8ea20f5fdd
Add OccluderShapePolygon, glue to Occluder and gizmos etc.
1285 lines
38 KiB
C++
1285 lines
38 KiB
C++
/*************************************************************************/
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/* portal_renderer.cpp */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#include "portal_renderer.h"
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#include "portal_pvs_builder.h"
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#include "servers/visual/visual_server_globals.h"
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#include "servers/visual/visual_server_scene.h"
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bool PortalRenderer::use_occlusion_culling = true;
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OcclusionHandle PortalRenderer::instance_moving_create(VSInstance *p_instance, RID p_instance_rid, bool p_global, AABB p_aabb) {
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uint32_t pool_id = 0;
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Moving *moving = _moving_pool.request(pool_id);
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moving->global = p_global;
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moving->pool_id = pool_id;
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moving->instance = p_instance;
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moving->room_id = -1;
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#ifdef PORTAL_RENDERER_STORE_MOVING_RIDS
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moving->instance_rid = p_instance_rid;
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#endif
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// add to the appropriate list
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if (p_global) {
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moving->list_id = _moving_list_global.size();
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_moving_list_global.push_back(pool_id);
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} else {
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// do we need a roaming master list? not sure yet
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moving->list_id = _moving_list_roaming.size();
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_moving_list_roaming.push_back(pool_id);
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}
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OcclusionHandle handle = pool_id + 1;
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instance_moving_update(handle, p_aabb);
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return handle;
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}
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void PortalRenderer::instance_moving_update(OcclusionHandle p_handle, const AABB &p_aabb, bool p_force_reinsert) {
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p_handle--;
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Moving &moving = _moving_pool[p_handle];
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moving.exact_aabb = p_aabb;
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// globals (e.g. interface elements) need their aabb updated irrespective of whether the system is loaded
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if (!_loaded || moving.global) {
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return;
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}
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// we can ignore these, they are statics / dynamics, and don't need updating
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// .. these should have been filtered out before calling the visual server...
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DEV_CHECK_ONCE(!_occlusion_handle_is_in_room(p_handle));
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// quick reject for most roaming cases
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if (!p_force_reinsert && moving.expanded_aabb.encloses(p_aabb)) {
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return;
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}
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// using an expanded aabb allows us to make 'no op' moves
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// where the new aabb is within the expanded
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moving.expanded_aabb = p_aabb.grow(_roaming_expansion_margin);
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// if we got to here, it is roaming (moving between rooms)
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// remove from current rooms
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_moving_remove_from_rooms(p_handle);
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// add to new rooms
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Vector3 center = p_aabb.position + (p_aabb.size * 0.5);
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int new_room = find_room_within(center, moving.room_id);
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moving.room_id = new_room;
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if (new_room != -1) {
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_bitfield_rooms.blank();
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sprawl_roaming(p_handle, moving, new_room, true);
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}
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}
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void PortalRenderer::_rghost_remove_from_rooms(uint32_t p_pool_id) {
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RGhost &moving = _rghost_pool[p_pool_id];
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// if we have unloaded the rooms and we try this, it will crash
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if (_loaded) {
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for (int n = 0; n < moving._rooms.size(); n++) {
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VSRoom &room = get_room(moving._rooms[n]);
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room.remove_rghost(p_pool_id);
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}
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}
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// moving is now in no rooms
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moving._rooms.clear();
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}
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void PortalRenderer::_occluder_remove_from_rooms(uint32_t p_pool_id) {
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VSOccluder &occ = _occluder_pool[p_pool_id];
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if (_loaded && (occ.room_id != -1)) {
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VSRoom &room = get_room(occ.room_id);
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room.remove_occluder(p_pool_id);
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}
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}
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void PortalRenderer::_moving_remove_from_rooms(uint32_t p_moving_pool_id) {
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Moving &moving = _moving_pool[p_moving_pool_id];
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// if we have unloaded the rooms and we try this, it will crash
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if (_loaded) {
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for (int n = 0; n < moving._rooms.size(); n++) {
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VSRoom &room = get_room(moving._rooms[n]);
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room.remove_roamer(p_moving_pool_id);
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}
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}
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// moving is now in no rooms
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moving._rooms.clear();
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}
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void PortalRenderer::_debug_print_global_list() {
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_log("globals:");
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for (int n = 0; n < _moving_list_global.size(); n++) {
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uint32_t id = _moving_list_global[n];
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const Moving &moving = _moving_pool[id];
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_log("\t" + _addr_to_string(&moving));
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}
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}
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void PortalRenderer::_log(String p_string, int p_priority) {
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// change this for more debug output ..
