7de023e192
Previously a crude metric was used to decide on the roaming expansion margin, but it created unexpected results in some scenarios. Instead this setting is exposed to the user via the RoomManager, allowing them to tailor it to the world size, room sizes, roaming objects sizes and the speeds of movement.
(cherry picked from commit 788f075b44
)
370 lines
16 KiB
C++
370 lines
16 KiB
C++
/*************************************************************************/
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/* portal_renderer.h */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#ifndef PORTAL_RENDERER_H
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#define PORTAL_RENDERER_H
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#include "core/math/plane.h"
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#include "core/pooled_list.h"
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#include "core/vector.h"
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#include "portal_gameplay_monitor.h"
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#include "portal_pvs.h"
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#include "portal_rooms_bsp.h"
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#include "portal_tracer.h"
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#include "portal_types.h"
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class Transform;
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struct VSStatic {
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// the lifetime of statics is not strictly monitored like moving objects
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// therefore we store a RID which could return NULL if the object has been deleted
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RID instance;
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AABB aabb;
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// statics are placed in a room, but they can optionally sprawl to other rooms
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// if large (like lights)
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uint32_t source_room_id;
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// dynamics will request their AABB each frame
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// from the visual server in case they have moved.
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// But they will NOT update the rooms they are in...
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// so this works well for e.g. moving platforms, but not for objects
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// that will move between rooms.
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uint32_t dynamic;
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};
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// static / dynamic visibility notifiers.
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// ghost objects are not culled, but are present in rooms
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// and expect to receive gameplay notifications
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struct VSStaticGhost {
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ObjectID object_id;
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uint32_t last_tick_hit = 0;
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uint32_t last_gameplay_tick_hit = 0;
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};
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class PortalRenderer {
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public:
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// use most significant bit to store whether an instance is being used in the room system
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// in which case, deleting such an instance should deactivate the portal system to prevent
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// crashes due to dangling references to instances.
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static const uint32_t OCCLUSION_HANDLE_ROOM_BIT = 1 << 31;
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static bool use_occlusion_culling;
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struct MovingBase {
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// when the rooms_and_portals_clear message is sent,
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// we want to remove all references to old rooms in the moving
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// objects, to prevent dangling references.
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void rooms_and_portals_clear() { destroy(); }
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void destroy() {
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_rooms.clear();
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room_id = -1;
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}
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// the expanded aabb allows objects to move on most frames
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// without needing to determine a change of room
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AABB expanded_aabb;
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// exact aabb of the object should be used for culling
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AABB exact_aabb;
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// which is the primary room this moving object is in
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// (it may sprawl into multiple rooms)
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int32_t room_id;
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// id in the allocation pool
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uint32_t pool_id;
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uint32_t last_tick_hit = 0;
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uint32_t last_gameplay_tick_hit = 0;
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// room ids of rooms this moving object is sprawled into
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LocalVector<uint32_t, int32_t> _rooms;
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};
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struct Moving : public MovingBase {
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// either roaming or global
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bool global;
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// in _moving_lists .. not the same as pool ID (handle)
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uint32_t list_id;
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// a void pointer, but this is ultimately a pointer to a VisualServerScene::Instance
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// (can't have direct pointer because it is a nested class...)
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VSInstance *instance;
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#ifdef PORTAL_RENDERER_STORE_MOVING_RIDS
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// primarily for testing
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RID instance_rid;
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#endif
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};
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// So far the only roaming ghosts are VisibilityNotifiers.
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// this will always be roaming... statics and dynamics are handled separately,
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// and global ghosts do not get created.
