virtualx-engine/servers/visual/portals/portal_renderer.cpp
lawnjelly 93c78af488 Portals - disable frustum culling gizmos with preview camera
When using the preview camera feature it turns out as well as culling the game objects, this also culls the editor gizmos from the preview camera, which makes the editor hard to use in this mode.

To get around this problem we simply disable frustum culling for GLOBAL portal_mode objects when in preview camera mode. This could be a bit slower in an editor scene with lots of gizmos but is the simplest way of solving the problem.
2021-07-31 07:58:47 +01:00

1008 lines
29 KiB
C++

/*************************************************************************/
/* portal_renderer.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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#include "portal_renderer.h"
#include "portal_pvs_builder.h"
#include "servers/visual/visual_server_globals.h"
#include "servers/visual/visual_server_scene.h"
OcclusionHandle PortalRenderer::instance_moving_create(VSInstance *p_instance, RID p_instance_rid, bool p_global, AABB p_aabb) {
uint32_t pool_id = 0;
Moving *moving = _moving_pool.request(pool_id);
moving->global = p_global;
moving->pool_id = pool_id;
moving->instance = p_instance;
moving->room_id = -1;
#ifdef PORTAL_RENDERER_STORE_MOVING_RIDS
moving->instance_rid = p_instance_rid;
#endif
// add to the appropriate list
if (p_global) {
moving->list_id = _moving_list_global.size();
_moving_list_global.push_back(pool_id);
} else {
// do we need a roaming master list? not sure yet
moving->list_id = _moving_list_roaming.size();
_moving_list_roaming.push_back(pool_id);
}
OcclusionHandle handle = pool_id + 1;
instance_moving_update(handle, p_aabb);
return handle;
}
void PortalRenderer::instance_moving_update(OcclusionHandle p_handle, const AABB &p_aabb, bool p_force_reinsert) {
// we can ignore these, they are statics / dynamics, and don't need updating
// .. these should have been filtered out before calling the visual server...
DEV_ASSERT(!_occlusion_handle_is_in_room(p_handle));
p_handle--;
Moving &moving = _moving_pool[p_handle];
moving.exact_aabb = p_aabb;
// globals (e.g. interface elements) need their aabb updated irrespective of whether the system is loaded
if (!_loaded || moving.global) {
return;
}
// quick reject for most roaming cases
if (!p_force_reinsert && moving.expanded_aabb.encloses(p_aabb)) {
return;
}
// using an expanded aabb allows us to make 'no op' moves
// where the new aabb is within the expanded
moving.expanded_aabb = p_aabb.grow(_roaming_expansion_margin);
// if we got to here, it is roaming (moving between rooms)
// remove from current rooms
_moving_remove_from_rooms(p_handle);
// add to new rooms
Vector3 center = p_aabb.position + (p_aabb.size * 0.5);
int new_room = find_room_within(center, moving.room_id);
moving.room_id = new_room;
if (new_room != -1) {
_bitfield_rooms.blank();
sprawl_roaming(p_handle, moving, new_room, true);
}
}
void PortalRenderer::_rghost_remove_from_rooms(uint32_t p_pool_id) {
RGhost &moving = _rghost_pool[p_pool_id];
// if we have unloaded the rooms and we try this, it will crash
if (_loaded) {
for (int n = 0; n < moving._rooms.size(); n++) {
VSRoom &room = get_room(moving._rooms[n]);
room.remove_rghost(p_pool_id);
}
}
// moving is now in no rooms
moving._rooms.clear();
}
void PortalRenderer::_moving_remove_from_rooms(uint32_t p_moving_pool_id) {
Moving &moving = _moving_pool[p_moving_pool_id];
// if we have unloaded the rooms and we try this, it will crash
if (_loaded) {
for (int n = 0; n < moving._rooms.size(); n++) {
VSRoom &room = get_room(moving._rooms[n]);
room.remove_roamer(p_moving_pool_id);
}
}
// moving is now in no rooms
moving._rooms.clear();
}
void PortalRenderer::_debug_print_global_list() {
_log("globals:");
for (int n = 0; n < _moving_list_global.size(); n++) {
uint32_t id = _moving_list_global[n];
const Moving &moving = _moving_pool[id];
_log("\t" + _addr_to_string(&moving));
}
}
void PortalRenderer::_log(String p_string, int p_priority) {
// change this for more debug output ..
