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- /*************************************************************************/
- /* room_manager.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* 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 "room_manager.h"
- #include "core/bitfield_dynamic.h"
- #include "core/engine.h"
- #include "core/math/quick_hull.h"
- #include "core/os/os.h"
- #include "editor/editor_node.h"
- #include "mesh_instance.h"
- #include "multimesh_instance.h"
- #include "portal.h"
- #include "room_group.h"
- #include "scene/3d/camera.h"
- #include "scene/3d/light.h"
- #include "scene/3d/sprite_3d.h"
- #include "visibility_notifier.h"
- #ifdef TOOLS_ENABLED
- #include "editor/plugins/spatial_editor_plugin.h"
- #endif
- #include "modules/modules_enabled.gen.h" // For csg.
- #ifdef MODULE_CSG_ENABLED
- #include "modules/csg/csg_shape.h"
- #endif
- // #define GODOT_PORTALS_USE_BULLET_CONVEX_HULL
- #ifdef GODOT_PORTALS_USE_BULLET_CONVEX_HULL
- #include "core/math/convex_hull.h"
- #endif
- // This needs to be static because it cannot easily be propagated to portals
- // during load (as the RoomManager may be loaded before Portals enter the scene tree)
- real_t RoomManager::_default_portal_margin = 1.0;
- #ifdef TOOLS_ENABLED
- RoomManager *RoomManager::active_room_manager = nullptr;
- // static versions of functions for use from editor toolbars
- void RoomManager::static_rooms_set_active(bool p_active) {
- if (active_room_manager) {
- active_room_manager->rooms_set_active(p_active);
- active_room_manager->property_list_changed_notify();
- }
- }
- bool RoomManager::static_rooms_get_active() {
- if (active_room_manager) {
- return active_room_manager->rooms_get_active();
- }
- return false;
- }
- bool RoomManager::static_rooms_get_active_and_loaded() {
- if (active_room_manager) {
- if (active_room_manager->rooms_get_active()) {
- Ref<World> world = active_room_manager->get_world();
- RID scenario = world->get_scenario();
- return active_room_manager->rooms_get_active() && VisualServer::get_singleton()->rooms_is_loaded(scenario);
- }
- }
- return false;
- }
- void RoomManager::static_rooms_convert() {
- if (active_room_manager) {
- return active_room_manager->rooms_convert();
- }
- }
- #endif
- RoomManager::RoomManager() {
- // some high value, we want room manager to be processed after other
- // nodes because the camera should be moved first
- set_process_priority(10000);
- }
- RoomManager::~RoomManager() {
- }
- String RoomManager::get_configuration_warning() const {
- String warning = Spatial::get_configuration_warning();
- if (_settings_path_roomlist == NodePath()) {
- if (!warning.empty()) {
- warning += "\n\n";
- }
- warning += TTR("The RoomList has not been assigned.");
- } else {
- Spatial *roomlist = _resolve_path<Spatial>(_settings_path_roomlist);
- if (!roomlist) {
- // possibly also check (roomlist->get_class_name() != StringName("Spatial"))
- if (!warning.empty()) {
- warning += "\n\n";
- }
- warning += TTR("The RoomList node should be a Spatial (or derived from Spatial).");
- }
- }
- if (_settings_portal_depth_limit == 0) {
- if (!warning.empty()) {
- warning += "\n\n";
- }
- warning += TTR("Portal Depth Limit is set to Zero.\nOnly the Room that the Camera is in will render.");
- }
- if (Room::detect_nodes_of_type<RoomManager>(this)) {
- if (!warning.empty()) {
- warning += "\n\n";
- }
- warning += TTR("There should only be one RoomManager in the SceneTree.");
- }
- return warning;
- }
- void RoomManager::_preview_camera_update() {
- Ref<World> world = get_world();
- RID scenario = world->get_scenario();
- if (_godot_preview_camera_ID != (ObjectID)-1) {
- Camera *cam = Object::cast_to<Camera>(ObjectDB::get_instance(_godot_preview_camera_ID));
- if (!cam) {
- _godot_preview_camera_ID = (ObjectID)-1;
- } else {
- // get camera position and direction
- Vector3 camera_pos = cam->get_global_transform().origin;
- Vector<Plane> planes = cam->get_frustum();
- // only update the visual server when there is a change.. as it will request a screen redraw
- // this is kinda silly, but the other way would be keeping track of the override camera in visual server
- // and tracking the camera deletes, which might be more error prone for a debug feature...
- bool changed = false;
- if (camera_pos != _godot_camera_pos) {
- changed = true;
- }
- // check planes
- if (!changed) {
- if (planes.size() != _godot_camera_planes.size()) {
- changed = true;
- }
- }
- if (!changed) {
- // num of planes must be identical
- for (int n = 0; n < planes.size(); n++) {
- if (planes[n] != _godot_camera_planes[n]) {
- changed = true;
- break;
- }
- }
- }
- if (changed) {
- _godot_camera_pos = camera_pos;
- _godot_camera_planes = planes;
- VisualServer::get_singleton()->rooms_override_camera(scenario, true, camera_pos, &planes);
- }
- }
- }
- }
- void RoomManager::_notification(int p_what) {
- switch (p_what) {
- case NOTIFICATION_ENTER_TREE: {
- if (Engine::get_singleton()->is_editor_hint()) {
- set_process_internal(_godot_preview_camera_ID != (ObjectID)-1);
- #ifdef TOOLS_ENABLED
- // note this mechanism may fail to work correctly if the user creates two room managers,
- // but should not create major problems as it is just used to auto update when portals etc
- // are changed in the editor, and there is a check for nullptr.
- active_room_manager = this;
- SpatialEditor *spatial_editor = SpatialEditor::get_singleton();
- if (spatial_editor) {
- spatial_editor->update_portal_tools();
- }
- #endif
- } else {
- if (_settings_gameplay_monitor_enabled) {
- set_process_internal(true);
- }
- }
- } break;
- case NOTIFICATION_EXIT_TREE: {
- #ifdef TOOLS_ENABLED
- active_room_manager = nullptr;
- if (Engine::get_singleton()->is_editor_hint()) {
- SpatialEditor *spatial_editor = SpatialEditor::get_singleton();
- if (spatial_editor) {
- spatial_editor->update_portal_tools();
- }
- }
- #endif
- } break;
- case NOTIFICATION_INTERNAL_PROCESS: {
- // can't call visual server if not inside world
- if (!is_inside_world()) {
- return;
- }
- if (Engine::get_singleton()->is_editor_hint()) {
- _preview_camera_update();
- return;
- }
- if (_settings_gameplay_monitor_enabled) {
- Ref<World> world = get_world();
- RID scenario = world->get_scenario();
- List<Camera *> cameras;
- world->get_camera_list(&cameras);
- Vector<Vector3> positions;
- for (int n = 0; n < cameras.size(); n++) {
- positions.push_back(cameras[n]->get_global_transform().origin);
- }
- VisualServer::get_singleton()->rooms_update_gameplay_monitor(scenario, positions);
- }
- } break;
- }
- }
- void RoomManager::_bind_methods() {
- BIND_ENUM_CONSTANT(PVS_MODE_DISABLED);
- BIND_ENUM_CONSTANT(PVS_MODE_PARTIAL);
- BIND_ENUM_CONSTANT(PVS_MODE_FULL);
- // main functions
- ClassDB::bind_method(D_METHOD("rooms_convert"), &RoomManager::rooms_convert);
- ClassDB::bind_method(D_METHOD("rooms_clear"), &RoomManager::rooms_clear);
- ClassDB::bind_method(D_METHOD("set_pvs_mode", "pvs_mode"), &RoomManager::set_pvs_mode);
- ClassDB::bind_method(D_METHOD("get_pvs_mode"), &RoomManager::get_pvs_mode);
- ClassDB::bind_method(D_METHOD("set_roomlist_path", "p_path"), &RoomManager::set_roomlist_path);
- ClassDB::bind_method(D_METHOD("get_roomlist_path"), &RoomManager::get_roomlist_path);
- // These are commented out for now, but available in case we want to cache PVS to disk, the functionality exists
- // ClassDB::bind_method(D_METHOD("set_pvs_filename", "pvs_filename"), &RoomManager::set_pvs_filename);
- // ClassDB::bind_method(D_METHOD("get_pvs_filename"), &RoomManager::get_pvs_filename);
- // just some macros to make setting inspector values easier
- #define LPORTAL_STRINGIFY(x) #x
- #define LPORTAL_TOSTRING(x) LPORTAL_STRINGIFY(x)
- #define LIMPL_PROPERTY(P_TYPE, P_NAME, P_SET, P_GET) \
- ClassDB::bind_method(D_METHOD(LPORTAL_TOSTRING(P_SET), LPORTAL_TOSTRING(P_NAME)), &RoomManager::P_SET); \
- ClassDB::bind_method(D_METHOD(LPORTAL_TOSTRING(P_GET)), &RoomManager::P_GET); \
- ADD_PROPERTY(PropertyInfo(P_TYPE, LPORTAL_TOSTRING(P_NAME)), LPORTAL_TOSTRING(P_SET), LPORTAL_TOSTRING(P_GET));
- #define LIMPL_PROPERTY_RANGE(P_TYPE, P_NAME, P_SET, P_GET, P_RANGE_STRING) \
- ClassDB::bind_method(D_METHOD(LPORTAL_TOSTRING(P_SET), LPORTAL_TOSTRING(P_NAME)), &RoomManager::P_SET); \
- ClassDB::bind_method(D_METHOD(LPORTAL_TOSTRING(P_GET)), &RoomManager::P_GET); \
- ADD_PROPERTY(PropertyInfo(P_TYPE, LPORTAL_TOSTRING(P_NAME), PROPERTY_HINT_RANGE, P_RANGE_STRING), LPORTAL_TOSTRING(P_SET), LPORTAL_TOSTRING(P_GET));
- ADD_GROUP("Main", "");
- LIMPL_PROPERTY(Variant::BOOL, active, rooms_set_active, rooms_get_active);
- ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "roomlist", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Spatial"), "set_roomlist_path", "get_roomlist_path");
- ADD_GROUP("PVS", "");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "pvs_mode", PROPERTY_HINT_ENUM, "Disabled,Partial,Full"), "set_pvs_mode", "get_pvs_mode");
- // ADD_PROPERTY(PropertyInfo(Variant::STRING, "pvs_filename", PROPERTY_HINT_FILE, "*.pvs"), "set_pvs_filename", "get_pvs_filename");
- ADD_GROUP("Gameplay", "");
- LIMPL_PROPERTY(Variant::BOOL, gameplay_monitor, set_gameplay_monitor_enabled, get_gameplay_monitor_enabled);
- LIMPL_PROPERTY(Variant::BOOL, use_secondary_pvs, set_use_secondary_pvs, get_use_secondary_pvs);
- ADD_GROUP("Optimize", "");
- LIMPL_PROPERTY(Variant::BOOL, merge_meshes, set_merge_meshes, get_merge_meshes);
- ADD_GROUP("Debug", "");
- LIMPL_PROPERTY(Variant::BOOL, show_margins, set_show_margins, get_show_margins);
- LIMPL_PROPERTY(Variant::BOOL, debug_sprawl, set_debug_sprawl, get_debug_sprawl);
- LIMPL_PROPERTY_RANGE(Variant::INT, overlap_warning_threshold, set_overlap_warning_threshold, get_overlap_warning_threshold, "1,1000,1");
- LIMPL_PROPERTY(Variant::NODE_PATH, preview_camera, set_preview_camera_path, get_preview_camera_path);
- ADD_GROUP("Advanced", "");
- LIMPL_PROPERTY_RANGE(Variant::INT, portal_depth_limit, set_portal_depth_limit, get_portal_depth_limit, "0,255,1");
- LIMPL_PROPERTY_RANGE(Variant::REAL, room_simplify, set_room_simplify, get_room_simplify, "0.0,1.0,0.005");
- LIMPL_PROPERTY_RANGE(Variant::REAL, default_portal_margin, set_default_portal_margin, get_default_portal_margin, "0.0, 10.0, 0.01");
- LIMPL_PROPERTY_RANGE(Variant::REAL, roaming_expansion_margin, set_roaming_expansion_margin, get_roaming_expansion_margin, "0.0, 3.0, 0.01");
- #undef LIMPL_PROPERTY
- #undef LIMPL_PROPERTY_RANGE
- #undef LPORTAL_STRINGIFY
- #undef LPORTAL_TOSTRING
- }
- void RoomManager::_refresh_from_project_settings() {
- _settings_use_simple_pvs = GLOBAL_GET("rendering/portals/pvs/use_simple_pvs");
- _settings_log_pvs_generation = GLOBAL_GET("rendering/portals/pvs/pvs_logging");
- _settings_use_signals = GLOBAL_GET("rendering/portals/gameplay/use_signals");
- _settings_remove_danglers = GLOBAL_GET("rendering/portals/optimize/remove_danglers");
- _show_debug = GLOBAL_GET("rendering/portals/debug/logging");
- Portal::_portal_plane_convention = GLOBAL_GET("rendering/portals/advanced/flip_imported_portals");
- // force not to show logs when not in editor
- if (!Engine::get_singleton()->is_editor_hint()) {
- _show_debug = false;
- _settings_log_pvs_generation = false;
- }
- }
- void RoomManager::set_roomlist_path(const NodePath &p_path) {
- _settings_path_roomlist = p_path;
- update_configuration_warning();
- }
- void RoomManager::set_preview_camera_path(const NodePath &p_path) {
- _settings_path_preview_camera = p_path;
- resolve_preview_camera_path();
- bool camera_on = _godot_preview_camera_ID != (ObjectID)-1;
- // make sure the cached camera planes are invalid, this will
- // force an update to the visual server on the next internal_process
- _godot_camera_planes.clear();
- // if in the editor, turn processing on or off
- // according to whether the camera is overridden
- if (Engine::get_singleton()->is_editor_hint()) {
- if (is_inside_tree()) {
- set_process_internal(camera_on);
- }
- }
- // if we are turning camera override off, must inform visual server
- if (!camera_on && is_inside_world() && get_world().is_valid() && get_world()->get_scenario().is_valid()) {
- VisualServer::get_singleton()->rooms_override_camera(get_world()->get_scenario(), false, Vector3(), nullptr);
- }
- // we couldn't resolve the path, let's set it to null
- if (!camera_on) {
- _settings_path_preview_camera = NodePath();
- }
- }
- void RoomManager::set_room_simplify(real_t p_value) {
- _room_simplify_info.set_simplify(p_value);
- }
- real_t RoomManager::get_room_simplify() const {
- return _room_simplify_info._plane_simplify;
- }
- void RoomManager::set_portal_depth_limit(int p_limit) {
- _settings_portal_depth_limit = p_limit;
- if (is_inside_world() && get_world().is_valid()) {
- VisualServer::get_singleton()->rooms_set_params(get_world()->get_scenario(), p_limit, _settings_roaming_expansion_margin);
- }
- }
- void RoomManager::set_roaming_expansion_margin(real_t p_dist) {
- _settings_roaming_expansion_margin = p_dist;
- if (is_inside_world() && get_world().is_valid()) {
- VisualServer::get_singleton()->rooms_set_params(get_world()->get_scenario(), _settings_portal_depth_limit, _settings_roaming_expansion_margin);
- }
- }
- void RoomManager::set_default_portal_margin(real_t p_dist) {
- _default_portal_margin = p_dist;
- // send to portals
- Spatial *roomlist = _resolve_path<Spatial>(_settings_path_roomlist);
- if (!roomlist) {
- return;
- }
- _update_portal_gizmos(roomlist);
- }
- void RoomManager::_update_portal_gizmos(Spatial *p_node) {
- Portal *portal = Object::cast_to<Portal>(p_node);
- if (portal) {
- portal->update_gizmo();
- }
- // recurse
- for (int n = 0; n < p_node->get_child_count(); n++) {
- Spatial *child = Object::cast_to<Spatial>(p_node->get_child(n));
- if (child) {
- _update_portal_gizmos(child);
- }
- }
- }
- real_t RoomManager::get_default_portal_margin() const {
- return _default_portal_margin;
- }
- void RoomManager::set_show_margins(bool p_show) {
- Portal::_settings_gizmo_show_margins = p_show;
- Spatial *roomlist = _resolve_path<Spatial>(_settings_path_roomlist);
- if (!roomlist) {
- return;
- }
- _update_gizmos_recursive(roomlist);
- }
- bool RoomManager::get_show_margins() const {
- return Portal::_settings_gizmo_show_margins;
- }
- void RoomManager::set_debug_sprawl(bool p_enable) {
- if (is_inside_world() && get_world().is_valid()) {
- VisualServer::get_singleton()->rooms_set_debug_feature(get_world()->get_scenario(), VisualServer::ROOMS_DEBUG_SPRAWL, p_enable);
- _debug_sprawl = p_enable;
- }
- }
- bool RoomManager::get_debug_sprawl() const {
- return _debug_sprawl;
- }
- void RoomManager::set_merge_meshes(bool p_enable) {
- _settings_merge_meshes = p_enable;
- }
- bool RoomManager::get_merge_meshes() const {
- return _settings_merge_meshes;
- }
- void RoomManager::show_warning(const String &p_string, const String &p_extra_string, bool p_alert) {
- if (p_extra_string != "") {
- WARN_PRINT(p_string + " " + p_extra_string);
- #ifdef TOOLS_ENABLED
- if (p_alert && Engine::get_singleton()->is_editor_hint()) {
- EditorNode::get_singleton()->show_warning(TTRGET(p_string) + "\n" + TTRGET(p_extra_string));
- }
- #endif
- } else {
- WARN_PRINT(p_string);
- // OS::get_singleton()->alert(p_string, p_title);
- #ifdef TOOLS_ENABLED
- if (p_alert && Engine::get_singleton()->is_editor_hint()) {
- EditorNode::get_singleton()->show_warning(TTRGET(p_string));
- }
- #endif
- }
- }
- void RoomManager::debug_print_line(String p_string, int p_priority) {
- if (_show_debug) {
- if (!p_priority) {
- print_verbose(p_string);
- } else {
- print_line(p_string);
- }
- }
- }
- void RoomManager::rooms_set_active(bool p_active) {
- if (is_inside_world() && get_world().is_valid()) {
- VisualServer::get_singleton()->rooms_set_active(get_world()->get_scenario(), p_active);
- _active = p_active;
- #ifdef TOOLS_ENABLED
- if (Engine::get_singleton()->is_editor_hint()) {
- SpatialEditor *spatial_editor = SpatialEditor::get_singleton();
- if (spatial_editor) {
- spatial_editor->update_portal_tools();
- }
- }
- #endif
- }
- }
- bool RoomManager::rooms_get_active() const {
- return _active;
- }
- void RoomManager::set_pvs_mode(PVSMode p_mode) {
- _pvs_mode = p_mode;
- }
- RoomManager::PVSMode RoomManager::get_pvs_mode() const {
- return _pvs_mode;
- }
- void RoomManager::set_pvs_filename(String p_filename) {
- _pvs_filename = p_filename;
- }
- String RoomManager::get_pvs_filename() const {
- return _pvs_filename;
- }
- void RoomManager::_rooms_changed(String p_reason) {
- _rooms.clear();
- if (is_inside_world() && get_world().is_valid()) {
- VisualServer::get_singleton()->rooms_unload(get_world()->get_scenario(), p_reason);
- }
- }
- void RoomManager::rooms_clear() {
- _rooms.clear();
- if (is_inside_world() && get_world().is_valid()) {
- VisualServer::get_singleton()->rooms_and_portals_clear(get_world()->get_scenario());
- }
- }
- void RoomManager::rooms_flip_portals() {
- // this is a helper emergency function to deal with situations where the user has ended up with Portal nodes
- // pointing in the wrong direction (by doing initial conversion with flip_portal_meshes set incorrectly).