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// not selectable at runtime yet.
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if (p_priority >= 1) {
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print_line(p_string);
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} else {
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print_verbose(p_string);
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}
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}
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void PortalRenderer::instance_moving_destroy(OcclusionHandle p_handle) {
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// deleting an instance that is assigned to a room (STATIC or DYNAMIC)
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// is special, it must set the PortalRenderer into unloaded state, because
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// there will now be a dangling reference to the instance that was destroyed.
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// The alternative is to remove the reference, but this is not currently supported
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// (it would mean rejigging rooms etc)
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if (_occlusion_handle_is_in_room(p_handle)) {
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_ensure_unloaded("deleting STATIC or DYNAMIC");
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return;
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}
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p_handle--;
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Moving *moving = &_moving_pool[p_handle];
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// if a roamer, remove from any current rooms
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if (!moving->global) {
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_moving_remove_from_rooms(p_handle);
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}
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// remove from list (and keep in sync)
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uint32_t list_id = moving->list_id;
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if (moving->global) {
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_moving_list_global.remove_unordered(list_id);
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// keep the replacement moving in sync with the correct list Id
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if (list_id < (uint32_t)_moving_list_global.size()) {
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uint32_t replacement_id = _moving_list_global[list_id];
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Moving &replacement = _moving_pool[replacement_id];
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replacement.list_id = list_id;
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}
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} else {
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_moving_list_roaming.remove_unordered(list_id);
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// keep the replacement moving in sync with the correct list Id
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if (list_id < (uint32_t)_moving_list_roaming.size()) {
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uint32_t replacement_id = _moving_list_roaming[list_id];
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Moving &replacement = _moving_pool[replacement_id];
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replacement.list_id = list_id;
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}
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}
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moving->destroy();
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// can now free the moving
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_moving_pool.free(p_handle);
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}
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PortalHandle PortalRenderer::portal_create() {
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uint32_t pool_id = 0;
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VSPortal *portal = _portal_pool.request(pool_id);
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// explicit constructor
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portal->create();
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portal->_portal_id = _portal_pool_ids.size();
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_portal_pool_ids.push_back(pool_id);
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// plus one based handles, 0 is unset
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pool_id++;
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return pool_id;
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}
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void PortalRenderer::portal_destroy(PortalHandle p_portal) {
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ERR_FAIL_COND(!p_portal);
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_ensure_unloaded("deleting Portal");
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// plus one based
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p_portal--;
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// remove from list of valid portals
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VSPortal &portal = _portal_pool[p_portal];
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int portal_id = portal._portal_id;
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// we need to replace the last element in the list
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_portal_pool_ids.remove_unordered(portal_id);
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// and reset the id of the portal that was the replacement
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if (portal_id < _portal_pool_ids.size()) {
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int replacement_pool_id = _portal_pool_ids[portal_id];
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VSPortal &replacement = _portal_pool[replacement_pool_id];
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replacement._portal_id = portal_id;
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}
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// explicitly run destructor
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_portal_pool[p_portal].destroy();
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// return to the pool
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_portal_pool.free(p_portal);
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}
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void PortalRenderer::portal_set_geometry(PortalHandle p_portal, const Vector<Vector3> &p_points, real_t p_margin) {
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ERR_FAIL_COND(!p_portal);
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p_portal--; // plus 1 based
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VSPortal &portal = _portal_pool[p_portal];
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portal._pts_world = p_points;
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portal._margin = p_margin;
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if (portal._pts_world.size() < 3) {
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WARN_PRINT("Portal must have at least 3 vertices");
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return;
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}
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// create plane from points
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// Allow averaging in case of wonky portals.
