a627cdafc5
Happy new year to the wonderful Godot community!
666 lines
22 KiB
C++
666 lines
22 KiB
C++
/*************************************************************************/
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/* portal_pvs_builder.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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_pvs_builder.h"
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#include "core/os/file_access.h"
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#include "core/os/os.h"
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#include "core/print_string.h"
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#include "portal_renderer.h"
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bool PVSBuilder::_log_active = true;
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void PVSBuilder::find_neighbors(LocalVector<Neighbours> &r_neighbors) {
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// first find the neighbors
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int num_rooms = _portal_renderer->get_num_rooms();
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for (int n = 0; n < num_rooms; n++) {
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const VSRoom &room = _portal_renderer->get_room(n);
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// go through each portal
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int num_portals = room._portal_ids.size();
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for (int p = 0; p < num_portals; p++) {
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int portal_id = room._portal_ids[p];
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const VSPortal &portal = _portal_renderer->get_portal(portal_id);
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// everything depends on whether the portal is incoming or outgoing.
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// if incoming we reverse the logic.
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int outgoing = 1;
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int room_a_id = portal._linkedroom_ID[0];
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if (room_a_id != n) {
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outgoing = 0;
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DEV_ASSERT(portal._linkedroom_ID[1] == n);
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}
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// trace through this portal to the next room
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int linked_room_id = portal._linkedroom_ID[outgoing];
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// not relevant, portal doesn't go anywhere
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if (linked_room_id == -1)
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continue;
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r_neighbors[n].room_ids.push_back(linked_room_id);
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} // for p through portals
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} // for n through rooms
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// the secondary PVS is the primary PVS plus the neighbors
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}
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void PVSBuilder::create_secondary_pvs(int p_room_id, const LocalVector<Neighbours> &p_neighbors, BitFieldDynamic &r_bitfield_rooms) {
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VSRoom &room = _portal_renderer->get_room(p_room_id);
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room._secondary_pvs_first = _pvs->get_secondary_pvs_size();
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// go through each primary PVS room, and add the neighbors in the secondary pvs
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for (int r = 0; r < room._pvs_size; r++) {
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int pvs_entry = room._pvs_first + r;
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int pvs_room_id = _pvs->get_pvs_room_id(pvs_entry);
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// add the visible rooms first
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_pvs->add_to_secondary_pvs(pvs_room_id);
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room._secondary_pvs_size += 1;
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// now any neighbors of this that are not already added
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const Neighbours &neigh = p_neighbors[pvs_room_id];
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for (int n = 0; n < neigh.room_ids.size(); n++) {
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int neigh_room_id = neigh.room_ids[n];
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//log("\tconsidering neigh " + itos(neigh_room_id));
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if (r_bitfield_rooms.check_and_set(neigh_room_id)) {
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// add to the secondary pvs for this room
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_pvs->add_to_secondary_pvs(neigh_room_id);
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room._secondary_pvs_size += 1;
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} // neighbor room has not been added yet
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} // go through the neighbors
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} // go through each room in the primary pvs
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}
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#ifdef GODOT_PVS_SUPPORT_SAVE_FILE
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bool PVSBuilder::load_pvs(String p_filename) {
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if (p_filename == "") {
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return false;
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}
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Error err;
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FileAccess *file = FileAccess::open(p_filename, FileAccess::READ, &err);
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if (err || !file) {
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if (file) {
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memdelete(file);
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}
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return false;
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}
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// goto needs vars declaring ahead of time
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int32_t num_rooms;
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int32_t pvs_size;
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if (!((file->get_8() == 'p') &&
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(file->get_8() == 'v') &&
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(file->get_8() == 's') &&
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(file->get_8() == ' '))) {
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goto failed;
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}
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num_rooms = file->get_32();
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if (num_rooms != _portal_renderer->get_num_rooms()) {
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goto failed;
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}
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for (int n = 0; n < num_rooms; n++) {
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if (file->eof_reached())
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goto failed;
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VSRoom &room = _portal_renderer->get_room(n);
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room._pvs_first = file->get_32();
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room._pvs_size = file->get_32();
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room._secondary_pvs_first = file->get_32();