- _roomlist = _resolve_path<Spatial>(_settings_path_roomlist);
- if (!_roomlist) {
- WARN_PRINT("Cannot resolve nodepath");
- show_warning(TTR("RoomList path is invalid.\nPlease check the RoomList branch has been assigned in the RoomManager."));
- return;
- }
- _flip_portals_recursive(_roomlist);
- _rooms_changed("flipped Portals");
- }
- void RoomManager::rooms_convert() {
- // set all error conditions to false
- _warning_misnamed_nodes_detected = false;
- _warning_portal_link_room_not_found = false;
- _warning_portal_autolink_failed = false;
- _warning_room_overlap_detected = false;
- _refresh_from_project_settings();
- _roomlist = _resolve_path<Spatial>(_settings_path_roomlist);
- if (!_roomlist) {
- WARN_PRINT("Cannot resolve nodepath");
- show_warning(TTR("RoomList path is invalid.\nPlease check the RoomList branch has been assigned in the RoomManager."));
- return;
- }
- ERR_FAIL_COND(!is_inside_world() || !get_world().is_valid());
- // every time we run convert we increment this,
- // to prevent individual rooms / portals being converted
- // more than once in one run
- _conversion_tick++;
- rooms_clear();
- // first check that the roomlist is valid, and the user hasn't made
- // a silly scene tree
- if (!_check_roomlist_validity(_roomlist)) {
- return;
- }
- LocalVector<Portal *> portals;
- LocalVector<RoomGroup *> roomgroups;
- // find the rooms and portals
- _convert_rooms_recursive(_roomlist, portals, roomgroups);
- if (!_rooms.size()) {
- rooms_clear();
- show_warning(TTR("RoomList contains no Rooms, aborting."));
- return;
- }
- // add portal links
- _second_pass_portals(_roomlist, portals);
- // create the statics
- _second_pass_rooms(roomgroups, portals);
- // third pass
- // autolink portals that are not already manually linked
- // and finalize the portals
- _autolink_portals(_roomlist, portals);
- // Find the statics AGAIN and only this time add them to the PortalRenderer.
- // We need to do this twice because the room points determine the room bound...
- // but the bound is needed for autolinking,
- // and the autolinking needs to be done BEFORE adding to the PortalRenderer so that
- // the static objects will correctly sprawl. It is a chicken and egg situation.
- // Also finalize the room hulls.
- _third_pass_rooms(portals);
- // now we run autoplace to place any statics that have not been explicitly placed in rooms.
- // These will by definition not affect the room bounds, but is convenient for users to edit
- // levels in a more freeform manner
- _autoplace_recursive(_roomlist);
- bool generate_pvs = false;
- bool pvs_cull = false;
- switch (_pvs_mode) {
- default: {
- } break;
- case PVS_MODE_PARTIAL: {
- generate_pvs = true;
- } break;
- case PVS_MODE_FULL: {
- generate_pvs = true;
- pvs_cull = true;
- } break;
- }
- VisualServer::get_singleton()->rooms_finalize(get_world()->get_scenario(), generate_pvs, pvs_cull, _settings_use_secondary_pvs, _settings_use_signals, _pvs_filename, _settings_use_simple_pvs, _settings_log_pvs_generation);
- // refresh portal depth limit
- set_portal_depth_limit(get_portal_depth_limit());
- #ifdef TOOLS_ENABLED
- _generate_room_overlap_zones();
- #endif
- // just delete any intermediate data
- _cleanup_after_conversion();
- // display error dialogs
- if (_warning_misnamed_nodes_detected) {
- show_warning(TTR("Misnamed nodes detected, check output log for details. Aborting."));
- rooms_clear();
- }
- if (_warning_portal_link_room_not_found) {
- show_warning(TTR("Portal link room not found, check output log for details."));
- }
- if (_warning_portal_autolink_failed) {
- show_warning(TTR("Portal autolink failed, check output log for details.\nCheck the portal is facing outwards from the source room."));
- }
- if (_warning_room_overlap_detected) {
- show_warning(TTR("Room overlap detected, cameras may work incorrectly in overlapping area.\nCheck output log for details."));
- }
- }
- void RoomManager::_second_pass_room(Room *p_room, const LocalVector<RoomGroup *> &p_roomgroups, const LocalVector<Portal *> &p_portals) {
- if (_settings_merge_meshes) {
- _merge_meshes_in_room(p_room);
- }
- // find statics and manual bound
- bool manual_bound_found = false;
- // points making up the room geometry, in world space, to create the convex hull
- Vector<Vector3> room_pts;
- for (int n = 0; n < p_room->get_child_count(); n++) {
- Spatial *child = Object::cast_to<Spatial>(p_room->get_child(n));
- if (child) {
- if (_node_is_type<Portal>(child) || child->is_queued_for_deletion()) {
- // the adding of portal points is done after this stage, because
- // we need to take into account incoming as well as outgoing portals
- } else if (_name_ends_with(child, "-bound")) {
- manual_bound_found = _convert_manual_bound(p_room, child, p_portals);
- } else {
- // don't add the instances to the portal renderer on the first pass of _find_statics,
- // just find the geometry points in order to make sure the bound is correct.
- _find_statics_recursive(p_room, child, room_pts, false);
- }
- }
- }
- // Has the bound been specified using points in the room?
- // in that case, overwrite the room_pts
- if (p_room->_bound_pts.size() && p_room->is_inside_tree()) {
- Transform tr = p_room->get_global_transform();
- room_pts.clear();
- room_pts.resize(p_room->_bound_pts.size());
- for (int n = 0; n < room_pts.size(); n++) {
- room_pts.set(n, tr.xform(p_room->_bound_pts[n]));
- }
- // we override and manual bound with the room points
- manual_bound_found = false;
- }
- if (!manual_bound_found) {
- // rough aabb for checking portals for warning conditions
- AABB aabb;
- aabb.create_from_points(room_pts);
- for (int n = 0; n < p_room->_portals.size(); n++) {
- int portal_id = p_room->_portals[n];
- Portal *portal = p_portals[portal_id];
- // only checking portals out from source room
- if (portal->_linkedroom_ID[0] != p_room->_room_ID) {
- continue;
- }
- // don't add portals to the world bound that are internal to this room!
- if (portal->is_portal_internal(p_room->_room_ID)) {
- continue;
- }
- // check portal for suspect conditions, like a long way from the room AABB,
- // or possibly flipped the wrong way
- _check_portal_for_warnings(portal, aabb);
- }
- // create convex hull
- _convert_room_hull_preliminary(p_room, room_pts, p_portals);
- }
- // add the room to roomgroups
- for (int n = 0; n < p_room->_roomgroups.size(); n++) {
- int roomgroup_id = p_room->_roomgroups[n];
- p_roomgroups[roomgroup_id]->add_room(p_room);
- }
- }
- void RoomManager::_second_pass_rooms(const LocalVector<RoomGroup *> &p_roomgroups, const LocalVector<Portal *> &p_portals) {
- for (int n = 0; n < _rooms.size(); n++) {
- _second_pass_room(_rooms[n], p_roomgroups, p_portals);
- }
- }
- #ifdef TOOLS_ENABLED
- void RoomManager::_generate_room_overlap_zones() {
- for (int n = 0; n < _rooms.size(); n++) {
- Room *room = _rooms[n];
- // no planes .. no overlap
- if (!room->_planes.size()) {
- continue;
- }
- for (int c = n + 1; c < _rooms.size(); c++) {
- if (c == n) {
- continue;
- }
- Room *other = _rooms[c];
- // do a quick reject AABB
- if (!room->_aabb.intersects(other->_aabb) || (!other->_planes.size())) {
- continue;
- }
- // if the room priorities are different (i.e. an internal room), they are allowed to overlap
- if (room->_room_priority != other->_room_priority) {
- continue;
- }
- // get all the planes of both rooms in a contiguous list
- LocalVector<Plane, int32_t> planes;
- planes.resize(room->_planes.size() + other->_planes.size());
- Plane *dest = planes.ptr();
- memcpy(dest, &room->_planes[0], room->_planes.size() * sizeof(Plane));
- dest += room->_planes.size();
- memcpy(dest, &other->_planes[0], other->_planes.size() * sizeof(Plane));
- Vector<Vector3> overlap_pts = Geometry::compute_convex_mesh_points(planes.ptr(), planes.size());
- if (overlap_pts.size() < 4) {
- continue;
- }
- // there is an overlap, create a mesh from the points
- Geometry::MeshData md;
- Error err = _build_convex_hull(overlap_pts, md);
- if (err != OK) {
- WARN_PRINT("QuickHull failed building room overlap hull");
- continue;
- }
- // only if the volume is more than some threshold
- real_t volume = Geometry::calculate_convex_hull_volume(md);
- if (volume > _overlap_warning_threshold) {
- WARN_PRINT("Room overlap of " + String(Variant(volume)) + " detected between " + room->get_name() + " and " + other->get_name());
- room->_gizmo_overlap_zones.push_back(md);
- _warning_room_overlap_detected = true;
- }
- }
- }
- }
- #endif
- void RoomManager::_third_pass_rooms(const LocalVector<Portal *> &p_portals) {
- bool found_errors = false;
- for (int n = 0; n < _rooms.size(); n++) {
- Room *room = _rooms[n];
- // no need to do all these string operations if we are not debugging and don't need logs
- if (_show_debug) {
- String room_short_name = _find_name_before(room, "-room", true);
- convert_log("ROOM\t" + room_short_name);
- // log output the portals associated with this room
- for (int p = 0; p < room->_portals.size(); p++) {
- const Portal &portal = *p_portals[room->_portals[p]];
- bool portal_links_out = portal._linkedroom_ID[0] == room->_room_ID;
- int linked_room_id = (portal_links_out) ? portal._linkedroom_ID[1] : portal._linkedroom_ID[0];
- // this shouldn't be out of range, but just in case
- if ((linked_room_id >= 0) && (linked_room_id < _rooms.size())) {
- Room *linked_room = _rooms[linked_room_id];
- String portal_link_room_name = _find_name_before(linked_room, "-room", true);
- String in_or_out = (portal_links_out) ? "POUT" : "PIN ";
- // display the name of the room linked to
- convert_log("\t\t" + in_or_out + "\t" + portal_link_room_name);
- } else {
- WARN_PRINT_ONCE("linked_room_id is out of range");
- }
- }
- } // if _show_debug
- // do a second pass finding the statics, where they are
- // finally added to the rooms in the portal_renderer.