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// first calculate average normal
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Vector3 average_normal = Vector3(0, 0, 0);
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for (int t = 2; t < (int)portal._pts_world.size(); t++) {
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Plane p = Plane(portal._pts_world[0], portal._pts_world[t - 1], portal._pts_world[t]);
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average_normal += p.normal;
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}
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// average normal
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average_normal /= portal._pts_world.size() - 2;
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// detect user error
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ERR_FAIL_COND_MSG(average_normal.length() < 0.1, "Nonsense portal detected, normals should be consistent");
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if (average_normal.length() < 0.7) {
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WARN_PRINT("Wonky portal detected, you may see culling errors");
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}
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// calc average point
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Vector3 average_pt = Vector3(0, 0, 0);
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for (unsigned int n = 0; n < portal._pts_world.size(); n++) {
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average_pt += portal._pts_world[n];
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}
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average_pt /= portal._pts_world.size();
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// record the center for use in PVS
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portal._pt_center = average_pt;
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// calculate bounding sphere radius
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portal._bounding_sphere_radius = 0.0;
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for (unsigned int n = 0; n < portal._pts_world.size(); n++) {
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real_t sl = (portal._pts_world[n] - average_pt).length_squared();
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if (sl > portal._bounding_sphere_radius) {
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portal._bounding_sphere_radius = sl;
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}
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}
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portal._bounding_sphere_radius = Math::sqrt(portal._bounding_sphere_radius);
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// use the average point and normal to derive the plane
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portal._plane = Plane(average_pt, average_normal);
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// aabb
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AABB &bb = portal._aabb;
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bb.position = p_points[0];
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bb.size = Vector3(0, 0, 0);
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for (int n = 1; n < p_points.size(); n++) {
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bb.expand_to(p_points[n]);
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}
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}
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void PortalRenderer::portal_link(PortalHandle p_portal, RoomHandle p_room_from, RoomHandle p_room_to, bool p_two_way) {
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ERR_FAIL_COND(!p_portal);
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p_portal--; // plus 1 based
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VSPortal &portal = _portal_pool[p_portal];
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ERR_FAIL_COND(!p_room_from);
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p_room_from--;
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VSRoom &room_from = _room_pool[p_room_from];
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ERR_FAIL_COND(!p_room_to);
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p_room_to--;
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VSRoom &room_to = _room_pool[p_room_to];
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portal._linkedroom_ID[0] = room_from._room_ID;
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portal._linkedroom_ID[1] = room_to._room_ID;
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// is the portal internal? internal portals are treated differently
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portal._internal = room_from._priority > room_to._priority;
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// if it is internal, mark the outer room as containing an internal room.
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// this is used for rooms lookup.
