b5334d14f7
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
355 lines
12 KiB
C++
355 lines
12 KiB
C++
/*************************************************************************/
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/* world_3d.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) 2007-2021 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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#include "world_3d.h"
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#include "core/math/camera_matrix.h"
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#include "core/math/octree.h"
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#include "scene/3d/camera_3d.h"
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#include "scene/3d/visibility_notifier_3d.h"
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#include "scene/scene_string_names.h"
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struct SpatialIndexer {
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Octree<VisibilityNotifier3D> octree;
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struct NotifierData {
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AABB aabb;
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OctreeElementID id;
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};
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Map<VisibilityNotifier3D *, NotifierData> notifiers;
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struct CameraData {
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Map<VisibilityNotifier3D *, uint64_t> notifiers;
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};
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Map<Camera3D *, CameraData> cameras;
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enum {
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VISIBILITY_CULL_MAX = 32768
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};
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Vector<VisibilityNotifier3D *> cull;
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bool changed;
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uint64_t pass;
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uint64_t last_frame;
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void _notifier_add(VisibilityNotifier3D *p_notifier, const AABB &p_rect) {
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ERR_FAIL_COND(notifiers.has(p_notifier));
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notifiers[p_notifier].aabb = p_rect;
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notifiers[p_notifier].id = octree.create(p_notifier, p_rect);
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changed = true;
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}
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void _notifier_update(VisibilityNotifier3D *p_notifier, const AABB &p_rect) {
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Map<VisibilityNotifier3D *, NotifierData>::Element *E = notifiers.find(p_notifier);
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ERR_FAIL_COND(!E);
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if (E->get().aabb == p_rect) {
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return;
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}
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E->get().aabb = p_rect;
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octree.move(E->get().id, E->get().aabb);
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changed = true;
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}
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void _notifier_remove(VisibilityNotifier3D *p_notifier) {
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Map<VisibilityNotifier3D *, NotifierData>::Element *E = notifiers.find(p_notifier);
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ERR_FAIL_COND(!E);
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octree.erase(E->get().id);
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notifiers.erase(p_notifier);
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List<Camera3D *> removed;
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for (Map<Camera3D *, CameraData>::Element *F = cameras.front(); F; F = F->next()) {
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Map<VisibilityNotifier3D *, uint64_t>::Element *G = F->get().notifiers.find(p_notifier);
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if (G) {
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F->get().notifiers.erase(G);
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removed.push_back(F->key());
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}
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}
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while (!removed.is_empty()) {
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p_notifier->_exit_camera(removed.front()->get());
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removed.pop_front();
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}
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changed = true;
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}
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void _add_camera(Camera3D *p_camera) {
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ERR_FAIL_COND(cameras.has(p_camera));
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CameraData vd;
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cameras[p_camera] = vd;
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changed = true;
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}
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void _update_camera(Camera3D *p_camera) {
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Map<Camera3D *, CameraData>::Element *E = cameras.find(p_camera);
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ERR_FAIL_COND(!E);
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changed = true;
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}
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void _remove_camera(Camera3D *p_camera) {
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ERR_FAIL_COND(!cameras.has(p_camera));
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List<VisibilityNotifier3D *> removed;
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for (Map<VisibilityNotifier3D *, uint64_t>::Element *E = cameras[p_camera].notifiers.front(); E; E = E->next()) {
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removed.push_back(E->key());
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}
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while (!removed.is_empty()) {
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removed.front()->get()->_exit_camera(p_camera);
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removed.pop_front();
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}
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cameras.erase(p_camera);
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}
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void _update(uint64_t p_frame) {
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if (p_frame == last_frame) {
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return;
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}
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last_frame = p_frame;
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if (!changed) {
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return;
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}
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for (Map<Camera3D *, CameraData>::Element *E = cameras.front(); E; E = E->next()) {
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pass++;
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Camera3D *c = E->key();
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Vector<Plane> planes = c->get_frustum();
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int culled = octree.cull_convex(planes, cull.ptrw(), cull.size());
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VisibilityNotifier3D **ptr = cull.ptrw();
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List<VisibilityNotifier3D *> added;
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List<VisibilityNotifier3D *> removed;
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for (int i = 0; i < culled; i++) {
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//notifiers in frustum
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Map<VisibilityNotifier3D *, uint64_t>::Element *H = E->get().notifiers.find(ptr[i]);
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if (!H) {
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E->get().notifiers.insert(ptr[i], pass);
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added.push_back(ptr[i]);
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} else {
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H->get() = pass;
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}
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}
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for (Map<VisibilityNotifier3D *, uint64_t>::Element *F = E->get().notifiers.front(); F; F = F->next()) {
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if (F->get() != pass) {
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removed.push_back(F->key());
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}
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}
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while (!added.is_empty()) {
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added.front()->get()->_enter_camera(E->key());
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added.pop_front();
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}
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while (!removed.is_empty()) {
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E->get().notifiers.erase(removed.front()->get());
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removed.front()->get()->_exit_camera(E->key());
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removed.pop_front();
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}
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}
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changed = false;
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}
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SpatialIndexer() {
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pass = 0;
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last_frame = 0;
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changed = false;
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cull.resize(VISIBILITY_CULL_MAX);
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}
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};
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void World3D::_register_camera(Camera3D *p_camera) {
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#ifndef _3D_DISABLED
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indexer->_add_camera(p_camera);
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#endif
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}
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void World3D::_update_camera(Camera3D *p_camera) {
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#ifndef _3D_DISABLED
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indexer->_update_camera(p_camera);