- Vector<Vector3> room_pts;
- // the true indicates we DO want to add to the portal renderer this second time
- // we call _find_statics_recursive
- _find_statics_recursive(room, room, room_pts, true);
- if (!_convert_room_hull_final(room, p_portals)) {
- found_errors = true;
- }
- room->update_gizmo();
- room->update_configuration_warning();
- }
- if (found_errors) {
- show_warning(TTR("Error calculating room bounds.\nEnsure all rooms contain geometry or manual bounds."));
- }
- }
- void RoomManager::_second_pass_portals(Spatial *p_roomlist, LocalVector<Portal *> &r_portals) {
- for (unsigned int n = 0; n < r_portals.size(); n++) {
- Portal *portal = r_portals[n];
- // we have a choice here.
- // If we are importing, we will try linking using the naming convention method.
- // We do this by setting the assigned nodepath if we find the link room, then
- // the resolving links is done in the usual manner from the nodepath.
- if (portal->_importing_portal) {
- String string_link_room_shortname = _find_name_before(portal, "-portal");
- String string_link_room = string_link_room_shortname + "-room";
- if (string_link_room_shortname != "") {
- // try the room name plus the postfix first, this will be the most common case during import
- Room *linked_room = Object::cast_to<Room>(p_roomlist->find_node(string_link_room, true, false));
- // try the short name as a last ditch attempt
- if (!linked_room) {
- linked_room = Object::cast_to<Room>(p_roomlist->find_node(string_link_room_shortname, true, false));
- }
- if (linked_room) {
- NodePath path = portal->get_path_to(linked_room);
- portal->set_linked_room_internal(path);
- } else {
- WARN_PRINT("Portal link room : " + string_link_room + " not found.");
- _warning_portal_link_room_not_found = true;
- }
- }
- }
- // get the room we are linking from
- int room_from_id = portal->_linkedroom_ID[0];
- if (room_from_id != -1) {
- Room *room_from = _rooms[room_from_id];
- portal->resolve_links(_rooms, room_from->_room_rid);
- // add the portal id to the room from and the room to.
- // These are used so we can later add the portal geometry to the room bounds.
- room_from->_portals.push_back(n);
- int room_to_id = portal->_linkedroom_ID[1];
- if (room_to_id != -1) {
- Room *room_to = _rooms[room_to_id];
- room_to->_portals.push_back(n);
- // make the portal internal if necessary
- portal->_internal = room_from->_room_priority > room_to->_room_priority;
- }
- }
- }
- }
- void RoomManager::_autolink_portals(Spatial *p_roomlist, LocalVector<Portal *> &r_portals) {
- for (unsigned int n = 0; n < r_portals.size(); n++) {
- Portal *portal = r_portals[n];
- // all portals should have a source room
- DEV_ASSERT(portal->_linkedroom_ID[0] != -1);
- const Room *source_room = _rooms[portal->_linkedroom_ID[0]];
- if (portal->_linkedroom_ID[1] != -1) {
- // already manually linked
- continue;
- }
- bool autolink_found = false;
- // try to autolink
- // try points iteratively out from the portal center and find the first that is in a room that isn't the source room
- for (int attempt = 0; attempt < 4; attempt++) {
- // found
- if (portal->_linkedroom_ID[1] != -1) {
- break;
- }
- // these numbers are arbitrary .. we could alternatively reuse the portal margins for this?
- real_t dist = 0.01;
- switch (attempt) {
- default: {
- dist = 0.01;
- } break;
- case 1: {
- dist = 0.1;
- } break;
- case 2: {
- dist = 1.0;
- } break;
- case 3: {
- dist = 2.0;
- } break;
- }
- Vector3 test_pos = portal->_pt_center_world + (dist * portal->_plane.normal);
- int best_priority = -1000;
- int best_room = -1;
- for (int r = 0; r < _rooms.size(); r++) {
- Room *room = _rooms[r];
- if (room->_room_ID == portal->_linkedroom_ID[0]) {
- // can't link back to the source room
- continue;
- }
- // first do a rough aabb check
- if (!room->_aabb.has_point(test_pos)) {
- continue;
- }
- bool outside = false;
- for (int p = 0; p < room->_preliminary_planes.size(); p++) {
- const Plane &plane = room->_preliminary_planes[p];
- if (plane.distance_to(test_pos) > 0.0) {
- outside = true;
- break;
- }
- } // for through planes
- if (!outside) {
- // we found a suitable room, but we want the highest priority in
- // case there are internal rooms...
- if (room->_room_priority > best_priority) {
- best_priority = room->_room_priority;
- best_room = r;
- }
- }
- } // for through rooms
- // found a suitable link room
- if (best_room != -1) {
- Room *room = _rooms[best_room];
- // great, we found a linked room!
- convert_log("\t\tAUTOLINK OK from " + source_room->get_name() + " to " + room->get_name(), 1);
- portal->_linkedroom_ID[1] = best_room;
- // add the portal to the portals list for the receiving room
- room->_portals.push_back(n);
- // send complete link to visual server so the portal will be active in the visual server room system
- VisualServer::get_singleton()->portal_link(portal->_portal_rid, source_room->_room_rid, room->_room_rid, portal->_settings_two_way);
- // make the portal internal if necessary
- // (this prevents the portal plane clipping the room bound)
- portal->_internal = source_room->_room_priority > room->_room_priority;
- autolink_found = true;
- break;
- }
- } // for attempt
- // error condition
- if (!autolink_found) {
- WARN_PRINT("Portal AUTOLINK failed for " + portal->get_name() + " from " + source_room->get_name());
- _warning_portal_autolink_failed = true;
- #ifdef TOOLS_ENABLED
- portal->_warning_autolink_failed = true;
- portal->update_gizmo();
- #endif
- }
- } // for portal
- }
- // to prevent users creating mistakes for themselves, we limit what can be put into the room list branch.
- // returns invalid node, or NULL
- bool RoomManager::_check_roomlist_validity(Node *p_node) {
- // restrictions lifted here, but we can add more if required
- return true;
- }
- void RoomManager::_convert_rooms_recursive(Spatial *p_node, LocalVector<Portal *> &r_portals, LocalVector<RoomGroup *> &r_roomgroups, int p_roomgroup) {
- // is this a room?
- if (_node_is_type<Room>(p_node) || _name_ends_with(p_node, "-room")) {
- _convert_room(p_node, r_portals, r_roomgroups, p_roomgroup);
- }
- // is this a roomgroup?
- if (_node_is_type<RoomGroup>(p_node) || _name_ends_with(p_node, "-roomgroup")) {
- p_roomgroup = _convert_roomgroup(p_node, r_roomgroups);
- }
- // recurse through children
- for (int n = 0; n < p_node->get_child_count(); n++) {
- Spatial *child = Object::cast_to<Spatial>(p_node->get_child(n));
- if (child) {
- _convert_rooms_recursive(child, r_portals, r_roomgroups, p_roomgroup);
- }
- }
- }
- int RoomManager::_convert_roomgroup(Spatial *p_node, LocalVector<RoomGroup *> &r_roomgroups) {
- String string_full_name = p_node->get_name();
- // is it already a roomgroup?
- RoomGroup *roomgroup = Object::cast_to<RoomGroup>(p_node);
- // if not already a RoomGroup, convert the node and move all children
- if (!roomgroup) {
- // create a RoomGroup
- roomgroup = _change_node_type<RoomGroup>(p_node, "G");
- } else {
- // already hit this tick?
- if (roomgroup->_conversion_tick == _conversion_tick) {
- return roomgroup->_roomgroup_ID;
- }
- }
- convert_log("convert_roomgroup : " + string_full_name, 1);
- // make sure the roomgroup is blank, especially if already created
- roomgroup->clear();
- // make sure the object ID is sent to the visual server
- VisualServer::get_singleton()->roomgroup_prepare(roomgroup->_room_group_rid, roomgroup->get_instance_id());
- // mark so as only to convert once
- roomgroup->_conversion_tick = _conversion_tick;
- roomgroup->_roomgroup_ID = r_roomgroups.size();
- r_roomgroups.push_back(roomgroup);
- return r_roomgroups.size() - 1;
- }
- void RoomManager::_convert_room(Spatial *p_node, LocalVector<Portal *> &r_portals, const LocalVector<RoomGroup *> &p_roomgroups, int p_roomgroup) {
- String string_full_name = p_node->get_name();
- // is it already an lroom?
