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- /**************************************************************************/
- /* visibility_notifier.cpp */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #include "visibility_notifier.h"
- #include "core/engine.h"
- #include "scene/3d/camera.h"
- #include "scene/3d/physics_body.h"
- #include "scene/animation/animation_player.h"
- #include "scene/animation/animation_tree.h"
- #include "scene/animation/animation_tree_player.h"
- #include "scene/scene_string_names.h"
- void VisibilityNotifier::_enter_camera(Camera *p_camera) {
- ERR_FAIL_COND(cameras.has(p_camera));
- cameras.insert(p_camera);
- bool in_gameplay = _in_gameplay;
- if (!Engine::get_singleton()->are_portals_active()) {
- in_gameplay = true;
- }
- if ((cameras.size() == 1) && in_gameplay) {
- emit_signal(SceneStringNames::get_singleton()->screen_entered);
- _screen_enter();
- }
- emit_signal(SceneStringNames::get_singleton()->camera_entered, p_camera);
- }
- void VisibilityNotifier::_exit_camera(Camera *p_camera) {
- ERR_FAIL_COND(!cameras.has(p_camera));
- cameras.erase(p_camera);
- bool in_gameplay = _in_gameplay;
- if (!Engine::get_singleton()->are_portals_active()) {
- in_gameplay = true;
- }
- emit_signal(SceneStringNames::get_singleton()->camera_exited, p_camera);
- if ((cameras.size() == 0) && (in_gameplay)) {
- emit_signal(SceneStringNames::get_singleton()->screen_exited);
- _screen_exit();
- }
- }
- void VisibilityNotifier::set_max_distance(real_t p_max_distance) {
- if (p_max_distance > CMP_EPSILON) {
- _max_distance = p_max_distance;
- _max_distance_squared = _max_distance * _max_distance;
- _max_distance_active = true;
- // make sure world aabb centre is up to date
- if (is_inside_world()) {
- AABB world_aabb = get_global_transform().xform(aabb);
- _world_aabb_center = world_aabb.get_center();
- }
- } else {
- _max_distance = 0.0;
- _max_distance_squared = 0.0;
- _max_distance_active = false;
- }
- }
- void VisibilityNotifier::set_aabb(const AABB &p_aabb) {
- if (aabb == p_aabb) {
- return;
- }
- aabb = p_aabb;
- if (is_inside_world()) {
- AABB world_aabb = get_global_transform().xform(aabb);
- get_world()->_update_notifier(this, world_aabb);
- _world_aabb_center = world_aabb.get_center();
- }
- _change_notify("aabb");
- update_gizmo();
- }
- AABB VisibilityNotifier::get_aabb() const {
- return aabb;
- }
- void VisibilityNotifier::_refresh_portal_mode() {
- // only create in the visual server if we are roaming.
- // All other cases don't require a visual server rep.
- // Global and ignore are the same (existing client side functionality only).
- // Static and dynamic require only a one off creation at conversion.
- if (get_portal_mode() == PORTAL_MODE_ROAMING) {
- if (is_inside_world()) {
- if (_cull_instance_rid == RID()) {
- _cull_instance_rid = RID_PRIME(VisualServer::get_singleton()->ghost_create());
- }
- if (is_inside_world() && get_world().is_valid() && get_world()->get_scenario().is_valid() && is_inside_tree()) {
- AABB world_aabb = get_global_transform().xform(aabb);
- VisualServer::get_singleton()->ghost_set_scenario(_cull_instance_rid, get_world()->get_scenario(), get_instance_id(), world_aabb);
- }
- } else {
- if (_cull_instance_rid != RID()) {
- VisualServer::get_singleton()->free(_cull_instance_rid);
- _cull_instance_rid = RID();
- }
- }
- } else {
- if (_cull_instance_rid != RID()) {
- VisualServer::get_singleton()->free(_cull_instance_rid);
- _cull_instance_rid = RID();
- }
- }
- }
- void VisibilityNotifier::_notification(int p_what) {
- switch (p_what) {
- case NOTIFICATION_ENTER_WORLD: {
- world = get_world();
