virtualx-engine/servers/visual/portals/portal_rooms_bsp.h
Rémi Verschelde a627cdafc5
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00

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/*************************************************************************/
/* portal_rooms_bsp.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 PORTAL_ROOMS_BSP_H
#define PORTAL_ROOMS_BSP_H
#include "core/local_vector.h"
#include "core/math/aabb.h"
#include "core/math/plane.h"
class PortalRenderer;
struct VSPortal;
struct VSRoom;
class PortalRoomsBSP {
struct Node {
Node() { clear(); }
void clear() {
leaf = false;
child[0] = -1;
child[1] = -1;
}
bool leaf;
union {
int32_t child[2];
struct {
int32_t first_id;
int32_t num_ids;
};
};
Plane plane;
};
LocalVector<Node, int32_t> _nodes;
LocalVector<int32_t, int32_t> _room_ids;
PortalRenderer *_portal_renderer = nullptr;
const real_t _plane_epsilon = 0.001;
public:
// build the BSP on level start
void create(PortalRenderer &r_portal_renderer);
// clear data, and ready for a new level
void clear() {
_nodes.reset();
_room_ids.reset();
}
// the main function, returns a shortlist of rooms that are possible for a test point
const int32_t *find_shortlist(const Vector3 &p_pt, int &r_num_rooms) const;
// This is a 'sticky' function, it prefers to stay in the previous room where possible.
// This means there is a hysteresis for room choice that may occur if the user creates
// overlapping rooms...
int find_room_within(const PortalRenderer &p_portal_renderer, const Vector3 &p_pos, int p_previous_room_id) const;
private:
void build(int p_start_node_id, LocalVector<int32_t, int32_t> p_orig_room_ids);
void detect_internal_room_containment(PortalRenderer &r_portal_renderer);
int evaluate_portal(int p_portal_id, const LocalVector<int32_t, int32_t> &p_room_ids, LocalVector<int32_t, int32_t> *r_room_ids_back = nullptr, LocalVector<int32_t, int32_t> *r_room_ids_front = nullptr);
int evaluate_room_split_plane(int p_room_a_id, int p_room_b_id, const LocalVector<int32_t, int32_t> &p_room_ids, Plane &r_plane, LocalVector<int32_t, int32_t> *r_room_ids_back = nullptr, LocalVector<int32_t, int32_t> *r_room_ids_front = nullptr);
int evaluate_plane(const VSPortal *p_portal, const Plane &p_plane, const LocalVector<int32_t, int32_t> &p_room_ids, LocalVector<int32_t, int32_t> *r_room_ids_back = nullptr, LocalVector<int32_t, int32_t> *r_room_ids_front = nullptr);
bool calculate_aabb_splitting_plane(const AABB &p_a, const AABB &p_b, Plane &r_plane) const;
bool calculate_freeform_splitting_plane(const VSRoom &p_room_a, const VSRoom &p_room_b, Plane &r_plane) const;
bool find_1d_split_point(real_t p_min_a, real_t p_max_a, real_t p_min_b, real_t p_max_b, real_t &r_split_point) const;
bool test_freeform_plane(const LocalVector<Vector3, int32_t> &p_verts_a, const LocalVector<Vector3, int32_t> &p_verts_b, const Plane &p_plane) const;
void debug_print_tree(int p_node_id = 0, int p_depth = 0);
void _log(String p_string);
};
#endif