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- /**************************************************************************/
- /* room_manager.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 ROOM_MANAGER_H
- #define ROOM_MANAGER_H
- #include "core/local_vector.h"
- #include "room.h"
- #include "spatial.h"
- class Portal;
- class RoomGroup;
- class MeshInstance;
- class GeometryInstance;
- class VisualInstance;
- #define GODOT_PORTAL_WILDCARD ('*')
- class RoomManager : public Spatial {
- GDCLASS(RoomManager, Spatial);
- public:
- enum PVSMode {
- PVS_MODE_DISABLED,
- PVS_MODE_PARTIAL,
- PVS_MODE_FULL,
- };
- void set_roomlist_path(const NodePath &p_path);
- NodePath get_roomlist_path() const {
- return _settings_path_roomlist;
- }
- void set_preview_camera_path(const NodePath &p_path);
- NodePath get_preview_camera_path() const {
- return _settings_path_preview_camera;
- }
- void rooms_set_active(bool p_active);
- bool rooms_get_active() const;
- void set_show_margins(bool p_show);
- bool get_show_margins() const;
- void set_debug_sprawl(bool p_enable);
- bool get_debug_sprawl() const;
- void set_merge_meshes(bool p_enable);
- bool get_merge_meshes() const;
- void set_room_simplify(real_t p_value);
- real_t get_room_simplify() const;
- void set_default_portal_margin(real_t p_dist);
- real_t get_default_portal_margin() const;
- void set_overlap_warning_threshold(int p_value) { _overlap_warning_threshold = p_value; }
- int get_overlap_warning_threshold() const { return (int)_overlap_warning_threshold; }
- void set_portal_depth_limit(int p_limit);
- int get_portal_depth_limit() const { return _settings_portal_depth_limit; }
- void set_roaming_expansion_margin(real_t p_dist);
- real_t get_roaming_expansion_margin() const { return _settings_roaming_expansion_margin; }
- void set_pvs_mode(PVSMode p_mode);
- PVSMode get_pvs_mode() const;
- void set_pvs_filename(String p_filename);
- String get_pvs_filename() const;
- void set_use_secondary_pvs(bool p_enable) { _settings_use_secondary_pvs = p_enable; }
- bool get_use_secondary_pvs() const { return _settings_use_secondary_pvs; }
- void set_gameplay_monitor_enabled(bool p_enable) { _settings_gameplay_monitor_enabled = p_enable; }
- bool get_gameplay_monitor_enabled() const { return _settings_gameplay_monitor_enabled; }
- void rooms_convert();
- void rooms_clear();
- void rooms_flip_portals();
- String get_configuration_warning() const;
- // for internal use in the editor..
- // either we can clear the rooms and unload,
- // or reconvert.
- void _rooms_changed(String p_reason);
- #ifdef TOOLS_ENABLED
- // for a preview, we allow the editor to change the bound
- bool _room_regenerate_bound(Room *p_room);
- #endif
- RoomManager();
- ~RoomManager();
- // an easy way of grabbing the active room manager for tools purposes
- #ifdef TOOLS_ENABLED
- static RoomManager *active_room_manager;
- // static versions of functions for use from editor toolbars
- static void static_rooms_set_active(bool p_active);
- static bool static_rooms_get_active();
- static bool static_rooms_get_active_and_loaded();
- static void static_rooms_convert();
- #endif
- private:
- // funcs
- bool resolve_preview_camera_path();
- void _preview_camera_update();
- // conversion
- // FIRST PASS
- void _convert_rooms_recursive(Spatial *p_node, LocalVector<Portal *> &r_portals, LocalVector<RoomGroup *> &r_roomgroups, int p_roomgroup = -1);
- void _convert_room(Spatial *p_node, LocalVector<Portal *> &r_portals, const LocalVector<RoomGroup *> &p_roomgroups, int p_roomgroup);
- int _convert_roomgroup(Spatial *p_node, LocalVector<RoomGroup *> &r_roomgroups);
- void _find_portals_recursive(Spatial *p_node, Room *p_room, LocalVector<Portal *> &r_portals);
- void _convert_portal(Room *p_room, Spatial *p_node, LocalVector<Portal *> &portals);
- // SECOND PASS
- void _second_pass_portals(Spatial *p_roomlist, LocalVector<Portal *> &r_portals);
- void _second_pass_rooms(const LocalVector<RoomGroup *> &p_roomgroups, const LocalVector<Portal *> &p_portals);
- void _second_pass_room(Room *p_room, const LocalVector<RoomGroup *> &p_roomgroups, const LocalVector<Portal *> &p_portals);
- bool _convert_manual_bound(Room *p_room, Spatial *p_node, const LocalVector<Portal *> &p_portals);
- void _check_portal_for_warnings(Portal *p_portal, const AABB &p_room_aabb_without_portals);
- void _process_static(Room *p_room, Spatial *p_node, Vector<Vector3> &r_room_pts, bool p_add_to_portal_renderer);
- void _find_statics_recursive(Room *p_room, Spatial *p_node, Vector<Vector3> &r_room_pts, bool p_add_to_portal_renderer);
- bool _convert_room_hull_preliminary(Room *p_room, const Vector<Vector3> &p_room_pts, const LocalVector<Portal *> &p_portals);