// not selectable at runtime yet.
if (p_priority >= 1) {
print_line(p_string);
} else {
print_verbose(p_string);
}
}
void PortalRenderer::instance_moving_destroy(OcclusionHandle p_handle) {
// deleting an instance that is assigned to a room (STATIC or DYNAMIC)
// is special, it must set the PortalRenderer into unloaded state, because
// there will now be a dangling reference to the instance that was destroyed.
// The alternative is to remove the reference, but this is not currently supported
// (it would mean rejigging rooms etc)
if (_occlusion_handle_is_in_room(p_handle)) {
_ensure_unloaded();
return;
}
p_handle--;
Moving *moving = &_moving_pool[p_handle];
// if a roamer, remove from any current rooms
if (!moving->global) {
_moving_remove_from_rooms(p_handle);
}
// remove from list (and keep in sync)
uint32_t list_id = moving->list_id;
if (moving->global) {
_moving_list_global.remove_unordered(list_id);
// keep the replacement moving in sync with the correct list Id
if (list_id < (uint32_t)_moving_list_global.size()) {
uint32_t replacement_id = _moving_list_global[list_id];
Moving &replacement = _moving_pool[replacement_id];
replacement.list_id = list_id;
}
} else {
_moving_list_roaming.remove_unordered(list_id);
// keep the replacement moving in sync with the correct list Id
if (list_id < (uint32_t)_moving_list_roaming.size()) {
uint32_t replacement_id = _moving_list_roaming[list_id];
Moving &replacement = _moving_pool[replacement_id];
replacement.list_id = list_id;
}
}
moving->destroy();
// can now free the moving
_moving_pool.free(p_handle);
}
PortalHandle PortalRenderer::portal_create() {
uint32_t pool_id = 0;
VSPortal *portal = _portal_pool.request(pool_id);
// explicit constructor
portal->create();
portal->_portal_id = _portal_pool_ids.size();
_portal_pool_ids.push_back(pool_id);
// plus one based handles, 0 is unset
pool_id++;
return pool_id;
}
void PortalRenderer::portal_destroy(PortalHandle p_portal) {
ERR_FAIL_COND(!p_portal);
_ensure_unloaded();
// plus one based
p_portal--;
// remove from list of valid portals
VSPortal &portal = _portal_pool[p_portal];
int portal_id = portal._portal_id;
// we need to replace the last element in the list
_portal_pool_ids.remove_unordered(portal_id);
// and reset the id of the portal that was the replacement
if (portal_id < _portal_pool_ids.size()) {
int replacement_pool_id = _portal_pool_ids[portal_id];
VSPortal &replacement = _portal_pool[replacement_pool_id];
replacement._portal_id = portal_id;
}
// explicitly run destructor
_portal_pool[p_portal].destroy();
// return to the pool
_portal_pool.free(p_portal);
}
void PortalRenderer::portal_set_geometry(PortalHandle p_portal, const Vector<Vector3> &p_points, real_t p_margin) {
ERR_FAIL_COND(!p_portal);
p_portal--; // plus 1 based
VSPortal &portal = _portal_pool[p_portal];
portal._pts_world = p_points;
portal._margin = p_margin;
if (portal._pts_world.size() < 3) {
WARN_PRINT("Portal must have at least 3 vertices");
return;
}
// create plane from points
// Allow averaging in case of wonky portals.