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if (portal._internal) {
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room_to._contains_internal_rooms = true;
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}
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// _log("portal_link from room " + itos(room_from._room_ID) + " to room " + itos(room_to._room_ID));
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room_from._portal_ids.push_back(portal._portal_id);
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// one way portals simply aren't added to the destination room, so they don't get seen through
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if (p_two_way) {
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room_to._portal_ids.push_back(portal._portal_id);
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}
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}
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void PortalRenderer::portal_set_active(PortalHandle p_portal, bool p_active) {
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ERR_FAIL_COND(!p_portal);
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p_portal--; // plus 1 based
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VSPortal &portal = _portal_pool[p_portal];
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portal._active = p_active;
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}
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RoomGroupHandle PortalRenderer::roomgroup_create() {
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uint32_t pool_id = 0;
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VSRoomGroup *rg = _roomgroup_pool.request(pool_id);
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// explicit constructor
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rg->create();
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// plus one based handles, 0 is unset
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pool_id++;
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return pool_id;
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}
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void PortalRenderer::roomgroup_prepare(RoomGroupHandle p_roomgroup, ObjectID p_roomgroup_object_id) {
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// plus one based
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p_roomgroup--;
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VSRoomGroup &rg = _roomgroup_pool[p_roomgroup];
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rg._godot_instance_ID = p_roomgroup_object_id;
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}
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void PortalRenderer::roomgroup_destroy(RoomGroupHandle p_roomgroup) {
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ERR_FAIL_COND(!p_roomgroup);
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_ensure_unloaded("deleting RoomGroup");
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// plus one based
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p_roomgroup--;
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VSRoomGroup &rg = _roomgroup_pool[p_roomgroup];
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// explicitly run destructor
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rg.destroy();
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// return to the pool
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_roomgroup_pool.free(p_roomgroup);
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}
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void PortalRenderer::roomgroup_add_room(RoomGroupHandle p_roomgroup, RoomHandle p_room) {
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// plus one based
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p_roomgroup--;
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VSRoomGroup &rg = _roomgroup_pool[p_roomgroup];
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p_room--;
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// add to room group
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rg._room_ids.push_back(p_room);
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// add the room group to the room
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VSRoom &room = _room_pool[p_room];
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room._roomgroup_ids.push_back(p_roomgroup);
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}
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// Cull Instances
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RGhostHandle PortalRenderer::rghost_create(ObjectID p_object_id, const AABB &p_aabb) {
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uint32_t pool_id = 0;
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RGhost *moving = _rghost_pool.request(pool_id);
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moving->pool_id = pool_id;
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moving->object_id = p_object_id;
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moving->room_id = -1;
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RGhostHandle handle = pool_id + 1;
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rghost_update(handle, p_aabb);
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return handle;
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}
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void PortalRenderer::rghost_update(RGhostHandle p_handle, const AABB &p_aabb, bool p_force_reinsert) {
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if (!_loaded) {
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return;
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}
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p_handle--;
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RGhost &moving = _rghost_pool[p_handle];
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moving.exact_aabb = p_aabb;
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// quick reject for most roaming cases
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if (!p_force_reinsert && moving.expanded_aabb.encloses(p_aabb)) {
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return;
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}
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// using an expanded aabb allows us to make 'no op' moves
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// where the new aabb is within the expanded
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moving.expanded_aabb = p_aabb.grow(_roaming_expansion_margin);
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// if we got to here, it is roaming (moving between rooms)
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// remove from current rooms
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_rghost_remove_from_rooms(p_handle);
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// add to new rooms
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Vector3 center = p_aabb.position + (p_aabb.size * 0.5);
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int new_room = find_room_within(center, moving.room_id);
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moving.room_id = new_room;
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if (new_room != -1) {
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_bitfield_rooms.blank();
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sprawl_roaming(p_handle, moving, new_room, false);
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}
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}
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void PortalRenderer::rghost_destroy(RGhostHandle p_handle) {
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p_handle--;
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RGhost *moving = &_rghost_pool[p_handle];
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// if a roamer, remove from any current rooms
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_rghost_remove_from_rooms(p_handle);
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moving->destroy();
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// can now free the moving
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_rghost_pool.free(p_handle);
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}
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OccluderHandle PortalRenderer::occluder_create(VSOccluder::Type p_type) {
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uint32_t pool_id = 0;
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VSOccluder *occ = _occluder_pool.request(pool_id);
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occ->create();
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// specific type
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occ->type = p_type;
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CRASH_COND(p_type == VSOccluder::OT_UNDEFINED);
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OccluderHandle handle = pool_id + 1;
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return handle;
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}
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void PortalRenderer::occluder_set_active(OccluderHandle p_handle, bool p_active) {
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p_handle--;
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VSOccluder &occ = _occluder_pool[p_handle];
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if (occ.active == p_active) {
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return;
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}
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occ.active = p_active;
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|
|
|
// this will take care of adding or removing from rooms
|
|
occluder_refresh_room_within(p_handle);
|
|
}
|
|
|
|
void PortalRenderer::occluder_set_transform(OccluderHandle p_handle, const Transform &p_xform) {
|
|
p_handle--;
|
|
VSOccluder &occ = _occluder_pool[p_handle];
|
|
occ.xform = p_xform;
|
|
|
|
// mark as dirty as the world space spheres will be out of date
|
|
occ.dirty = true;
|
|
occluder_refresh_room_within(p_handle);
|
|
}
|
|
|
|
void PortalRenderer::occluder_refresh_room_within(uint32_t p_occluder_pool_id) {
|
|
VSOccluder &occ = _occluder_pool[p_occluder_pool_id];
|
|
|
|
// if we aren't loaded, the room within can't be valid
|
|
if (!_loaded) {
|
|
occ.room_id = -1;
|
|
return;
|
|
}
|
|
|
|
// inactive?
