eb6f98ec55
Adds support for occlusion culling via rooms and portals.
641 lines
19 KiB
C++
641 lines
19 KiB
C++
/*************************************************************************/
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/* portal_rooms_bsp.cpp */
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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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#include "portal_rooms_bsp.h"
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#include "core/math/geometry.h"
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#include "core/math/plane.h"
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#include "core/print_string.h"
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#include "core/variant.h"
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#include "portal_renderer.h"
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// #define GODOT_VERBOSE_PORTAL_ROOMS_BSP
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void PortalRoomsBSP::_log(String p_string) {
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#ifdef GODOT_VERBOSE_PORTAL_ROOMS_BSP
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print_line(p_string);
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#endif
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}
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// rooms which contain internal rooms cannot use the optimization where it terminates the search for
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// room within if inside the previous room. We can't use just use the rooms already marked as internal due
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// to a portal leading to them, because the internal room network may spread into another room (e.g. terrain)
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// which has internal room exit portal. So we need to detect manually all cases of overlap of internal rooms,
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// and set the flag.
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void PortalRoomsBSP::detect_internal_room_containment(PortalRenderer &r_portal_renderer) {
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int num_rooms = r_portal_renderer.get_num_rooms();
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for (int n = 0; n < num_rooms; n++) {
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VSRoom &room = r_portal_renderer.get_room(n);
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if (room._contains_internal_rooms) {
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// already established it contains internal rooms, no need to test
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continue;
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}
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// safety
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if (!room._planes.size()) {
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continue;
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}
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for (int i = 0; i < num_rooms; i++) {
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// don't test against ourself
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if (n == i) {
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continue;
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}
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// only interested in rooms with a higher priority, these are potential internal rooms
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const VSRoom &other = r_portal_renderer.get_room(i);
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if (other._priority <= room._priority) {
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continue;
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}
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// quick aabb check first
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if (!room._aabb.intersects(other._aabb)) {
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continue;
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}
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// safety
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if (!other._planes.size()) {
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continue;
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}
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if (Geometry::convex_hull_intersects_convex_hull(&room._planes[0], room._planes.size(), &other._planes[0], other._planes.size())) {
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// it intersects an internal room
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room._contains_internal_rooms = true;
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break;
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}
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}
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}
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}
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int PortalRoomsBSP::find_room_within(const PortalRenderer &p_portal_renderer, const Vector3 &p_pos, int p_previous_room_id) const {
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real_t closest = FLT_MAX;
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int closest_room_id = -1;
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int closest_priority = -10000;
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// first try previous room
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if (p_previous_room_id != -1) {
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const VSRoom &prev_room = p_portal_renderer.get_room(p_previous_room_id);
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// we can only use this shortcut if the room doesn't include internal rooms.
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// otherwise the point may be inside more than one room, and we need to find the room of highest priority.
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if (!prev_room._contains_internal_rooms) {
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closest = prev_room.is_point_within(p_pos);
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closest_room_id = p_previous_room_id;
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if (closest < 0.0) {
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return p_previous_room_id;
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}
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} else {
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// don't mark it as checked later, as we haven't done it because it contains internal rooms
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p_previous_room_id = -1;
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}
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}
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int num_bsp_rooms = 0;
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const int32_t *bsp_rooms = find_shortlist(p_pos, num_bsp_rooms);
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if (!num_bsp_rooms) {
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return -1;
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}
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// special case, only 1 room in the shortlist, no need to check further
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if (num_bsp_rooms == 1) {
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return bsp_rooms[0];
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}
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for (int n = 0; n < num_bsp_rooms; n++) {
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int room_id = bsp_rooms[n];
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// the previous room has already been done above, and will be in closest + closest_room_id
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if (room_id == p_previous_room_id) {
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continue;
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}
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const VSRoom &room = p_portal_renderer.get_room(room_id);
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real_t dist = room.is_point_within(p_pos);
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// if we are actually inside a room, unless we are dealing with internal rooms,
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// we can terminate early, no need to search more
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if (dist < 0.0) {
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if (!room._contains_internal_rooms) {
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// this will happen in most cases
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closest = dist;
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closest_room_id = room_id;
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break;
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} else {
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// if we are inside, and there are internal rooms involved we need to be a bit careful.
