pandemonium_engine/modules/props/singleton/prop_utils.cpp

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/*************************************************************************/
/* prop_utils.cpp */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "prop_utils.h"
#include "../props/prop_data.h"
#include "../props/prop_data_entry.h"
#include "core/math/quick_hull.h"
#include "scene/3d/portal.h"
#include "scene/3d/room.h"
#include "scene/3d/room_manager.h"
#include "scene/3d/mesh_instance.h"
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#include "scene/resources/mesh/mesh.h"
#include "modules/modules_enabled.gen.h"
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
#include "../../mesh_data_resource/nodes/mesh_data_instance.h"
#endif
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#include "core/config/engine.h"
PropUtils *PropUtils::_instance;
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Vector<Ref<PropDataEntry>> PropUtils::_processors;
PropUtils *PropUtils::get_singleton() {
return _instance;
}
Ref<PropData> PropUtils::convert_tree(Node *root) {
ERR_FAIL_COND_V(!ObjectDB::instance_validate(root), Ref<PropData>());
Ref<PropData> data;
data.instance();
Transform t;
_convert_tree(data, root, t);
return data;
}
void PropUtils::_convert_tree(Ref<PropData> prop_data, Node *node, const Transform &transform) {
ERR_FAIL_COND(!ObjectDB::instance_validate(node));
for (int i = 0; i < PropUtils::_processors.size(); ++i) {
Ref<PropDataEntry> proc = PropUtils::_processors.get(i);
ERR_CONTINUE(!proc.is_valid());
if (proc->processor_handles(node)) {
proc->processor_process(prop_data, node, transform);
if (!proc->processor_evaluate_children()) {
return;
}
break;
}
}
Spatial *sp = Object::cast_to<Spatial>(node);
if (!sp) {
//reset transform
Transform t;
for (int i = 0; i < node->get_child_count(); ++i) {
Node *child = node->get_child(i);
if (Engine::get_singleton()->is_editor_hint()) {
//Skip it if it's hidden from the tree
if (child->get_owner() != NULL) {
_convert_tree(prop_data, node->get_child(i), t);
}
} else {
_convert_tree(prop_data, node->get_child(i), t);
}
}
} else {
//only handle the first encountered room per prop
if (!prop_data->get_is_room()) {
Room *r = Object::cast_to<Room>(sp);
if (r) {
prop_data->set_is_room(true);
PoolVector3Array points = r->get_points();
prop_data->set_room_bounds(points);
}
}
for (int i = 0; i < node->get_child_count(); ++i) {
Node *child = node->get_child(i);
if (Engine::get_singleton()->is_editor_hint()) {
//Skip it if it's hidden from the tree
if (child->get_owner() != NULL) {
_convert_tree(prop_data, node->get_child(i), transform * sp->get_transform());
}
} else {
_convert_tree(prop_data, node->get_child(i), transform * sp->get_transform());
}
}
}
}
bool PropUtils::generate_room_points_node(Node *node) {
ERR_FAIL_COND_V(!ObjectDB::instance_validate(node), false);
Room *r = Object::cast_to<Room>(node);
if (r) {
generate_room_points(r);
return true;
}
for (int i = 0; i < node->get_child_count(); ++i) {
if (generate_room_points_node(node->get_child(i))) {
return true;
}
}
return false;
}
void PropUtils::generate_room_points(Room *room) {
ERR_FAIL_COND(!ObjectDB::instance_validate(room));
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Vector<PoolVector<Vector3>> mesh_arrays;
get_mesh_arrays(room, &mesh_arrays);
PoolVector<Plane> planes;
Vector<Vector3> points;
PoolVector<Face3> faces;
for (int i = 0; i < mesh_arrays.size(); ++i) {
PoolVector<Vector3> verts = mesh_arrays[i];
for (int j = 0; j < verts.size(); j += 3) {
Plane p(verts[j], verts[j + 1], verts[j + 2]);
faces.push_back(Face3(verts[j], verts[j + 1], verts[j + 2]));
//points.push_back(verts[j]);