- bool _bound_findpoints_mesh_instance(MeshInstance *p_mi, Vector<Vector3> &r_room_pts, AABB &r_aabb);
- bool _bound_findpoints_geom_instance(GeometryInstance *p_gi, Vector<Vector3> &r_room_pts, AABB &r_aabb);
- // THIRD PASS
- void _autolink_portals(Spatial *p_roomlist, LocalVector<Portal *> &r_portals);
- void _third_pass_rooms(const LocalVector<Portal *> &p_portals);
- bool _convert_room_hull_final(Room *p_room, const LocalVector<Portal *> &p_portals);
- void _build_simplified_bound(const Room *p_room, Geometry::MeshData &r_md, LocalVector<Plane, int32_t> &r_planes, int p_num_portal_planes);
- // AUTOPLACE - automatically place STATIC and DYNAMICs that are not within a room
- // into the most appropriate room, and sprawl
- void _autoplace_recursive(Spatial *p_node);
- bool _autoplace_object(VisualInstance *p_vi);
- // misc
- bool _add_plane_if_unique(const Room *p_room, LocalVector<Plane, int32_t> &r_planes, const Plane &p);
- void _update_portal_gizmos(Spatial *p_node);
- bool _check_roomlist_validity(Node *p_node);
- void _cleanup_after_conversion();
- Error _build_room_convex_hull(const Room *p_room, const Vector<Vector3> &p_points, Geometry::MeshData &r_mesh);
- #ifdef TOOLS_ENABLED
- void _generate_room_overlap_zones();
- #endif
- // merging
- void _merge_meshes_in_room(Room *p_room);
- void _list_mergeable_mesh_instances(Spatial *p_node, LocalVector<MeshInstance *, int32_t> &r_list);
- void _merge_log(String p_string) { debug_print_line(p_string); }
- bool _remove_redundant_dangling_nodes(Spatial *p_node);
- // helper funcs
- bool _name_ends_with(const Node *p_node, String p_postfix) const;
- template <class NODE_TYPE>
- NODE_TYPE *_resolve_path(NodePath p_path) const;
- template <class NODE_TYPE>
- bool _node_is_type(Node *p_node) const;
- template <class T>
- T *_change_node_type(Spatial *p_node, String p_prefix, bool p_delete = true);
- void _update_gizmos_recursive(Node *p_node);
- void _set_owner_recursive(Node *p_node, Node *p_owner);
- void _flip_portals_recursive(Spatial *p_node);
- Error _build_convex_hull(const Vector<Vector3> &p_points, Geometry::MeshData &r_mesh, real_t p_epsilon = 3.0 * UNIT_EPSILON);
- // output strings during conversion process
- void convert_log(String p_string, int p_priority = 0) { debug_print_line(p_string, 1); }
- // only prints when user has set 'debug' in the room manager inspector
- // also does not show in non editor builds
- void debug_print_line(String p_string, int p_priority = 0);
- void show_warning(const String &p_string, bool p_skippable = false, bool p_alert = true);
- public:
- static String _find_name_before(Node *p_node, String p_postfix, bool p_allow_no_postfix = false);
- static real_t _get_default_portal_margin() { return _default_portal_margin; }
- private:
- // accessible from UI
- NodePath _settings_path_roomlist;
- NodePath _settings_path_preview_camera;
- // resolved node
- Spatial *_roomlist = nullptr;
- bool _warning_misnamed_nodes_detected = false;
- bool _warning_portal_link_room_not_found = false;
- bool _warning_portal_autolink_failed = false;
- bool _warning_room_overlap_detected = false;
- // merge suitable meshes in rooms?
- bool _settings_merge_meshes = false;
- // remove redundant childless spatials after merging
- bool _settings_remove_danglers = true;
- bool _active = true;
- // portals, room hulls etc
- bool _show_debug = true;
- bool _debug_sprawl = false;
- // pvs
- PVSMode _pvs_mode = PVS_MODE_PARTIAL;
- String _pvs_filename;
- bool _settings_use_secondary_pvs = false;
- bool _settings_use_simple_pvs = false;
- bool _settings_log_pvs_generation = false;
- bool _settings_use_signals = true;
- bool _settings_gameplay_monitor_enabled = false;
- int _conversion_tick = 0;
- // just used during conversion, could be invalidated
- // later by user deleting rooms etc.
- LocalVector<Room *, int32_t> _rooms;
- // advanced params
- static real_t _default_portal_margin;
- real_t _overlap_warning_threshold = 1.0;
- Room::SimplifyInfo _room_simplify_info;
- int _settings_portal_depth_limit = 16;
- real_t _settings_roaming_expansion_margin = 1.0;
- // debug override camera
- ObjectID _godot_preview_camera_ID = -1;
- // local version of the godot camera frustum,
- // to prevent updating the visual server (and causing
- // a screen refresh) where not necessary.
- Vector3 _godot_camera_pos;
- Vector<Plane> _godot_camera_planes;
- protected:
- static void _bind_methods();
- void _notification(int p_what);
- void _refresh_from_project_settings();
- };
- VARIANT_ENUM_CAST(RoomManager::PVSMode);
- #endif // ROOM_MANAGER_H
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