- Room *room = Object::cast_to<Room>(p_node);
- // if not already a Room, convert the node and move all children
- if (!room) {
- // create a Room
- room = _change_node_type<Room>(p_node, "G");
- } else {
- // already hit this tick?
- if (room->_conversion_tick == _conversion_tick) {
- return;
- }
- }
- // make sure the room is blank, especially if already created
- room->clear();
- // mark so as only to convert once
- room->_conversion_tick = _conversion_tick;
- // set roomgroup
- if (p_roomgroup != -1) {
- room->_roomgroups.push_back(p_roomgroup);
- room->_room_priority = p_roomgroups[p_roomgroup]->_settings_priority;
- VisualServer::get_singleton()->room_prepare(room->_room_rid, room->_room_priority);
- }
- // add to the list of rooms
- room->_room_ID = _rooms.size();
- _rooms.push_back(room);
- _find_portals_recursive(room, room, r_portals);
- }
- void RoomManager::_find_portals_recursive(Spatial *p_node, Room *p_room, LocalVector<Portal *> &r_portals) {
- MeshInstance *mi = Object::cast_to<MeshInstance>(p_node);
- if (_node_is_type<Portal>(p_node) || (mi && _name_ends_with(mi, "-portal"))) {
- _convert_portal(p_room, p_node, r_portals);
- }
- for (int n = 0; n < p_node->get_child_count(); n++) {
- Spatial *child = Object::cast_to<Spatial>(p_node->get_child(n));
- if (child) {
- _find_portals_recursive(child, p_room, r_portals);
- }
- }
- }
- void RoomManager::_check_portal_for_warnings(Portal *p_portal, const AABB &p_room_aabb_without_portals) {
- #ifdef TOOLS_ENABLED
- AABB bb = p_room_aabb_without_portals;
- bb = bb.grow(bb.get_longest_axis_size() * 0.5);
- bool changed = false;
- // far outside the room?
- const Vector3 &pos = p_portal->get_global_transform().origin;
- bool old_outside = p_portal->_warning_outside_room_aabb;
- p_portal->_warning_outside_room_aabb = !bb.has_point(pos);
- if (p_portal->_warning_outside_room_aabb != old_outside) {
- changed = true;
- }
- if (p_portal->_warning_outside_room_aabb) {
- WARN_PRINT(String(p_portal->get_name()) + " possibly in the wrong room.");
- }
- // facing wrong way?
- Vector3 offset = pos - bb.get_center();
- real_t dot = offset.dot(p_portal->_plane.normal);
- bool old_facing = p_portal->_warning_facing_wrong_way;
- p_portal->_warning_facing_wrong_way = dot < 0.0;
- if (p_portal->_warning_facing_wrong_way != old_facing) {
- changed = true;
- }
- if (p_portal->_warning_facing_wrong_way) {
- WARN_PRINT(String(p_portal->get_name()) + " possibly facing the wrong way.");
- }
- // handled later
- p_portal->_warning_autolink_failed = false;
- if (changed) {
- p_portal->update_gizmo();
- }
- #endif
- }
- bool RoomManager::_autoplace_object(VisualInstance *p_vi) {
- // note we could alternatively use the portal_renderer to do this more efficiently
- // (as it has a BSP) but at a cost of returning result from the visual server
- AABB bb = p_vi->get_transformed_aabb();
- Vector3 centre = bb.get_center();
- // in order to deal with internal rooms, we can't just stop at the first
- // room the point is within, as there could be later rooms with a higher priority
- int best_priority = -INT32_MAX;
- Room *best_room = nullptr;
- // if not set to zero (no preference) this can override a preference
- // for a certain RoomGroup priority to ensure the instance gets placed in the correct
- // RoomGroup (e.g. outside, for building exteriors)
- int preferred_priority = p_vi->get_portal_autoplace_priority();
- for (int n = 0; n < _rooms.size(); n++) {
- Room *room = _rooms[n];
- if (room->contains_point(centre)) {
- // the standard routine autoplaces in the highest priority room
- if (room->_room_priority > best_priority) {
- best_priority = room->_room_priority;
- best_room = room;
- }
- // if we override the preferred priority we always choose this
- if (preferred_priority && (room->_room_priority == preferred_priority)) {
- best_room = room;
- break;
- }
- }
- }
- if (best_room) {
- // just dummies, we won't use these this time
- Vector<Vector3> room_pts;
- // we can reuse this function
- _process_static(best_room, p_vi, room_pts, true);
- return true;
- }
- return false;
- }
- void RoomManager::_autoplace_recursive(Spatial *p_node) {
- if (p_node->is_queued_for_deletion()) {
- return;
- }
- // as soon as we hit a room, quit the recursion as the objects
- // will already have been added inside rooms
- if (Object::cast_to<Room>(p_node)) {
- return;
- }
- VisualInstance *vi = Object::cast_to<VisualInstance>(p_node);
- // we are only interested in VIs with static or dynamic mode
- if (vi) {
- switch (vi->get_portal_mode()) {
- default: {
- } break;
- case CullInstance::PORTAL_MODE_DYNAMIC:
- case CullInstance::PORTAL_MODE_STATIC: {
- _autoplace_object(vi);
- } break;
- }
- }
- for (int n = 0; n < p_node->get_child_count(); n++) {
- Spatial *child = Object::cast_to<Spatial>(p_node->get_child(n));
- if (child) {
- _autoplace_recursive(child);
- }
- }
- }
- void RoomManager::_process_static(Room *p_room, Spatial *p_node, Vector<Vector3> &r_room_pts, bool p_add_to_portal_renderer) {
- bool ignore = false;
- VisualInstance *vi = Object::cast_to<VisualInstance>(p_node);
- bool is_dynamic = false;
- // we are only interested in VIs with static or dynamic mode
- if (vi) {
- switch (vi->get_portal_mode()) {
- default: {
- ignore = true;
- } break;
- case CullInstance::PORTAL_MODE_DYNAMIC: {
- is_dynamic = true;
- } break;
- case CullInstance::PORTAL_MODE_STATIC:
- break;
- }
- }
- if (!ignore) {
- // We'll have a done flag. This isn't strictly speaking necessary
- // because the types should be mutually exclusive, but this would
- // break if something changes the inheritance hierarchy of the nodes
- // at a later date, so having a done flag makes it more robust.
- bool done = false;
- Light *light = Object::cast_to<Light>(p_node);
- if (!done && light) {
- done = true;
- // lights (don't affect bound, so aren't added in first pass)
- if (p_add_to_portal_renderer) {
- Vector<Vector3> dummy_pts;
- VisualServer::get_singleton()->room_add_instance(p_room->_room_rid, light->get_instance(), light->get_transformed_aabb(), dummy_pts);
- convert_log("\t\t\tLIGT\t" + light->get_name());
- }
- }
- GeometryInstance *gi = Object::cast_to<GeometryInstance>(p_node);
- if (!done && gi) {
- done = true;
- // MeshInstance is the most interesting type for portalling, so we handle this explicitly
- MeshInstance *mi = Object::cast_to<MeshInstance>(p_node);
- if (mi) {
- if (p_add_to_portal_renderer) {
- convert_log("\t\t\tMESH\t" + mi->get_name());
- }
- Vector<Vector3> object_pts;
- AABB aabb;
- // get the object points and don't immediately add to the room
- // points, as we want to use these points for sprawling algorithm in
- // the visual server.
- if (_bound_findpoints_mesh_instance(mi, object_pts, aabb)) {
- // need to keep track of room bound
- // NOTE the is_visible check MAY cause problems if conversion run on nodes that
- // aren't properly in the tree. It can optionally be removed. Certainly calling is_visible_in_tree
- // DID cause problems.
- if (!is_dynamic && mi->get_include_in_bound() && mi->is_visible()) {
- r_room_pts.append_array(object_pts);
- }
- if (p_add_to_portal_renderer) {
- VisualServer::get_singleton()->room_add_instance(p_room->_room_rid, mi->get_instance(), mi->get_transformed_aabb(), object_pts);
- }
- } // if bound found points
- } else {
- // geometry instance but not a mesh instance ..
- if (p_add_to_portal_renderer) {
- convert_log("\t\t\tGEOM\t" + gi->get_name());
- }
- Vector<Vector3> object_pts;
- AABB aabb;
- // attempt to recognise this GeometryInstance and read back the geometry
- // Note: never attempt to add dynamics to the room aabb
- if (is_dynamic || _bound_findpoints_geom_instance(gi, object_pts, aabb)) {
- // need to keep track of room bound
- // NOTE the is_visible check MAY cause problems if conversion run on nodes that
- // aren't properly in the tree. It can optionally be removed. Certainly calling is_visible_in_tree
- // DID cause problems.
