mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-11-23 01:19:20 +01:00
524 lines
13 KiB
C++
524 lines
13 KiB
C++
/*************************************************************************/
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/* prop_utils.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "prop_utils.h"
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#include "../props/prop_data.h"
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#include "../props/prop_data_entry.h"
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#include "core/math/quick_hull.h"
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#include "scene/3d/portal.h"
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#include "scene/3d/room.h"
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#include "scene/3d/room_manager.h"
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#include "scene/3d/mesh_instance.h"
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#include "scene/resources/mesh/mesh.h"
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#include "modules/modules_enabled.gen.h"
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#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
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#include "../../mesh_data_resource/nodes/mesh_data_instance.h"
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#endif
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#include "core/config/engine.h"
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PropUtils *PropUtils::_instance;
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Vector<Ref<PropDataEntry>> PropUtils::_processors;
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PropUtils *PropUtils::get_singleton() {
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return _instance;
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}
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Ref<PropData> PropUtils::convert_tree(Node *root) {
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ERR_FAIL_COND_V(!ObjectDB::instance_validate(root), Ref<PropData>());
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Ref<PropData> data;
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data.instance();
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Transform t;
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_convert_tree(data, root, t);
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return data;
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}
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void PropUtils::_convert_tree(Ref<PropData> prop_data, Node *node, const Transform &transform) {
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ERR_FAIL_COND(!ObjectDB::instance_validate(node));
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for (int i = 0; i < PropUtils::_processors.size(); ++i) {
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Ref<PropDataEntry> proc = PropUtils::_processors.get(i);
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ERR_CONTINUE(!proc.is_valid());
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if (proc->processor_handles(node)) {
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proc->processor_process(prop_data, node, transform);
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if (!proc->processor_evaluate_children()) {
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return;
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}
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break;
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}
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}
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Spatial *sp = Object::cast_to<Spatial>(node);
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if (!sp) {
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//reset transform
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Transform t;
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for (int i = 0; i < node->get_child_count(); ++i) {
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Node *child = node->get_child(i);
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if (Engine::get_singleton()->is_editor_hint()) {
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//Skip it if it's hidden from the tree
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if (child->get_owner() != NULL) {
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_convert_tree(prop_data, node->get_child(i), t);
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}
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} else {
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_convert_tree(prop_data, node->get_child(i), t);
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}
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}
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} else {
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//only handle the first encountered room per prop
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if (!prop_data->get_is_room()) {
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Room *r = Object::cast_to<Room>(sp);
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if (r) {
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prop_data->set_is_room(true);
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PoolVector3Array points = r->get_points();
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prop_data->set_room_bounds(points);
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}
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}
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for (int i = 0; i < node->get_child_count(); ++i) {
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Node *child = node->get_child(i);
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if (Engine::get_singleton()->is_editor_hint()) {
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//Skip it if it's hidden from the tree
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if (child->get_owner() != NULL) {
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_convert_tree(prop_data, node->get_child(i), transform * sp->get_transform());
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}
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} else {
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_convert_tree(prop_data, node->get_child(i), transform * sp->get_transform());
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}
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}
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}
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}
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bool PropUtils::generate_room_points_node(Node *node) {
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ERR_FAIL_COND_V(!ObjectDB::instance_validate(node), false);
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Room *r = Object::cast_to<Room>(node);
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if (r) {
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generate_room_points(r);
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return true;
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}
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for (int i = 0; i < node->get_child_count(); ++i) {
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if (generate_room_points_node(node->get_child(i))) {
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return true;
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}
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}
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return false;
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}
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void PropUtils::generate_room_points(Room *room) {
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ERR_FAIL_COND(!ObjectDB::instance_validate(room));
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Vector<PoolVector<Vector3>> mesh_arrays;
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get_mesh_arrays(room, &mesh_arrays);
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PoolVector<Plane> planes;
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Vector<Vector3> points;
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PoolVector<Face3> faces;
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for (int i = 0; i < mesh_arrays.size(); ++i) {
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PoolVector<Vector3> verts = mesh_arrays[i];
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for (int j = 0; j < verts.size(); j += 3) {
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Plane p(verts[j], verts[j + 1], verts[j + 2]);
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faces.push_back(Face3(verts[j], verts[j + 1], verts[j + 2]));
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//points.push_back(verts[j]);
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//points.push_back(verts[j + 1]);
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//points.push_back(verts[j + 2]);
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if (!is_plane_unique(planes, p)) {
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continue;
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}
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planes.push_back(p);
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//points.push_back(verts[j]);
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//points.push_back(verts[j + 1]);
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//points.push_back(verts[j + 2]);
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}
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}
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PoolVector<Face3> wrapped = Geometry::wrap_geometry(faces);
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for (int i = 0; i < wrapped.size(); ++i) {
