mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-20 19:06:53 +01:00
360 lines
11 KiB
C++
360 lines
11 KiB
C++
/*************************************************************************/
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/* visibility_notifier.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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 "visibility_notifier.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/physics_body.h"
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#include "scene/animation/animation_player.h"
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#include "scene/animation/animation_tree.h"
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#include "scene/animation/animation_tree_player.h"
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#include "scene/resources/shape.h"
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#include "scene/resources/world.h"
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#include "scene/scene_string_names.h"
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void VisibilityNotifier::_enter_camera(Camera *p_camera) {
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ERR_FAIL_COND(cameras.has(p_camera));
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cameras.insert(p_camera);
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bool in_gameplay = _in_gameplay;
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if (!Engine::get_singleton()->are_portals_active()) {
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in_gameplay = true;
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}
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if ((cameras.size() == 1) && in_gameplay) {
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emit_signal(SceneStringNames::get_singleton()->screen_entered);
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_screen_enter();
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}
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emit_signal(SceneStringNames::get_singleton()->camera_entered, p_camera);
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}
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void VisibilityNotifier::_exit_camera(Camera *p_camera) {
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ERR_FAIL_COND(!cameras.has(p_camera));
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cameras.erase(p_camera);
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bool in_gameplay = _in_gameplay;
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if (!Engine::get_singleton()->are_portals_active()) {
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in_gameplay = true;
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}
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emit_signal(SceneStringNames::get_singleton()->camera_exited, p_camera);
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if ((cameras.size() == 0) && (in_gameplay)) {
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emit_signal(SceneStringNames::get_singleton()->screen_exited);
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_screen_exit();
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}
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}
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void VisibilityNotifier::set_aabb(const AABB &p_aabb) {
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if (aabb == p_aabb) {
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return;
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}
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aabb = p_aabb;
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if (is_inside_world()) {
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get_world()->_update_notifier(this, get_global_transform().xform(aabb));
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}
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_change_notify("aabb");
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update_gizmo();
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}
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AABB VisibilityNotifier::get_aabb() const {
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return aabb;
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}
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void VisibilityNotifier::_refresh_portal_mode() {
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// only create in the visual server if we are roaming.
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// All other cases don't require a visual server rep.
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// Global and ignore are the same (existing client side functionality only).
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// Static and dynamic require only a one off creation at conversion.
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if (get_portal_mode() == PORTAL_MODE_ROAMING) {
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if (is_inside_world()) {
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if (_cull_instance_rid == RID()) {
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_cull_instance_rid = RID_PRIME(VisualServer::get_singleton()->ghost_create());
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}
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if (is_inside_world() && get_world().is_valid() && get_world()->get_scenario().is_valid() && is_inside_tree()) {
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AABB world_aabb = get_global_transform().xform(aabb);
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VisualServer::get_singleton()->ghost_set_scenario(_cull_instance_rid, get_world()->get_scenario(), get_instance_id(), world_aabb);
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}
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} else {
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if (_cull_instance_rid != RID()) {
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VisualServer::get_singleton()->free(_cull_instance_rid);
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_cull_instance_rid = RID();
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}
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}
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} else {
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if (_cull_instance_rid != RID()) {
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VisualServer::get_singleton()->free(_cull_instance_rid);
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_cull_instance_rid = RID();
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}
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}
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}
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void VisibilityNotifier::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_WORLD: {
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world = get_world();
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ERR_FAIL_COND(!world.is_valid());
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AABB world_aabb = get_global_transform().xform(aabb);
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world->_register_notifier(this, world_aabb);
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_refresh_portal_mode();
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} break;
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case NOTIFICATION_TRANSFORM_CHANGED: {
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AABB world_aabb = get_global_transform().xform(aabb);
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world->_update_notifier(this, world_aabb);
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if (_cull_instance_rid != RID()) {
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VisualServer::get_singleton()->ghost_update(_cull_instance_rid, world_aabb);
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}
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} break;
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case NOTIFICATION_EXIT_WORLD: {
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ERR_FAIL_COND(!world.is_valid());
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world->_remove_notifier(this);
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if (_cull_instance_rid != RID()) {
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VisualServer::get_singleton()->ghost_set_scenario(_cull_instance_rid, RID(), get_instance_id(), AABB());
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}
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} break;
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case NOTIFICATION_ENTER_GAMEPLAY: {
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_in_gameplay = true;
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if (cameras.size() && Engine::get_singleton()->are_portals_active()) {
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emit_signal(SceneStringNames::get_singleton()->screen_entered);
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_screen_enter();
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}
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} break;
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case NOTIFICATION_EXIT_GAMEPLAY: {
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_in_gameplay = false;
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if (cameras.size() && Engine::get_singleton()->are_portals_active()) {
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emit_signal(SceneStringNames::get_singleton()->screen_exited);
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_screen_exit();
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}
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} break;
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}
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}
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bool VisibilityNotifier::is_on_screen() const {
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if (!Engine::get_singleton()->are_portals_active()) {
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return cameras.size() != 0;
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}
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return (cameras.size() != 0) && _in_gameplay;
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}
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void VisibilityNotifier::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_aabb", "rect"), &VisibilityNotifier::set_aabb);
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ClassDB::bind_method(D_METHOD("get_aabb"), &VisibilityNotifier::get_aabb);
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ClassDB::bind_method(D_METHOD("is_on_screen"), &VisibilityNotifier::is_on_screen);
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ADD_PROPERTY(PropertyInfo(Variant::AABB, "aabb"), "set_aabb", "get_aabb");
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ADD_SIGNAL(MethodInfo("camera_entered", PropertyInfo(Variant::OBJECT, "camera", PROPERTY_HINT_RESOURCE_TYPE, "Camera")));
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ADD_SIGNAL(MethodInfo("camera_exited", PropertyInfo(Variant::OBJECT, "camera", PROPERTY_HINT_RESOURCE_TYPE, "Camera")));