- if (!is_dynamic && gi->get_include_in_bound() && gi->is_visible()) {
- r_room_pts.append_array(object_pts);
- }
- if (p_add_to_portal_renderer) {
- VisualServer::get_singleton()->room_add_instance(p_room->_room_rid, gi->get_instance(), gi->get_transformed_aabb(), object_pts);
- }
- } // if bound found points
- }
- } // if gi
- VisibilityNotifier *vn = Object::cast_to<VisibilityNotifier>(p_node);
- if (!done && vn && ((vn->get_portal_mode() == CullInstance::PORTAL_MODE_DYNAMIC) || (vn->get_portal_mode() == CullInstance::PORTAL_MODE_STATIC))) {
- done = true;
- if (p_add_to_portal_renderer) {
- AABB world_aabb = vn->get_global_transform().xform(vn->get_aabb());
- VisualServer::get_singleton()->room_add_ghost(p_room->_room_rid, vn->get_instance_id(), world_aabb);
- convert_log("\t\t\tVIS \t" + vn->get_name());
- }
- }
- } // if not ignore
- }
- void RoomManager::_find_statics_recursive(Room *p_room, Spatial *p_node, Vector<Vector3> &r_room_pts, bool p_add_to_portal_renderer) {
- // don't process portal MeshInstances that are being deleted
- // (and replaced by proper Portal nodes)
- if (p_node->is_queued_for_deletion()) {
- return;
- }
- _process_static(p_room, p_node, r_room_pts, p_add_to_portal_renderer);
- for (int n = 0; n < p_node->get_child_count(); n++) {
- Spatial *child = Object::cast_to<Spatial>(p_node->get_child(n));
- if (child) {
- _find_statics_recursive(p_room, child, r_room_pts, p_add_to_portal_renderer);
- }
- }
- }
- bool RoomManager::_convert_manual_bound(Room *p_room, Spatial *p_node, const LocalVector<Portal *> &p_portals) {
- MeshInstance *mi = Object::cast_to<MeshInstance>(p_node);
- if (!mi) {
- return false;
- }
- Vector<Vector3> points;
- AABB aabb;
- if (!_bound_findpoints_mesh_instance(mi, points, aabb)) {
- return false;
- }
- mi->set_portal_mode(CullInstance::PORTAL_MODE_IGNORE);
- // hide bounds after conversion
- // set to portal mode ignore?
- mi->hide();
- return _convert_room_hull_preliminary(p_room, points, p_portals);
- }
- bool RoomManager::_convert_room_hull_preliminary(Room *p_room, const Vector<Vector3> &p_room_pts, const LocalVector<Portal *> &p_portals) {
- if (p_room_pts.size() <= 3) {
- return false;
- }
- Geometry::MeshData md;
- Error err = OK;
- // if there are too many room points, quickhull will fail or freeze etc, so we will revert
- // to a bounding rect and send an error message
- if (p_room_pts.size() > 100000) {
- WARN_PRINT(String(p_room->get_name()) + " contains too many vertices to find convex hull, use a manual bound instead.");
- AABB aabb;
- aabb.create_from_points(p_room_pts);
- LocalVector<Vector3> pts;
- Vector3 mins = aabb.position;
- Vector3 maxs = mins + aabb.size;
- pts.push_back(Vector3(mins.x, mins.y, mins.z));
- pts.push_back(Vector3(mins.x, maxs.y, mins.z));
- pts.push_back(Vector3(maxs.x, maxs.y, mins.z));
- pts.push_back(Vector3(maxs.x, mins.y, mins.z));
- pts.push_back(Vector3(mins.x, mins.y, maxs.z));
- pts.push_back(Vector3(mins.x, maxs.y, maxs.z));
- pts.push_back(Vector3(maxs.x, maxs.y, maxs.z));
- pts.push_back(Vector3(maxs.x, mins.y, maxs.z));
- err = _build_convex_hull(pts, md);
- } else {
- err = _build_room_convex_hull(p_room, p_room_pts, md);
- }
- if (err != OK) {
- return false;
- }
- // add any existing portals planes first, as these will trump any other existing planes further out
- for (int n = 0; n < p_room->_portals.size(); n++) {
- int portal_id = p_room->_portals[n];
- Portal *portal = p_portals[portal_id];
- // don't add portals to the hull that are internal to this room!
- if (portal->is_portal_internal(p_room->_room_ID)) {
- continue;
- }
- Plane plane = portal->_plane;
- // does it need to be reversed? (i.e. is the portal incoming rather than outgoing)
- if (portal->_linkedroom_ID[1] == p_room->_room_ID) {
- plane = -plane;
- }
- _add_plane_if_unique(p_room, p_room->_preliminary_planes, plane);
- }
- // add the planes from the geometry or manual bound
- for (int n = 0; n < md.faces.size(); n++) {
- const Plane &p = md.faces[n].plane;
- _add_plane_if_unique(p_room, p_room->_preliminary_planes, p);
- }
- // temporary copy of mesh data for the boundary points
- // to form a new hull in _convert_room_hull_final
- p_room->_bound_mesh_data = md;
- // aabb (should later include portals too, these are added in _convert_room_hull_final)
- p_room->_aabb.create_from_points(md.vertices);
- return true;
- }
- bool RoomManager::_convert_room_hull_final(Room *p_room, const LocalVector<Portal *> &p_portals) {
- Vector<Vector3> vertices_including_portals = p_room->_bound_mesh_data.vertices;
- // add the portals planes first, as these will trump any other existing planes further out
- int num_portals_added = 0;
- for (int n = 0; n < p_room->_portals.size(); n++) {
- int portal_id = p_room->_portals[n];
- Portal *portal = p_portals[portal_id];
- // don't add portals to the world bound that are internal to this room!
- if (portal->is_portal_internal(p_room->_room_ID)) {
- continue;
- }
- Plane plane = portal->_plane;
- // does it need to be reversed? (i.e. is the portal incoming rather than outgoing)
- if (portal->_linkedroom_ID[1] == p_room->_room_ID) {
- plane = -plane;
- }
- if (_add_plane_if_unique(p_room, p_room->_planes, plane)) {
- num_portals_added++;
- }
- // add any new portals to the aabb of the room
- for (int p = 0; p < portal->_pts_world.size(); p++) {
- const Vector3 &pt = portal->_pts_world[p];
- vertices_including_portals.push_back(pt);
- p_room->_aabb.expand_to(pt);
- }
- }
- // create new convex hull
- Geometry::MeshData md;
- Error err = _build_room_convex_hull(p_room, vertices_including_portals, md);
- if (err != OK) {
- return false;
- }
- // add the planes from the new hull
- for (int n = 0; n < md.faces.size(); n++) {
- const Plane &p = md.faces[n].plane;
- _add_plane_if_unique(p_room, p_room->_planes, p);
- }
- // recreate the points within the new simplified bound, and then recreate the convex hull
- // by running quickhull a second time... (this enables the gizmo to accurately show the simplified hull)
- int num_planes_before_simplification = p_room->_planes.size();
- Geometry::MeshData md_simplified;
- _build_simplified_bound(p_room, md_simplified, p_room->_planes, num_portals_added);
- if (num_planes_before_simplification != p_room->_planes.size()) {
- convert_log("\t\t\tcontained " + itos(num_planes_before_simplification) + " planes before simplification, " + itos(p_room->_planes.size()) + " planes after.");
- }
- // make a copy of the mesh data for debugging
- // note this could be avoided in release builds? NYI
- p_room->_bound_mesh_data = md_simplified;
- // send bound to visual server
- VisualServer::get_singleton()->room_set_bound(p_room->_room_rid, p_room->get_instance_id(), p_room->_planes, p_room->_aabb, md_simplified.vertices);
- return true;
- }
- #ifdef TOOLS_ENABLED
- bool RoomManager::_room_regenerate_bound(Room *p_room) {
- // for a preview, we allow the editor to change the bound
- ERR_FAIL_COND_V(!p_room, false);
- if (!p_room->_bound_pts.size()) {
- return false;
- }
- // can't do yet if not in the tree
- if (!p_room->is_inside_tree()) {
- return false;
- }
- Transform tr = p_room->get_global_transform();
- Vector<Vector3> pts;
- pts.resize(p_room->_bound_pts.size());
- for (int n = 0; n < pts.size(); n++) {
- pts.set(n, tr.xform(p_room->_bound_pts[n]));
- }
- Geometry::MeshData md;
- Error err = _build_room_convex_hull(p_room, pts, md);
- if (err != OK) {
- return false;
- }
- p_room->_bound_mesh_data = md;
- p_room->update_gizmo();
- return true;
- }
- #endif
- void RoomManager::_build_simplified_bound(const Room *p_room, Geometry::MeshData &r_md, LocalVector<Plane, int32_t> &r_planes, int p_num_portal_planes) {
- if (!r_planes.size()) {
- return;
- }
- Vector<Vector3> pts = Geometry::compute_convex_mesh_points(&r_planes[0], r_planes.size(), 0.001);
- Error err = _build_room_convex_hull(p_room, pts, r_md);
- if (err != OK) {
- WARN_PRINT("QuickHull failed building simplified bound");
- return;
- }
- // if the number of faces is less than the number of planes, we can use this simplified version to reduce the number of planes
- if (r_md.faces.size() < r_planes.size()) {
- // always include the portal planes
- r_planes.resize(p_num_portal_planes);
- for (int n = 0; n < r_md.faces.size(); n++) {
- _add_plane_if_unique(p_room, r_planes, r_md.faces[n].plane);
- }
- }
- }
- Error RoomManager::_build_room_convex_hull(const Room *p_room, const Vector<Vector3> &p_points, Geometry::MeshData &r_mesh) {
- // calculate an epsilon based on the simplify value, and use this to build the hull
- real_t s = 0.0;
- DEV_ASSERT(p_room);
- if (p_room->_use_default_simplify) {
- s = _room_simplify_info._plane_simplify;
- } else {
- s = p_room->_simplify_info._plane_simplify;
- }
- // value between 0.3 (accurate) and 10.0 (very rough)
- // * UNIT_EPSILON
- s *= s;
- s *= 40.0;
- s += 0.3; // minimum
- s *= UNIT_EPSILON;
- return _build_convex_hull(p_points, r_mesh, s);
- }
- bool RoomManager::_add_plane_if_unique(const Room *p_room, LocalVector<Plane, int32_t> &r_planes, const Plane &p) {
- DEV_ASSERT(p_room);
- if (p_room->_use_default_simplify) {
- return _room_simplify_info.add_plane_if_unique(r_planes, p);
- }
- return p_room->_simplify_info.add_plane_if_unique(r_planes, p);
- }
- void RoomManager::_convert_portal(Room *p_room, Spatial *p_node, LocalVector<Portal *> &portals) {
- Portal *portal = Object::cast_to<Portal>(p_node);
- bool importing = false;
- // if not a gportal already, convert the node type
- if (!portal) {
- importing = true;
- portal = _change_node_type<Portal>(p_node, "G", false);
- portal->create_from_mesh_instance(Object::cast_to<MeshInstance>(p_node));
- p_node->queue_delete();
- } else {
- // only allow converting once
- if (portal->_conversion_tick == _conversion_tick) {
- return;
- }
- }
- // make sure to start with fresh internal data each time (for linked rooms etc)
- portal->clear();
- // mark the portal if we are importing, because we will need to use the naming
- // prefix system to look for linked rooms in that case
- portal->_importing_portal = importing;
- // mark so as only to convert once
- portal->_conversion_tick = _conversion_tick;
- // link rooms
- portal->portal_update();
- // keep a list of portals for second pass
- portals.push_back(portal);
- // the portal is linking from this first room it is added to
- portal->_linkedroom_ID[0] = p_room->_room_ID;
- }
- bool RoomManager::_bound_findpoints_geom_instance(GeometryInstance *p_gi, Vector<Vector3> &r_room_pts, AABB &r_aabb) {
- // max opposite extents .. note AABB storing size is rubbish in this aspect
- // it can fail once mesh min is larger than FLT_MAX / 2.