// first calculate average normal
Vector3 average_normal = Vector3(0, 0, 0);
for (int t = 2; t < (int)portal._pts_world.size(); t++) {
Plane p = Plane(portal._pts_world[0], portal._pts_world[t - 1], portal._pts_world[t]);
average_normal += p.normal;
}
// average normal
average_normal /= portal._pts_world.size() - 2;
// detect user error
ERR_FAIL_COND_MSG(average_normal.length() < 0.1, "Nonsense portal detected, normals should be consistent");
if (average_normal.length() < 0.7) {
WARN_PRINT("Wonky portal detected, you may see culling errors");
}
// calc average point
Vector3 average_pt = Vector3(0, 0, 0);
for (unsigned int n = 0; n < portal._pts_world.size(); n++) {
average_pt += portal._pts_world[n];
}
average_pt /= portal._pts_world.size();
// use the average point and normal to derive the plane
portal._plane = Plane(average_pt, average_normal);
// aabb
AABB &bb = portal._aabb;
bb.position = p_points[0];
bb.size = Vector3(0, 0, 0);
for (int n = 1; n < p_points.size(); n++) {
bb.expand_to(p_points[n]);
}
}
void PortalRenderer::portal_link(PortalHandle p_portal, RoomHandle p_room_from, RoomHandle p_room_to, bool p_two_way) {
ERR_FAIL_COND(!p_portal);
p_portal--; // plus 1 based
VSPortal &portal = _portal_pool[p_portal];
ERR_FAIL_COND(!p_room_from);
p_room_from--;
VSRoom &room_from = _room_pool[p_room_from];
ERR_FAIL_COND(!p_room_to);
p_room_to--;
VSRoom &room_to = _room_pool[p_room_to];
portal._linkedroom_ID[0] = room_from._room_ID;
portal._linkedroom_ID[1] = room_to._room_ID;
// is the portal internal? internal portals are treated differently
portal._internal = room_from._priority > room_to._priority;
// if it is internal, mark the outer room as containing an internal room.
// this is used for rooms lookup.
if (portal._internal) {
room_to._contains_internal_rooms = true;
}
// _log("portal_link from room " + itos(room_from._room_ID) + " to room " + itos(room_to._room_ID));
room_from._portal_ids.push_back(portal._portal_id);
// one way portals simply aren't added to the destination room, so they don't get seen through
if (p_two_way) {
room_to._portal_ids.push_back(portal._portal_id);
}
}
void PortalRenderer::portal_set_active(PortalHandle p_portal, bool p_active) {
ERR_FAIL_COND(!p_portal);
p_portal--; // plus 1 based
VSPortal &portal = _portal_pool[p_portal];
portal._active = p_active;
}
RoomGroupHandle PortalRenderer::roomgroup_create() {
uint32_t pool_id = 0;
VSRoomGroup *rg = _roomgroup_pool.request(pool_id);
// explicit constructor
rg->create();
// plus one based handles, 0 is unset
pool_id++;
return pool_id;
}
void PortalRenderer::roomgroup_prepare(RoomGroupHandle p_roomgroup, ObjectID p_roomgroup_object_id) {
// plus one based
p_roomgroup--;
VSRoomGroup &rg = _roomgroup_pool[p_roomgroup];
rg._godot_instance_ID = p_roomgroup_object_id;
}
void PortalRenderer::roomgroup_destroy(RoomGroupHandle p_roomgroup) {
ERR_FAIL_COND(!p_roomgroup);
_ensure_unloaded();
// plus one based
p_roomgroup--;
VSRoomGroup &rg = _roomgroup_pool[p_roomgroup];
// explicitly run destructor
rg.destroy();
// return to the pool
_roomgroup_pool.free(p_roomgroup);
}
void PortalRenderer::roomgroup_add_room(RoomGroupHandle p_roomgroup, RoomHandle p_room) {
// plus one based
p_roomgroup--;
VSRoomGroup &rg = _roomgroup_pool[p_roomgroup];
p_room--;
// add to room group