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// higher priority always wins (i.e. the internal room)
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// but with equal priority we just choose the regular best fit.
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if ((room._priority > closest_priority) || ((room._priority == closest_priority) && (dist < closest))) {
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closest = dist;
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closest_room_id = room_id;
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closest_priority = room._priority;
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continue;
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}
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}
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} else {
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// if we are outside we just pick the closest room, irrespective of priority
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if (dist < closest) {
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closest = dist;
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closest_room_id = room_id;
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// do NOT store the priority, we don't want an room that isn't a true hit
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// overriding a hit inside the room
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}
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}
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}
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return closest_room_id;
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}
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const int32_t *PortalRoomsBSP::find_shortlist(const Vector3 &p_pt, int &r_num_rooms) const {
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if (!_nodes.size()) {
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r_num_rooms = 0;
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return nullptr;
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}
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const Node *node = &_nodes[0];
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while (!node->leaf) {
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if (node->plane.is_point_over(p_pt)) {
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node = &_nodes[node->child[1]];
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} else {
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node = &_nodes[node->child[0]];
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}
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}
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r_num_rooms = node->num_ids;
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return &_room_ids[node->first_id];
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}
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void PortalRoomsBSP::create(PortalRenderer &r_portal_renderer) {
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clear();
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_portal_renderer = &r_portal_renderer;
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detect_internal_room_containment(r_portal_renderer);
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// noop
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int num_rooms = r_portal_renderer.get_num_rooms();
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if (!num_rooms) {
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return;
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}
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LocalVector<int32_t, int32_t> room_ids;
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room_ids.resize(num_rooms);
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for (int n = 0; n < num_rooms; n++) {
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room_ids[n] = n;
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}
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_nodes.push_back(Node());
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_nodes[0].clear();
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build(0, room_ids);
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#ifdef GODOT_VERBOSE_PORTAL_ROOMS_BSP
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debug_print_tree();
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#endif
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_log("PortalRoomsBSP " + itos(_nodes.size()) + " nodes.");
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}
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void PortalRoomsBSP::build(int p_start_node_id, LocalVector<int32_t, int32_t> p_orig_room_ids) {
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struct Element {
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void clear() { room_ids.clear(); }
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int node_id;
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LocalVector<int32_t, int32_t> room_ids;
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};
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Element first;
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first.node_id = p_start_node_id;
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first.room_ids = p_orig_room_ids;
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LocalVector<Element, int32_t> stack;
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stack.reserve(1024);
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stack.push_back(first);
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int stack_size = 1;
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while (stack_size) {
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stack_size--;
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Element curr = stack[stack_size];
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Node *node = &_nodes[curr.node_id];
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int best_fit = 0;
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int best_portal_id = -1;
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int best_room_a = -1;
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int best_room_b = -1;
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// find a splitting plane
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for (int n = 0; n < curr.room_ids.size(); n++) {
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// go through the portals in this room
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int rid = curr.room_ids[n];
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const VSRoom &room = _portal_renderer->get_room(rid);
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for (int p = 0; p < room._portal_ids.size(); p++) {
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int pid = room._portal_ids[p];
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// only outward portals
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const VSPortal &portal = _portal_renderer->get_portal(pid);
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if (portal._linkedroom_ID[1] == rid) {
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continue;
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}
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int fit = evaluate_portal(pid, curr.room_ids);
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if (fit > best_fit) {
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best_fit = fit;
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best_portal_id = pid;
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}
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}
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}
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bool split_found = false;
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Plane split_plane;
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// if a splitting portal was found, we are done
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if (best_portal_id != -1) {
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_log("found splitting portal : " + itos(best_portal_id));
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const VSPortal &portal = _portal_renderer->get_portal(best_portal_id);
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split_plane = portal._plane;
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split_found = true;
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} else {
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// let's try and find an arbitrary splitting plane
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for (int a = 0; a < curr.room_ids.size(); a++) {
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for (int b = a + 1; b < curr.room_ids.size(); b++) {
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Plane plane;
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// note the actual room ids are not the same as a and b!!
