/*************************************************************************/ /* world_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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 "world_3d.h" #include "core/math/camera_matrix.h" #include "core/math/octree.h" #include "scene/3d/camera_3d.h" #include "scene/3d/visibility_notifier_3d.h" #include "scene/scene_string_names.h" struct SpatialIndexer { Octree octree; struct NotifierData { AABB aabb; OctreeElementID id; }; Map notifiers; struct CameraData { Map notifiers; }; Map cameras; enum { VISIBILITY_CULL_MAX = 32768 }; Vector cull; bool changed; uint64_t pass; uint64_t last_frame; void _notifier_add(VisibilityNotifier3D *p_notifier, const AABB &p_rect) { ERR_FAIL_COND(notifiers.has(p_notifier)); notifiers[p_notifier].aabb = p_rect; notifiers[p_notifier].id = octree.create(p_notifier, p_rect); changed = true; } void _notifier_update(VisibilityNotifier3D *p_notifier, const AABB &p_rect) { Map::Element *E = notifiers.find(p_notifier); ERR_FAIL_COND(!E); if (E->get().aabb == p_rect) return; E->get().aabb = p_rect; octree.move(E->get().id, E->get().aabb); changed = true; } void _notifier_remove(VisibilityNotifier3D *p_notifier) { Map::Element *E = notifiers.find(p_notifier); ERR_FAIL_COND(!E); octree.erase(E->get().id); notifiers.erase(p_notifier); List removed; for (Map::Element *F = cameras.front(); F; F = F->next()) { Map::Element *G = F->get().notifiers.find(p_notifier); if (G) { F->get().notifiers.erase(G); removed.push_back(F->key()); } } while (!removed.empty()) { p_notifier->_exit_camera(removed.front()->get()); removed.pop_front(); } changed = true; } void _add_camera(Camera3D *p_camera) { ERR_FAIL_COND(cameras.has(p_camera)); CameraData vd; cameras[p_camera] = vd; changed = true; } void _update_camera(Camera3D *p_camera) { Map::Element *E = cameras.find(p_camera); ERR_FAIL_COND(!E); changed = true; } void _remove_camera(Camera3D *p_camera) { ERR_FAIL_COND(!cameras.has(p_camera)); List removed; for (Map::Element *E = cameras[p_camera].notifiers.front(); E; E = E->next()) { removed.push_back(E->key()); } while (!removed.empty()) { removed.front()->get()->_exit_camera(p_camera); removed.pop_front(); } cameras.erase(p_camera); } void _update(uint64_t p_frame) { if (p_frame == last_frame) return; last_frame = p_frame; if (!changed) return; for (Map::Element *E = cameras.front(); E; E = E->next()) { pass++; Camera3D *c = E->key(); Vector planes = c->get_frustum(); int culled = octree.cull_convex(planes, cull.ptrw(), cull.size()); VisibilityNotifier3D **ptr = cull.ptrw(); List added; List removed; for (int i = 0; i < culled; i++) { //notifiers in frustum Map::Element *H = E->get().notifiers.find(ptr[i]); if (!H) { E->get().notifiers.insert(ptr[i], pass); added.push_back(ptr[i]); } else { H->get() = pass; } } for (Map::Element *F = E->get().notifiers.front(); F; F = F->next()) { if (F->get() != pass) removed.push_back(F->key()); } while (!added.empty()) { added.front()->get()->_enter_camera(E->key()); added.pop_front(); } while (!removed.empty()) { E->get().notifiers.erase(removed.front()->get()); removed.front()->get()->_exit_camera(E->key()); removed.pop_front(); } } changed = false; } SpatialIndexer() { pass = 0; last_frame = 0; changed = false; cull.resize(VISIBILITY_CULL_MAX); } }; void World3D::_register_camera(Camera3D *p_camera) { #ifndef _3D_DISABLED indexer->_add_camera(p_camera); #endif } void World3D::_update_camera(Camera3D *p_camera) { #ifndef _3D_DISABLED indexer->_update_camera(p_camera); #endif } void World3D::_remove_camera(Camera3D *p_camera) { #ifndef _3D_DISABLED indexer->_remove_camera(p_camera); #endif } void World3D::_register_notifier(VisibilityNotifier3D *p_notifier, const AABB &p_rect) { #ifndef _3D_DISABLED indexer->_notifier_add(p_notifier, p_rect); #endif } void World3D::_update_notifier(VisibilityNotifier3D *p_notifier, const AABB &p_rect) { #ifndef _3D_DISABLED indexer->_notifier_update(p_notifier, p_rect); #endif } void World3D::_remove_notifier(VisibilityNotifier3D *p_notifier) { #ifndef _3D_DISABLED indexer->_notifier_remove(p_notifier); #endif } void World3D::_update(uint64_t p_frame) { #ifndef _3D_DISABLED indexer->_update(p_frame); #endif } RID World3D::get_space() const { return space; } RID World3D::get_scenario() const { return scenario; } void World3D::set_environment(const