rg._room_ids.push_back(p_room);
// add the room group to the room
VSRoom &room = _room_pool[p_room];
room._roomgroup_ids.push_back(p_roomgroup);
}
// Cull Instances
RGhostHandle PortalRenderer::rghost_create(ObjectID p_object_id, const AABB &p_aabb) {
uint32_t pool_id = 0;
RGhost *moving = _rghost_pool.request(pool_id);
moving->pool_id = pool_id;
moving->object_id = p_object_id;
moving->room_id = -1;
RGhostHandle handle = pool_id + 1;
rghost_update(handle, p_aabb);
return handle;
}
void PortalRenderer::rghost_update(RGhostHandle p_handle, const AABB &p_aabb, bool p_force_reinsert) {
if (!_loaded) {
return;
}
p_handle--;
RGhost &moving = _rghost_pool[p_handle];
moving.exact_aabb = p_aabb;
// quick reject for most roaming cases
if (!p_force_reinsert && moving.expanded_aabb.encloses(p_aabb)) {
return;
}
// using an expanded aabb allows us to make 'no op' moves
// where the new aabb is within the expanded
moving.expanded_aabb = p_aabb.grow(_roaming_expansion_margin);
// if we got to here, it is roaming (moving between rooms)
// remove from current rooms
_rghost_remove_from_rooms(p_handle);
// add to new rooms
Vector3 center = p_aabb.position + (p_aabb.size * 0.5);
int new_room = find_room_within(center, moving.room_id);
moving.room_id = new_room;
if (new_room != -1) {
_bitfield_rooms.blank();
sprawl_roaming(p_handle, moving, new_room, false);
}
}
void PortalRenderer::rghost_destroy(RGhostHandle p_handle) {
p_handle--;
RGhost *moving = &_rghost_pool[p_handle];
// if a roamer, remove from any current rooms
_rghost_remove_from_rooms(p_handle);
moving->destroy();
// can now free the moving
_rghost_pool.free(p_handle);
}
// Rooms
RoomHandle PortalRenderer::room_create() {
uint32_t pool_id = 0;
VSRoom *room = _room_pool.request(pool_id);
// explicit constructor
room->create();
// keep our own internal list of rooms
room->_room_ID = _room_pool_ids.size();
_room_pool_ids.push_back(pool_id);
// plus one based handles, 0 is unset
pool_id++;
return pool_id;
}
void PortalRenderer::room_destroy(RoomHandle p_room) {
ERR_FAIL_COND(!p_room);
_ensure_unloaded();
// plus one based
p_room--;
// remove from list of valid rooms
VSRoom &room = _room_pool[p_room];
int room_id = room._room_ID;
// we need to replace the last element in the list
_room_pool_ids.remove_unordered(room_id);
// and reset the id of the portal that was the replacement
if (room_id < _room_pool_ids.size()) {
int replacement_pool_id = _room_pool_ids[room_id];
VSRoom &replacement = _room_pool[replacement_pool_id];
replacement._room_ID = room_id;
}
// explicitly run destructor
_room_pool[p_room].destroy();
// return to the pool
_room_pool.free(p_room);
}
OcclusionHandle PortalRenderer::room_add_ghost(RoomHandle p_room, ObjectID p_object_id, const AABB &p_aabb) {
ERR_FAIL_COND_V(!p_room, 0);
p_room--; // plus one based
VSStaticGhost ghost;
ghost.object_id = p_object_id;
_static_ghosts.push_back(ghost);
// sprawl immediately
// precreate a useful bitfield of rooms for use in sprawling
if ((int)_bitfield_rooms.get_num_bits() != get_num_rooms()) {
_bitfield_rooms.create(get_num_rooms());
}
// only can do if rooms exist
if (get_num_rooms()) {
// the last one was just added
int ghost_id = _static_ghosts.size() - 1;
// create a bitfield to indicate which rooms have been
// visited already, to prevent visiting rooms multiple times
