virtualx-engine/scene/3d/portal.cpp
lawnjelly 8c4c6a93b0 Portals - Remove node naming restrictions
The use of special prefixes is only actually required during the import phase - the first conversion of rooms, roomgroups, and portals from Spatials and MeshInstances (based on the workflow of importing from blender).

Once converted to the native Godot nodes there is no longer a need for the naming requirements.

This PR removes the requirements except for the import. Manual portal linking after the initial conversion is now done exclusively using the `linked_room` nodepath property of the Portal.
2021-08-01 20:04:58 +01:00

679 lines
20 KiB
C++

/*************************************************************************/
/* portal.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "portal.h"
#include "core/engine.h"
#include "mesh_instance.h"
#include "room.h"
#include "room_group.h"
#include "room_manager.h"
#include "scene/main/viewport.h"
#include "servers/visual_server.h"
bool Portal::_portal_plane_convention = false;
bool Portal::_settings_gizmo_show_margins = true;
Portal::Portal() {
clear();
_settings_active = true;
_settings_two_way = true;
_internal = false;
_linkedroom_ID[0] = -1;
_linkedroom_ID[1] = -1;
_pts_world.clear();
_pts_local.clear();
_pts_local_raw.resize(0);
_pt_center_world = Vector3();
_plane = Plane();
_margin = 1.0;
_use_default_margin = true;
// the visual server portal lifetime is linked to the lifetime of this object
_portal_rid = VisualServer::get_singleton()->portal_create();
#ifdef TOOLS_ENABLED
_room_manager_godot_ID = 0;
#endif
// portals are defined COUNTER clockwise,
// because they point OUTWARD from the room in the direction
// of the normal
PoolVector<Vector2> points;
points.resize(4);
points.set(0, Vector2(1, -1));
points.set(1, Vector2(1, 1));
points.set(2, Vector2(-1, 1));
points.set(3, Vector2(-1, -1));
set_points(points); // default shape
}
Portal::~Portal() {
if (_portal_rid != RID()) {
VisualServer::get_singleton()->free(_portal_rid);
}
}
String Portal::get_configuration_warning() const {
String warning = Spatial::get_configuration_warning();
auto lambda = [](const Node *p_node) {
return static_cast<bool>((Object::cast_to<RoomManager>(p_node) || Object::cast_to<Room>(p_node) || Object::cast_to<RoomGroup>(p_node)));
};
if (Room::detect_nodes_using_lambda(this, lambda)) {
if (Room::detect_nodes_of_type<RoomManager>(this)) {
if (!warning.empty()) {
warning += "\n\n";
}
warning += TTR("The RoomManager should not be a child or grandchild of a Portal.");
}
if (Room::detect_nodes_of_type<Room>(this)) {
if (!warning.empty()) {
warning += "\n\n";
}
warning += TTR("A Room should not be a child or grandchild of a Portal.");
}
if (Room::detect_nodes_of_type<RoomGroup>(this)) {
if (!warning.empty()) {
warning += "\n\n";
}
warning += TTR("A RoomGroup should not be a child or grandchild of a Portal.");
}
}
return warning;
}
void Portal::set_points(const PoolVector<Vector2> &p_points) {
_pts_local_raw = p_points;
_sanitize_points();
if (is_inside_tree()) {
portal_update();
update_gizmo();
}
}
PoolVector<Vector2> Portal::get_points() const {
return _pts_local_raw;
}
// extra editor links to the room manager to allow unloading
// on change, or re-converting
void Portal::_changed() {
#ifdef TOOLS_ENABLED
RoomManager *rm = RoomManager::active_room_manager;
if (!rm) {
return;
}
rm->_rooms_changed();
#endif
}
void Portal::clear() {
_internal = false;
_linkedroom_ID[0] = -1;
_linkedroom_ID[1] = -1;
_importing_portal = false;
}
void Portal::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_WORLD: {
ERR_FAIL_COND(get_world().is_null());
// defer full creation of the visual server portal to when the editor portal is in the scene tree
VisualServer::get_singleton()->portal_set_scenario(_portal_rid, get_world()->get_scenario());
// we can't calculate world points until we have entered the tree
portal_update();
update_gizmo();
} break;
case NOTIFICATION_EXIT_WORLD: {
// partially destroy the visual server portal when the editor portal exits the scene tree
VisualServer::get_singleton()->portal_set_scenario(_portal_rid, RID());
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
// keep the world points and the visual server up to date
portal_update();
// In theory we shouldn't need to update the gizmo when the transform
// changes .. HOWEVER, the portal margin is displayed in world space units,
// back transformed to model space.