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int room_a_id = curr.room_ids[a];
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int room_b_id = curr.room_ids[b];
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int fit = evaluate_room_split_plane(room_a_id, room_b_id, curr.room_ids, plane);
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if (fit > best_fit) {
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best_fit = fit;
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// the room ids, NOT a and b
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best_room_a = room_a_id;
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best_room_b = room_b_id;
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split_plane = plane;
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}
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} // for b through rooms
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} // for a through rooms
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if (best_room_a != -1) {
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split_found = true;
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// print_line("found splitting plane between rooms : " + itos(best_room_a) + " and " + itos(best_room_b));
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}
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}
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// found either a portal plane or arbitrary
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if (split_found) {
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node->plane = split_plane;
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// add to stack
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stack_size += 2;
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if (stack_size > stack.size()) {
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stack.resize(stack_size);
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}
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stack[stack_size - 2].clear();
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stack[stack_size - 1].clear();
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LocalVector<int32_t, int32_t> &room_ids_back = stack[stack_size - 2].room_ids;
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LocalVector<int32_t, int32_t> &room_ids_front = stack[stack_size - 1].room_ids;
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if (best_portal_id != -1) {
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evaluate_portal(best_portal_id, curr.room_ids, &room_ids_back, &room_ids_front);
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} else {
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DEV_ASSERT(best_room_a != -1);
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evaluate_room_split_plane(best_room_a, best_room_b, curr.room_ids, split_plane, &room_ids_back, &room_ids_front);
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}
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DEV_ASSERT(room_ids_back.size() <= curr.room_ids.size());
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DEV_ASSERT(room_ids_front.size() <= curr.room_ids.size());
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_log("\tback contains : " + itos(room_ids_back.size()) + " rooms");
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_log("\tfront contains : " + itos(room_ids_front.size()) + " rooms");
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// create child nodes
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_nodes.push_back(Node());
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_nodes.push_back(Node());
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// need to reget the node pointer as we may have resized the vector
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node = &_nodes[curr.node_id];
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node->child[0] = _nodes.size() - 2;
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node->child[1] = _nodes.size() - 1;
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stack[stack_size - 2].node_id = node->child[0];
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stack[stack_size - 1].node_id = node->child[1];
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} else {
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// couldn't split any further, is leaf
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node->leaf = true;
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node->first_id = _room_ids.size();
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node->num_ids = curr.room_ids.size();
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_log("leaf contains : " + itos(curr.room_ids.size()) + " rooms");
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// add to the main list
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int start = _room_ids.size();
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_room_ids.resize(start + curr.room_ids.size());
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for (int n = 0; n < curr.room_ids.size(); n++) {
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_room_ids[start + n] = curr.room_ids[n];
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}
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}
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} // while stack not empty
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}
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void PortalRoomsBSP::debug_print_tree(int p_node_id, int p_depth) {
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String string = "";
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for (int n = 0; n < p_depth; n++) {
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string += "\t";
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}
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const Node &node = _nodes[p_node_id];
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if (node.leaf) {
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string += "L ";
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for (int n = 0; n < node.num_ids; n++) {
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int room_id = _room_ids[node.first_id + n];
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string += itos(room_id) + ", ";
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}
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} else {
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string += "N ";
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}
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print_line(string);
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// children
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if (!node.leaf) {
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debug_print_tree(node.child[0], p_depth + 1);
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debug_print_tree(node.child[1], p_depth + 1);
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}