- ERR_FAIL_COND(!world.is_valid());
- AABB world_aabb = get_global_transform().xform(aabb);
- world->_register_notifier(this, world_aabb);
- _world_aabb_center = world_aabb.get_center();
- _refresh_portal_mode();
- } break;
- case NOTIFICATION_TRANSFORM_CHANGED: {
- AABB world_aabb = get_global_transform().xform(aabb);
- world->_update_notifier(this, world_aabb);
- if (_max_distance_active) {
- _world_aabb_center = world_aabb.get_center();
- }
- if (_cull_instance_rid != RID()) {
- VisualServer::get_singleton()->ghost_update(_cull_instance_rid, world_aabb);
- }
- } break;
- case NOTIFICATION_EXIT_WORLD: {
- ERR_FAIL_COND(!world.is_valid());
- world->_remove_notifier(this);
- if (_cull_instance_rid != RID()) {
- VisualServer::get_singleton()->ghost_set_scenario(_cull_instance_rid, RID(), get_instance_id(), AABB());
- }
- } break;
- case NOTIFICATION_ENTER_GAMEPLAY: {
- _in_gameplay = true;
- if (cameras.size() && Engine::get_singleton()->are_portals_active()) {
- emit_signal(SceneStringNames::get_singleton()->screen_entered);
- _screen_enter();
- }
- } break;
- case NOTIFICATION_EXIT_GAMEPLAY: {
- _in_gameplay = false;
- if (cameras.size() && Engine::get_singleton()->are_portals_active()) {
- emit_signal(SceneStringNames::get_singleton()->screen_exited);
- _screen_exit();
- }
- } break;
- }
- }
- bool VisibilityNotifier::is_on_screen() const {
- if (!Engine::get_singleton()->are_portals_active()) {
- return cameras.size() != 0;
- }
- return (cameras.size() != 0) && _in_gameplay;
- }
- void VisibilityNotifier::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_aabb", "rect"), &VisibilityNotifier::set_aabb);
- ClassDB::bind_method(D_METHOD("get_aabb"), &VisibilityNotifier::get_aabb);
- ClassDB::bind_method(D_METHOD("is_on_screen"), &VisibilityNotifier::is_on_screen);
- ClassDB::bind_method(D_METHOD("set_max_distance", "distance"), &VisibilityNotifier::set_max_distance);
- ClassDB::bind_method(D_METHOD("get_max_distance"), &VisibilityNotifier::get_max_distance);
- ADD_PROPERTY(PropertyInfo(Variant::AABB, "aabb"), "set_aabb", "get_aabb");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "max_distance", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_max_distance", "get_max_distance");
- ADD_SIGNAL(MethodInfo("camera_entered", PropertyInfo(Variant::OBJECT, "camera", PROPERTY_HINT_RESOURCE_TYPE, "Camera")));
- ADD_SIGNAL(MethodInfo("camera_exited", PropertyInfo(Variant::OBJECT, "camera", PROPERTY_HINT_RESOURCE_TYPE, "Camera")));
- ADD_SIGNAL(MethodInfo("screen_entered"));
- ADD_SIGNAL(MethodInfo("screen_exited"));
- }
- VisibilityNotifier::VisibilityNotifier() {
- aabb = AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2));
- set_notify_transform(true);
- _in_gameplay = false;
- _max_distance_active = false;
- _max_distance = 0.0;
- _max_distance_squared = 0.0;
- _max_distance_leadin_counter = 1; // this could later be exposed as a property if necessary
- }
- VisibilityNotifier::~VisibilityNotifier() {
- if (_cull_instance_rid != RID()) {
- VisualServer::get_singleton()->free(_cull_instance_rid);
- }
- }
- //////////////////////////////////////
- void VisibilityEnabler::_screen_enter() {
- for (Map<Node *, Variant>::Element *E = nodes.front(); E; E = E->next()) {
- _change_node_state(E->key(), true);
- }
- visible = true;
- }
- void VisibilityEnabler::_screen_exit() {
- for (Map<Node *, Variant>::Element *E = nodes.front(); E; E = E->next()) {
- _change_node_state(E->key(), false);
- }
- visible = false;
- }
- void VisibilityEnabler::_find_nodes(Node *p_node) {
- bool add = false;
- Variant meta;
- {
- RigidBody *rb = Object::cast_to<RigidBody>(p_node);