_bitfield_rooms.blank();
if (sprawl_static_ghost(ghost_id, p_aabb, p_room)) {
_log("\t\tSPRAWLED");
}
}
return OCCLUSION_HANDLE_ROOM_BIT;
}
OcclusionHandle PortalRenderer::room_add_instance(RoomHandle p_room, RID p_instance, const AABB &p_aabb, bool p_dynamic, const Vector<Vector3> &p_object_pts) {
ERR_FAIL_COND_V(!p_room, 0);
p_room--; // plus one based
VSRoom &room = _room_pool[p_room];
VSStatic stat;
stat.instance = p_instance;
stat.source_room_id = room._room_ID;
stat.dynamic = p_dynamic;
stat.aabb = p_aabb;
_statics.push_back(stat);
// sprawl immediately
// precreate a useful bitfield of rooms for use in sprawling
if ((int)_bitfield_rooms.get_num_bits() != get_num_rooms()) {
_bitfield_rooms.create(get_num_rooms());
}
// only can do if rooms exist
if (get_num_rooms()) {
// the last one was just added
int static_id = _statics.size() - 1;
// pop last static
const VSStatic &st = _statics[static_id];
// create a bitfield to indicate which rooms have been
// visited already, to prevent visiting rooms multiple times
_bitfield_rooms.blank();
if (p_object_pts.size()) {
if (sprawl_static_geometry(static_id, st, st.source_room_id, p_object_pts)) {
_log("\t\tSPRAWLED");
}
} else {
if (sprawl_static(static_id, st, st.source_room_id)) {
_log("\t\tSPRAWLED");
}
}
}
return OCCLUSION_HANDLE_ROOM_BIT;
}
void PortalRenderer::room_prepare(RoomHandle p_room, int32_t p_priority) {
ERR_FAIL_COND(!p_room);
p_room--; // plus one based
VSRoom &room = _room_pool[p_room];
room._priority = p_priority;
}
void PortalRenderer::room_set_bound(RoomHandle p_room, ObjectID p_room_object_id, const Vector<Plane> &p_convex, const AABB &p_aabb, const Vector<Vector3> &p_verts) {
ERR_FAIL_COND(!p_room);
p_room--; // plus one based
VSRoom &room = _room_pool[p_room];
room._planes = p_convex;
room._verts = p_verts;
room._aabb = p_aabb;
room._godot_instance_ID = p_room_object_id;
}
void PortalRenderer::_add_portal_to_convex_hull(LocalVector<Plane, int32_t> &p_planes, const Plane &p) {
for (int n = 0; n < p_planes.size(); n++) {
Plane &o = p_planes[n];
// this is a fudge factor for how close the portal can be to an existing plane
// to be to be considered the same ...
// to prevent needless extra checks.
// the epsilons should probably be more exact here than for the convex hull simplification, as it is
// fairly crucial that the portal planes are reasonably accurate for determining the hull.
// and because the portal plane is more important, we will REPLACE the existing similar plane
// with the portal plane.
const real_t d = 0.03; // 0.08f
if (Math::abs(p.d - o.d) > d) {
continue;
}
real_t dot = p.normal.dot(o.normal);
if (dot < 0.99) // 0.98f
{
continue;
}
// match!
// replace the existing plane
o = p;
return;
}
// there is no existing plane that is similar, create a new one especially for the portal
p_planes.push_back(p);
}
void PortalRenderer::_rooms_add_portals_to_convex_hulls() {
for (int n = 0; n < get_num_rooms(); n++) {
VSRoom &room = get_room(n);
for (int p = 0; p < room._portal_ids.size(); p++) {
const VSPortal &portal = get_portal(room._portal_ids[p]);
// 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 != n) {
outgoing = 0;
DEV_ASSERT(portal._linkedroom_ID[1] == n);
}
// do not add internal portals to the convex hull of outer rooms!