// If the Z scale is changed by the user, the portal margin length can become incorrect
// and needs 'resyncing' to the global scale of the portal node.
// We really only need to do this when Z scale is changed, but it is easier codewise
// to always change it, unless we have evidence this is a performance problem.
update_gizmo();
} break;
}
}
void Portal::set_portal_active(bool p_active) {
_settings_active = p_active;
VisualServer::get_singleton()->portal_set_active(_portal_rid, p_active);
}
bool Portal::get_portal_active() const {
return _settings_active;
}
void Portal::set_use_default_margin(bool p_use) {
_use_default_margin = p_use;
update_gizmo();
}
bool Portal::get_use_default_margin() const {
return _use_default_margin;
}
void Portal::set_portal_margin(real_t p_margin) {
_margin = p_margin;
if (!_use_default_margin) {
// give visual feedback in the editor for the portal margin zone
update_gizmo();
}
}
real_t Portal::get_portal_margin() const {
return _margin;
}
void Portal::resolve_links(const LocalVector<Room *, int32_t> &p_rooms, const RID &p_from_room_rid) {
Room *linkedroom = nullptr;
if (has_node(_settings_path_linkedroom)) {
linkedroom = Object::cast_to<Room>(get_node(_settings_path_linkedroom));
// only allow linking to rooms that are part of the roomlist
// (already recognised).
// If we don't check this, it will start trying to link to Room nodes that are invalid,
// and crash.
if (linkedroom && (p_rooms.find(linkedroom) == -1)) {
// invalid room
WARN_PRINT("Portal attempting to link to Room outside the roomlist : " + linkedroom->get_name());
linkedroom = nullptr;
}
// this should not happen, but just in case
if (linkedroom && (linkedroom->_room_ID >= p_rooms.size())) {
WARN_PRINT("Portal attempting to link to invalid Room : " + linkedroom->get_name());
linkedroom = nullptr;
}
}
if (linkedroom) {
_linkedroom_ID[1] = linkedroom->_room_ID;
// send to visual server
VisualServer::get_singleton()->portal_link(_portal_rid, p_from_room_rid, linkedroom->_room_rid, _settings_two_way);
} else {
_linkedroom_ID[1] = -1;
}
}
void Portal::set_linked_room_internal(const NodePath &link_path) {
_settings_path_linkedroom = link_path;
}
bool Portal::try_set_unique_name(const String &p_name) {
SceneTree *scene_tree = get_tree();
if (!scene_tree) {
// should not happen in the editor
return false;
}
Viewport *root = scene_tree->get_root();
if (!root) {
return false;
}
Node *found = root->find_node(p_name, true, false);
// if the name does not already exist in the scene tree, we can use it
if (!found) {
set_name(p_name);
return true;
}
// we are trying to set the same name this node already has...