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ADD_SIGNAL(MethodInfo("screen_entered"));
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ADD_SIGNAL(MethodInfo("screen_exited"));
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}
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VisibilityNotifier::VisibilityNotifier() {
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aabb = AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2));
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set_notify_transform(true);
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_in_gameplay = false;
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}
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VisibilityNotifier::~VisibilityNotifier() {
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if (_cull_instance_rid != RID()) {
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VisualServer::get_singleton()->free(_cull_instance_rid);
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}
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}
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//////////////////////////////////////
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void VisibilityEnabler::_screen_enter() {
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for (Map<Node *, Variant>::Element *E = nodes.front(); E; E = E->next()) {
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_change_node_state(E->key(), true);
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}
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visible = true;
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}
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void VisibilityEnabler::_screen_exit() {
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for (Map<Node *, Variant>::Element *E = nodes.front(); E; E = E->next()) {
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_change_node_state(E->key(), false);
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}
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visible = false;
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}
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void VisibilityEnabler::_find_nodes(Node *p_node) {
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bool add = false;
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Variant meta;
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{
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RigidBody *rb = Object::cast_to<RigidBody>(p_node);
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if (rb && ((rb->get_mode() == RigidBody::MODE_CHARACTER || rb->get_mode() == RigidBody::MODE_RIGID))) {
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add = true;
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meta = rb->get_mode();
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}
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}
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if (Object::cast_to<AnimationPlayer>(p_node) || Object::cast_to<AnimationTree>(p_node) || Object::cast_to<AnimationTreePlayer>(p_node)) {
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add = true;
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}
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{
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AnimationTree *at = Object::cast_to<AnimationTree>(p_node);
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if (at) {
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add = true;
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}
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}
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{
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AnimationTreePlayer *atp = Object::cast_to<AnimationTreePlayer>(p_node);
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if (atp) {
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add = true;
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}
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}
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if (add) {
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p_node->connect(SceneStringNames::get_singleton()->tree_exiting, this, "_node_removed", varray(p_node), CONNECT_ONESHOT);
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nodes[p_node] = meta;
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_change_node_state(p_node, false);
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}
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for (int i = 0; i < p_node->get_child_count(); i++) {
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Node *c = p_node->get_child(i);
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if (c->get_filename() != String()) {
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continue; //skip, instance
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}
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_find_nodes(c);
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}
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}
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void VisibilityEnabler::_notification(int p_what) {
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if (p_what == NOTIFICATION_ENTER_TREE) {
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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Node *from = this;
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//find where current scene starts
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while (from->get_parent() && from->get_filename() == String()) {
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from = from->get_parent();
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}
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_find_nodes(from);
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}
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if (p_what == NOTIFICATION_EXIT_TREE) {
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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for (Map<Node *, Variant>::Element *E = nodes.front(); E; E = E->next()) {
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if (!visible) {
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_change_node_state(E->key(), true);
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}
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E->key()->disconnect(SceneStringNames::get_singleton()->tree_exiting, this, "_node_removed");
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}
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nodes.clear();
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}
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}
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void VisibilityEnabler::_change_node_state(Node *p_node, bool p_enabled) {
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ERR_FAIL_COND(!nodes.has(p_node));
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if (enabler[ENABLER_FREEZE_BODIES]) {
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RigidBody *rb = Object::cast_to<RigidBody>(p_node);
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if (rb) {
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rb->set_sleeping(!p_enabled);
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}
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}
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if (enabler[ENABLER_PAUSE_ANIMATIONS]) {
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AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(p_node);
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if (ap) {
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ap->set_active(p_enabled);
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} else {
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AnimationTree *at = Object::cast_to<AnimationTree>(p_node);
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if (at) {
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at->set_active(p_enabled);
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} else {
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AnimationTreePlayer *atp = Object::cast_to<AnimationTreePlayer>(p_node);
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if (atp) {
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atp->set_active(p_enabled);
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}
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}
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}
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}
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}
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void VisibilityEnabler::_node_removed(Node *p_node) {
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if (!visible) {
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_change_node_state(p_node, true);
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}
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nodes.erase(p_node);
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}
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void VisibilityEnabler::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_enabler", "enabler", "enabled"), &VisibilityEnabler::set_enabler);
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ClassDB::bind_method(D_METHOD("is_enabler_enabled", "enabler"), &VisibilityEnabler::is_enabler_enabled);
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ClassDB::bind_method(D_METHOD("_node_removed"), &VisibilityEnabler::_node_removed);
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "pause_animations"), "set_enabler", "is_enabler_enabled", ENABLER_PAUSE_ANIMATIONS);
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "freeze_bodies"), "set_enabler", "is_enabler_enabled", ENABLER_FREEZE_BODIES);
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BIND_ENUM_CONSTANT(ENABLER_PAUSE_ANIMATIONS);
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BIND_ENUM_CONSTANT(ENABLER_FREEZE_BODIES);
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BIND_ENUM_CONSTANT(ENABLER_MAX);
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}
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void VisibilityEnabler::set_enabler(Enabler p_enabler, bool p_enable) {
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ERR_FAIL_INDEX(p_enabler, ENABLER_MAX);
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enabler[p_enabler] = p_enable;
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}
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bool VisibilityEnabler::is_enabler_enabled(Enabler p_enabler) const {
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ERR_FAIL_INDEX_V(p_enabler, ENABLER_MAX, false);
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return enabler[p_enabler];
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}
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VisibilityEnabler::VisibilityEnabler() {
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for (int i = 0; i < ENABLER_MAX; i++) {
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enabler[i] = true;
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}
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visible = false;
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}
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