if (!outgoing && portal._internal) {
continue;
}
// add the portal plane
Plane portal_plane = portal._plane;
if (!outgoing) {
portal_plane = -portal_plane;
}
// add if sufficiently different from existing convex hull planes
_add_portal_to_convex_hull(room._planes, portal_plane);
}
}
}
void PortalRenderer::rooms_finalize(bool p_generate_pvs, bool p_cull_using_pvs, bool p_use_secondary_pvs, bool p_use_signals, String p_pvs_filename) {
_gameplay_monitor.set_params(p_use_secondary_pvs, p_use_signals);
// portals should also bound the rooms, the room geometry may extend past the portal
_rooms_add_portals_to_convex_hulls();
// the trace results can never have more hits than the number of static objects
_trace_results.create(_statics.size());
// precreate a useful bitfield of rooms for use in sprawling, if not created already
// (may not be necessary but just in case, rooms with no statics etc)
_bitfield_rooms.create(_room_pool_ids.size());
// the rooms looksup is a pre-calced grid structure for faster lookup of the nearest room
// from position
_rooms_lookup_bsp.create(*this);
// calculate the roaming expansion margin based on the average room size
Vector3 total_size = Vector3(0, 0, 0);
for (int n = 0; n < get_num_rooms(); n++) {
total_size += get_room(n)._aabb.size;
}
if (get_num_rooms()) {
total_size /= get_num_rooms();
AABB temp;
temp.size = total_size;
// longest axis of average room * fudge factor
_roaming_expansion_margin = temp.get_longest_axis_size() * 0.08;
}
// calculate PVS
if (p_generate_pvs) {
PVSBuilder pvs;
pvs.calculate_pvs(*this, p_pvs_filename);
_cull_using_pvs = p_cull_using_pvs; // hard code to on for test
} else {
_cull_using_pvs = false;
}
_loaded = true;
// all the roaming objects need to be sprawled into the rooms
// (they may have been created before the rooms)
_load_finalize_roaming();
// allow deleting any intermediate data
for (int n = 0; n < get_num_rooms(); n++) {
get_room(n).cleanup_after_conversion();
}
// this should probably have some thread protection, but I doubt it matters
// as this will worst case give wrong result for a frame
Engine::get_singleton()->set_portals_active(true);
print_line("Room conversion complete. " + itos(_room_pool_ids.size()) + " rooms, " + itos(_portal_pool_ids.size()) + " portals.");
}
bool PortalRenderer::sprawl_static_geometry(int p_static_id, const VSStatic &p_static, int p_room_id, const Vector<Vector3> &p_object_pts) {
// set, and if room already done, ignore
if (!_bitfield_rooms.check_and_set(p_room_id))
return false;
VSRoom &room = get_room(p_room_id);
room._static_ids.push_back(p_static_id);
bool sprawled = false;
// go through portals
for (int p = 0; p < room._portal_ids.size(); p++) {
const VSPortal &portal = get_portal(room._portal_ids[p]);
int room_to_id = portal.geometry_crosses_portal(p_room_id, p_static.aabb, p_object_pts);
if (room_to_id != -1) {
// _log(String(Variant(p_static.aabb)) + " crosses portal");
sprawl_static_geometry(p_static_id, p_static, room_to_id, p_object_pts);
sprawled = true;
}
}
return sprawled;
}
bool PortalRenderer::sprawl_static_ghost(int p_ghost_id, const AABB &p_aabb, int p_room_id) {
// set, and if room already done, ignore
if (!_bitfield_rooms.check_and_set(p_room_id)) {
return false;
}
VSRoom &room = get_room(p_room_id);
room._static_ghost_ids.push_back(p_ghost_id);
bool sprawled = false;
// go through portals
for (int p = 0; p < room._portal_ids.size(); p++) {
const VSPortal &portal = get_portal(room._portal_ids[p]);
