/*************************************************************************/ /* portal_rooms_bsp.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* 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. */ /*************************************************************************/ #ifndef PORTAL_ROOMS_BSP_H #define PORTAL_ROOMS_BSP_H #include "core/local_vector.h" #include "core/math/aabb.h" #include "core/math/plane.h" class PortalRenderer; struct VSPortal; struct VSRoom; class PortalRoomsBSP { struct Node { Node() { clear(); } void clear() { leaf = false; child[0] = -1; child[1] = -1; } bool leaf; union { int32_t child[2]; struct { int32_t first_id; int32_t num_ids; }; }; Plane plane; }; LocalVector _nodes; LocalVector _room_ids; PortalRenderer *_portal_renderer = nullptr; const real_t _plane_epsilon = 0.001; public: // build the BSP on level start void create(PortalRenderer &r_portal_renderer); // clear data, and ready for a new level void clear() { _nodes.reset(); _room_ids.reset(); } // the main function, returns a shortlist of rooms that are possible for a test point const int32_t *find_shortlist(const Vector3 &p_pt, int &r_num_rooms) const; // This is a 'sticky' function, it prefers to stay in the previous room where possible. // This means there is a hysteresis for room choice that may occur if the user creates // overlapping rooms... int find_room_within(const PortalRenderer &p_portal_renderer, const Vector3 &p_pos, int p_previous_room_id) const; private: void build(int p_start_node_id, LocalVector p_orig_room_ids); void detect_internal_room_containment(PortalRenderer &r_portal_renderer); int evaluate_portal(int p_portal_id, const LocalVector &p_room_ids, LocalVector *r_room_ids_back = nullptr, LocalVector *r_room_ids_front = nullptr); int evaluate_room_split_plane(int p_room_a_id, int p_room_b_id, const LocalVector &p_room_ids, Plane &r_plane, LocalVector *r_room_ids_back = nullptr, LocalVector *r_room_ids_front = nullptr); int evaluate_plane(const VSPortal *p_portal, const Plane &p_plane, const LocalVector &p_room_ids, LocalVector *r_room_ids_back = nullptr, LocalVector *r_room_ids_front = nullptr); bool calculate_aabb_splitting_plane(const AABB &p_a, const AABB &p_b, Plane &r_plane) const; bool calculate_freeform_splitting_plane(const VSRoom &p_room_a, const VSRoom &p_room_b, Plane &r_plane) const; bool find_1d_split_point(real_t p_min_a, real_t p_max_a, real_t p_min_b, real_t p_max_b, real_t &r_split_point) const; bool test_freeform_plane(const LocalVector &p_verts_a, const LocalVector &p_verts_b, const Plane &p_plane) const; void debug_print_tree(int p_node_id = 0, int p_depth = 0); void _log(String p_string); }; #endif