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struct RGhost : public MovingBase {
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ObjectID object_id;
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};
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PortalHandle portal_create();
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void portal_destroy(PortalHandle p_portal);
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void portal_set_geometry(PortalHandle p_portal, const Vector<Vector3> &p_points, real_t p_margin);
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void portal_link(PortalHandle p_portal, RoomHandle p_room_from, RoomHandle p_room_to, bool p_two_way);
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void portal_set_active(PortalHandle p_portal, bool p_active);
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RoomGroupHandle roomgroup_create();
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void roomgroup_prepare(RoomGroupHandle p_roomgroup, ObjectID p_roomgroup_object_id);
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void roomgroup_destroy(RoomGroupHandle p_roomgroup);
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void roomgroup_add_room(RoomGroupHandle p_roomgroup, RoomHandle p_room);
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// Rooms
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RoomHandle room_create();
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void room_destroy(RoomHandle p_room);
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OcclusionHandle room_add_instance(RoomHandle p_room, RID p_instance, const AABB &p_aabb, bool p_dynamic, const Vector<Vector3> &p_object_pts);
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OcclusionHandle room_add_ghost(RoomHandle p_room, ObjectID p_object_id, const AABB &p_aabb);
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void 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);
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void room_prepare(RoomHandle p_room, int32_t p_priority);
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void rooms_and_portals_clear();
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void rooms_finalize(bool p_generate_pvs, bool p_cull_using_pvs, bool p_use_secondary_pvs, bool p_use_signals, String p_pvs_filename, bool p_use_simple_pvs, bool p_log_pvs_generation);
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void rooms_override_camera(bool p_override, const Vector3 &p_point, const Vector<Plane> *p_convex);
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void rooms_set_active(bool p_active) { _active = p_active; }
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void rooms_set_params(int p_portal_depth_limit, real_t p_roaming_expansion_margin) {
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_tracer.set_depth_limit(p_portal_depth_limit);
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_roaming_expansion_margin = p_roaming_expansion_margin;
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}
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void rooms_set_cull_using_pvs(bool p_enable) { _cull_using_pvs = p_enable; }
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void rooms_update_gameplay_monitor(const Vector<Vector3> &p_camera_positions);
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// for use in the editor only, to allow a cheap way of turning off portals
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// if there has been a change, e.g. moving a room etc.
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void rooms_unload(String p_reason) { _ensure_unloaded(p_reason); }
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bool rooms_is_loaded() const { return _loaded; }
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// debugging
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void set_debug_sprawl(bool p_active) { _debug_sprawl = p_active; }
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// this section handles moving objects - roaming (change rooms) and globals (not in any room)
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OcclusionHandle instance_moving_create(VSInstance *p_instance, RID p_instance_rid, bool p_global, AABB p_aabb);
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void instance_moving_update(OcclusionHandle p_handle, const AABB &p_aabb, bool p_force_reinsert = false);
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void instance_moving_destroy(OcclusionHandle p_handle);
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// spatial derived roamers (non VisualInstances that still need to be portal culled, especially VisibilityNotifiers)
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RGhostHandle rghost_create(ObjectID p_object_id, const AABB &p_aabb);
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void rghost_update(RGhostHandle p_handle, const AABB &p_aabb, bool p_force_reinsert = false);
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void rghost_destroy(RGhostHandle p_handle);
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// occluders
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OccluderHandle occluder_create(VSOccluder::Type p_type);
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void occluder_update_spheres(OccluderHandle p_handle, const Vector<Plane> &p_spheres);
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void occluder_set_transform(OccluderHandle p_handle, const Transform &p_xform);
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void occluder_set_active(OccluderHandle p_handle, bool p_active);
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void occluder_destroy(OccluderHandle p_handle);
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// note that this relies on a 'frustum' type cull, from a point, and that the planes are specified as in
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// CameraMatrix, i.e.
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// order PLANE_NEAR,PLANE_FAR,PLANE_LEFT,PLANE_TOP,PLANE_RIGHT,PLANE_BOTTOM
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int cull_convex(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) {
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if (!_override_camera)
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return cull_convex_implementation(p_point, p_convex, p_result_array, p_result_max, p_mask, r_previous_room_id_hint);
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return cull_convex_implementation(_override_camera_pos, _override_camera_planes, p_result_array, p_result_max, p_mask, r_previous_room_id_hint);
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}
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int 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);
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// special function for occlusion culling only that does not use portals / rooms,
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// but allows using occluders with the main scene
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int occlusion_cull(const Vector3 &p_point, const Vector<Plane> &p_convex, VSInstance **p_result_array, int p_num_results) {
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// inactive?