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room._secondary_pvs_size = file->get_32();
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}
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pvs_size = file->get_32();
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for (int n = 0; n < pvs_size; n++) {
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_pvs->add_to_pvs(file->get_16());
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}
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// secondary pvs
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pvs_size = file->get_32();
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for (int n = 0; n < pvs_size; n++) {
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_pvs->add_to_secondary_pvs(file->get_16());
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}
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if (file) {
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memdelete(file);
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}
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return true;
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failed:
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if (file) {
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memdelete(file);
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}
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return false;
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}
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void PVSBuilder::save_pvs(String p_filename) {
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if (p_filename == "") {
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p_filename = "res://test.pvs";
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}
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Error err;
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FileAccess *file = FileAccess::open(p_filename, FileAccess::WRITE, &err);
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if (err || !file) {
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if (file) {
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memdelete(file);
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}
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return;
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}
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file->store_8('p');
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file->store_8('v');
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file->store_8('s');
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file->store_8(' ');
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// hash? NYI
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// first save the room indices into the pvs
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int num_rooms = _portal_renderer->get_num_rooms();
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file->store_32(num_rooms);
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for (int n = 0; n < num_rooms; n++) {
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VSRoom &room = _portal_renderer->get_room(n);
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file->store_32(room._pvs_first);
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file->store_32(room._pvs_size);
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file->store_32(room._secondary_pvs_first);
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file->store_32(room._secondary_pvs_size);
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}
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int32_t pvs_size = _pvs->get_pvs_size();
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file->store_32(pvs_size);
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for (int n = 0; n < pvs_size; n++) {
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int16_t room_id = _pvs->get_pvs_room_id(n);
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file->store_16(room_id);
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}
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pvs_size = _pvs->get_secondary_pvs_size();
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file->store_32(pvs_size);
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for (int n = 0; n < pvs_size; n++) {
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int16_t room_id = _pvs->get_secondary_pvs_room_id(n);
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file->store_16(room_id);
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}
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if (file) {
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memdelete(file);
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}
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}
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#endif
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void PVSBuilder::calculate_pvs(PortalRenderer &p_portal_renderer, String p_filename, int p_depth_limit, bool p_use_simple_pvs, bool p_log_pvs_generation) {
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_portal_renderer = &p_portal_renderer;
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_pvs = &p_portal_renderer.get_pvs();
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_depth_limit = p_depth_limit;
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_log_active = p_log_pvs_generation;
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// attempt to load from file rather than create each time
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#ifdef GODOT_PVS_SUPPORT_SAVE_FILE
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if (load_pvs(p_filename)) {
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print_line("loaded pvs successfully from file " + p_filename);
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_pvs->set_loaded(true);
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return;
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}
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#endif
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uint32_t time_before = OS::get_singleton()->get_ticks_msec();
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int num_rooms = _portal_renderer->get_num_rooms();
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BitFieldDynamic bf;
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bf.create(num_rooms);
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LocalVector<Neighbours> neighbors;
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neighbors.resize(num_rooms);
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// find the immediate neighbors of each room -
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// this is needed to create the secondary pvs
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find_neighbors(neighbors);
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for (int n = 0; n < num_rooms; n++) {
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bf.blank();
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//_visible_rooms.clear();
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LocalVector<Plane, int32_t> dummy_planes;
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VSRoom &room = _portal_renderer->get_room(n);
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room._pvs_first = _pvs->get_pvs_size();
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log("pvs from room : " + itos(n));
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if (p_use_simple_pvs) {
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trace_rooms_recursive_simple(0, n, n, -1, false, -1, dummy_planes, bf);
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} else {
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trace_rooms_recursive(0, n, n, -1, false, -1, dummy_planes, bf);
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}
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create_secondary_pvs(n, neighbors, bf);
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if (_log_active) {