|
|
if (!occ.active) {
|
|
// remove from any rooms present in
|
|
if (occ.room_id != -1) {
|
|
_occluder_remove_from_rooms(p_occluder_pool_id);
|
|
occ.room_id = -1;
|
|
}
|
|
return;
|
|
}
|
|
|
|
// prevent checks with no significant changes
|
|
Vector3 offset = occ.xform.origin - occ.pt_center;
|
|
|
|
// could possibly make this epsilon editable?
|
|
// is highly world size dependent.
|
|
if ((offset.length_squared() < 0.01) && (occ.room_id != -1)) {
|
|
return;
|
|
}
|
|
|
|
// standardize on the node origin for now
|
|
occ.pt_center = occ.xform.origin;
|
|
|
|
int new_room = find_room_within(occ.pt_center, occ.room_id);
|
|
|
|
if (new_room != occ.room_id) {
|
|
_occluder_remove_from_rooms(p_occluder_pool_id);
|
|
occ.room_id = new_room;
|
|
|
|
if (new_room != -1) {
|
|
VSRoom &room = get_room(new_room);
|
|
room.add_occluder(p_occluder_pool_id);
|
|
}
|
|
}
|
|
}
|
|
|
|
void PortalRenderer::occluder_update_mesh(OccluderHandle p_handle, const Geometry::OccluderMeshData &p_mesh_data) {
|
|
p_handle--;
|
|
VSOccluder &occ = _occluder_pool[p_handle];
|
|
ERR_FAIL_COND(occ.type != VSOccluder::OT_MESH);
|
|
|
|
// needs world points updating next time
|
|
occ.dirty = true;
|
|
|
|
const LocalVectori<Geometry::OccluderMeshData::Face> &faces = p_mesh_data.faces;
|
|
const LocalVectori<Vector3> &vertices = p_mesh_data.vertices;
|
|
|
|
// first deal with the situation where the number of polys has changed (rare)
|
|
if (occ.list_ids.size() != faces.size()) {
|
|
// not the most efficient, but works...