int room_to_id = portal.crosses_portal(p_room_id, p_aabb, true);
if (room_to_id != -1) {
// _log(String(Variant(p_aabb)) + " crosses portal");
sprawl_static_ghost(p_ghost_id, p_aabb, room_to_id);
sprawled = true;
}
}
return sprawled;
}
bool PortalRenderer::sprawl_static(int p_static_id, const VSStatic &p_static, int p_room_id) {
// set, and if room already done, ignore
if (!_bitfield_rooms.check_and_set(p_room_id)) {
return false;
}
VSRoom &room = get_room(p_room_id);
room._static_ids.push_back(p_static_id);
bool sprawled = false;
// go through portals
for (int p = 0; p < room._portal_ids.size(); p++) {
const VSPortal &portal = get_portal(room._portal_ids[p]);
int room_to_id = portal.crosses_portal(p_room_id, p_static.aabb, true);
if (room_to_id != -1) {
// _log(String(Variant(p_static.aabb)) + " crosses portal");
sprawl_static(p_static_id, p_static, room_to_id);
sprawled = true;
}
}
return sprawled;
}
void PortalRenderer::_load_finalize_roaming() {
for (int n = 0; n < _moving_list_roaming.size(); n++) {
uint32_t pool_id = _moving_list_roaming[n];
Moving &moving = _moving_pool[pool_id];
const AABB &aabb = moving.exact_aabb;
OcclusionHandle handle = pool_id + 1;
instance_moving_update(handle, aabb, true);
}
for (int n = 0; n < _rghost_pool.active_size(); n++) {
RGhost &moving = _rghost_pool.get_active(n);
const AABB &aabb = moving.exact_aabb;
rghost_update(_rghost_pool.get_active_id(n) + 1, aabb, true);
}
}
void PortalRenderer::sprawl_roaming(uint32_t p_mover_pool_id, MovingBase &r_moving, int p_room_id, bool p_moving_or_ghost) {
// set, and if room already done, ignore
if (!_bitfield_rooms.check_and_set(p_room_id)) {
return;
}
// add to the room
VSRoom &room = get_room(p_room_id);
if (p_moving_or_ghost) {
room.add_roamer(p_mover_pool_id);
} else {
room.add_rghost(p_mover_pool_id);
}
// add the room to the mover
r_moving._rooms.push_back(p_room_id);
// go through portals
for (int p = 0; p < room._portal_ids.size(); p++) {
const VSPortal &portal = get_portal(room._portal_ids[p]);
int room_to_id = portal.crosses_portal(p_room_id, r_moving.expanded_aabb);
if (room_to_id != -1) {
// _log(String(Variant(p_static.aabb)) + " crosses portal");
sprawl_roaming(p_mover_pool_id, r_moving, room_to_id, p_moving_or_ghost);
}
}
}
// This gets called when you delete an instance the the room system depends on
void PortalRenderer::_ensure_unloaded() {
if (_loaded) {
_loaded = false;
_log("Portal system unloaded.", 1);
// this should probably have some thread protection, but I doubt it matters
// as this will worst case give wrong result for a frame
Engine::get_singleton()->set_portals_active(false);
}
}
void PortalRenderer::rooms_and_portals_clear() {
_loaded = false;
_statics.clear();
_static_ghosts.clear();
// the rooms and portals should remove their id when they delete themselves
// from the scene tree by calling room_destroy and portal_destroy ...
// therefore there should be no need to clear these here
// _room_pool_ids.clear();
// _portal_pool_ids.clear();
_rooms_lookup_bsp.clear();
// clear the portals out of each existing room
for (int n = 0; n < get_num_rooms(); n++) {
VSRoom &room = get_room(n);
room.rooms_and_portals_clear();
}
for (int n = 0; n < get_num_portals(); n++) {
VSPortal &portal = get_portal(n);
portal.rooms_and_portals_clear();
}
// when the rooms_and_portals_clear message is sent,
// we want to remove all references to old rooms in the moving
// objects, to prevent dangling references.