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}
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bool PortalRoomsBSP::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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if (p_max_a <= p_min_b) {
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r_split_point = p_max_a + ((p_min_b - p_max_a) * 0.5);
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return true;
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}
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if (p_max_b <= p_min_a) {
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r_split_point = p_max_b + ((p_min_a - p_max_b) * 0.5);
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return true;
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}
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return false;
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}
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bool PortalRoomsBSP::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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// print_line("test_freeform_plane " + String(Variant(p_plane)));
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for (int n = 0; n < p_verts_a.size(); n++) {
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real_t dist = p_plane.distance_to(p_verts_a[n]);
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// print_line("\tdist_a " + String(Variant(dist)));
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if (dist > _plane_epsilon) {
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return false;
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}
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}
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for (int n = 0; n < p_verts_b.size(); n++) {
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real_t dist = p_plane.distance_to(p_verts_b[n]);
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// print_line("\tdist_b " + String(Variant(dist)));
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if (dist < -_plane_epsilon) {
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return false;
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}
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}
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return true;
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}
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// even if AABBs fail to have a splitting plane, there still may be another orientation that can split rooms (e.g. diagonal)
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bool PortalRoomsBSP::calculate_freeform_splitting_plane(const VSRoom &p_room_a, const VSRoom &p_room_b, Plane &r_plane) const {
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const LocalVector<Vector3, int32_t> &verts_a = p_room_a._verts;
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const LocalVector<Vector3, int32_t> &verts_b = p_room_b._verts;
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// test from room a to room b
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for (int i = 0; i < verts_a.size(); i++) {
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const Vector3 &pt_a = verts_a[i];
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for (int j = 0; j < verts_b.size(); j++) {
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const Vector3 &pt_b = verts_b[j];
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for (int k = j + 1; k < verts_b.size(); k++) {
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const Vector3 &pt_c = verts_b[k];
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// make a plane
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r_plane = Plane(pt_a, pt_b, pt_c);
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// test the plane
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if (test_freeform_plane(verts_a, verts_b, r_plane)) {
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return true;
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}
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}
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}
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}
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// test from room b to room a
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for (int i = 0; i < verts_b.size(); i++) {
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const Vector3 &pt_a = verts_b[i];
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for (int j = 0; j < verts_a.size(); j++) {
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const Vector3 &pt_b = verts_a[j];
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for (int k = j + 1; k < verts_a.size(); k++) {
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const Vector3 &pt_c = verts_a[k];
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// make a plane
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r_plane = Plane(pt_a, pt_b, pt_c);
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// test the plane
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if (test_freeform_plane(verts_b, verts_a, r_plane)) {
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return true;
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}
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}
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}
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}
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return false;
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}
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bool PortalRoomsBSP::calculate_aabb_splitting_plane(const AABB &p_a, const AABB &p_b, Plane &r_plane) const {
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real_t split_point = 0.0;
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|
const Vector3 &min_a = p_a.position;
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const Vector3 &min_b = p_b.position;
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|
Vector3 max_a = min_a + p_a.size;
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|
Vector3 max_b = min_b + p_b.size;
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|
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|
if (find_1d_split_point(min_a.x, max_a.x, min_b.x, max_b.x, split_point)) {
|
|
r_plane = Plane(Vector3(1, 0, 0), split_point);
|
|
return true;
|
|
}
|
|
if (find_1d_split_point(min_a.y, max_a.y, min_b.y, max_b.y, split_point)) {
|
|
r_plane = Plane(Vector3(0, 1, 0), split_point);
|
|
return true;
|
|
}
|
|
if (find_1d_split_point(min_a.z, max_a.z, min_b.z, max_b.z, split_point)) {
|
|
r_plane = Plane(Vector3(0, 0, 1), split_point);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
int PortalRoomsBSP::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, LocalVector<int32_t, int32_t> *r_room_ids_front) {
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// try and create a splitting plane between room a and b, then evaluate it.