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String string = "";
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for (int i = 0; i < room._pvs_size; i++) {
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int visible_room = _pvs->get_pvs_room_id(room._pvs_first + i);
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string += itos(visible_room);
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string += ", ";
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}
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log("\t" + string);
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string = "secondary : ";
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for (int i = 0; i < room._secondary_pvs_size; i++) {
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int visible_room = _pvs->get_secondary_pvs_room_id(room._secondary_pvs_first + i);
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string += itos(visible_room);
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string += ", ";
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}
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log("\t" + string);
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}
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}
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_pvs->set_loaded(true);
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uint32_t time_after = OS::get_singleton()->get_ticks_msec();
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print_verbose("calculated PVS in " + itos(time_after - time_before) + " ms.");
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#ifdef GODOT_PVS_SUPPORT_SAVE_FILE
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save_pvs(p_filename);
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#endif
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}
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void PVSBuilder::logd(int p_depth, String p_string) {
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if (!_log_active) {
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return;
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}
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String string_long;
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for (int n = 0; n < p_depth; n++) {
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string_long += "\t";
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}
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string_long += p_string;
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log(string_long);
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}
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void PVSBuilder::log(String p_string) {
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if (_log_active) {
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print_line(p_string);
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}
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}
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// The full routine deals with re-entrant rooms. I.e. more than one portal path can lead into a room.
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// This makes the logic more complex, because we cannot terminate on the second entry to a room,
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// and have to account for internal rooms, and the possibility of portal paths going back on themselves.
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void PVSBuilder::trace_rooms_recursive(int p_depth, int p_source_room_id, int p_room_id, int p_first_portal_id, bool p_first_portal_outgoing, int p_previous_portal_id, const LocalVector<Plane, int32_t> &p_planes, BitFieldDynamic &r_bitfield_rooms, int p_from_external_room_id) {
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// prevent too much depth
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if (p_depth > _depth_limit) {
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WARN_PRINT_ONCE("PVS Depth Limit reached (seeing through too many portals)");
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return;
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}
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// is this room hit first time?
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if (r_bitfield_rooms.check_and_set(p_room_id)) {
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// only add to the room PVS of the source room once
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VSRoom &source_room = _portal_renderer->get_room(p_source_room_id);
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_pvs->add_to_pvs(p_room_id);
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source_room._pvs_size += 1;
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}
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logd(p_depth, "trace_rooms_recursive room " + itos(p_room_id));
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// get the room
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const VSRoom &room = _portal_renderer->get_room(p_room_id);
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// go through each portal
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int num_portals = room._portal_ids.size();
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for (int p = 0; p < num_portals; p++) {
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int portal_id = room._portal_ids[p];
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const VSPortal &portal = _portal_renderer->get_portal(portal_id);
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// everything depends on whether the portal is incoming or outgoing.
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// if incoming we reverse the logic.
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int outgoing = 1;
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int room_a_id = portal._linkedroom_ID[0];
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if (room_a_id != p_room_id) {
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outgoing = 0;
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DEV_ASSERT(portal._linkedroom_ID[1] == p_room_id);
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}
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// trace through this portal to the next room
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int linked_room_id = portal._linkedroom_ID[outgoing];
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// not relevant, portal doesn't go anywhere
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if (linked_room_id == -1)
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continue;
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// For pvs there is no real start point, but we will use the centre of the first portal.
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// This is used for checking portals are pointing outward from start point.
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if (p_source_room_id == p_room_id) {
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_trace_start_point = portal._pt_center;
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// We will use a small epsilon because we don't want to trace out
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// to coplanar portals for the first to second portals, before planes
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// have been added. So we will place the trace start point slightly
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// behind the first portal plane (e.g. slightly in the source room).
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// The epsilon must balance being enough in not to cause numerical error
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// at large distances from the origin, but too large and this will also
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// prevent the PVS entering portals that are very closely aligned
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// to the portal in.