if (found == this) {
// noop
return true;
}
return false;
}
void Portal::set_linked_room(const NodePath &link_path) {
_settings_path_linkedroom = link_path;
// see if the link looks legit
Room *linkedroom = nullptr;
if (has_node(link_path)) {
linkedroom = Object::cast_to<Room>(get_node(link_path));
if (linkedroom) {
if (linkedroom != get_parent()) {
// was ok
} else {
WARN_PRINT("Linked room cannot be the parent room of a portal.");
}
} else {
WARN_PRINT("Linked room path is not a room.");
}
}
_changed();
}
NodePath Portal::get_linked_room() const {
return _settings_path_linkedroom;
}
void Portal::flip() {
// flip portal
Transform tr = get_transform();
Basis flip_basis = Basis(Vector3(0, Math_PI, 0));
tr.basis *= flip_basis;
set_transform(tr);
_pts_local.clear();
_pts_world.clear();
// flip the raw verts
Vector<Vector2> raw;
raw.resize(_pts_local_raw.size());
for (int n = 0; n < _pts_local_raw.size(); n++) {
const Vector2 &pt = _pts_local_raw[n];
raw.set(n, Vector2(-pt.x, pt.y));
}
// standardize raw verts winding
Geometry::sort_polygon_winding(raw, false);
for (int n = 0; n < raw.size(); n++) {
_pts_local_raw.set(n, raw[n]);
}
_sanitize_points();
portal_update();
update_gizmo();
}
bool Portal::create_from_mesh_instance(const MeshInstance *p_mi) {
ERR_FAIL_COND_V(!p_mi, false);
_pts_local.clear();
_pts_world.clear();
Ref<Mesh> rmesh = p_mi->get_mesh();
ERR_FAIL_COND_V(!rmesh.is_valid(), false);
if (rmesh->get_surface_count() == 0) {
WARN_PRINT(vformat("Portal '%s' has no surfaces, ignoring", get_name()));
return false;
}
Array arrays = rmesh->surface_get_arrays(0);
PoolVector<Vector3> vertices = arrays[VS::ARRAY_VERTEX];
// get the model space verts and find center
int num_source_points = vertices.size();
ERR_FAIL_COND_V(num_source_points < 3, false);
const Transform &tr_source = p_mi->get_global_transform();
Vector<Vector3> pts_world;
for (int n = 0; n < num_source_points; n++) {
Vector3 pt = tr_source.xform(vertices[n]);
// test for duplicates.
// Some geometry may contain duplicate verts in portals
// which will muck up the winding etc...
bool duplicate = false;
for (int m = 0; m < pts_world.size(); m++) {
Vector3 diff = pt - pts_world[m];
// hopefully this epsilon will do in nearly all cases
if (diff.length() < 0.001) {
duplicate = true;
break;
}
}
if (!duplicate) {
pts_world.push_back(pt);
}
}
// get the verts sorted with winding, assume that the triangle initial winding
// tells us the normal and hence which way the world space portal should be facing
_sort_verts_clockwise(_portal_plane_convention, pts_world);
// back calculate the plane from *all* the portal points, this will give us a nice average plane
// (in case of wonky portals where artwork isn't bang on)
_plane = _plane_from_points_newell(pts_world);
// change the portal transform to match our plane and the center of the portal
Transform tr_global;
tr_global.set_look_at(Vector3(0, 0, 0), _plane.normal, Vector3(0, 1, 0));
tr_global.origin = _pt_center_world;
// We can't directly set this global transform on the portal, because the parent node may already
// have a transform applied, so we need to account for this and give a corrected local transform
// for the portal, such that the end result global transform will be correct.
// find the difference between this new global transform and the transform of the parent
// then use this for the new local transform of the portal
Spatial *parent = Object::cast_to<Spatial>(get_parent());
ERR_FAIL_COND_V(!parent, false);
Transform tr_inverse_parent = parent->get_global_transform().affine_inverse();
Transform new_local_transform = tr_inverse_parent * tr_global;
set_transform(new_local_transform);
// now back calculate the local space coords of the portal from the world space coords.
// The local space will be used in future for editing and as a 'master' store of the verts.