Ref &p_environment) { if (environment == p_environment) { return; } environment = p_environment; if (environment.is_valid()) RS::get_singleton()->scenario_set_environment(scenario, environment->get_rid()); else RS::get_singleton()->scenario_set_environment(scenario, RID()); emit_changed(); } Ref World3D::get_environment() const { return environment; } void World3D::set_fallback_environment(const Ref &p_environment) { if (fallback_environment == p_environment) { return; } fallback_environment = p_environment; if (fallback_environment.is_valid()) RS::get_singleton()->scenario_set_fallback_environment(scenario, p_environment->get_rid()); else RS::get_singleton()->scenario_set_fallback_environment(scenario, RID()); emit_changed(); } Ref World3D::get_fallback_environment() const { return fallback_environment; } void World3D::set_camera_effects(const Ref &p_camera_effects) { camera_effects = p_camera_effects; if (camera_effects.is_valid()) RS::get_singleton()->scenario_set_camera_effects(scenario, camera_effects->get_rid()); else RS::get_singleton()->scenario_set_camera_effects(scenario, RID()); } Ref World3D::get_camera_effects() const { return camera_effects; } PhysicsDirectSpaceState3D *World3D::get_direct_space_state() { return PhysicsServer3D::get_singleton()->space_get_direct_state(space); } void World3D::get_camera_list(List *r_cameras) { for (Map::Element *E = indexer->cameras.front(); E; E = E->next()) { r_cameras->push_back(E->key()); } } void World3D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_space"), &World3D::get_space); ClassDB::bind_method(D_METHOD("get_scenario"), &World3D::get_scenario); ClassDB::bind_method(D_METHOD("set_environment", "env"), &World3D::set_environment); ClassDB::bind_method(D_METHOD("get_environment"), &World3D::get_environment); ClassDB::bind_method(D_METHOD("set_fallback_environment", "env"), &World3D::set_fallback_environment); ClassDB::bind_method(D_METHOD("get_fallback_environment"), &World3D::get_fallback_environment); ClassDB::bind_method(D_METHOD("set_camera_effects", "env"), &World3D::set_camera_effects); ClassDB::bind_method(D_METHOD("get_camera_effects"), &World3D::get_camera_effects); ClassDB::bind_method(D_METHOD("get_direct_space_state"), &World3D::get_direct_space_state); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_environment", "get_environment"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "fallback_environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_fallback_environment", "get_fallback_environment"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "camera_effects", PROPERTY_HINT_RESOURCE_TYPE, "CameraEffects"), "set_camera_effects", "get_camera_effects"); ADD_PROPERTY(PropertyInfo(Variant::_RID, "space", PROPERTY_HINT_NONE, "", 0), "", "get_space"); ADD_PROPERTY(PropertyInfo(Variant::_RID, "scenario", PROPERTY_HINT_NONE, "", 0), "", "get_scenario"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "direct_space_state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectSpaceState3D", 0), "", "get_direct_space_state"); } World3D::World3D() { space = PhysicsServer3D::get_singleton()->space_create(); scenario = RenderingServer::get_singleton()->scenario_create(); PhysicsServer3D::get_singleton()->space_set_active(space, true); PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY, GLOBAL_DEF("physics/3d/default_gravity", 9.8)); PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_DEF("physics/3d/default_gravity_vector", Vector3(0, -1, 0))); PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_LINEAR_DAMP, GLOBAL_DEF("physics/3d/default_linear_damp", 0.1)); ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/default_linear_damp", PropertyInfo(Variant::FLOAT, "physics/3d/default_linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater")); PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP, GLOBAL_DEF("physics/3d/default_angular_damp", 0.1)); ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/default_angular_damp", PropertyInfo(Variant::FLOAT, "physics/3d/default_angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater")); #ifdef _3D_DISABLED indexer = NULL; #else indexer = memnew(SpatialIndexer); #endif } World3D::~World3D() { PhysicsServer3D::get_singleton()->free(space); RenderingServer::get_singleton()->free(scenario); #ifndef _3D_DISABLED memdelete(indexer); #endif }