godot-lportal/lroom_manager.cpp
lawnjelly 664e8175bf
Dynamic objects now working
Code needs cleaning up though, and replacing Vector with LVector, and adding culling for dynamics.
2019-09-13 19:15:25 +01:00

580 lines
13 KiB
C++

// 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 "lportal.h"
#include "lroom.h"
#include "core/engine.h"
#include "scene/3d/camera.h"
#include "scene/3d/mesh_instance.h"
LRoomManager::LRoomManager()
{
// m_room_curr = 0;
m_cameraID = 0;
m_uiFrameCounter = 0;
}
int LRoomManager::FindClosestRoom(const Vector3 &pt) const
{
//print_line("FindClosestRoom");
int closest = -1;
float closest_dist = FLT_MAX;
for (int n=0; n<m_room_IDs.size(); n++)
{
LRoom * pRoom = GetRoomNum(n);
if (!pRoom)
continue;
float d = pt.distance_squared_to(pRoom->m_ptCentre);
// print_line("\troom " + itos(n) + " dist " + String(Variant(d)));
if (d < closest_dist)
{
closest = n;
closest_dist = d;
}
}
return closest;
}
LRoom * LRoomManager::GetRoomNum(int i) const
{
assert (i < m_room_IDs.size());
Object *pObj = ObjectDB::get_instance(m_room_IDs[i]);
if (!pObj)
return 0;
LRoom * pRoom = Object::cast_to<LRoom>(pObj);
if (!pRoom)
return 0;
return pRoom;
}
int LRoomManager::GetRoomNumFromLRoom(LRoom * pRoom) const
{
// slow .. use metadata for this
int search_id = pRoom->get_instance_id();
for (int n=0; n<m_room_IDs.size(); n++)
{
if (m_room_IDs[n] == search_id)
return n;
}
return -1;
}
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) const
{
int iRoom = Obj_GetRoomNum(pNode);
if (iRoom == -1)
{
WARN_PRINT_ONCE("LRoomManager::GetRoomFromDOB : metadata is empty");
return 0;
}
LRoom * pRoom = GetRoomNum(iRoom);
if (pRoom == 0)
{
WARN_PRINT_ONCE("LRoomManager::GetRoomFromDOB : pRoom is NULL");
}
return pRoom;
}
void LRoomManager::register_dob(Node * pDOB)
{
print_line("register_dob " + pDOB->get_name());
Spatial * pSpat = Object::cast_to<Spatial>(pDOB);
if (!pSpat)
return;
Vector3 pt = pSpat->get_global_transform().origin;
int iRoomNum = FindClosestRoom(pt);
print_line("register_dob closest room " + itos(iRoomNum));
if (iRoomNum == -1)
return;
LRoom * pRoom = GetRoomNum(iRoomNum);
if (!pRoom)
return;
pRoom->AddDOB(pSpat);
// save the room ID on the dob metadata
Obj_SetRoomNum(pSpat, iRoomNum);
}
bool LRoomManager::update_dob(Node * pDOB)
{
// find the room the object is attached to
LRoom * pRoom = GetRoomFromDOB(pDOB);
if (!pRoom)
return false;
Spatial * pSpat = Object::cast_to<Spatial>(pDOB);
if (!pSpat)
return false;
// is it the camera?
//bool bCamera = pDOB->get_instance_id() == m_cameraID;
LRoom * pNewRoom = pRoom->UpdateDOB(pSpat);
if (pNewRoom)
{
// remove from the list in old room and add to list in new room, and change the metadata
int iRoomNum = GetRoomNumFromLRoom(pNewRoom);
pRoom->RemoveDOB(pDOB);
pNewRoom->AddDOB(pSpat);
// save the room ID on the dob metadata
Obj_SetRoomNum(pSpat, iRoomNum);
}
return false;
}
bool LRoomManager::teleport_dob(Node * pDOB)
{
return true;
}
void LRoomManager::unregister_dob(Node * pDOB)
{
LRoom * pRoom = GetRoomFromDOB(pDOB);
pRoom->RemoveDOB(pDOB);
}
/*
bool LRoomManager::update_object(Node * pObj)
{
// find the room the object is attached to
Node * pParent = pObj->get_parent();
LRoom * pRoom = Object::cast_to<LRoom>(pParent);
if (!pRoom)
{
WARN_PRINT_ONCE("LRoomManager::update_object : object parent is not an LRoom");
return false;
}
bool bChanged = pRoom->UpdateDynamicObject(pObj);
// special .. for camera keep the camera room ID up to date
// could alternatively just use the parent of the camera?
