mirror of
https://github.com/Relintai/pandemonium_engine.git
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297 lines
9.1 KiB
C++
297 lines
9.1 KiB
C++
/*************************************************************************/
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/* room.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 "room.h"
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#include "portal.h"
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#include "room_group.h"
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#include "room_manager.h"
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#include "scene/resources/world_3d.h"
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#include "servers/rendering_server.h"
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void Room::SimplifyInfo::set_simplify(real_t p_value, real_t p_room_size) {
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_plane_simplify = CLAMP(p_value, 0.0, 1.0);
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// just for reference in case we later want to use degrees...
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// _plane_simplify_dot = Math::cos(Math::deg2rad(_plane_simplify_degrees));
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// _plane_simplify_dot = _plane_simplify;
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// _plane_simplify_dot *= _plane_simplify_dot;
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// _plane_simplify_dot = 1.0 - _plane_simplify_dot;
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// distance based on size of room
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// _plane_simplify_dist = p_room_size * 0.1 * _plane_simplify;
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// _plane_simplify_dist = MAX(_plane_simplify_dist, 0.08);
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// test fix
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_plane_simplify_dot = 0.99;
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_plane_simplify_dist = 0.08;
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// print_verbose("plane simplify dot : " + String(Variant(_plane_simplify_dot)));
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// print_verbose("plane simplify dist : " + String(Variant(_plane_simplify_dist)));
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}
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bool Room::SimplifyInfo::add_plane_if_unique(LocalVector<Plane, int32_t> &r_planes, const Plane &p) const {
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for (int n = 0; n < r_planes.size(); n++) {
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const Plane &o = r_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 = _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 < _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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r_planes.push_back(p);
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return true;
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}
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void Room::clear() {
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_room_ID = -1;
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_planes.clear();
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_preliminary_planes.clear();
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_roomgroups.clear();
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_portals.clear();
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_bound_mesh_data.edges.clear();
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_bound_mesh_data.faces.clear();
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_bound_mesh_data.vertices.clear();
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_aabb = AABB();
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#ifdef TOOLS_ENABLED
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_gizmo_overlap_zones.clear();
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#endif
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}
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Room::Room() {
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_room_rid = RID_PRIME(RenderingServer::get_singleton()->room_create());
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}
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Room::~Room() {
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if (_room_rid != RID()) {
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RenderingServer::get_singleton()->free(_room_rid);
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}
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}
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bool Room::contains_point(const Vector3 &p_pt) const {
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if (!_aabb.has_point(p_pt)) {
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return false;
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}
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for (int n = 0; n < _planes.size(); n++) {
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if (_planes[n].is_point_over(p_pt)) {
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return false;
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}
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}
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return true;
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}
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void Room::set_room_simplify(real_t p_value) {
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_simplify_info.set_simplify(p_value, _aabb.get_longest_axis_size());
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}
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void Room::set_use_default_simplify(bool p_use) {
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_use_default_simplify = p_use;
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}
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void Room::set_point(int p_idx, const Vector3 &p_point) {
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if (p_idx >= _bound_pts.size()) {
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return;
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}
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_bound_pts.set(p_idx, p_point);
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#ifdef TOOLS_ENABLED
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_changed(true);
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#endif
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}
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void Room::set_points(const PoolVector<Vector3> &p_points) {
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_bound_pts = p_points;
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#ifdef TOOLS_ENABLED
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if (p_points.size()) {
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_changed(true);
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}
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#endif
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}
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PoolVector<Vector3> Room::get_points() const {
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return _bound_pts;
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}
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PoolVector<Vector3> Room::generate_points() {
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PoolVector<Vector3> pts_returned;
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#ifdef TOOLS_ENABLED
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// do a rooms convert to make sure the planes are up to date
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RoomManager *rm = RoomManager::active_room_manager;
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if (rm) {
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rm->rooms_convert();
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}
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if (!_planes.size()) {
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return pts_returned;
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}
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// scale an epsilon using 10.0 for a normal sized room
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real_t scaled_epsilon = _aabb.get_longest_axis_size() / 10.0;
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scaled_epsilon = MAX(scaled_epsilon * 0.01, 0.001);
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LocalVector<Vector3, int32_t> pts;
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pts = Geometry::compute_convex_mesh_points(&_planes[0], _planes.size(), scaled_epsilon);
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// eliminate duplicates
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for (int n = 0; n < pts.size(); n++) {
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const Vector3 &a = pts[n];
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for (int m = n + 1; m < pts.size(); m++) {
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const Vector3 &b = pts[m];
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if (a.is_equal_approx(b, scaled_epsilon)) {
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// remove b
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pts.remove_unordered(m);
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m--; // repeat m as the new m is the old last
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}
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}
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}
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// convert vector to poolvector
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pts_returned.resize(pts.size());
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Transform tr = get_global_transform();
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tr.affine_invert();
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for (int n = 0; n < pts.size(); n++) {
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// the points should be saved in LOCAL space,
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// so that if we move the room afterwards, the bound points
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// will also move in relation to the room.
