szFilename);
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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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void rooms_set_debug_bounds(bool bActive);
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void rooms_set_debug_lights(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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// provide debugging output on the next frame
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void rooms_log_frame();
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// Dynamic objects .. cameras, players, boxes etc
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// These are defined by their ability to move from room to room.
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// You can still move static objects within the same room (e.g. elevators, moving platforms)
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// as these don't require checks for changing rooms.
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bool dob_register(Node * pDOB, float radius);
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// register but let LPortal know which room the dob should start in
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bool dob_register_hint(Node * pDOB, float radius, Node * pRoom);
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bool dob_unregister(Node * pDOB);
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// returns the room ID within
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int dob_update(Node * pDOB);
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// if we are moving the DOB possibly through multiple rooms, then teleport rather than detect
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// portal crossings
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bool dob_teleport(Node * pDOB);
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bool dob_teleport_hint(Node * pDOB, Node * pRoom);
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// helper func, not needed usually as dob_update returns the room
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int dob_get_room_id(Node * pDOB);
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// LIGHTS
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// global lights that will apply to all rooms
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bool light_register(Node * pLightNode);
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};
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#endif
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