// if (bChanged)
// {
// if (pObj->get_instance_id() == m_cameraID)
// {
// m_room_curr = pObj->get_parent()->get_instance_id();
// }
// }
return bChanged;
}
*/
void LRoomManager::set_camera(Node * pCam)
{
m_cameraID = 0;
if (!pCam)
return;
Camera * pCamera = Object::cast_to<Camera>(pCam);
if (!pCamera)
{
WARN_PRINT("Not a camera");
return;
}
m_cameraID = pCam->get_instance_id();
// use this temporarily to force debug
LPortal::m_bRunning = false;
}
// convert empties and meshes to rooms and portals
void LRoomManager::convert()
{
LPortal::m_bRunning = false;
print_line("running convert");
Convert_Rooms();
Convert_Portals();
Find_Rooms();
LPortal::m_bRunning = true;
}
void LRoomManager::Find_Rooms()
{
print_line ("Find_Rooms");
m_room_IDs.clear();
// first find all room empties and convert to LRooms
for (int n=0; n<get_child_count(); n++)
{
Node * pChild = get_child(n);
// don't want to handle already converted rooms
LRoom * pRoom = Object::cast_to<LRoom>(pChild);
if (pRoom)
{
pRoom->m_LocalRoomID = m_room_IDs.size();
m_room_IDs.push_back(pRoom->get_instance_id());
}
}
/*
m_room_curr = 0;
// just set current room to first room
if (m_room_IDs.size())
{
m_room_curr = m_room_IDs[0];
print_line("first room ID is " + itos(m_room_curr));
}
*/
// make sure bitfield is right size for number of rooms
m_BF_visible_rooms.Create(m_room_IDs.size());
}
void LRoomManager::Convert_Rooms()
{
print_line("Convert_Rooms");
bool bConvertedOne = true;
// instead of recursive routine
while (bConvertedOne)
{
bConvertedOne = false;
// first find all room empties and convert to LRooms
for (int n=0; n<get_child_count(); n++)
{
Node * pChild = get_child(n);
// don't want to handle already converted rooms
LRoom * pRoom = Object::cast_to<LRoom>(pChild);
if (pRoom)
continue;
Spatial * pSpatialChild = Object::cast_to<Spatial>(pChild);
if (!pSpatialChild)
continue;
if (LPortal::NameStartsWith(pSpatialChild, "room_"))
{
if (Convert_Room(pSpatialChild))
bConvertedOne = true;
}
if (bConvertedOne)
break;
}
}
}
void LRoomManager::Convert_Portals()
{
for (int pass=0; pass<3; pass++)
{
print_line("Convert_Portals pass " + itos(pass));
// first find all room empties and convert to LRooms
for (int n=0; n<get_child_count(); n++)
{
Node * pChild = get_child(n);
// don't want to handle already converted rooms
LRoom * pRoom = Object::cast_to<LRoom>(pChild);
if (pRoom)
{
switch (pass)
{
case 0:
pRoom->DetectPortalMeshes();
break;
case 1:
pRoom->MakePortalsTwoWay();
break;
case 2:
pRoom->MakePortalQuickList();
break;
}
}
}
}
}
bool LRoomManager::Convert_Room(Spatial * pNode)
{
// get the room part of the name
String szFullName = pNode->get_name();
String szRoom = LPortal::FindNameAfter(pNode, "room_");
print_line("Convert_Room : " + szFullName);
// create a new LRoom to exchange the children over to, and delete the original empty
LRoom * pNew = memnew(LRoom);
pNew->set_name(szRoom);
add_child(pNew);
// make the transform of the L room match the original spatial
pNew->set_transform(pNode->get_transform());
// New .. room is at origin, all the child nodes are now transformed
// so everything is in world space ... makes dynamic objects changing rooms easier
//Transform tr_orig = pNode->get_transform();
int nChildren = pNode->get_child_count();
LAABB bb_room;
bb_room.SetToMaxOpposite();
for (int n=0; n<nChildren; n++)
{
// reverse count
int c = nChildren - n - 1;
Node * pChild = pNode->get_child(c);
// change the transform of the child to take away the room transform
// Spatial * pSChild = Object::cast_to<Spatial>(pChild);
// Transform tr_world;
// if (pSChild)
// {
// tr_world = pSChild->get_global_transform();
// }
// update bound to find centre of room roughly
VisualInstance * pVI = Object::cast_to<VisualInstance>(pChild);
if (pVI)
{
AABB bb = pVI->get_transformed_aabb();
bb_room.ExpandToEnclose(bb);
}
pNode->remove_child(pChild);
// add the child to the new node
pNew->add_child(pChild);
// if (pSChild)
// {
// pSChild->set_transform(tr_world);
// }
}
pNew->m_ptCentre = bb_room.FindCentre();
print_line(String(pNew->get_name()) + " centre " + pNew->m_ptCentre);
// all moved .. now finally delete the empty
remove_child(pNode);
pNode->queue_delete();
return true;
}
void LRoomManager::FrameUpdate()
{
if (Engine::get_singleton()->is_editor_hint())
{
WARN_PRINT_ONCE("LRoomManager::FrameUpdate should not be called in editor");
return;
}
m_uiFrameCounter++;
// 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<Camera>(pObj);
}
else
// camera not set
return;
// camera not a camera??
