virtualx-engine/scene/3d/room_manager.h
Rémi Verschelde 818f1eed31 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 14:53:37 +02:00

280 lines
11 KiB
C++

/*************************************************************************/
/* room_manager.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef ROOM_MANAGER_H
#define ROOM_MANAGER_H
#include "core/local_vector.h"
#include "room.h"
#include "spatial.h"
class Portal;
class RoomGroup;
class MeshInstance;
class GeometryInstance;
class VisualInstance;
#define GODOT_PORTAL_WILDCARD ('*')
class RoomManager : public Spatial {
GDCLASS(RoomManager, Spatial);
public:
enum PVSMode {
PVS_MODE_DISABLED,
PVS_MODE_PARTIAL,
PVS_MODE_FULL,
};
void set_roomlist_path(const NodePath &p_path);
NodePath get_roomlist_path() const {
return _settings_path_roomlist;
}
void set_preview_camera_path(const NodePath &p_path);
NodePath get_preview_camera_path() const {
return _settings_path_preview_camera;
}
void rooms_set_active(bool p_active);
bool rooms_get_active() const;
void set_show_margins(bool p_show);
bool get_show_margins() const;
void set_debug_sprawl(bool p_enable);
bool get_debug_sprawl() const;
void set_merge_meshes(bool p_enable);
bool get_merge_meshes() const;
void set_room_simplify(real_t p_value);
real_t get_room_simplify() const;
void set_default_portal_margin(real_t p_dist);
real_t get_default_portal_margin() const;
void set_overlap_warning_threshold(int p_value) { _overlap_warning_threshold = p_value; }
int get_overlap_warning_threshold() const { return (int)_overlap_warning_threshold; }
void set_portal_depth_limit(int p_limit);
int get_portal_depth_limit() const { return _settings_portal_depth_limit; }
void set_roaming_expansion_margin(real_t p_dist);
real_t get_roaming_expansion_margin() const { return _settings_roaming_expansion_margin; }
void set_pvs_mode(PVSMode p_mode);
PVSMode get_pvs_mode() const;
void set_pvs_filename(String p_filename);
String get_pvs_filename() const;
void set_use_secondary_pvs(bool p_enable) { _settings_use_secondary_pvs = p_enable; }
bool get_use_secondary_pvs() const { return _settings_use_secondary_pvs; }
void set_gameplay_monitor_enabled(bool p_enable) { _settings_gameplay_monitor_enabled = p_enable; }
bool get_gameplay_monitor_enabled() const { return _settings_gameplay_monitor_enabled; }
void rooms_convert();
void rooms_clear();
void rooms_flip_portals();
String get_configuration_warning() const;
// for internal use in the editor..
// either we can clear the rooms and unload,
// or reconvert.
void _rooms_changed(String p_reason);
#ifdef TOOLS_ENABLED
// for a preview, we allow the editor to change the bound
bool _room_regenerate_bound(Room *p_room);
#endif
RoomManager();
~RoomManager();
// an easy way of grabbing the active room manager for tools purposes
#ifdef TOOLS_ENABLED
static RoomManager *active_room_manager;
// static versions of functions for use from editor toolbars
static void static_rooms_set_active(bool p_active);
static bool static_rooms_get_active();
static bool static_rooms_get_active_and_loaded();
static void static_rooms_convert();
#endif
private:
// funcs
bool resolve_preview_camera_path();
void _preview_camera_update();
// conversion
// FIRST PASS
void _convert_rooms_recursive(Spatial *p_node, LocalVector<Portal *> &r_portals, LocalVector<RoomGroup *> &r_roomgroups, int p_roomgroup = -1);
void _convert_room(Spatial *p_node, LocalVector<Portal *> &r_portals, const LocalVector<RoomGroup *> &p_roomgroups, int p_roomgroup);
int _convert_roomgroup(Spatial *p_node, LocalVector<RoomGroup *> &r_roomgroups);
void _find_portals_recursive(Spatial *p_node, Room *p_room, LocalVector<Portal *> &r_portals);
void _convert_portal(Room *p_room, Spatial *p_node, LocalVector<Portal *> &portals);
// SECOND PASS
void _second_pass_portals(Spatial *p_roomlist, LocalVector<Portal *> &r_portals);
void _second_pass_rooms(const LocalVector<RoomGroup *> &p_roomgroups, const LocalVector<Portal *> &p_portals);
void _second_pass_room(Room *p_room, const LocalVector<RoomGroup *> &p_roomgroups, const LocalVector<Portal *> &p_portals);
bool _convert_manual_bound(Room *p_room, Spatial *p_node, const LocalVector<Portal *> &p_portals);
void _check_portal_for_warnings(Portal *p_portal, const AABB &p_room_aabb_without_portals);
void _process_static(Room *p_room, Spatial *p_node, Vector<Vector3> &r_room_pts, bool p_add_to_portal_renderer);
void _find_statics_recursive(Room *p_room, Spatial *p_node, Vector<Vector3> &r_room_pts, bool p_add_to_portal_renderer);