_pts_local_raw.resize(pts_world.size());
// back transform from global space to local space
Transform tr = tr_global.affine_inverse();
for (int n = 0; n < pts_world.size(); n++) {
// pt3 is now in local space
Vector3 pt3 = tr.xform(pts_world[n]);
// only the x and y required
_pts_local_raw.set(n, Vector2(pt3.x, pt3.y));
// The z coordinate should be approx zero
// DEV_ASSERT(Math::abs(pt3.z) < 0.1);
}
_sanitize_points();
portal_update();
return true;
}
void Portal::_update_aabb() {
_aabb_local = AABB();
if (_pts_local.size()) {
Vector3 begin = _vec2to3(_pts_local[0]);
Vector3 end = begin;
for (int n = 1; n < _pts_local.size(); n++) {
Vector3 pt = _vec2to3(_pts_local[n]);
if (pt.x < begin.x) {
begin.x = pt.x;
}
if (pt.y < begin.y) {
begin.y = pt.y;
}
if (pt.z < begin.z) {
begin.z = pt.z;
}
if (pt.x > end.x) {
end.x = pt.x;
}
if (pt.y > end.y) {
end.y = pt.y;
}
if (pt.z > end.z) {
end.z = pt.z;
}
}
_aabb_local.position = begin;
_aabb_local.size = end - begin;
}
}
void Portal::portal_update() {
// first calculate the plane from the transform
// (portals are standardized outward from source room once sanitized,
// irrespective of the user portal plane convention)
const Transform &tr = get_global_transform();
_plane = Plane(0.0, 0.0, -1.0, 0.0);
_plane = tr.xform(_plane);
// after becoming a portal, the centre world IS the transform origin
_pt_center_world = tr.origin;
// recalculates world points from the local space
int num_points = _pts_local.size();
if (_pts_world.size() != num_points) {
_pts_world.resize(num_points);
}
for (int n = 0; n < num_points; n++) {
_pts_world.set(n, tr.xform(_vec2to3(_pts_local[n])));
}
// no need to check winding order, the points are pre-sanitized only when they change
// extension margin to prevent objects too easily sprawling
real_t margin = get_active_portal_margin();
VisualServer::get_singleton()->portal_set_geometry(_portal_rid, _pts_world, margin);
}
real_t Portal::get_active_portal_margin() const {
if (_use_default_margin) {
return RoomManager::_get_default_portal_margin();
}
return _margin;
}
void Portal::_sanitize_points() {
// remove duplicates? NYI maybe not necessary
Vector<Vector2> raw;
raw.resize(_pts_local_raw.size());
for (int n = 0; n < _pts_local_raw.size(); n++) {
raw.set(n, _pts_local_raw[n]);
}
// this function may get rid of some concave points due to user editing ..
// may not be necessary, no idea how fast it is
_pts_local = Geometry::convex_hull_2d(raw);
// some pecularity of convex_hull_2d function, it duplicates the last point for some reason
if (_pts_local.size() > 1) {
_pts_local.resize(_pts_local.size() - 1);
}
// sort winding, the system expects counter clockwise polys
Geometry::sort_polygon_winding(_pts_local, false);
// a bit of a bodge, but a small epsilon pulling in the portal edges towards the center
// can hide walls in the opposite room that abutt the portal (due to floating point error)
// find 2d center
Vector2 center;
for (int n = 0; n < _pts_local.size(); n++) {
center += _pts_local[n];
}
center /= _pts_local.size();
const real_t pull_in = 0.0001;
for (int n = 0; n < _pts_local.size(); n++) {
Vector2 offset = _pts_local[n] - center;
real_t l = offset.length();
// don't apply the pull in for tiny holes
if (l > (pull_in * 2.0)) {
real_t fract = (l - pull_in) / l;
offset *= fract;
_pts_local.set(n, center + offset);
}
}
_update_aabb();
}
void Portal::_sort_verts_clockwise(bool portal_plane_convention, Vector<Vector3> &r_verts) {
// cannot sort less than 3 verts
if (r_verts.size() < 3) {
return;
}
// assume first 3 points determine the desired normal, if these first 3 points are garbage,
// the routine will not work.