|
|
// remove existing
|
|
for (int n = 0; n < occ.list_ids.size(); n++) {
|
|
uint32_t id = occ.list_ids[n];
|
|
_occluder_mesh_pool.free(id);
|
|
}
|
|
|
|
occ.list_ids.clear();
|
|
// create new
|
|
for (int n = 0; n < faces.size(); n++) {
|
|
uint32_t id;
|
|
VSOccluder_Mesh *poly = _occluder_mesh_pool.request(id);
|
|
poly->create();
|
|
occ.list_ids.push_back(id);
|
|
}
|
|
}
|
|
|
|
// new data
|
|
for (int n = 0; n < occ.list_ids.size(); n++) {
|
|
uint32_t id = occ.list_ids[n];
|
|
|
|
VSOccluder_Mesh &opoly = _occluder_mesh_pool[id];
|
|
Occlusion::PolyPlane &poly = opoly.poly_local;
|
|
|
|
// source face
|
|
const Geometry::OccluderMeshData::Face &face = faces[n];
|
|
opoly.two_way = face.two_way;
|
|
|
|
// make sure the number of holes is correct
|
|
if (face.holes.size() != opoly.num_holes) {
|
|
// slow but hey ho
|
|
// delete existing holes
|
|
for (int i = 0; i < opoly.num_holes; i++) {
|
|
_occluder_hole_pool.free(opoly.hole_pool_ids[i]);
|
|
opoly.hole_pool_ids[i] = UINT32_MAX;
|
|
}
|
|
// create any new holes
|
|
opoly.num_holes = face.holes.size();
|
|
for (int i = 0; i < opoly.num_holes; i++) {
|
|
uint32_t hole_id;
|
|
VSOccluder_Hole *hole = _occluder_hole_pool.request(hole_id);
|
|
opoly.hole_pool_ids[i] = hole_id;
|
|
hole->create();
|
|
}
|
|
}
|
|
|
|
poly.plane = face.plane;
|
|
|
|
poly.num_verts = MIN(face.indices.size(), Occlusion::PolyPlane::MAX_POLY_VERTS);
|
|
|
|
// make sure the world poly also has the correct num verts
|
|
opoly.poly_world.num_verts = poly.num_verts;
|
|
|
|
for (int c = 0; c < poly.num_verts; c++) {
|
|
int vert_index = face.indices[c];
|
|
|
|
if (vert_index < vertices.size()) {
|
|
poly.verts[c] = vertices[vert_index];
|
|
} else {
|
|
WARN_PRINT_ONCE("occluder_update_mesh : poly index out of range");
|
|
}
|
|
}
|
|
|
|
// holes
|
|
for (int h = 0; h < opoly.num_holes; h++) {
|
|
VSOccluder_Hole &dhole = get_pool_occluder_hole(opoly.hole_pool_ids[h]);
|
|
const Geometry::OccluderMeshData::Hole &shole = face.holes[h];
|
|
|
|
dhole.poly_local.num_verts = shole.indices.size();
|
|
dhole.poly_local.num_verts = MIN(dhole.poly_local.num_verts, Occlusion::Poly::MAX_POLY_VERTS);
|
|
dhole.poly_world.num_verts = dhole.poly_local.num_verts;
|
|
|
|
for (int c = 0; c < dhole.poly_local.num_verts; c++) {
|
|
int vert_index = shole.indices[c];
|
|
if (vert_index < vertices.size()) {
|
|
dhole.poly_local.verts[c] = vertices[vert_index];
|
|
} else {
|
|
WARN_PRINT_ONCE("occluder_update_mesh : hole index out of range");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void PortalRenderer::occluder_update_spheres(OccluderHandle p_handle, const Vector<Plane> &p_spheres) {
|
|
p_handle--;
|
|
VSOccluder &occ = _occluder_pool[p_handle];
|
|
ERR_FAIL_COND(occ.type != VSOccluder::OT_SPHERE);
|
|
|
|
// first deal with the situation where the number of spheres has changed (rare)
|
|
if (occ.list_ids.size() != p_spheres.size()) {
|
|
// not the most efficient, but works...