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|
const VSRoom &room_a = _portal_renderer->get_room(p_room_a_id);
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const VSRoom &room_b = _portal_renderer->get_room(p_room_b_id);
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|
|
|
// easiest case, if the rooms don't overlap AABB, we can create an axis aligned plane between them
|
|
if (calculate_aabb_splitting_plane(room_a._aabb, room_b._aabb, r_plane)) {
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|
return evaluate_plane(nullptr, r_plane, p_room_ids, r_room_ids_back, r_room_ids_front);
|
|
}
|
|
|
|
if (calculate_freeform_splitting_plane(room_a, room_b, r_plane)) {
|
|
return evaluate_plane(nullptr, r_plane, p_room_ids, r_room_ids_back, r_room_ids_front);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int PortalRoomsBSP::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, LocalVector<int32_t, int32_t> *r_room_ids_front) {
|
|
int rooms_front = 0;
|
|
int rooms_back = 0;
|
|
int rooms_split = 0;
|
|
|
|
if (r_room_ids_back) {
|
|
DEV_ASSERT(!r_room_ids_back->size());
|
|
}
|
|
|
|
if (r_room_ids_front) {
|
|
DEV_ASSERT(!r_room_ids_front->size());
|
|
}
|
|
|
|
#define GODOT_BSP_PUSH_FRONT \
|
|
rooms_front++; \
|
|
if (r_room_ids_front) { \
|
|
r_room_ids_front->push_back(rid); \
|
|
}
|
|
|
|
#define GODOT_BSP_PUSH_BACK \
|
|
rooms_back++; \
|
|
if (r_room_ids_back) { \
|
|
r_room_ids_back->push_back(rid); \
|
|
}
|
|
|
|
for (int n = 0; n < p_room_ids.size(); n++) {
|
|
int rid = p_room_ids[n];
|
|
const VSRoom &room = _portal_renderer->get_room(rid);
|
|
|
|
// easy cases first
|
|
real_t r_min, r_max;
|
|
room._aabb.project_range_in_plane(p_plane, r_min, r_max);
|
|
|
|
if ((r_min <= 0.0) && (r_max <= 0.0)) {
|
|
GODOT_BSP_PUSH_BACK
|
|
continue;
|
|
}
|
|
if ((r_min >= 0.0) && (r_max >= 0.0)) {
|
|
GODOT_BSP_PUSH_FRONT
|
|
continue;
|
|
}
|
|
|
|
// check if the room uses this portal
|
|
// internal portals can link to a room that is both in front and behind,
|
|
// so we can only deal with non internal portals here with this cheap test.
|
|
if (p_portal && !p_portal->_internal) {
|
|
if (p_portal->_linkedroom_ID[0] == rid) {
|
|
GODOT_BSP_PUSH_BACK
|
|
continue;
|
|
}
|
|
|
|
if (p_portal->_linkedroom_ID[1] == rid) {
|
|
GODOT_BSP_PUSH_FRONT
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// most expensive test, test the individual points of the room
|
|
// This will catch some off axis rooms that aren't caught by the AABB alone
|
|
int points_front = 0;
|
|
int points_back = 0;
|
|
|
|
for (int p = 0; p < room._verts.size(); p++) {
|
|
const Vector3 &pt = room._verts[p];
|
|
real_t dist = p_plane.distance_to(pt);
|
|
|
|
// don't take account of points in the epsilon zone,
|
|
// these are within the margin of error and could be in front OR behind the plane
|
|
if (dist > _plane_epsilon) {
|
|
points_front++;
|
|
if (points_back) {
|
|
break;
|
|
}
|
|
} else if (dist < -_plane_epsilon) {
|
|
points_back++;
|
|
if (points_front) {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// if all points are in front
|
|
if (!points_back) {
|
|
GODOT_BSP_PUSH_FRONT
|
|
continue;
|
|
}
|
|
// if all points are behind
|
|
if (!points_front) {
|
|
GODOT_BSP_PUSH_BACK
|
|
continue;
|
|
}
|
|
|
|
// if split, push to both children
|
|
if (r_room_ids_front) {
|
|
r_room_ids_front->push_back(rid);
|
|
}
|
|
if (r_room_ids_back) {
|
|
r_room_ids_back->push_back(rid);
|
|
}
|
|
|
|
rooms_split++;
|
|
}
|
|
|
|
#undef GODOT_BSP_PUSH_BACK
|
|
#undef GODOT_BSP_PUSH_FRONT
|
|
|
|
// we want the split that splits the most front and back rooms
|
|
return rooms_front * rooms_back;
|
|
}
|
|
|
|
int PortalRoomsBSP::evaluate_portal(int p_portal_id, const LocalVector<int32_t, int32_t> &p_room_ids, LocalVector<int32_t, int32_t> *r_room_ids_back, LocalVector<int32_t, int32_t> *r_room_ids_front) {
|
|
const VSPortal &portal = _portal_renderer->get_portal(p_portal_id);
|
|
const Plane &plane = portal._plane;
|
|
|
|
return evaluate_plane(&portal, plane, p_room_ids, r_room_ids_back, r_room_ids_front);
|
|
}
|