Plane portal_plane;
if (portal_plane_convention) {
portal_plane = Plane(r_verts[0], r_verts[2], r_verts[1]);
} else {
portal_plane = Plane(r_verts[0], r_verts[1], r_verts[2]);
}
const Vector3 &portal_normal = portal_plane.normal;
// find centroid
int num_points = r_verts.size();
_pt_center_world = Vector3(0, 0, 0);
for (int n = 0; n < num_points; n++) {
_pt_center_world += r_verts[n];
}
_pt_center_world /= num_points;
/////////////////////////////////////////
// now algorithm
for (int n = 0; n < num_points - 2; n++) {
Vector3 a = r_verts[n] - _pt_center_world;
a.normalize();
Plane p = Plane(r_verts[n], _pt_center_world, _pt_center_world + portal_normal);
double smallest_angle = -1;
int smallest = -1;
for (int m = n + 1; m < num_points; m++) {
if (p.distance_to(r_verts[m]) > 0.0) {
Vector3 b = r_verts[m] - _pt_center_world;
b.normalize();
double angle = a.dot(b);
if (angle > smallest_angle) {
smallest_angle = angle;
smallest = m;
}
} // which side
} // for m
// swap smallest and n+1 vert
if (smallest != -1) {
Vector3 temp = r_verts[smallest];
r_verts.set(smallest, r_verts[n + 1]);
r_verts.set(n + 1, temp);
}
} // for n
// the vertices are now sorted, but may be in the opposite order to that wanted.
// we detect this by calculating the normal of the poly, then flipping the order if the normal is pointing
// the wrong way.
Plane plane = Plane(r_verts[0], r_verts[1], r_verts[2]);
if (portal_normal.dot(plane.normal) < 0.0f) {
// reverse winding order of verts
r_verts.invert();
}
}
Plane Portal::_plane_from_points_newell(const Vector<Vector3> &p_pts) {
int num_points = p_pts.size();
if (num_points < 3) {
return Plane();
}
Vector3 normal;
Vector3 center;
for (int i = 0; i < num_points; i++) {
int j = (i + 1) % num_points;
const Vector3 &pi = p_pts[i];
const Vector3 &pj = p_pts[j];
center += pi;
normal.x += (((pi.z) + (pj.z)) * ((pj.y) - (pi.y)));
normal.y += (((pi.x) + (pj.x)) * ((pj.z) - (pi.z)));
normal.z += (((pi.y) + (pj.y)) * ((pj.x) - (pi.x)));
}
normal.normalize();
center /= num_points;
_pt_center_world = center;
// point and normal
return Plane(center, normal);
}
void Portal::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_portal_active", "p_active"), &Portal::set_portal_active);
ClassDB::bind_method(D_METHOD("get_portal_active"), &Portal::get_portal_active);
ClassDB::bind_method(D_METHOD("set_two_way", "p_two_way"), &Portal::set_two_way);
ClassDB::bind_method(D_METHOD("is_two_way"), &Portal::is_two_way);
ClassDB::bind_method(D_METHOD("set_use_default_margin", "p_use"), &Portal::set_use_default_margin);
ClassDB::bind_method(D_METHOD("get_use_default_margin"), &Portal::get_use_default_margin);
ClassDB::bind_method(D_METHOD("set_portal_margin", "p_margin"), &Portal::set_portal_margin);
ClassDB::bind_method(D_METHOD("get_portal_margin"), &Portal::get_portal_margin);
ClassDB::bind_method(D_METHOD("set_linked_room", "p_room"), &Portal::set_linked_room);
ClassDB::bind_method(D_METHOD("get_linked_room"), &Portal::get_linked_room);
ClassDB::bind_method(D_METHOD("set_points", "points"), &Portal::set_points);
ClassDB::bind_method(D_METHOD("get_points"), &Portal::get_points);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "portal_active"), "set_portal_active", "get_portal_active");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "two_way"), "set_two_way", "is_two_way");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "linked_room", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Room"), "set_linked_room", "get_linked_room");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_default_margin"), "set_use_default_margin", "get_use_default_margin");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "portal_margin", PROPERTY_HINT_RANGE, "0.0,10.0,0.01"), "set_portal_margin", "get_portal_margin");
ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "points"), "set_points", "get_points");
}