- if (rb && ((rb->get_mode() == RigidBody::MODE_CHARACTER || rb->get_mode() == RigidBody::MODE_RIGID))) {
- add = true;
- meta = rb->get_mode();
- }
- }
- if (Object::cast_to<AnimationPlayer>(p_node) || Object::cast_to<AnimationTree>(p_node) || Object::cast_to<AnimationTreePlayer>(p_node)) {
- add = true;
- }
- {
- AnimationTree *at = Object::cast_to<AnimationTree>(p_node);
- if (at) {
- add = true;
- }
- }
- {
- AnimationTreePlayer *atp = Object::cast_to<AnimationTreePlayer>(p_node);
- if (atp) {
- add = true;
- }
- }
- if (add) {
- p_node->connect(SceneStringNames::get_singleton()->tree_exiting, this, "_node_removed", varray(p_node), CONNECT_ONESHOT);
- nodes[p_node] = meta;
- _change_node_state(p_node, false);
- }
- for (int i = 0; i < p_node->get_child_count(); i++) {
- Node *c = p_node->get_child(i);
- if (c->get_filename() != String()) {
- continue; //skip, instance
- }
- _find_nodes(c);
- }
- }
- void VisibilityEnabler::_notification(int p_what) {
- if (p_what == NOTIFICATION_ENTER_TREE) {
- if (Engine::get_singleton()->is_editor_hint()) {
- return;
- }
- Node *from = this;
- //find where current scene starts
- while (from->get_parent() && from->get_filename() == String()) {
- from = from->get_parent();
- }
- _find_nodes(from);
- }
- if (p_what == NOTIFICATION_EXIT_TREE) {
- if (Engine::get_singleton()->is_editor_hint()) {
- return;
- }
- for (Map<Node *, Variant>::Element *E = nodes.front(); E; E = E->next()) {
- if (!visible) {
- _change_node_state(E->key(), true);
- }
- E->key()->disconnect(SceneStringNames::get_singleton()->tree_exiting, this, "_node_removed");
- }
- nodes.clear();
- }
- }
- void VisibilityEnabler::_change_node_state(Node *p_node, bool p_enabled) {
- ERR_FAIL_COND(!nodes.has(p_node));
- if (enabler[ENABLER_FREEZE_BODIES]) {
- RigidBody *rb = Object::cast_to<RigidBody>(p_node);
- if (rb) {
- rb->set_sleeping(!p_enabled);
- }
- }
- if (enabler[ENABLER_PAUSE_ANIMATIONS]) {
- AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(p_node);
- if (ap) {
- ap->set_active(p_enabled);
- } else {
- AnimationTree *at = Object::cast_to<AnimationTree>(p_node);
- if (at) {
- at->set_active(p_enabled);
- } else {
- AnimationTreePlayer *atp = Object::cast_to<AnimationTreePlayer>(p_node);
- if (atp) {
- atp->set_active(p_enabled);
- }
- }
- }
- }
- }
- void VisibilityEnabler::_node_removed(Node *p_node) {
- if (!visible) {
- _change_node_state(p_node, true);
- }
- nodes.erase(p_node);
- }
- void VisibilityEnabler::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_enabler", "enabler", "enabled"), &VisibilityEnabler::set_enabler);
- ClassDB::bind_method(D_METHOD("is_enabler_enabled", "enabler"), &VisibilityEnabler::is_enabler_enabled);
- ClassDB::bind_method(D_METHOD("_node_removed"), &VisibilityEnabler::_node_removed);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "pause_animations"), "set_enabler", "is_enabler_enabled", ENABLER_PAUSE_ANIMATIONS);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "freeze_bodies"), "set_enabler", "is_enabler_enabled", ENABLER_FREEZE_BODIES);
- BIND_ENUM_CONSTANT(ENABLER_PAUSE_ANIMATIONS);
- BIND_ENUM_CONSTANT(ENABLER_FREEZE_BODIES);
- BIND_ENUM_CONSTANT(ENABLER_MAX);
- }
- void VisibilityEnabler::set_enabler(Enabler p_enabler, bool p_enable) {
- ERR_FAIL_INDEX(p_enabler, ENABLER_MAX);
- enabler[p_enabler] = p_enable;
- }
- bool VisibilityEnabler::is_enabler_enabled(Enabler p_enabler) const {
- ERR_FAIL_INDEX_V(p_enabler, ENABLER_MAX, false);
- return enabler[p_enabler];
- }
- VisibilityEnabler::VisibilityEnabler() {
- for (int i = 0; i < ENABLER_MAX; i++) {
- enabler[i] = true;
- }
- visible = false;
- }
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