for (int n = 0; n < get_num_moving_globals(); n++) {
Moving &moving = get_pool_moving(_moving_list_global[n]);
moving.rooms_and_portals_clear();
}
for (int n = 0; n < _moving_list_roaming.size(); n++) {
Moving &moving = get_pool_moving(_moving_list_roaming[n]);
moving.rooms_and_portals_clear();
}
for (int n = 0; n < _rghost_pool.active_size(); n++) {
RGhost &moving = _rghost_pool.get_active(n);
moving.rooms_and_portals_clear();
}
_pvs.clear();
}
void PortalRenderer::rooms_override_camera(bool p_override, const Vector3 &p_point, const Vector<Plane> *p_convex) {
_override_camera = p_override;
_override_camera_pos = p_point;
if (p_convex) {
_override_camera_planes = *p_convex;
}
}
void PortalRenderer::rooms_update_gameplay_monitor(const Vector<Vector3> &p_camera_positions) {
// is the pvs loaded?
if (!_loaded || !_pvs.is_loaded()) {
if (!_pvs.is_loaded()) {
WARN_PRINT_ONCE("RoomManager PVS is required for this functionality");
}
return;
}
int *source_rooms = (int *)alloca(sizeof(int) * p_camera_positions.size());
int num_source_rooms = 0;
for (int n = 0; n < p_camera_positions.size(); n++) {
int source_room_id = find_room_within(p_camera_positions[n]);
if (source_room_id == -1) {
continue;
}
source_rooms[num_source_rooms++] = source_room_id;
}
_gameplay_monitor.update_gameplay(*this, source_rooms, num_source_rooms);
}
int PortalRenderer::cull_convex_implementation(const Vector3 &p_point, const Vector<Plane> &p_convex, VSInstance **p_result_array, int p_result_max, uint32_t p_mask, int32_t &r_previous_room_id_hint) {
// start room
int start_room_id = find_room_within(p_point, r_previous_room_id_hint);
// return the previous room hint
r_previous_room_id_hint = start_room_id;
if (start_room_id == -1) {
return -1;
}
// planes must be in CameraMatrix order
DEV_ASSERT(p_convex.size() == 6);
LocalVector<Plane> planes;
planes = p_convex;
_trace_results.clear();
if (!_debug_sprawl) {
_tracer.trace(*this, p_point, planes, start_room_id, _trace_results); //, near_and_far_planes);
} else {
_tracer.trace_debug_sprawl(*this, p_point, start_room_id, _trace_results);
}
int num_results = _trace_results.visible_static_ids.size();
int out_count = 0;
for (int n = 0; n < num_results; n++) {
uint32_t static_id = _trace_results.visible_static_ids[n];
RID static_rid = _statics[static_id].instance;
VSInstance *instance = VSG::scene->_instance_get_from_rid(static_rid);
if (VSG::scene->_instance_cull_check(instance, p_mask)) {
p_result_array[out_count++] = instance;
if (out_count >= p_result_max) {
break;
}
}
}
// results could be full up already
if (out_count >= p_result_max) {
return out_count;
}
// add the roaming results
// cap to the maximum results
int num_roam_hits = _trace_results.visible_roamer_pool_ids.size();
// translate
for (int n = 0; n < num_roam_hits; n++) {
const Moving &moving = get_pool_moving(_trace_results.visible_roamer_pool_ids[n]);
if (VSG::scene->_instance_cull_check(moving.instance, p_mask)) {
p_result_array[out_count++] = moving.instance;
if (out_count >= p_result_max) {
break;
}
}
}
// results could be full up already
if (out_count >= p_result_max) {
return out_count;
}
out_count = _tracer.trace_globals(planes, p_result_array, out_count, p_result_max, p_mask, _override_camera);
return out_count;
}
String PortalRenderer::_rid_to_string(RID p_rid) {
return _addr_to_string(p_rid.get_data());
}
String PortalRenderer::_addr_to_string(const void *p_addr) {
return String::num_uint64((uint64_t)p_addr, 16);
}