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pts_returned.set(n, tr.xform(pts[n]));
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}
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#endif
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return pts_returned;
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}
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String Room::get_configuration_warning() const {
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String warning = Spatial::get_configuration_warning();
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auto lambda = [](const Node *p_node) {
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return static_cast<bool>((Object::cast_to<Room>(p_node) || Object::cast_to<RoomManager>(p_node) || Object::cast_to<RoomGroup>(p_node)));
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};
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if (detect_nodes_using_lambda(this, lambda)) {
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if (detect_nodes_of_type<Room>(this)) {
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if (!warning.empty()) {
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warning += "\n\n";
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}
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warning += TTR("A Room cannot have another Room as a child or grandchild.");
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}
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if (detect_nodes_of_type<RoomManager>(this)) {
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if (!warning.empty()) {
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warning += "\n\n";
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}
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warning += TTR("The RoomManager should not be placed inside a Room.");
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}
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if (detect_nodes_of_type<RoomGroup>(this)) {
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if (!warning.empty()) {
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warning += "\n\n";
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}
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warning += TTR("A RoomGroup should not be placed inside a Room.");
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}
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}
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if (_planes.size() > 80) {
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if (!warning.empty()) {
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warning += "\n\n";
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}
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warning += TTR("Room convex hull contains a large number of planes.\nConsider simplifying the room bound in order to increase performance.");
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}
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return warning;
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}
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// extra editor links to the room manager to allow unloading
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// on change, or re-converting
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void Room::_changed(bool p_regenerate_bounds) {
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#ifdef TOOLS_ENABLED
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RoomManager *rm = RoomManager::active_room_manager;
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if (!rm) {
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return;
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}
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if (p_regenerate_bounds) {
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rm->_room_regenerate_bound(this);
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}
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rm->_rooms_changed("changed Room " + get_name());
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#endif
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}
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void Room::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_WORLD: {
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ERR_FAIL_COND(get_world_3d().is_null());
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RenderingServer::get_singleton()->room_set_scenario(_room_rid, get_world_3d()->get_scenario());
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} break;
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case NOTIFICATION_EXIT_WORLD: {
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RenderingServer::get_singleton()->room_set_scenario(_room_rid, RID());
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} break;
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}
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}
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void Room::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_use_default_simplify", "p_use"), &Room::set_use_default_simplify);
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ClassDB::bind_method(D_METHOD("get_use_default_simplify"), &Room::get_use_default_simplify);
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ClassDB::bind_method(D_METHOD("set_room_simplify", "p_value"), &Room::set_room_simplify);
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ClassDB::bind_method(D_METHOD("get_room_simplify"), &Room::get_room_simplify);
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ClassDB::bind_method(D_METHOD("set_points", "points"), &Room::set_points);
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ClassDB::bind_method(D_METHOD("get_points"), &Room::get_points);
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ClassDB::bind_method(D_METHOD("set_point", "index", "position"), &Room::set_point);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_default_simplify"), "set_use_default_simplify", "get_use_default_simplify");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "room_simplify", PROPERTY_HINT_RANGE, "0.0,1.0,0.005"), "set_room_simplify", "get_room_simplify");
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ADD_GROUP("Bound", "");
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ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR3_ARRAY, "points"), "set_points", "get_points");
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}
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