- r_aabb.position = Vector3(FLT_MAX / 2, FLT_MAX / 2, FLT_MAX / 2);
- r_aabb.size = Vector3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
- #ifdef MODULE_CSG_ENABLED
- CSGShape *shape = Object::cast_to<CSGShape>(p_gi);
- if (shape) {
- // Shapes will not be up to date on the first frame due to a quirk
- // of CSG - it defers updates to the next frame. So we need to explicitly
- // force an update to make sure the CSG is correct on level load.
- shape->force_update_shape();
- Array arr = shape->get_meshes();
- if (!arr.size()) {
- return false;
- }
- Ref<ArrayMesh> arr_mesh = arr[1];
- if (!arr_mesh.is_valid()) {
- return false;
- }
- if (arr_mesh->get_surface_count() == 0) {
- return false;
- }
- // for converting meshes to world space
- Transform trans = p_gi->get_global_transform();
- for (int surf = 0; surf < arr_mesh->get_surface_count(); surf++) {
- Array arrays = arr_mesh->surface_get_arrays(surf);
- if (!arrays.size()) {
- continue;
- }
- PoolVector<Vector3> vertices = arrays[VS::ARRAY_VERTEX];
- // convert to world space
- for (int n = 0; n < vertices.size(); n++) {
- Vector3 pt_world = trans.xform(vertices[n]);
- r_room_pts.push_back(pt_world);
- // keep the bound up to date
- r_aabb.expand_to(pt_world);
- }
- } // for through the surfaces
- return true;
- } // if csg shape
- #endif
- // multimesh
- MultiMeshInstance *mmi = Object::cast_to<MultiMeshInstance>(p_gi);
- if (mmi) {
- Ref<MultiMesh> rmm = mmi->get_multimesh();
- if (!rmm.is_valid()) {
- return false;
- }
- // first get the mesh verts in local space
- LocalVector<Vector3, int32_t> local_verts;
- Ref<Mesh> rmesh = rmm->get_mesh();
- if (rmesh->get_surface_count() == 0) {
- String string;
- string = "MultiMeshInstance '" + mmi->get_name() + "' has no surfaces, ignoring";
- WARN_PRINT(string);
- return false;
- }
- for (int surf = 0; surf < rmesh->get_surface_count(); surf++) {
- Array arrays = rmesh->surface_get_arrays(surf);
- if (!arrays.size()) {
- WARN_PRINT_ONCE("MultiMesh mesh surface with no mesh, ignoring");
- continue;
- }
- const PoolVector<Vector3> &vertices = arrays[VS::ARRAY_VERTEX];
- int count = local_verts.size();
- local_verts.resize(local_verts.size() + vertices.size());
- for (int n = 0; n < vertices.size(); n++) {
- local_verts[count++] = vertices[n];
- }
- }
- if (!local_verts.size()) {
- return false;
- }
- // now we have the local space verts, add a bunch for each instance, and find the AABB
- for (int i = 0; i < rmm->get_instance_count(); i++) {
- Transform trans = rmm->get_instance_transform(i);
- trans = mmi->get_global_transform() * trans;
- for (int n = 0; n < local_verts.size(); n++) {
- Vector3 pt_world = trans.xform(local_verts[n]);
- r_room_pts.push_back(pt_world);
- // keep the bound up to date
- r_aabb.expand_to(pt_world);
- }
- }
- return true;
- }
- // Sprite3D
- SpriteBase3D *sprite = Object::cast_to<SpriteBase3D>(p_gi);
- if (sprite) {
- Ref<TriangleMesh> tmesh = sprite->generate_triangle_mesh();
- PoolVector<Vector3> vertices = tmesh->get_vertices();
- // for converting meshes to world space
- Transform trans = p_gi->get_global_transform();
- // convert to world space
- for (int n = 0; n < vertices.size(); n++) {
- Vector3 pt_world = trans.xform(vertices[n]);
- r_room_pts.push_back(pt_world);
- // keep the bound up to date
- r_aabb.expand_to(pt_world);
- }
- return true;
- }
- return false;
- }
- bool RoomManager::_bound_findpoints_mesh_instance(MeshInstance *p_mi, Vector<Vector3> &r_room_pts, AABB &r_aabb) {
- // max opposite extents .. note AABB storing size is rubbish in this aspect
- // it can fail once mesh min is larger than FLT_MAX / 2.
- r_aabb.position = Vector3(FLT_MAX / 2, FLT_MAX / 2, FLT_MAX / 2);
- r_aabb.size = Vector3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
- // some godot jiggery pokery to get the mesh verts in local space
- Ref<Mesh> rmesh = p_mi->get_mesh();
- ERR_FAIL_COND_V(!rmesh.is_valid(), false);
- if (rmesh->get_surface_count() == 0) {
- String string;
- string = "MeshInstance '" + p_mi->get_name() + "' has no surfaces, ignoring";
- WARN_PRINT(string);
- return false;
- }
- bool success = false;
- // for converting meshes to world space
- Transform trans = p_mi->get_global_transform();
- for (int surf = 0; surf < rmesh->get_surface_count(); surf++) {
- Array arrays = rmesh->surface_get_arrays(surf);
- // possible to have a meshinstance with no geometry .. don't want to crash
- if (!arrays.size()) {
- WARN_PRINT_ONCE("MeshInstance surface with no mesh, ignoring");
- continue;
- }
- success = true;
- PoolVector<Vector3> vertices = arrays[VS::ARRAY_VERTEX];
- // convert to world space
- for (int n = 0; n < vertices.size(); n++) {
- Vector3 ptWorld = trans.xform(vertices[n]);
- r_room_pts.push_back(ptWorld);
- // keep the bound up to date
- r_aabb.expand_to(ptWorld);
- }
- } // for through the surfaces
- return success;
- }
- void RoomManager::_cleanup_after_conversion() {
- for (int n = 0; n < _rooms.size(); n++) {
- Room *room = _rooms[n];
- room->_portals.reset();
- room->_preliminary_planes.reset();
- // outside the editor, there's no need to keep the data for the convex hull
- // drawing, as it is only used for gizmos.
