godot-lportal/lroom_manager.cpp
2019-09-16 14:23:10 +01:00

414 lines
10 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 "core/engine.h"
#include "scene/3d/camera.h"
#include "scene/3d/mesh_instance.h"
#include "lroom_converter.h"
LRoomManager::LRoomManager()
{
m_cameraID = 0;
m_uiFrameCounter = 0;
// to know which rooms to hide we keep track of which were shown this, and the previous frame
m_pCurr_VisibleRoomList = &m_VisibleRoomList_A;
m_pPrev_VisibleRoomList = &m_VisibleRoomList_B;
}
int LRoomManager::FindClosestRoom(const Vector3 &pt) const
{
//print_line("FindClosestRoom");
int closest = -1;
float closest_dist = FLT_MAX;
for (int n=0; n<m_Rooms.size(); n++)
{
const LRoom &lroom = m_Rooms[n];
float d = pt.distance_squared_to(lroom.m_ptCentre);
if (d < closest_dist)
{
closest = n;
closest_dist = d;
}
}
return closest;
}
const LRoom * LRoomManager::GetRoom(int i) const
{
if ((unsigned int) i >= m_Rooms.size())
{
WARN_PRINT_ONCE("LRoomManager::GetRoom out of range");
return 0;
}
return &m_Rooms[i];
}
LRoom * LRoomManager::GetRoom(int i)
{
if ((unsigned int) i >= m_Rooms.size())
{
WARN_PRINT_ONCE("LRoomManager::GetRoom out of range");
return 0;
}
return &m_Rooms[i];
}
LRoom &LRoomManager::Portal_GetLinkedRoom(const LPortal &port)
{
return m_Rooms[port.m_iRoomNum];
}
void LRoomManager::Obj_SetRoomNum(Node * pNode, int num)
{
pNode->set_meta("_lroom", num);
assert (Obj_GetRoomNum(pNode) == num);
}
int LRoomManager::Obj_GetRoomNum(Node * pNode) const
{
//assert (pNode->has_meta("_lroom"));
Variant v = pNode->get_meta("_lroom");
if (v.get_type() == Variant::NIL)
return -1;
return v;
}
LRoom * LRoomManager::GetRoomFromDOB(Node * pNode)
{
int iRoom = Obj_GetRoomNum(pNode);
if (iRoom == -1)
{
WARN_PRINT_ONCE("LRoomManager::GetRoomFromDOB : metadata is empty");
return 0;
}
LRoom * pRoom = GetRoom(iRoom);
if (pRoom == 0)
{
WARN_PRINT_ONCE("LRoomManager::GetRoomFromDOB : pRoom is NULL");
}
return pRoom;
}
void LRoomManager::dob_register(Node * pDOB, float radius)
{
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 = GetRoom(iRoomNum);
if (!pRoom)
return;
LDob dob;
dob.m_ID = pSpat->get_instance_id();
dob.m_fRadius = radius;
pRoom->DOB_Add(dob);
// save the room ID on the dob metadata
Obj_SetRoomNum(pSpat, iRoomNum);
}
bool LRoomManager::dob_update(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;
LRoom * pNewRoom = pRoom->DOB_Update(*this, pSpat);
if (pNewRoom)
{
// remove from the list in old room and add to list in new room, and change the metadata
int iRoomNum = pNewRoom->m_RoomID;
// get dob data to move to new room
unsigned int dob_id = pRoom->DOB_Find(pDOB);
assert (dob_id != -1);
// copy across data before removing
const LDob &data = pRoom->DOB_Get(dob_id);
pNewRoom->DOB_Add(data);
// remove from old room
pRoom->DOB_Remove(dob_id);
// save the room ID on the dob metadata
Obj_SetRoomNum(pSpat, iRoomNum);
return true;
}
return false;
}
bool LRoomManager::dob_teleport(Node * pDOB)
{
return true;
}
void LRoomManager::dob_unregister(Node * pDOB)
{
LRoom * pRoom = GetRoomFromDOB(pDOB);
if (pRoom)
{
unsigned int dob_id = pRoom->DOB_Find(pDOB);
assert (dob_id != -1);
pRoom->DOB_Remove(dob_id);
}
}
int LRoomManager::dob_get_room_id(Node * pDOB)
{
return Obj_GetRoomNum(pDOB);
}
Node * LRoomManager::rooms_get_room(int room_id)
{
const LRoom * pRoom = GetRoom(room_id);
if (!pRoom)
return NULL;
return pRoom->GetGodotRoom();
}
void LRoomManager::rooms_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::rooms_convert()
{
LRoomConverter conv;
conv.Convert(*this);
}
void LRoomManager::FrameUpdate()
{
if (Engine::get_singleton()->is_editor_hint())
{
WARN_PRINT_ONCE("LRoomManager::FrameUpdate should not be called in editor");
return;
}
// we keep a frame counter to prevent visiting things multiple times on the same frame in recursive functions
m_uiFrameCounter++;
// clear the visible room list to write to each frame
m_pCurr_VisibleRoomList->clear();
// get the camera desired and make into lcamera
Camera * pCamera = 0;
if (m_cameraID)
{
Object *pObj = ObjectDB::get_instance(m_cameraID);
pCamera = Object::cast_to<Camera>(pObj);
}
else
// camera not set .. do nothing
return;
// camera not a camera?? shouldn't happen but we'll check
if (!pCamera)
return;
// Which room is the camera currently in?