//points.push_back(verts[j + 1]);
//points.push_back(verts[j + 2]);
if (!is_plane_unique(planes, p)) {
continue;
}
planes.push_back(p);
//points.push_back(verts[j]);
//points.push_back(verts[j + 1]);
//points.push_back(verts[j + 2]);
}
}
PoolVector<Face3> wrapped = Geometry::wrap_geometry(faces);
for (int i = 0; i < wrapped.size(); ++i) {
Face3 f = wrapped[i];
points.push_back(f.vertex[0]);
points.push_back(f.vertex[1]);
points.push_back(f.vertex[2]);
}
Geometry::MeshData md = Geometry::build_convex_mesh(planes);
md.optimize_vertices();
QuickHull q;
// calculate an epsilon based on the simplify value, and use this to build the hull
real_t s = 0.5;
// value between 0.3 (accurate) and 10.0 (very rough)
// * UNIT_EPSILON
s *= s;
s *= 40.0;
s += 0.3; // minimum
s *= UNIT_EPSILON;
q.build(points, md, s);
md.optimize_vertices();
PoolVector<Vector3> vs;
vs.resize(md.vertices.size());
for (int i = 0; i < md.vertices.size(); ++i) {
vs.set(i, md.vertices[i]);
}
/*
//It will probably have a few unnecessary vertices still
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//let's try to get rid of those as well
PoolVector<int> remove_indices;
int vssize = vs.size();
for (int i = 0; i < vssize - 2; ++i) {
Plane p(vs[i], vs[i + 1], vs[i + 2]);
for (int j = 0; j < vssize; ++j) {
if (i == j) {
//skip this and the next 2
j += 3;
if (j >= vssize) {
break;
}
}
if (p.has_point(vs[j], 0.1)) {
bool found = false;
for (int k = 0; k < remove_indices.size(); ++k) {
if (remove_indices[k] == j) {
found = true;
break;
}
}
if (!found) {
remove_indices.push_back(j);
}
}
}
}
for (int i = 0; i < remove_indices.size(); ++i) {
int rindex = remove_indices[i];
vs.remove(rindex);
for (int j = i + 1; j < remove_indices.size(); ++j) {
int rij = remove_indices[j];
if (rij > rindex) {
remove_indices.set(j, rij - 1);
}
}
}
*/
room->set_points(vs);
}
//based on Room::SimplifyInfo::add_plane_if_unique
bool PropUtils::is_plane_unique(const PoolVector<Plane> &planes, const Plane &p) {
for (int n = 0; n < planes.size(); n++) {
const Plane &o = planes[n];
// this is a fudge factor for how close planes can be to be considered the same ...
// to prevent ridiculous amounts of planes
const real_t d = 0.08f; //_plane_simplify_dist; // 0.08f
if (Math::abs(p.d - o.d) > d) {
continue;
}
real_t dot = p.normal.dot(o.normal);
if (dot < 0.98f) //_plane_simplify_dot) // 0.98f
{
continue;
}
// match!
return false;
}
return true;
}
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void PropUtils::get_mesh_arrays(Node *node, Vector<PoolVector<Vector3>> *arrs) {
ERR_FAIL_COND(!ObjectDB::instance_validate(node));
for (int i = 0; i < node->get_child_count(); ++i) {
get_mesh_arrays(node->get_child(i), arrs);
}
{
Portal *pn = Object::cast_to<Portal>(node);
if (pn) {
if (!pn->get_portal_active()) {
return;
}
if (!pn->is_visible_in_tree()) {
return;
}
PoolVector<Vector2> points = pn->get_points();
PoolVector<Vector3> v3p;
v3p.resize(points.size());
for (int i = 0; i < points.size(); ++i) {
v3p.set(i, Vector3(points[i].x, points[i].y, 0));
}
Transform t = pn->get_global_transform();
int fvertcount = (points.size() - 2) * 3;
PoolVector<Vector3> tverts;
tverts.resize(fvertcount);
for (int i = 0; i < points.size() - 2; ++i) {
int sindex = i * 3;
tverts.set(sindex, t.xform(v3p[i]));
tverts.set(sindex + 1, t.xform(v3p[i + 1]));
tverts.set(sindex + 2, t.xform(v3p[i + 2]));
}
//portal planes need to take precedence
arrs->insert(0, tverts);
return;
}
}
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
{
MeshDataInstance *mdi = Object::cast_to<MeshDataInstance>(node);
if (mdi) {
if (!mdi->is_visible_in_tree()) {
return;
}
Ref<MeshDataResource> mdr = mdi->get_mesh_data();
if (!mdr.is_valid()) {
