mirror of
https://github.com/Relintai/godot-lportal.git
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7cad808ebe
Multiple portals can view into a room. Added functions for querying current room of DOB.
379 lines
9.3 KiB
C++
379 lines
9.3 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_manager.h"
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#include "core/engine.h"
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#include "scene/3d/camera.h"
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#include "scene/3d/mesh_instance.h"
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#include "lroom_converter.h"
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LRoomManager::LRoomManager()
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{
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m_cameraID = 0;
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m_uiFrameCounter = 0;
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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[0];
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m_pPrev_VisibleRoomList = &m_VisibleRoomList[1];
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}
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int LRoomManager::FindClosestRoom(const Vector3 &pt) const
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{
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//print_line("FindClosestRoom");
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int closest = -1;
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float closest_dist = FLT_MAX;
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for (int n=0; n<m_Rooms.size(); n++)
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{
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const LRoom &lroom = m_Rooms[n];
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float d = pt.distance_squared_to(lroom.m_ptCentre);
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if (d < closest_dist)
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{
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closest = n;
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closest_dist = d;
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}
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}
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return closest;
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}
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const LRoom * LRoomManager::GetRoom(int i) const
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{
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if ((unsigned int) i >= m_Rooms.size())
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{
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WARN_PRINT_ONCE("LRoomManager::GetRoom out of range");
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return 0;
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}
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return &m_Rooms[i];
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}
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LRoom * LRoomManager::GetRoom(int i)
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{
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if ((unsigned int) i >= m_Rooms.size())
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{
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WARN_PRINT_ONCE("LRoomManager::GetRoom out of range");
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return 0;
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}
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return &m_Rooms[i];
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}
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LRoom &LRoomManager::Portal_GetLinkedRoom(const LPortal &port)
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{
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return m_Rooms[port.m_iRoomNum];
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}
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void LRoomManager::Obj_SetRoomNum(Node * pNode, int num)
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{
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pNode->set_meta("_lroom", num);
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assert (Obj_GetRoomNum(pNode) == num);
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}
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int LRoomManager::Obj_GetRoomNum(Node * pNode) const
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{
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//assert (pNode->has_meta("_lroom"));
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Variant v = pNode->get_meta("_lroom");
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if (v.get_type() == Variant::NIL)
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return -1;
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return v;
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}
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LRoom * LRoomManager::GetRoomFromDOB(Node * pNode)
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{
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int iRoom = Obj_GetRoomNum(pNode);
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if (iRoom == -1)
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{
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WARN_PRINT_ONCE("LRoomManager::GetRoomFromDOB : metadata is empty");
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return 0;
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}
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LRoom * pRoom = GetRoom(iRoom);
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if (pRoom == 0)
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{
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WARN_PRINT_ONCE("LRoomManager::GetRoomFromDOB : pRoom is NULL");
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}
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return pRoom;
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}
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void LRoomManager::dob_register(Node * pDOB)
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{
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print_line("register_dob " + pDOB->get_name());
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Spatial * pSpat = Object::cast_to<Spatial>(pDOB);
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if (!pSpat)
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return;
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Vector3 pt = pSpat->get_global_transform().origin;
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int iRoomNum = FindClosestRoom(pt);
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print_line("register_dob closest room " + itos(iRoomNum));
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if (iRoomNum == -1)
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return;
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LRoom * pRoom = GetRoom(iRoomNum);
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if (!pRoom)
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return;
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pRoom->DOB_Add(pSpat);
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// save the room ID on the dob metadata
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Obj_SetRoomNum(pSpat, iRoomNum);
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}
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bool LRoomManager::dob_update(Node * pDOB)
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{
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// find the room the object is attached to
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LRoom * pRoom = GetRoomFromDOB(pDOB);
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if (!pRoom)
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return false;
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Spatial * pSpat = Object::cast_to<Spatial>(pDOB);
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if (!pSpat)
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return false;
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LRoom * pNewRoom = pRoom->DOB_Update(*this, pSpat);
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if (pNewRoom)
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{
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// remove from the list in old room and add to list in new room, and change the metadata
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int iRoomNum = pNewRoom->m_RoomID;
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pRoom->DOB_Remove(pDOB);
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pNewRoom->DOB_Add(pSpat);
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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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return false;
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}
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bool LRoomManager::dob_teleport(Node * pDOB)
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{
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return true;
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}
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void LRoomManager::dob_unregister(Node * pDOB)
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{
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LRoom * pRoom = GetRoomFromDOB(pDOB);
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pRoom->DOB_Remove(pDOB);
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}
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int LRoomManager::dob_get_room_id(Node * pDOB)
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{
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return Obj_GetRoomNum(pDOB);
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}
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Node * LRoomManager::rooms_get_room(int room_id)
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{
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const LRoom * pRoom = GetRoom(room_id);
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if (!pRoom)
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return NULL;
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return pRoom->GetGodotRoom();
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}
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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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if (!pCam)
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return;
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Camera * pCamera = Object::cast_to<Camera>(pCam);
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if (!pCamera)
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{
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WARN_PRINT("Not a camera");
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return;
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}
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m_cameraID = pCam->get_instance_id();
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// use this temporarily to force debug
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LPortal::m_bRunning = false;
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}
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// convert empties and meshes to rooms and portals
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void LRoomManager::rooms_convert()
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{
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LRoomConverter conv;
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conv.Convert(*this);
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}
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void LRoomManager::FrameUpdate()
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{
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if (Engine::get_singleton()->is_editor_hint())
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{
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WARN_PRINT_ONCE("LRoomManager::FrameUpdate should not be called in editor");
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return;
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}
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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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// clear the visible room list to write to each frame
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m_pCurr_VisibleRoomList->clear();
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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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{
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Object *pObj = ObjectDB::get_instance(m_cameraID);
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pCamera = Object::cast_to<Camera>(pObj);
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}
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else
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// camera not set .. do nothing
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return;
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// camera not a camera?? shouldn't happen but we'll check
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if (!pCamera)
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return;
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// Which room is the camera currently in?