|
|
// remove existing
|
|
for (int n = 0; n < occ.list_ids.size(); n++) {
|
|
uint32_t id = occ.list_ids[n];
|
|
_occluder_sphere_pool.free(id);
|
|
}
|
|
|
|
occ.list_ids.clear();
|
|
// create new
|
|
for (int n = 0; n < p_spheres.size(); n++) {
|
|
uint32_t id;
|
|
VSOccluder_Sphere *sphere = _occluder_sphere_pool.request(id);
|
|
sphere->create();
|
|
occ.list_ids.push_back(id);
|
|
}
|
|
}
|
|
|
|
// new positions
|
|
for (int n = 0; n < occ.list_ids.size(); n++) {
|
|
uint32_t id = occ.list_ids[n];
|
|
VSOccluder_Sphere &sphere = _occluder_sphere_pool[id];
|
|
sphere.local.from_plane(p_spheres[n]);
|
|
}
|
|
|
|
// mark as dirty as the world space spheres will be out of date
|
|
occ.dirty = true;
|
|
}
|
|
|
|
void PortalRenderer::occluder_destroy(OccluderHandle p_handle) {
|
|
p_handle--;
|
|
|
|
// depending on the occluder type, remove the spheres etc
|
|
VSOccluder &occ = _occluder_pool[p_handle];
|
|
switch (occ.type) {
|
|
case VSOccluder::OT_SPHERE: {
|
|
occluder_update_spheres(p_handle + 1, Vector<Plane>());
|
|
} break;
|
|
case VSOccluder::OT_MESH: {
|
|
occluder_update_mesh(p_handle + 1, Geometry::OccluderMeshData());
|
|
} break;
|
|
default: {
|
|
} break;
|
|
}
|
|
|
|
_occluder_remove_from_rooms(p_handle);
|
|
_occluder_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("deleting Room");
|
|
|
|
// 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, bool p_use_simple_pvs, bool p_log_pvs_generation) {
|
|
_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 PVS
|
|
if (p_generate_pvs) {
|
|
PVSBuilder pvs;
|
|
pvs.calculate_pvs(*this, p_pvs_filename, _tracer.get_depth_limit(), p_use_simple_pvs, p_log_pvs_generation);
|
|
_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 (unsigned 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);
|
|
}
|
|
|
|
for (unsigned int n = 0; n < _occluder_pool.active_size(); n++) {
|
|
VSOccluder &occ = _occluder_pool.get_active(n);
|
|
int occluder_id = _occluder_pool.get_active_id(n);
|
|
|
|
// make sure occluder is in the correct room
|
|
occ.room_id = find_room_within(occ.pt_center, -1);
|
|
|
|
if (occ.room_id != -1) {
|
|
VSRoom &room = get_room(occ.room_id);
|
|
room.add_occluder(occluder_id);
|
|
}
|
|
}
|
|
}
|
|
|
|
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(String p_reason) {
|
|
if (_loaded) {
|
|
_loaded = false;
|
|
_gameplay_monitor.unload(*this);
|
|
|
|
String str;
|
|
if (p_reason != String()) {
|
|
str = "Portal system unloaded ( " + p_reason + " ).";
|
|
} else {
|
|
str = "Portal system unloaded.";
|
|
}
|
|
|
|
_log(str, 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;
|
|
|
|
// N.B. We want to make sure all the tick counters on movings rooms etc to zero,
|
|
// so that on loading the next level gameplay entered signals etc will be
|
|
// correctly sent and everything is fresh.
|
|
// This is mostly done by the gameplay_monitor, but rooms_and_portals_clear()
|
|
// will also clear tick counters where possible
|
|
// (there is no TrackedList for the RoomGroup pool for example).
|
|
// This could be made neater by moving everything to TrackedPooledLists, but this
|
|
// may be overkill.
|
|
_gameplay_monitor.unload(*this);
|
|
|
|
_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 (unsigned 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 Vector3 &p_cam_dir, const CameraMatrix &p_cam_matrix, 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;
|
|
}
|
|
|
|
// set up the occlusion culler once off .. this is a prepare before the prepare is done PER room
|
|
_tracer.get_occlusion_culler().prepare_camera(p_cam_matrix, p_cam_dir);
|
|
|
|
// 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 itos(p_rid.get_id());
|
|
}
|
|
|
|
String PortalRenderer::_addr_to_string(const void *p_addr) {
|
|
return String::num_uint64((uint64_t)p_addr, 16);
|
|
}
|