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if (!_occluder_pool.active_size() || !use_occlusion_culling) {
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return p_num_results;
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}
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return _tracer.occlusion_cull(*this, p_point, p_convex, p_result_array, p_num_results);
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}
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bool is_active() const { return _active && _loaded; }
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VSStatic &get_static(int p_id) { return _statics[p_id]; }
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const VSStatic &get_static(int p_id) const { return _statics[p_id]; }
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int32_t get_num_rooms() const { return _room_pool_ids.size(); }
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VSRoom &get_room(int p_id) { return _room_pool[_room_pool_ids[p_id]]; }
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const VSRoom &get_room(int p_id) const { return _room_pool[_room_pool_ids[p_id]]; }
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int32_t get_num_portals() const { return _portal_pool_ids.size(); }
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VSPortal &get_portal(int p_id) { return _portal_pool[_portal_pool_ids[p_id]]; }
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const VSPortal &get_portal(int p_id) const { return _portal_pool[_portal_pool_ids[p_id]]; }
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int32_t get_num_moving_globals() const { return _moving_list_global.size(); }
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const Moving &get_moving_global(uint32_t p_id) const { return _moving_pool[_moving_list_global[p_id]]; }
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Moving &get_pool_moving(uint32_t p_pool_id) { return _moving_pool[p_pool_id]; }
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const Moving &get_pool_moving(uint32_t p_pool_id) const { return _moving_pool[p_pool_id]; }
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RGhost &get_pool_rghost(uint32_t p_pool_id) { return _rghost_pool[p_pool_id]; }
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const RGhost &get_pool_rghost(uint32_t p_pool_id) const { return _rghost_pool[p_pool_id]; }
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const VSOccluder &get_pool_occluder(uint32_t p_pool_id) const { return _occluder_pool[p_pool_id]; }
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VSOccluder &get_pool_occluder(uint32_t p_pool_id) { return _occluder_pool[p_pool_id]; }
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const VSOccluder_Sphere &get_pool_occluder_sphere(uint32_t p_pool_id) const { return _occluder_sphere_pool[p_pool_id]; }
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const LocalVector<uint32_t, uint32_t> &get_occluders_active_list() const { return _occluder_pool.get_active_list(); }
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VSStaticGhost &get_static_ghost(uint32_t p_id) { return _static_ghosts[p_id]; }
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VSRoomGroup &get_roomgroup(uint32_t p_pool_id) { return _roomgroup_pool[p_pool_id]; }
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PVS &get_pvs() { return _pvs; }
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const PVS &get_pvs() const { return _pvs; }
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bool get_cull_using_pvs() const { return _cull_using_pvs; }
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private:
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int find_room_within(const Vector3 &p_pos, int p_previous_room_id = -1) {
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return _rooms_lookup_bsp.find_room_within(*this, p_pos, p_previous_room_id);
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}
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bool sprawl_static(int p_static_id, const VSStatic &p_static, int p_room_id);
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bool sprawl_static_geometry(int p_static_id, const VSStatic &p_static, int p_room_id, const Vector<Vector3> &p_object_pts);
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bool sprawl_static_ghost(int p_ghost_id, const AABB &p_aabb, int p_room_id);
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void _load_finalize_roaming();
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void sprawl_roaming(uint32_t p_mover_pool_id, MovingBase &r_moving, int p_room_id, bool p_moving_or_ghost);
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void _moving_remove_from_rooms(uint32_t p_moving_pool_id);
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void _rghost_remove_from_rooms(uint32_t p_pool_id);
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void _occluder_remove_from_rooms(uint32_t p_pool_id);
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void _ensure_unloaded(String p_reason = String());
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void _rooms_add_portals_to_convex_hulls();
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void _add_portal_to_convex_hull(LocalVector<Plane, int32_t> &p_planes, const Plane &p);
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void _debug_print_global_list();
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bool _occlusion_handle_is_in_room(OcclusionHandle p_h) const {
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return p_h == OCCLUSION_HANDLE_ROOM_BIT;
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}
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void _log(String p_string, int p_priority = 0);
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// note this is vulnerable to crashes, we must monitor for deletion of rooms
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LocalVector<uint32_t, int32_t> _room_pool_ids;
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LocalVector<uint32_t, int32_t> _portal_pool_ids;
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LocalVector<VSStatic, int32_t> _statics;
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LocalVector<VSStaticGhost, int32_t> _static_ghosts;
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// all rooms and portals are allocated from pools.