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LRoom * pRoom = GetRoomFromDOB(pCamera);
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if (!pRoom)
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{
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WARN_PRINT_ONCE("LRoomManager::FrameUpdate : Camera is not in an LRoom");
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return;
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}
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// as we hit visible rooms we will mark them in a bitset, so we can hide any rooms
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// that are showing that haven't been hit this frame
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m_BF_visible_rooms.Blank();
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// lcamera contains the info needed for culling
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LCamera cam;
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cam.m_ptPos = Vector3(0, 0, 0);
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cam.m_ptDir = Vector3 (-1, 0, 0);
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// reset the planes pool for another frame
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m_Pool.Reset();
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// the first set of planes are allocated and filled with the view frustum planes
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// Note that the visual server doesn't actually need to do view frustum culling as a result...
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// (but is still doing it for now)
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unsigned int pool_member = m_Pool.Request();
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assert (pool_member != -1);
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LVector<Plane> &planes = m_Pool.Get(pool_member);
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planes.clear();
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// get the camera desired and make into lcamera
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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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// 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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// the whole visibility algorithm is recursive, spreading out from the camera room,
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// rendering through any portals in view into other rooms, etc etc
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pRoom->DetermineVisibility_Recursive(*this, 0, cam, planes);
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// finally hide all the rooms that are currently visible but not in the visible bitfield as having been hit
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// to get started
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if (!m_pPrev_VisibleRoomList->size())
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{
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// NOTE this will be done more efficiently, but is okay to start with
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for (int n=0; n<m_Rooms.size(); n++)
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{
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if (!m_BF_visible_rooms.GetBit(n))
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{
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m_Rooms[n].GetGodotRoom()->hide();
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}
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}
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}
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else
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{
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// hide all rooms that were visible last frame but aren't visible this frame
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for (int n=0; n<m_pPrev_VisibleRoomList->size(); n++)
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{
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int r = (*m_pPrev_VisibleRoomList)[n];
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if (!m_BF_visible_rooms.GetBit(r))
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m_Rooms[r].GetGodotRoom()->hide();
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}
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// swap the current and previous visible room list
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LVector<int> * pTemp = m_pCurr_VisibleRoomList;
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m_pCurr_VisibleRoomList = m_pPrev_VisibleRoomList;
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m_pPrev_VisibleRoomList = pTemp;
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}
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// when running, emit less debugging output so as not to choke the IDE
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LPortal::m_bRunning = true;
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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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set_process_internal(true);
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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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} break;
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}
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}
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void LRoomManager::_bind_methods()
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{
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// main functions
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ClassDB::bind_method(D_METHOD("rooms_convert"), &LRoomManager::rooms_convert);
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ClassDB::bind_method(D_METHOD("rooms_set_camera"), &LRoomManager::rooms_set_camera);
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ClassDB::bind_method(D_METHOD("rooms_get_room"), &LRoomManager::rooms_get_room);
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// functions to add dynamic objects to the culling system
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// Note that these should not be placed directly in rooms, the system will 'soft link' to them
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// so they can be held, e.g. in pools elsewhere in the scene graph
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ClassDB::bind_method(D_METHOD("dob_register"), &LRoomManager::dob_register);
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ClassDB::bind_method(D_METHOD("dob_unregister"), &LRoomManager::dob_unregister);
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ClassDB::bind_method(D_METHOD("dob_update"), &LRoomManager::dob_update);
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ClassDB::bind_method(D_METHOD("dob_teleport"), &LRoomManager::dob_teleport);
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ClassDB::bind_method(D_METHOD("dob_get_room_id"), &LRoomManager::dob_get_room_id);
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}
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