return;
}
Array arr = mdr->get_array();
if (arr.size() != Mesh::ARRAY_MAX) {
return;
}
Transform t = mdi->get_global_transform();
PoolVector<Vector3> verts = arr[Mesh::ARRAY_VERTEX];
PoolVector<Vector3> tverts;
tverts.resize(verts.size());
for (int i = 0; i < verts.size(); ++i) {
tverts.set(i, t.xform(verts[i]));
}
PoolVector<int> indices = arr[Mesh::ARRAY_INDEX];
if (indices.size() == 0) {
arrs->push_back(tverts);
return;
}
PoolVector<Vector3> fverts;
fverts.resize(indices.size());
for (int i = 0; i < indices.size(); ++i) {
fverts.set(i, tverts[indices[i]]);
}
arrs->push_back(fverts);
return;
}
}
#endif
{
MeshInstance *min = Object::cast_to<MeshInstance>(node);
if (min) {
if (!min->is_visible_in_tree()) {
return;
}
Ref<ArrayMesh> am = min->get_mesh();
if (!am.is_valid()) {
return;
}
Transform t = min->get_global_transform();
for (int si = 0; si < am->get_surface_count(); ++si) {
Array arr = am->surface_get_arrays(si);
if (arr.size() != Mesh::ARRAY_MAX) {
continue;
}
PoolVector<Vector3> verts = arr[Mesh::ARRAY_VERTEX];
PoolVector<Vector3> tverts;
tverts.resize(verts.size());
for (int i = 0; i < verts.size(); ++i) {
tverts.set(i, t.xform(verts[i]));
}
PoolVector<int> indices = arr[Mesh::ARRAY_INDEX];
if (indices.size() == 0) {
arrs->push_back(tverts);
continue;
}
PoolVector<Vector3> fverts;
fverts.resize(indices.size());
for (int i = 0; i < indices.size(); ++i) {
fverts.set(i, tverts[indices[i]]);
}
arrs->push_back(fverts);
}
return;
}
}
}
int PropUtils::add_processor(const Ref<PropDataEntry> &processor) {
ERR_FAIL_COND_V(!processor.is_valid(), 0);
PropUtils::_processors.push_back(processor);
return PropUtils::_processors.size() - 1;
}
Ref<PropDataEntry> PropUtils::get_processor(const int index) {
ERR_FAIL_INDEX_V(index, PropUtils::_processors.size(), Ref<PropDataEntry>());
return PropUtils::_processors[index];
}
void PropUtils::swap_processors(const int index1, const int index2) {
ERR_FAIL_INDEX(index1, PropUtils::_processors.size());
ERR_FAIL_INDEX(index2, PropUtils::_processors.size());
Ref<PropDataEntry> a = PropUtils::_processors.get(index1);
PropUtils::_processors.set(index1, PropUtils::_processors.get(index2));
PropUtils::_processors.set(index2, a);
}
void PropUtils::remove_processor(const int index) {
ERR_FAIL_INDEX(index, PropUtils::_processors.size());
PropUtils::_processors.remove(index);
}
int PropUtils::get_processor_count() {
return PropUtils::_processors.size();
}
PropUtils::PropUtils() {
_instance = this;
}
PropUtils::~PropUtils() {
_instance = NULL;
PropUtils::_processors.clear();
}
void PropUtils::_bind_methods() {
ClassDB::bind_method(D_METHOD("convert_tree", "root"), &PropUtils::convert_tree);
ClassDB::bind_method(D_METHOD("add_processor", "processor"), &PropUtils::_add_processor_bind);
ClassDB::bind_method(D_METHOD("get_processor", "index"), &PropUtils::_get_processor_bind);
ClassDB::bind_method(D_METHOD("swap_processors", "index1", "index2"), &PropUtils::_swap_processors_bind);
ClassDB::bind_method(D_METHOD("remove_processor", "index"), &PropUtils::_remove_processor_bind);
ClassDB::bind_method(D_METHOD("get_processor_count"), &PropUtils::_get_processor_count_bind);
}
int PropUtils::_add_processor_bind(const Ref<PropDataEntry> &processor) {
return PropUtils::add_processor(processor);
}
Ref<PropDataEntry> PropUtils::_get_processor_bind(const int index) {
return PropUtils::get_processor(index);
}
void PropUtils::_swap_processors_bind(const int index1, const int index2) {
PropUtils::swap_processors(index1, index2);
}
void PropUtils::_remove_processor_bind(const int index) {
PropUtils::remove_processor(index);
}
int PropUtils::_get_processor_count_bind() {
return PropUtils::get_processor_count();
}