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- /**************************************************************************/
- /* portal_rooms_bsp.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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. */
- /**************************************************************************/
- #ifndef PORTAL_ROOMS_BSP_H
- #define PORTAL_ROOMS_BSP_H
- #include "core/local_vector.h"
- #include "core/math/aabb.h"
- #include "core/math/plane.h"
- class PortalRenderer;
- struct VSPortal;
- struct VSRoom;
- class PortalRoomsBSP {
- struct Node {
- Node() { clear(); }
- void clear() {
- leaf = false;
- child[0] = -1;
- child[1] = -1;
- }
- bool leaf;
- union {
- int32_t child[2];
- struct {
- int32_t first_id;
- int32_t num_ids;
- };
- };
- Plane plane;
- };
- LocalVector<Node, int32_t> _nodes;
- LocalVector<int32_t, int32_t> _room_ids;
- PortalRenderer *_portal_renderer = nullptr;
- const real_t _plane_epsilon = 0.001;
- public:
- // build the BSP on level start
- void create(PortalRenderer &r_portal_renderer);
- // clear data, and ready for a new level
- void clear() {
- _nodes.reset();
- _room_ids.reset();
- }
- // the main function, returns a shortlist of rooms that are possible for a test point
- const int32_t *find_shortlist(const Vector3 &p_pt, int &r_num_rooms) const;
- // This is a 'sticky' function, it prefers to stay in the previous room where possible.
- // This means there is a hysteresis for room choice that may occur if the user creates
- // overlapping rooms...
- int find_room_within(const PortalRenderer &p_portal_renderer, const Vector3 &p_pos, int p_previous_room_id) const;
- private:
- void build(int p_start_node_id, LocalVector<int32_t, int32_t> p_orig_room_ids);
- void detect_internal_room_containment(PortalRenderer &r_portal_renderer);
- int evaluate_portal(int p_portal_id, const LocalVector<int32_t, int32_t> &p_room_ids, LocalVector<int32_t, int32_t> *r_room_ids_back = nullptr, LocalVector<int32_t, int32_t> *r_room_ids_front = nullptr);
- int evaluate_room_split_plane(int p_room_a_id, int p_room_b_id, const LocalVector<int32_t, int32_t> &p_room_ids, Plane &r_plane, LocalVector<int32_t, int32_t> *r_room_ids_back = nullptr, LocalVector<int32_t, int32_t> *r_room_ids_front = nullptr);
- int evaluate_plane(const VSPortal *p_portal, const Plane &p_plane, const LocalVector<int32_t, int32_t> &p_room_ids, LocalVector<int32_t, int32_t> *r_room_ids_back = nullptr, LocalVector<int32_t, int32_t> *r_room_ids_front = nullptr);
- bool calculate_aabb_splitting_plane(const AABB &p_a, const AABB &p_b, Plane &r_plane) const;
- bool calculate_freeform_splitting_plane(const VSRoom &p_room_a, const VSRoom &p_room_b, Plane &r_plane) const;
- bool find_1d_split_point(real_t p_min_a, real_t p_max_a, real_t p_min_b, real_t p_max_b, real_t &r_split_point) const;
- bool test_freeform_plane(const LocalVector<Vector3, int32_t> &p_verts_a, const LocalVector<Vector3, int32_t> &p_verts_b, const Plane &p_plane) const;
- void debug_print_tree(int p_node_id = 0, int p_depth = 0);
- void _log(String p_string);
- };
- #endif // PORTAL_ROOMS_BSP_H
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