- if (!Engine::get_singleton()->is_editor_hint()) {
- room->_bound_mesh_data = Geometry::MeshData();
- }
- }
- }
- bool RoomManager::resolve_preview_camera_path() {
- Camera *camera = _resolve_path<Camera>(_settings_path_preview_camera);
- if (camera) {
- _godot_preview_camera_ID = camera->get_instance_id();
- return true;
- }
- _godot_preview_camera_ID = -1;
- return false;
- }
- template <class NODE_TYPE>
- NODE_TYPE *RoomManager::_resolve_path(NodePath p_path) const {
- if (has_node(p_path)) {
- NODE_TYPE *node = Object::cast_to<NODE_TYPE>(get_node(p_path));
- if (node) {
- return node;
- } else {
- WARN_PRINT("node is incorrect type");
- }
- }
- return nullptr;
- }
- template <class NODE_TYPE>
- bool RoomManager::_node_is_type(Node *p_node) const {
- NODE_TYPE *node = Object::cast_to<NODE_TYPE>(p_node);
- return node != nullptr;
- }
- template <class T>
- T *RoomManager::_change_node_type(Spatial *p_node, String p_prefix, bool p_delete) {
- String string_full_name = p_node->get_name();
- Node *parent = p_node->get_parent();
- if (!parent) {
- return nullptr;
- }
- // owner should normally be root
- Node *owner = p_node->get_owner();
- // change the name of the node to be deleted
- p_node->set_name(p_prefix + string_full_name);
- // create the new class T object
- T *pNew = memnew(T);
- pNew->set_name(string_full_name);
- // add the child at the same position as the old node
- // (this is more convenient for users)
- parent->add_child_below_node(p_node, pNew);
- // new lroom should have same transform
- pNew->set_transform(p_node->get_transform());
- // move each child
- while (p_node->get_child_count()) {
- Node *child = p_node->get_child(0);
- p_node->remove_child(child);
- // needs to set owner to appear in IDE
- pNew->add_child(child);
- }
- // needs to set owner to appear in IDE
- _set_owner_recursive(pNew, owner);
- // delete old node
- if (p_delete) {
- p_node->queue_delete();
- }
- return pNew;
- }
- void RoomManager::_update_gizmos_recursive(Node *p_node) {
- Portal *portal = Object::cast_to<Portal>(p_node);
- if (portal) {
- portal->update_gizmo();
- }
- for (int n = 0; n < p_node->get_child_count(); n++) {
- _update_gizmos_recursive(p_node->get_child(n));
- }
- }
- Error RoomManager::_build_convex_hull(const Vector<Vector3> &p_points, Geometry::MeshData &r_mesh, real_t p_epsilon) {
- #ifdef GODOT_PORTALS_USE_BULLET_CONVEX_HULL
- return ConvexHullComputer::convex_hull(p_points, r_mesh);
- #if 0
- // test comparison of methods
- QuickHull::build(p_points, r_mesh, p_epsilon);
- int qh_faces = r_mesh.faces.size();
- int qh_verts = r_mesh.vertices.size();
- r_mesh.vertices.clear();
- r_mesh.faces.clear();
- r_mesh.edges.clear();
- Error err = ConvexHullComputer::convex_hull(p_points, r_mesh);
- int bh_faces = r_mesh.faces.size();
- int bh_verts = r_mesh.vertices.size();
- if (qh_faces != bh_faces) {
- print_line("qh_faces : " + itos(qh_faces) + ", bh_faces : " + itos(bh_faces));
- }
- if (qh_verts != bh_verts) {
- print_line("qh_verts : " + itos(qh_verts) + ", bh_verts : " + itos(bh_verts));
- }
- return err;
- #endif
- #else
- QuickHull::_flag_warnings = false;
- Error err = QuickHull::build(p_points, r_mesh, p_epsilon);
- QuickHull::_flag_warnings = true;
- return err;
- #endif
- }
- void RoomManager::_flip_portals_recursive(Spatial *p_node) {
- Portal *portal = Object::cast_to<Portal>(p_node);
- if (portal) {
- portal->flip();
- }
- for (int n = 0; n < p_node->get_child_count(); n++) {
- Spatial *child = Object::cast_to<Spatial>(p_node->get_child(n));
- if (child) {
- _flip_portals_recursive(child);
- }
- }
- }
- void RoomManager::_set_owner_recursive(Node *p_node, Node *p_owner) {
- if (!p_node->get_owner() && (p_node != p_owner)) {
- p_node->set_owner(p_owner);
- }
- for (int n = 0; n < p_node->get_child_count(); n++) {
- _set_owner_recursive(p_node->get_child(n), p_owner);
- }
- }
- bool RoomManager::_name_ends_with(const Node *p_node, String p_postfix) const {
- ERR_FAIL_NULL_V(p_node, false);
- String name = p_node->get_name();
- int pf_l = p_postfix.length();
- int l = name.length();
- if (pf_l > l) {
- return false;
- }
- // allow capitalization errors
- if (name.substr(l - pf_l, pf_l).to_lower() == p_postfix) {
- return true;
- }
- return false;
- }
- String RoomManager::_find_name_before(Node *p_node, String p_postfix, bool p_allow_no_postfix) {
- ERR_FAIL_NULL_V(p_node, String());
- String name = p_node->get_name();
- int pf_l = p_postfix.length();
- int l = name.length();
- if (pf_l > l) {
- if (!p_allow_no_postfix) {
- return String();
- }
- } else {
- if (name.substr(l - pf_l, pf_l) == p_postfix) {
- name = name.substr(0, l - pf_l);
- } else {
- if (!p_allow_no_postfix) {
- return String();
- }
- }
- }
- // because godot doesn't support multiple nodes with the same name, we will strip e.g. a number
- // after an * on the end of the name...
- // e.g. kitchen*2-portal
- for (int c = 0; c < name.length(); c++) {
- if (name[c] == GODOT_PORTAL_WILDCARD) {
- // remove everything after and including this character
- name = name.substr(0, c);
- break;
- }
- }
- return name;
- }
- void RoomManager::_merge_meshes_in_room(Room *p_room) {
- // only do in running game so as not to lose data
- if (Engine::get_singleton()->is_editor_hint()) {
- return;
- }
- _merge_log("merging room " + p_room->get_name());
- // list of meshes suitable
- LocalVector<MeshInstance *, int32_t> source_meshes;
- _list_mergeable_mesh_instances(p_room, source_meshes);
- // none suitable
- if (!source_meshes.size()) {
- return;
- }
- _merge_log("\t" + itos(source_meshes.size()) + " source meshes");
- BitFieldDynamic bf;
- bf.create(source_meshes.size(), true);
- for (int n = 0; n < source_meshes.size(); n++) {
- LocalVector<MeshInstance *, int32_t> merge_list;
- // find similar meshes
- MeshInstance *a = source_meshes[n];
- merge_list.push_back(a);
- // may not be necessary
- bf.set_bit(n, true);
- for (int c = n + 1; c < source_meshes.size(); c++) {
- // if not merged already
- if (!bf.get_bit(c)) {
- MeshInstance *b = source_meshes[c];
- // if (_are_meshes_mergeable(a, b)) {
- if (a->is_mergeable_with(*b)) {
- merge_list.push_back(b);
- bf.set_bit(c, true);
- }
- } // if not merged already
- } // for c through secondary mesh
- // only merge if more than 1
- if (merge_list.size() > 1) {
- // we can merge!
- // create a new holder mesh
- MeshInstance *merged = memnew(MeshInstance);
- merged->set_name("MergedMesh");
- _merge_log("\t\t" + merged->get_name());
- if (merged->create_by_merging(merge_list)) {
- // set all the source meshes to portal mode ignore so not shown
- for (int i = 0; i < merge_list.size(); i++) {
- merge_list[i]->set_portal_mode(CullInstance::PORTAL_MODE_IGNORE);
- }
- // and set the new merged mesh to static
- merged->set_portal_mode(CullInstance::PORTAL_MODE_STATIC);
- // attach to scene tree
- p_room->add_child(merged);
- merged->set_owner(p_room->get_owner());
- // compensate for room transform, as the verts are now in world space
- Transform tr = p_room->get_global_transform();
- tr.affine_invert();
- merged->set_transform(tr);
- // delete originals?
- // note this isn't perfect, it may still end up with dangling spatials, but they can be
- // deleted later.
- for (int i = 0; i < merge_list.size(); i++) {
- MeshInstance *mi = merge_list[i];
- if (!mi->get_child_count()) {
- mi->queue_delete();
- } else {
- Node *parent = mi->get_parent();
- if (parent) {
- // if there are children, we don't want to delete it, but we do want to
- // remove the mesh drawing, e.g. by replacing it with a spatial
- String name = mi->get_name();
- mi->set_name("DeleteMe"); // can be anything, just to avoid name conflict with replacement node
- Spatial *replacement = memnew(Spatial);
- replacement->set_name(name);
- parent->add_child(replacement);
- // make the transform and owner match
- replacement->set_owner(mi->get_owner());
- replacement->set_transform(mi->get_transform());
- // move all children from the mesh instance to the replacement
- while (mi->get_child_count()) {
- Node *child = mi->get_child(0);
- mi->remove_child(child);
- replacement->add_child(child);
- }
- } // if the mesh instance has a parent (should hopefully be always the case?)
- }
- }
- } else {
- // no success
- memdelete(merged);
- }
- }
- } // for n through primary mesh
- if (_settings_remove_danglers) {
- _remove_redundant_dangling_nodes(p_room);
- }
- }
- bool RoomManager::_remove_redundant_dangling_nodes(Spatial *p_node) {
- int non_queue_delete_children = 0;
- // do the children first
- for (int n = 0; n < p_node->get_child_count(); n++) {
- Node *node_child = p_node->get_child(n);
- Spatial *child = Object::cast_to<Spatial>(node_child);
- if (child) {
- _remove_redundant_dangling_nodes(child);
- }
- if (node_child && !node_child->is_queued_for_deletion()) {
- non_queue_delete_children++;
- }
- }
- if (!non_queue_delete_children) {
- // only remove true spatials, not derived classes
- if (p_node->get_class_name() == "Spatial") {
- p_node->queue_delete();
- return true;
- }
- }
- return false;
- }
- void RoomManager::_list_mergeable_mesh_instances(Spatial *p_node, LocalVector<MeshInstance *, int32_t> &r_list) {
- MeshInstance *mi = Object::cast_to<MeshInstance>(p_node);
- if (mi) {
- // only interested in static portal mode meshes
- VisualInstance *vi = Object::cast_to<VisualInstance>(mi);
- // we are only interested in VIs with static or dynamic mode
- if (vi && vi->get_portal_mode() == CullInstance::PORTAL_MODE_STATIC) {
- // disallow for portals or bounds
- // mesh instance portals should be queued for deletion by this point, we don't want to merge portals!
- if (!_node_is_type<Portal>(mi) && !_name_ends_with(mi, "-bound") && !mi->is_queued_for_deletion()) {
- // only merge if visible
- if (mi->is_inside_tree() && mi->is_visible()) {
- r_list.push_back(mi);
- }
- }
- }
- }
- for (int n = 0; n < p_node->get_child_count(); n++) {
- Spatial *child = Object::cast_to<Spatial>(p_node->get_child(n));
- if (child) {
- _list_mergeable_mesh_instances(child, r_list);
- }
- }
- }
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