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Face3 f = wrapped[i];
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points.push_back(f.vertex[0]);
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points.push_back(f.vertex[1]);
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points.push_back(f.vertex[2]);
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}
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Geometry::MeshData md = Geometry::build_convex_mesh(planes);
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md.optimize_vertices();
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QuickHull q;
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// calculate an epsilon based on the simplify value, and use this to build the hull
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real_t s = 0.5;
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// value between 0.3 (accurate) and 10.0 (very rough)
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// * UNIT_EPSILON
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s *= s;
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s *= 40.0;
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s += 0.3; // minimum
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s *= UNIT_EPSILON;
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q.build(points, md, s);
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md.optimize_vertices();
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PoolVector<Vector3> vs;
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vs.resize(md.vertices.size());
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for (int i = 0; i < md.vertices.size(); ++i) {
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vs.set(i, md.vertices[i]);
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}
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/*
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//It will probably have a few unnecessary vertices still
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//let's try to get rid of those as well
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PoolVector<int> remove_indices;
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int vssize = vs.size();
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for (int i = 0; i < vssize - 2; ++i) {
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Plane p(vs[i], vs[i + 1], vs[i + 2]);
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for (int j = 0; j < vssize; ++j) {
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if (i == j) {
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//skip this and the next 2
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j += 3;
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if (j >= vssize) {
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break;
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}
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}
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if (p.has_point(vs[j], 0.1)) {
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bool found = false;
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for (int k = 0; k < remove_indices.size(); ++k) {
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if (remove_indices[k] == j) {
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found = true;
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break;
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}
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}
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if (!found) {
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remove_indices.push_back(j);
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}
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}
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}
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}
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for (int i = 0; i < remove_indices.size(); ++i) {
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int rindex = remove_indices[i];
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vs.remove(rindex);
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for (int j = i + 1; j < remove_indices.size(); ++j) {
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int rij = remove_indices[j];
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if (rij > rindex) {
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remove_indices.set(j, rij - 1);
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}
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}
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}
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*/
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room->set_points(vs);
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}
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//based on Room::SimplifyInfo::add_plane_if_unique
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bool PropUtils::is_plane_unique(const PoolVector<Plane> &planes, const Plane &p) {
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for (int n = 0; n < planes.size(); n++) {
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const Plane &o = planes[n];
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// this is a fudge factor for how close planes can be to be considered the same ...
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// to prevent ridiculous amounts of planes
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const real_t d = 0.08f; //_plane_simplify_dist; // 0.08f
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if (Math::abs(p.d - o.d) > d) {
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continue;
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}
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real_t dot = p.normal.dot(o.normal);
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if (dot < 0.98f) //_plane_simplify_dot) // 0.98f
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{
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continue;
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}
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// match!
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return false;
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}
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return true;
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}
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void PropUtils::get_mesh_arrays(Node *node, Vector<PoolVector<Vector3>> *arrs) {
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ERR_FAIL_COND(!ObjectDB::instance_validate(node));
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for (int i = 0; i < node->get_child_count(); ++i) {
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get_mesh_arrays(node->get_child(i), arrs);
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}
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{
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Portal *pn = Object::cast_to<Portal>(node);
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if (pn) {
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if (!pn->get_portal_active()) {
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return;
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}
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if (!pn->is_visible_in_tree()) {
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return;
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}
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PoolVector<Vector2> points = pn->get_points();
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PoolVector<Vector3> v3p;
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v3p.resize(points.size());
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for (int i = 0; i < points.size(); ++i) {
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v3p.set(i, Vector3(points[i].x, points[i].y, 0));
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}
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Transform t = pn->get_global_transform();
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int fvertcount = (points.size() - 2) * 3;
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PoolVector<Vector3> tverts;
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tverts.resize(fvertcount);
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for (int i = 0; i < points.size() - 2; ++i) {
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int sindex = i * 3;
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tverts.set(sindex, t.xform(v3p[i]));
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tverts.set(sindex + 1, t.xform(v3p[i + 1]));
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tverts.set(sindex + 2, t.xform(v3p[i + 2]));
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}
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//portal planes need to take precedence
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arrs->insert(0, tverts);
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return;
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}
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}
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#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
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{
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MeshDataInstance *mdi = Object::cast_to<MeshDataInstance>(node);
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if (mdi) {
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if (!mdi->is_visible_in_tree()) {
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return;
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}
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Ref<MeshDataResource> mdr = mdi->get_mesh_data();
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if (!mdr.is_valid()) {