if (!pCamera)
return;
// if not started
// if (!m_room_curr)
// return;
// determine visibility
// Object *pObj = ObjectDB::get_instance(m_room_curr);
LRoom * pRoom = GetRoomFromDOB(pCamera);
// Node * pObj = pCamera->get_parent();
// if (!pObj)
// return;
// LRoom * pRoom = Object::cast_to<LRoom>(pObj);
if (!pRoom)
{
WARN_PRINT_ONCE("LRoomManager::FrameUpdate : curr room is not an LRoom");
//print_line("LRoomManager::FrameUpdate : curr room is not an LRoom");
// m_room_curr = 0;
return;
}
m_BF_visible_rooms.Blank();
LCamera cam;
cam.m_ptPos = Vector3(0, 0, 0);
cam.m_ptDir = Vector3 (-1, 0, 0);
// reset the pool for another frame
m_Pool.Reset();
unsigned int pool_member = m_Pool.Request();
assert (pool_member != -1);
LVector<Plane> &planes = m_Pool.Get(pool_member);
planes.clear();
// get the camera desired and make into lcamera
assert (pCamera);
// if (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
planes.copy_from(pCamera->get_frustum());
}
pRoom->DetermineVisibility_Recursive(*this, 0, cam, planes, m_BF_visible_rooms);
// finally hide all the rooms that are currently visible but not in the visible bitfield as having been hit
// NOTE this could be more efficient
for (int n=0; n<m_room_IDs.size(); n++)
{
Object *pObj = ObjectDB::get_instance(m_room_IDs[n]);
LRoom * pRoom = Object::cast_to<LRoom>(pObj);
if (pRoom)
{
if (!m_BF_visible_rooms.GetBit(n))
{
pRoom->hide();
}
}
}
LPortal::m_bRunning = true;
// only do once for now
// m_room_curr = 0;
}
void LRoomManager::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
// bool bVisible = is_visible_in_tree();
// ChangeFlags(SF_INVISIBLE, bVisible == false);
// SetProcessing();
if (!Engine::get_singleton()->is_editor_hint())
set_process_internal(true);
else
set_process_internal(false);
// // we can't translate string name of Target to a node until we are in the tree
// ResolveTargetPath();
} break;
// case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
// FixedUpdate();
// } break;
case NOTIFICATION_INTERNAL_PROCESS: {
FrameUpdate();
} break;
// case NOTIFICATION_VISIBILITY_CHANGED: {
// bool bVisible = is_visible_in_tree();
// ChangeFlags(SF_INVISIBLE, bVisible == false);
// SetProcessing();
//// if (bVisible)
//// print_line("now visible");
//// else
//// print_line("now hidden");
// } break;
}
}
void LRoomManager::_bind_methods()
{
ClassDB::bind_method(D_METHOD("rooms_convert"), &LRoomManager::convert);
ClassDB::bind_method(D_METHOD("rooms_set_camera"), &LRoomManager::set_camera);
// ClassDB::bind_method(D_METHOD("update_object"), &LRoomManager::update_object);
ClassDB::bind_method(D_METHOD("dob_register"), &LRoomManager::register_dob);
ClassDB::bind_method(D_METHOD("dob_unregister"), &LRoomManager::unregister_dob);
ClassDB::bind_method(D_METHOD("dob_update"), &LRoomManager::update_dob);
ClassDB::bind_method(D_METHOD("dob_teleport"), &LRoomManager::teleport_dob);
}