mirror of
https://github.com/Relintai/props.git
synced 2024-11-14 10:17:30 +01:00
523 lines
12 KiB
C++
523 lines
12 KiB
C++
/*
|
|
Copyright (c) 2019-2021 Péter Magyar
|
|
|
|
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 "scene/3d/room.h"
|
|
|
|
#include "core/version.h"
|
|
#include "scene/3d/room.h"
|
|
#include "scene/3d/room_manager.h"
|
|
|
|
#include "core/math/quick_hull.h"
|
|
#include "scene/3d/mesh_instance.h"
|
|
#include "scene/3d/portal.h"
|
|
|
|
#if MESH_DATA_RESOURCE_PRESENT
|
|
#include "../../mesh_data_resource/nodes/mesh_data_instance.h"
|
|
#endif
|
|
|
|
#if VERSION_MAJOR > 3
|
|
#include "core/config/engine.h"
|
|
#else
|
|
#include "core/engine.h"
|
|
#endif
|
|
|
|
PropUtils *PropUtils::_instance;
|
|
Vector<Ref<PropDataEntry>> PropUtils::_processors;
|
|
|
|
PropUtils *PropUtils::get_singleton() {
|
|
return _instance;
|
|
}
|
|
|
|
Ref<PropData> PropUtils::convert_tree(Node *root) {
|
|
#if VERSION_MAJOR < 4
|
|
ERR_FAIL_COND_V(!ObjectDB::instance_validate(root), Ref<PropData>());
|
|
#endif
|
|
|
|
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) {
|
|
#if VERSION_MAJOR < 4
|
|
ERR_FAIL_COND(!ObjectDB::instance_validate(node));
|
|
#endif
|
|
|
|
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));
|
|
|
|
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
|
|
//let's try to get rid of those aswell
|
|
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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
#if MESH_DATA_RESOURCE_PRESENT
|
|
{
|
|
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();
|
|
}
|