bool _convert_room_hull_preliminary(Room *p_room, const Vector<Vector3> &p_room_pts, const LocalVector<Portal *> &p_portals);
bool _bound_findpoints_mesh_instance(MeshInstance *p_mi, Vector<Vector3> &r_room_pts, AABB &r_aabb);
bool _bound_findpoints_geom_instance(GeometryInstance *p_gi, Vector<Vector3> &r_room_pts, AABB &r_aabb);
// THIRD PASS
void _autolink_portals(Spatial *p_roomlist, LocalVector<Portal *> &r_portals);
void _third_pass_rooms(const LocalVector<Portal *> &p_portals);
bool _convert_room_hull_final(Room *p_room, const LocalVector<Portal *> &p_portals);
void _build_simplified_bound(const Room *p_room, Geometry::MeshData &r_md, LocalVector<Plane, int32_t> &r_planes, int p_num_portal_planes);
// AUTOPLACE - automatically place STATIC and DYNAMICs that are not within a room
// into the most appropriate room, and sprawl
void _autoplace_recursive(Spatial *p_node);
bool _autoplace_object(VisualInstance *p_vi);
// misc
bool _add_plane_if_unique(const Room *p_room, LocalVector<Plane, int32_t> &r_planes, const Plane &p);
void _update_portal_gizmos(Spatial *p_node);
bool _check_roomlist_validity(Node *p_node);
void _cleanup_after_conversion();
Error _build_room_convex_hull(const Room *p_room, const Vector<Vector3> &p_points, Geometry::MeshData &r_mesh);
#ifdef TOOLS_ENABLED
void _generate_room_overlap_zones();
#endif
// merging
void _merge_meshes_in_room(Room *p_room);
void _list_mergeable_mesh_instances(Spatial *p_node, LocalVector<MeshInstance *, int32_t> &r_list);
void _merge_log(String p_string) { debug_print_line(p_string); }
bool _remove_redundant_dangling_nodes(Spatial *p_node);
// helper funcs
bool _name_ends_with(const Node *p_node, String p_postfix) const;
template <class NODE_TYPE>
NODE_TYPE *_resolve_path(NodePath p_path) const;
template <class NODE_TYPE>
bool _node_is_type(Node *p_node) const;
template <class T>
T *_change_node_type(Spatial *p_node, String p_prefix, bool p_delete = true);
void _update_gizmos_recursive(Node *p_node);
void _set_owner_recursive(Node *p_node, Node *p_owner);
void _flip_portals_recursive(Spatial *p_node);
Error _build_convex_hull(const Vector<Vector3> &p_points, Geometry::MeshData &r_mesh, real_t p_epsilon = 3.0 * UNIT_EPSILON);
// output strings during conversion process
void convert_log(String p_string, int p_priority = 0) { debug_print_line(p_string, 1); }
// only prints when user has set 'debug' in the room manager inspector
// also does not show in non editor builds
void debug_print_line(String p_string, int p_priority = 0);
void show_warning(const String &p_string, bool p_skippable = false, bool p_alert = true);
public:
static String _find_name_before(Node *p_node, String p_postfix, bool p_allow_no_postfix = false);
static real_t _get_default_portal_margin() { return _default_portal_margin; }
private:
// accessible from UI
NodePath _settings_path_roomlist;
NodePath _settings_path_preview_camera;
// resolved node
Spatial *_roomlist = nullptr;
bool _warning_misnamed_nodes_detected = false;
bool _warning_portal_link_room_not_found = false;
bool _warning_portal_autolink_failed = false;
bool _warning_room_overlap_detected = false;
// merge suitable meshes in rooms?
bool _settings_merge_meshes = false;
// remove redundant childless spatials after merging
bool _settings_remove_danglers = true;
bool _active = true;
// portals, room hulls etc
bool _show_debug = true;
bool _debug_sprawl = false;
// pvs
PVSMode _pvs_mode = PVS_MODE_PARTIAL;
String _pvs_filename;
bool _settings_use_secondary_pvs = false;
bool _settings_use_simple_pvs = false;
bool _settings_log_pvs_generation = false;
bool _settings_use_signals = true;
bool _settings_gameplay_monitor_enabled = false;
int _conversion_tick = 0;
// just used during conversion, could be invalidated
// later by user deleting rooms etc.
LocalVector<Room *, int32_t> _rooms;
// advanced params
static real_t _default_portal_margin;
real_t _overlap_warning_threshold = 1.0;
Room::SimplifyInfo _room_simplify_info;
int _settings_portal_depth_limit = 16;
real_t _settings_roaming_expansion_margin = 1.0;
// debug override camera
ObjectID _godot_preview_camera_ID = -1;
// local version of the godot camera frustum,
// to prevent updating the visual server (and causing
// a screen refresh) where not necessary.
Vector3 _godot_camera_pos;
Vector<Plane> _godot_camera_planes;
protected:
static void _bind_methods();
void _notification(int p_what);
void _refresh_from_project_settings();
};
VARIANT_ENUM_CAST(RoomManager::PVSMode);
#endif // ROOM_MANAGER_H