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// Closely aligned portals should not happen in normal level design,
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// and will usually be a design error.
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// Watch for bugs here though, caused by closely aligned portals.
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// The epsilon should be BEHIND the way we are going through the portal,
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// so depends whether it is outgoing or not
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if (outgoing) {
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_trace_start_point -= portal._plane.normal * 0.1;
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} else {
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_trace_start_point += portal._plane.normal * 0.1;
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}
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} else {
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// much better way of culling portals by direction to camera...
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// instead of using dot product with a varying view direction, we simply find which side of the portal
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// plane the camera is on! If it is behind, the portal can be seen through, if in front, it can't
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real_t dist_cam = portal._plane.distance_to(_trace_start_point);
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if (!outgoing) {
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dist_cam = -dist_cam;
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}
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if (dist_cam >= 0.0) {
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// logd(p_depth + 2, "portal WRONG DIRECTION");
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continue;
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}
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}
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logd(p_depth + 1, "portal to room " + itos(linked_room_id));
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// is it culled by the planes?
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VSPortal::ClipResult overall_res = VSPortal::ClipResult::CLIP_INSIDE;
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// while clipping to the planes we maintain a list of partial planes, so we can add them to the
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// recursive next iteration of planes to check
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static LocalVector<int> partial_planes;
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partial_planes.clear();
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for (int32_t l = 0; l < p_planes.size(); l++) {
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VSPortal::ClipResult res = portal.clip_with_plane(p_planes[l]);
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switch (res) {
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case VSPortal::ClipResult::CLIP_OUTSIDE: {
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overall_res = res;
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} break;
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case VSPortal::ClipResult::CLIP_PARTIAL: {
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// if the portal intersects one of the planes, we should take this plane into account
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// in the next call of this recursive trace, because it can be used to cull out more objects
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overall_res = res;
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partial_planes.push_back(l);
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} break;
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default: // suppress warning
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break;
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}
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// if the portal was totally outside the 'frustum' then we can ignore it
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if (overall_res == VSPortal::ClipResult::CLIP_OUTSIDE)
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break;
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}
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// this portal is culled
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if (overall_res == VSPortal::ClipResult::CLIP_OUTSIDE) {
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logd(p_depth + 2, "portal CLIP_OUTSIDE");
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continue;
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}
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// Don't allow portals from internal to external room to be followed
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// if the external room has already been processed in this trace stack. This prevents
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// unneeded processing, and also prevents recursive feedback where you
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// see into internal room -> external room and back into the same internal room
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// via the same portal.
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if (portal._internal && (linked_room_id != -1)) {
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if (outgoing) {
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if (linked_room_id == p_from_external_room_id) {
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continue;
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}
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} else {
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// We are entering an internal portal from an external room.
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// set the external room id, so we can recognise this when we are
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// later exiting the internal rooms.
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// Note that as we can only store 1 previous external room, this system
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// won't work completely correctly when you have 2 levels of internal room
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// and you can see from roomgroup a -> b -> c. However this should just result
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// in a little slower culling for that particular view, and hopefully will not break
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// with recursive loop looking through the same portal multiple times. (don't think this
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// is possible in this scenario).
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p_from_external_room_id = p_room_id;
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}
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}
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// construct new planes
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LocalVector<Plane, int32_t> planes;
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if (p_first_portal_id != -1) {
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// add new planes
|
|
const VSPortal &first_portal = _portal_renderer->get_portal(p_first_portal_id);
|
|
portal.add_pvs_planes(first_portal, p_first_portal_outgoing, planes, outgoing != 0);
|
|
|
|
//#define GODOT_PVS_EXTRA_REJECT_TEST
|
|
#ifdef GODOT_PVS_EXTRA_REJECT_TEST
|
|
// extra reject test for pvs - was the previous portal points outside the planes formed by the new portal?