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#endif
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}
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void World3D::_remove_camera(Camera3D *p_camera) {
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#ifndef _3D_DISABLED
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indexer->_remove_camera(p_camera);
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#endif
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}
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void World3D::_register_notifier(VisibilityNotifier3D *p_notifier, const AABB &p_rect) {
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#ifndef _3D_DISABLED
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indexer->_notifier_add(p_notifier, p_rect);
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#endif
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}
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void World3D::_update_notifier(VisibilityNotifier3D *p_notifier, const AABB &p_rect) {
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#ifndef _3D_DISABLED
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indexer->_notifier_update(p_notifier, p_rect);
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#endif
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}
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void World3D::_remove_notifier(VisibilityNotifier3D *p_notifier) {
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#ifndef _3D_DISABLED
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indexer->_notifier_remove(p_notifier);
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#endif
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}
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void World3D::_update(uint64_t p_frame) {
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#ifndef _3D_DISABLED
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indexer->_update(p_frame);
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#endif
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}
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RID World3D::get_space() const {
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return space;
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}
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RID World3D::get_scenario() const {
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return scenario;
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}
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void World3D::set_environment(const Ref<Environment> &p_environment) {
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if (environment == p_environment) {
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return;
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}
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environment = p_environment;
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if (environment.is_valid()) {
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RS::get_singleton()->scenario_set_environment(scenario, environment->get_rid());
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} else {
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RS::get_singleton()->scenario_set_environment(scenario, RID());
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}
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emit_changed();
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}
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Ref<Environment> World3D::get_environment() const {
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return environment;
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}
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void World3D::set_fallback_environment(const Ref<Environment> &p_environment) {
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if (fallback_environment == p_environment) {
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return;
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}
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fallback_environment = p_environment;
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if (fallback_environment.is_valid()) {
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RS::get_singleton()->scenario_set_fallback_environment(scenario, p_environment->get_rid());
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} else {
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RS::get_singleton()->scenario_set_fallback_environment(scenario, RID());
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}
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emit_changed();
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}
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Ref<Environment> World3D::get_fallback_environment() const {
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return fallback_environment;
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}
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void World3D::set_camera_effects(const Ref<CameraEffects> &p_camera_effects) {
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camera_effects = p_camera_effects;
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if (camera_effects.is_valid()) {
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RS::get_singleton()->scenario_set_camera_effects(scenario, camera_effects->get_rid());
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} else {
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RS::get_singleton()->scenario_set_camera_effects(scenario, RID());
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}
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}
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Ref<CameraEffects> World3D::get_camera_effects() const {
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return camera_effects;
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}
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PhysicsDirectSpaceState3D *World3D::get_direct_space_state() {
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return PhysicsServer3D::get_singleton()->space_get_direct_state(space);
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}
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void World3D::get_camera_list(List<Camera3D *> *r_cameras) {
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for (Map<Camera3D *, SpatialIndexer::CameraData>::Element *E = indexer->cameras.front(); E; E = E->next()) {
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r_cameras->push_back(E->key());
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}
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}
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void World3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_space"), &World3D::get_space);
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ClassDB::bind_method(D_METHOD("get_scenario"), &World3D::get_scenario);
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ClassDB::bind_method(D_METHOD("set_environment", "env"), &World3D::set_environment);
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ClassDB::bind_method(D_METHOD("get_environment"), &World3D::get_environment);
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ClassDB::bind_method(D_METHOD("set_fallback_environment", "env"), &World3D::set_fallback_environment);
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ClassDB::bind_method(D_METHOD("get_fallback_environment"), &World3D::get_fallback_environment);
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ClassDB::bind_method(D_METHOD("set_camera_effects", "env"), &World3D::set_camera_effects);
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ClassDB::bind_method(D_METHOD("get_camera_effects"), &World3D::get_camera_effects);
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ClassDB::bind_method(D_METHOD("get_direct_space_state"), &World3D::get_direct_space_state);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_environment", "get_environment");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "fallback_environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_fallback_environment", "get_fallback_environment");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "camera_effects", PROPERTY_HINT_RESOURCE_TYPE, "CameraEffects"), "set_camera_effects", "get_camera_effects");
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ADD_PROPERTY(PropertyInfo(Variant::RID, "space", PROPERTY_HINT_NONE, "", 0), "", "get_space");
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ADD_PROPERTY(PropertyInfo(Variant::RID, "scenario", PROPERTY_HINT_NONE, "", 0), "", "get_scenario");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "direct_space_state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectSpaceState3D", 0), "", "get_direct_space_state");
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}
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World3D::World3D() {
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space = PhysicsServer3D::get_singleton()->space_create();
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scenario = RenderingServer::get_singleton()->scenario_create();
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PhysicsServer3D::get_singleton()->space_set_active(space, true);
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PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY, GLOBAL_DEF("physics/3d/default_gravity", 9.8));
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PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_DEF("physics/3d/default_gravity_vector", Vector3(0, -1, 0)));
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PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_LINEAR_DAMP, GLOBAL_DEF("physics/3d/default_linear_damp", 0.1));
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ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/default_linear_damp", PropertyInfo(Variant::FLOAT, "physics/3d/default_linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"));
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PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP, GLOBAL_DEF("physics/3d/default_angular_damp", 0.1));
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ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/default_angular_damp", PropertyInfo(Variant::FLOAT, "physics/3d/default_angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"));
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#ifdef _3D_DISABLED
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indexer = nullptr;
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#else
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indexer = memnew(SpatialIndexer);
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#endif
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}
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World3D::~World3D() {
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PhysicsServer3D::get_singleton()->free(space);
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RenderingServer::get_singleton()->free(scenario);
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#ifndef _3D_DISABLED
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memdelete(indexer);
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#endif
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}
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