virtualx-engine/scene/3d/portal.h
lawnjelly 44f9a0f961 Portals - fix autolink sprawling, refine logs
It turned out the new autolinking feature was linking portals AFTER the static meshes had been added to rooms in the PortalRenderer. This meant that large meshes weren't being sprawled across these portals. The fix involves doing the autolinking BEFORE adding the static meshes.

Fixes a bug in the warning for portals being in the wrong direction, they should have only been checkout for outgoing portals. This was resulting in erroneous warnings.

Also the room conversion logs are refined to be more compact and informative.

A warning icon is also added in the gizmo for portals where autolink fails.
2021-07-15 13:04:05 +01:00

177 lines
6.2 KiB
C++

/*************************************************************************/
/* portal.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/*************************************************************************/
#ifndef PORTAL_H
#define PORTAL_H
#include "core/rid.h"
#include "spatial.h"
class RoomManager;
class MeshInstance;
class Portal : public Spatial {
GDCLASS(Portal, Spatial);
RID _portal_rid;
friend class RoomManager;
friend class PortalGizmoPlugin;
public:
// ui interface .. will have no effect after room conversion
void set_linked_room(const NodePath &link_path);
NodePath get_linked_room() const;
// open and close doors
void set_portal_active(bool p_active);
bool get_portal_active() const;
// whether the portal can be seen through in both directions or not
void set_two_way(bool p_two_way) {
_settings_two_way = p_two_way;
_changed();
}
bool is_two_way() const { return _settings_two_way; }
void clear();
// whether to use the room manager default
void set_use_default_margin(bool p_use);
bool get_use_default_margin() const;
// custom portal margin (per portal) .. only valid if use_default_margin is off
void set_portal_margin(real_t p_margin);
real_t get_portal_margin() const;
// either the default margin or the custom portal margin, depending on the setting
real_t get_active_portal_margin() const;
// the raw points are used for the IDE Inspector, and also to allow the user
// to edit the geometry of the portal at runtime (they can also just change the portal node transform)
void set_points(const PoolVector<Vector2> &p_points);
PoolVector<Vector2> get_points() const;
String get_configuration_warning() const;
Portal();
~Portal();
// whether the convention is that the normal of the portal points outward (false) or inward (true)
// normally I'd recommend portal normal faces outward. But you may make a booboo, so this can work
// with either convention.
static bool _portal_plane_convention;
private:
// updates world coords when the tranform changes, and updates the visual server
void portal_update();
void set_linked_room_internal(const NodePath &link_path);
bool try_set_unique_name(const String &p_name);
bool is_portal_internal(int p_room_outer) const { return _internal && (_linkedroom_ID[0] != p_room_outer); }
bool create_from_mesh_instance(const MeshInstance *p_mi);
void flip();
void _sanitize_points();
void _update_aabb();
Vector3 _vec2to3(const Vector2 &p_pt) const { return Vector3(p_pt.x, p_pt.y, 0.0); }
void _sort_verts_clockwise(bool portal_plane_convention, Vector<Vector3> &r_verts);
Plane _plane_from_points_newell(const Vector<Vector3> &p_pts);
void resolve_links(const RID &p_from_room_rid);
void _changed();
// nodepath to the room this outgoing portal leads to
NodePath _settings_path_linkedroom;
// portal can be turned on and off at runtime, for e.g.
// opening and closing a door
bool _settings_active;
// user can choose not to include the portal in the convex hull of the room
// during conversion
bool _settings_include_in_bound;
// portals can be seen through one way or two way
bool _settings_two_way;
// room from and to, ID in the room manager
int _linkedroom_ID[2];
// whether the portal is from a room within a room
bool _internal;
// normal determined by winding order
Vector<Vector3> _pts_world;
// points in local space of the plane,
// not necessary in correct winding order
// (as they can be edited by the user)
// Note: these are saved by the IDE
PoolVector<Vector2> _pts_local_raw;
// sanitized
Vector<Vector2> _pts_local;
AABB _aabb_local;
// center of the world points
Vector3 _pt_center_world;
// portal plane in world space, always pointing OUTWARD from the source room
Plane _plane;
// extension margin
real_t _margin;
real_t _default_margin;
bool _use_default_margin;
// for editing
#ifdef TOOLS_ENABLED
ObjectID _room_manager_godot_ID;
// warnings
bool _warning_outside_room_aabb = false;
bool _warning_facing_wrong_way = false;
bool _warning_autolink_failed = false;
#endif
// this is read from the gizmo
static bool _settings_gizmo_show_margins;
public:
// makes sure portals are not converted more than once per
// call to rooms_convert
int _conversion_tick = -1;
protected:
static void _bind_methods();
void _notification(int p_what);
};
#endif