|
|
// not fully tested and not yet found a situation where needed, but will leave in in case testers find
|
|
// such a situation.
|
|
if (p_previous_portal_id != -1) {
|
|
const VSPortal &prev_portal = _portal_renderer->get_portal(p_previous_portal_id);
|
|
if (prev_portal._pvs_is_outside_planes(planes)) {
|
|
continue;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// if portal is totally inside the planes, don't copy the old planes ..
|
|
// i.e. we can now cull using the portal and forget about the rest of the frustum (yay)
|
|
if (overall_res != VSPortal::ClipResult::CLIP_INSIDE) {
|
|
// if it WASN'T totally inside the existing frustum, we also need to add any existing planes
|
|
// that cut the portal.
|
|
for (uint32_t n = 0; n < partial_planes.size(); n++)
|
|
planes.push_back(p_planes[partial_planes[n]]);
|
|
}
|
|
|
|
// hopefully the portal actually leads somewhere...
|
|
if (linked_room_id != -1) {
|
|
// we either pass on the first portal id, or we start
|
|
// it here, because we are looking through the first portal
|
|
int first_portal_id = p_first_portal_id;
|
|
if (first_portal_id == -1) {
|
|
first_portal_id = portal_id;
|
|
p_first_portal_outgoing = outgoing != 0;
|
|
}
|
|
|
|
trace_rooms_recursive(p_depth + 1, p_source_room_id, linked_room_id, first_portal_id, p_first_portal_outgoing, portal_id, planes, r_bitfield_rooms, p_from_external_room_id);
|
|
} // linked room is valid
|
|
}
|
|
}
|
|
|
|
// This simpler routine was the first used. It is reliable and no epsilons, and fast.
|
|
// But it will not create the correct result where there are multiple portal paths
|
|
// through a room when building the PVS.
|
|
void PVSBuilder::trace_rooms_recursive_simple(int p_depth, int p_source_room_id, int p_room_id, int p_first_portal_id, bool p_first_portal_outgoing, int p_previous_portal_id, const LocalVector<Plane, int32_t> &p_planes, BitFieldDynamic &r_bitfield_rooms) {
|
|
// has this room been done already?
|
|
if (!r_bitfield_rooms.check_and_set(p_room_id)) {
|
|
return;
|
|
}
|
|
|
|
// prevent too much depth
|
|
if (p_depth > _depth_limit) {
|
|
WARN_PRINT_ONCE("Portal Depth Limit reached (seeing through too many portals)");
|
|
return;
|
|
}
|
|
|
|
logd(p_depth, "trace_rooms_recursive room " + itos(p_room_id));
|
|
|
|
// get the room
|
|
const VSRoom &room = _portal_renderer->get_room(p_room_id);
|
|
|
|
// add to the room PVS of the source room
|
|
VSRoom &source_room = _portal_renderer->get_room(p_source_room_id);
|
|
_pvs->add_to_pvs(p_room_id);
|
|
source_room._pvs_size += 1;
|
|
|
|
// go through each portal
|
|
int num_portals = room._portal_ids.size();
|
|
|
|
for (int p = 0; p < num_portals; p++) {
|
|
int portal_id = room._portal_ids[p];
|
|
const VSPortal &portal = _portal_renderer->get_portal(portal_id);
|
|
|
|
// everything depends on whether the portal is incoming or outgoing.
|
|
// if incoming we reverse the logic.
|
|
int outgoing = 1;
|
|
|
|
int room_a_id = portal._linkedroom_ID[0];
|
|
if (room_a_id != p_room_id) {
|
|
outgoing = 0;
|
|
DEV_ASSERT(portal._linkedroom_ID[1] == p_room_id);
|
|
}
|
|
|
|
// trace through this portal to the next room
|
|
int linked_room_id = portal._linkedroom_ID[outgoing];
|
|
|
|
logd(p_depth + 1, "portal to room " + itos(linked_room_id));
|
|
|
|
// not relevant, portal doesn't go anywhere
|
|
if (linked_room_id == -1)
|
|
continue;
|
|
|
|
// linked room done already?