LRoom * pRoom = GetRoomFromDOB(pCamera);
if (!pRoom)
{
WARN_PRINT_ONCE("LRoomManager::FrameUpdate : Camera is not in an LRoom");
return;
}
// as we hit visible rooms we will mark them in a bitset, so we can hide any rooms
// that are showing that haven't been hit this frame
m_BF_visible_rooms.Blank();
// lcamera contains the info needed for culling
LCamera cam;
cam.m_ptPos = Vector3(0, 0, 0);
cam.m_ptDir = Vector3 (-1, 0, 0);
// reset the planes pool for another frame
m_Pool.Reset();
// the first set of planes are allocated and filled with the view frustum planes
// Note that the visual server doesn't actually need to do view frustum culling as a result...
// (but is still doing it for now)
unsigned int pool_member = m_Pool.Request();
assert (pool_member != -1);
LVector<Plane> &planes = m_Pool.Get(pool_member);
planes.clear();
// get the camera desired and make into lcamera
assert (pCamera);
Transform tr = pCamera->get_global_transform();
cam.m_ptPos = tr.origin;
cam.m_ptDir = tr.basis.get_row(2); // or possibly get_axis .. z is what we want
// luckily godot already has a function to return a list of the camera clipping planes
planes.copy_from(pCamera->get_frustum());
// the whole visibility algorithm is recursive, spreading out from the camera room,
// rendering through any portals in view into other rooms, etc etc
pRoom->DetermineVisibility_Recursive(*this, 0, cam, planes);
// finally hide all the rooms that are currently visible but not in the visible bitfield as having been hit
// to get started
if (!m_pPrev_VisibleRoomList->size())
{
// NOTE this will be done more efficiently, but is okay to start with
for (int n=0; n<m_Rooms.size(); n++)
{
if (!m_BF_visible_rooms.GetBit(n))
{
m_Rooms[n].Hide_All();
}
}
}
else
{
// hide all rooms that were visible last frame but aren't visible this frame
for (int n=0; n<m_pPrev_VisibleRoomList->size(); n++)
{
int r = (*m_pPrev_VisibleRoomList)[n];
if (!m_BF_visible_rooms.GetBit(r))
m_Rooms[r].Hide_All();
}
}
// and hide all the dobs that are in visible rooms that haven't been made visible
// if (m_pCurr_VisibleRoomList->size() == 0)
// print_line("WARNING : vis room list size is 0");
for (int n=0; n<m_pCurr_VisibleRoomList->size(); n++)
{
int r = (*m_pCurr_VisibleRoomList)[n];
m_Rooms[r].FinalizeVisibility(*this);
}
// swap the current and previous visible room list
LVector<int> * pTemp = m_pCurr_VisibleRoomList;
m_pCurr_VisibleRoomList = m_pPrev_VisibleRoomList;
m_pPrev_VisibleRoomList = pTemp;
// hide all the DOB
// when running, emit less debugging output so as not to choke the IDE
LPortal::m_bRunning = true;
}
void LRoomManager::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
// turn on process, unless we are in the editor
if (!Engine::get_singleton()->is_editor_hint())
set_process_internal(true);
else
set_process_internal(false);
} break;
case NOTIFICATION_INTERNAL_PROCESS: {
FrameUpdate();
} break;
}
}
void LRoomManager::_bind_methods()
{
// main functions
ClassDB::bind_method(D_METHOD("rooms_convert"), &LRoomManager::rooms_convert);
ClassDB::bind_method(D_METHOD("rooms_set_camera"), &LRoomManager::rooms_set_camera);
ClassDB::bind_method(D_METHOD("rooms_get_room"), &LRoomManager::rooms_get_room);
// functions to add dynamic objects to the culling system
// Note that these should not be placed directly in rooms, the system will 'soft link' to them
// so they can be held, e.g. in pools elsewhere in the scene graph
ClassDB::bind_method(D_METHOD("dob_register"), &LRoomManager::dob_register);
ClassDB::bind_method(D_METHOD("dob_unregister"), &LRoomManager::dob_unregister);
ClassDB::bind_method(D_METHOD("dob_update"), &LRoomManager::dob_update);
ClassDB::bind_method(D_METHOD("dob_teleport"), &LRoomManager::dob_teleport);
ClassDB::bind_method(D_METHOD("dob_get_room_id"), &LRoomManager::dob_get_room_id);
}