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return;
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}
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Array arr = mdr->get_array();
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if (arr.size() != Mesh::ARRAY_MAX) {
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return;
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}
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Transform t = mdi->get_global_transform();
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PoolVector<Vector3> verts = arr[Mesh::ARRAY_VERTEX];
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PoolVector<Vector3> tverts;
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tverts.resize(verts.size());
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for (int i = 0; i < verts.size(); ++i) {
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tverts.set(i, t.xform(verts[i]));
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}
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PoolVector<int> indices = arr[Mesh::ARRAY_INDEX];
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if (indices.size() == 0) {
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arrs->push_back(tverts);
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return;
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}
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PoolVector<Vector3> fverts;
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fverts.resize(indices.size());
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for (int i = 0; i < indices.size(); ++i) {
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fverts.set(i, tverts[indices[i]]);
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}
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arrs->push_back(fverts);
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return;
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}
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}
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#endif
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{
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MeshInstance *min = Object::cast_to<MeshInstance>(node);
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if (min) {
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if (!min->is_visible_in_tree()) {
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return;
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}
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Ref<ArrayMesh> am = min->get_mesh();
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if (!am.is_valid()) {
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return;
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}
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Transform t = min->get_global_transform();
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for (int si = 0; si < am->get_surface_count(); ++si) {
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Array arr = am->surface_get_arrays(si);
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if (arr.size() != Mesh::ARRAY_MAX) {
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continue;
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}
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PoolVector<Vector3> verts = arr[Mesh::ARRAY_VERTEX];
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PoolVector<Vector3> tverts;
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tverts.resize(verts.size());
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for (int i = 0; i < verts.size(); ++i) {
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tverts.set(i, t.xform(verts[i]));
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}
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PoolVector<int> indices = arr[Mesh::ARRAY_INDEX];
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if (indices.size() == 0) {
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arrs->push_back(tverts);
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continue;
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}
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PoolVector<Vector3> fverts;
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fverts.resize(indices.size());
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for (int i = 0; i < indices.size(); ++i) {
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fverts.set(i, tverts[indices[i]]);
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}
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arrs->push_back(fverts);
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}
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return;
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}
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}
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}
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int PropUtils::add_processor(const Ref<PropDataEntry> &processor) {
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ERR_FAIL_COND_V(!processor.is_valid(), 0);
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PropUtils::_processors.push_back(processor);
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return PropUtils::_processors.size() - 1;
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}
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Ref<PropDataEntry> PropUtils::get_processor(const int index) {
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ERR_FAIL_INDEX_V(index, PropUtils::_processors.size(), Ref<PropDataEntry>());
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return PropUtils::_processors[index];
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}
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void PropUtils::swap_processors(const int index1, const int index2) {
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ERR_FAIL_INDEX(index1, PropUtils::_processors.size());
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ERR_FAIL_INDEX(index2, PropUtils::_processors.size());
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Ref<PropDataEntry> a = PropUtils::_processors.get(index1);
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PropUtils::_processors.set(index1, PropUtils::_processors.get(index2));
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PropUtils::_processors.set(index2, a);
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}
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void PropUtils::remove_processor(const int index) {
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ERR_FAIL_INDEX(index, PropUtils::_processors.size());
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PropUtils::_processors.remove(index);
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}
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int PropUtils::get_processor_count() {
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return PropUtils::_processors.size();
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}
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PropUtils::PropUtils() {
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_instance = this;
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}
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PropUtils::~PropUtils() {
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_instance = NULL;
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PropUtils::_processors.clear();
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}
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void PropUtils::_bind_methods() {
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ClassDB::bind_method(D_METHOD("convert_tree", "root"), &PropUtils::convert_tree);
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ClassDB::bind_method(D_METHOD("add_processor", "processor"), &PropUtils::_add_processor_bind);
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ClassDB::bind_method(D_METHOD("get_processor", "index"), &PropUtils::_get_processor_bind);
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ClassDB::bind_method(D_METHOD("swap_processors", "index1", "index2"), &PropUtils::_swap_processors_bind);
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ClassDB::bind_method(D_METHOD("remove_processor", "index"), &PropUtils::_remove_processor_bind);
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ClassDB::bind_method(D_METHOD("get_processor_count"), &PropUtils::_get_processor_count_bind);
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}
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int PropUtils::_add_processor_bind(const Ref<PropDataEntry> &processor) {
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return PropUtils::add_processor(processor);
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}
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Ref<PropDataEntry> PropUtils::_get_processor_bind(const int index) {
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return PropUtils::get_processor(index);
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}
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void PropUtils::_swap_processors_bind(const int index1, const int index2) {
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PropUtils::swap_processors(index1, index2);
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}
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void PropUtils::_remove_processor_bind(const int index) {
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PropUtils::remove_processor(index);
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}
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int PropUtils::_get_processor_count_bind() {
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return PropUtils::get_processor_count();
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}
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