eb6f98ec55
Adds support for occlusion culling via rooms and portals.
106 lines
4.8 KiB
C++
106 lines
4.8 KiB
C++
/*************************************************************************/
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/* portal_rooms_bsp.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef PORTAL_ROOMS_BSP_H
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#define PORTAL_ROOMS_BSP_H
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#include "core/local_vector.h"
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#include "core/math/aabb.h"
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#include "core/math/plane.h"
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class PortalRenderer;
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struct VSPortal;
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struct VSRoom;
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class PortalRoomsBSP {
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struct Node {
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Node() { clear(); }
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void clear() {
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leaf = false;
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child[0] = -1;
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child[1] = -1;
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}
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bool leaf;
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union {
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int32_t child[2];
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struct {
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int32_t first_id;
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int32_t num_ids;
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};
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};
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Plane plane;
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};
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LocalVector<Node, int32_t> _nodes;
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LocalVector<int32_t, int32_t> _room_ids;
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PortalRenderer *_portal_renderer = nullptr;
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const real_t _plane_epsilon = 0.001;
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public:
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// build the BSP on level start
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void create(PortalRenderer &r_portal_renderer);
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// clear data, and ready for a new level
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void clear() {
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_nodes.reset();
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_room_ids.reset();
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}
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// the main function, returns a shortlist of rooms that are possible for a test point
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const int32_t *find_shortlist(const Vector3 &p_pt, int &r_num_rooms) const;
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// This is a 'sticky' function, it prefers to stay in the previous room where possible.
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// This means there is a hysteresis for room choice that may occur if the user creates
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// overlapping rooms...
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int find_room_within(const PortalRenderer &p_portal_renderer, const Vector3 &p_pos, int p_previous_room_id) const;
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private:
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void build(int p_start_node_id, LocalVector<int32_t, int32_t> p_orig_room_ids);
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void detect_internal_room_containment(PortalRenderer &r_portal_renderer);
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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);
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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);
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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);
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bool calculate_aabb_splitting_plane(const AABB &p_a, const AABB &p_b, Plane &r_plane) const;
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bool calculate_freeform_splitting_plane(const VSRoom &p_room_a, const VSRoom &p_room_b, Plane &r_plane) const;
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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;
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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;
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void debug_print_tree(int p_node_id = 0, int p_depth = 0);
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void _log(String p_string);
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};
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#endif
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