|
|
if (r_bitfield_rooms.get_bit(linked_room_id))
|
|
continue;
|
|
|
|
// is it culled by the planes?
|
|
VSPortal::ClipResult overall_res = VSPortal::ClipResult::CLIP_INSIDE;
|
|
|
|
// while clipping to the planes we maintain a list of partial planes, so we can add them to the
|
|
// recursive next iteration of planes to check
|
|
static LocalVector<int> partial_planes;
|
|
partial_planes.clear();
|
|
|
|
for (int32_t l = 0; l < p_planes.size(); l++) {
|
|
VSPortal::ClipResult res = portal.clip_with_plane(p_planes[l]);
|
|
|
|
switch (res) {
|
|
case VSPortal::ClipResult::CLIP_OUTSIDE: {
|
|
overall_res = res;
|
|
} break;
|
|
case VSPortal::ClipResult::CLIP_PARTIAL: {
|
|
// if the portal intersects one of the planes, we should take this plane into account
|
|
// in the next call of this recursive trace, because it can be used to cull out more objects
|
|
overall_res = res;
|
|
partial_planes.push_back(l);
|
|
} break;
|
|
default: // suppress warning
|
|
break;
|
|
}
|
|
|
|
// if the portal was totally outside the 'frustum' then we can ignore it
|
|
if (overall_res == VSPortal::ClipResult::CLIP_OUTSIDE)
|
|
break;
|
|
}
|
|
|
|
// this portal is culled
|
|
if (overall_res == VSPortal::ClipResult::CLIP_OUTSIDE) {
|
|
logd(p_depth + 2, "portal CLIP_OUTSIDE");
|
|
continue;
|
|
}
|
|
|
|
// construct new planes
|
|
LocalVector<Plane, int32_t> planes;
|
|
|
|
if (p_first_portal_id != -1) {
|
|
// add new planes
|
|
const VSPortal &first_portal = _portal_renderer->get_portal(p_first_portal_id);
|
|
portal.add_pvs_planes(first_portal, p_first_portal_outgoing, planes, outgoing != 0);
|
|
|
|
#ifdef GODOT_PVS_EXTRA_REJECT_TEST
|
|
// extra reject test for pvs - was the previous portal points outside the planes formed by the new portal?
|
|
// not fully tested and not yet found a situation where needed, but will leave in in case testers find
|
|
// such a situation.
|
|
if (p_previous_portal_id != -1) {
|
|
const VSPortal &prev_portal = _portal_renderer->get_portal(p_previous_portal_id);
|
|
if (prev_portal._pvs_is_outside_planes(planes)) {
|
|
continue;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// if portal is totally inside the planes, don't copy the old planes ..
|
|
// i.e. we can now cull using the portal and forget about the rest of the frustum (yay)
|
|
if (overall_res != VSPortal::ClipResult::CLIP_INSIDE) {
|
|
// if it WASN'T totally inside the existing frustum, we also need to add any existing planes
|
|
// that cut the portal.
|
|
for (uint32_t n = 0; n < partial_planes.size(); n++)
|
|
planes.push_back(p_planes[partial_planes[n]]);
|
|
}
|
|
|
|
// hopefully the portal actually leads somewhere...
|
|
if (linked_room_id != -1) {
|
|
// we either pass on the first portal id, or we start
|
|
// it here, because we are looking through the first portal
|
|
int first_portal_id = p_first_portal_id;
|
|
if (first_portal_id == -1) {
|
|
first_portal_id = portal_id;
|
|
p_first_portal_outgoing = outgoing != 0;
|
|
}
|
|
|
|
trace_rooms_recursive(p_depth + 1, p_source_room_id, linked_room_id, first_portal_id, p_first_portal_outgoing, portal_id, planes, r_bitfield_rooms);
|
|
} // linked room is valid
|
|
}
|
|
}
|