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PooledList<VSPortal> _portal_pool;
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PooledList<VSRoom> _room_pool;
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PooledList<VSRoomGroup> _roomgroup_pool;
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// moving objects, global and roaming
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PooledList<Moving> _moving_pool;
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TrackedPooledList<RGhost> _rghost_pool;
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LocalVector<uint32_t, int32_t> _moving_list_global;
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LocalVector<uint32_t, int32_t> _moving_list_roaming;
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// occluders
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TrackedPooledList<VSOccluder> _occluder_pool;
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TrackedPooledList<VSOccluder_Sphere> _occluder_sphere_pool;
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PVS _pvs;
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bool _active = true;
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bool _loaded = false;
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bool _debug_sprawl = false;
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// if the pvs is generated, we can either cull using dynamic portals or PVS
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bool _cull_using_pvs = false;
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PortalTracer _tracer;
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PortalTracer::TraceResult _trace_results;
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PortalRoomsBSP _rooms_lookup_bsp;
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PortalGameplayMonitor _gameplay_monitor;
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// when moving roaming objects, we expand their bound
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// to prevent too many updates.
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real_t _roaming_expansion_margin = 1.0;
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// a bitfield to indicate which rooms have been
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// visited already in sprawling, to prevent visiting rooms multiple times
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BitFieldDynamic _bitfield_rooms;
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bool _override_camera = false;
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Vector3 _override_camera_pos;
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LocalVector<Plane, int32_t> _override_camera_planes;
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public:
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static String _rid_to_string(RID p_rid);
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static String _addr_to_string(const void *p_addr);
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void occluder_ensure_up_to_date_sphere(VSOccluder &r_occluder);
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void occluder_refresh_room_within(uint32_t p_occluder_pool_id);
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};
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inline void PortalRenderer::occluder_ensure_up_to_date_sphere(VSOccluder &r_occluder) {
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if (!r_occluder.dirty) {
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return;
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}
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r_occluder.dirty = false;
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const Transform &tr = r_occluder.xform;
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Vector3 scale3 = tr.basis.get_scale_abs();
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real_t scale = (scale3.x + scale3.y + scale3.z) / 3.0;
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// update the AABB
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Vector3 bb_min = Vector3(FLT_MAX, FLT_MAX, FLT_MAX);
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Vector3 bb_max = Vector3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
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// transform spheres
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for (int n = 0; n < r_occluder.list_ids.size(); n++) {
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uint32_t pool_id = r_occluder.list_ids[n];
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VSOccluder_Sphere &osphere = _occluder_sphere_pool[pool_id];
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// transform position and radius
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osphere.world.pos = tr.xform(osphere.local.pos);
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osphere.world.radius = osphere.local.radius * scale;
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Vector3 bradius = Vector3(osphere.world.radius, osphere.world.radius, osphere.world.radius);
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Vector3 bmin = osphere.world.pos - bradius;
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Vector3 bmax = osphere.world.pos + bradius;
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bb_min.x = MIN(bb_min.x, bmin.x);
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bb_min.y = MIN(bb_min.y, bmin.y);
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bb_min.z = MIN(bb_min.z, bmin.z);
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bb_max.x = MAX(bb_max.x, bmax.x);
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bb_max.y = MAX(bb_max.y, bmax.y);
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bb_max.z = MAX(bb_max.z, bmax.z);
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}
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r_occluder.aabb.position = bb_min;
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r_occluder.aabb.size = bb_max - bb_min;
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}
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#endif
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