/*************************************************************************/ /* visibility_notifier.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 "visibility_notifier.h" #include "core/engine.h" #include "scene/3d/camera.h" #include "scene/3d/physics_body.h" #include "scene/animation/animation_player.h" #include "scene/animation/animation_tree.h" #include "scene/animation/animation_tree_player.h" #include "scene/scene_string_names.h" void VisibilityNotifier::_enter_camera(Camera *p_camera) { ERR_FAIL_COND(cameras.has(p_camera)); cameras.insert(p_camera); bool in_gameplay = _in_gameplay; if (!Engine::get_singleton()->are_portals_active()) { in_gameplay = true; } if ((cameras.size() == 1) && in_gameplay) { emit_signal(SceneStringNames::get_singleton()->screen_entered); _screen_enter(); } emit_signal(SceneStringNames::get_singleton()->camera_entered, p_camera); } void VisibilityNotifier::_exit_camera(Camera *p_camera) { ERR_FAIL_COND(!cameras.has(p_camera)); cameras.erase(p_camera); bool in_gameplay = _in_gameplay; if (!Engine::get_singleton()->are_portals_active()) { in_gameplay = true; } emit_signal(SceneStringNames::get_singleton()->camera_exited, p_camera); if ((cameras.size() == 0) && (in_gameplay)) { emit_signal(SceneStringNames::get_singleton()->screen_exited); _screen_exit(); } } void VisibilityNotifier::set_aabb(const AABB &p_aabb) { if (aabb == p_aabb) { return; } aabb = p_aabb; if (is_inside_world()) { get_world()->_update_notifier(this, get_global_transform().xform(aabb)); } _change_notify("aabb"); update_gizmo(); } AABB VisibilityNotifier::get_aabb() const { return aabb; } void VisibilityNotifier::_refresh_portal_mode() { // only create in the visual server if we are roaming. // All other cases don't require a visual server rep. // Global and ignore are the same (existing client side functionality only). // Static and dynamic require only a one off creation at conversion. if (get_portal_mode() == PORTAL_MODE_ROAMING) { if (is_inside_world()) { if (_cull_instance_rid == RID()) { _cull_instance_rid = RID_PRIME(VisualServer::get_singleton()->ghost_create()); } if (is_inside_world() && get_world().is_valid() && get_world()->get_scenario().is_valid() && is_inside_tree()) { AABB world_aabb = get_global_transform().xform(aabb); VisualServer::get_singleton()->ghost_set_scenario(_cull_instance_rid, get_world()->get_scenario(), get_instance_id(), world_aabb); } } else { if (_cull_instance_rid != RID()) { VisualServer::get_singleton()->free(_cull_instance_rid); _cull_instance_rid = RID(); } } } else { if (_cull_instance_rid != RID()) { VisualServer::get_singleton()->free(_cull_instance_rid); _cull_instance_rid = RID(); } } } void VisibilityNotifier::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_WORLD: { world = get_world(); ERR_FAIL_COND(!world.is_valid()); AABB world_aabb = get_global_transform().xform(aabb); world->_register_notifier(this, world_aabb); _refresh_portal_mode(); } break; case NOTIFICATION_TRANSFORM_CHANGED: { AABB world_aabb = get_global_transform().xform(aabb); world->_update_notifier(this, world_aabb); if (_cull_instance_rid != RID()) { VisualServer::get_singleton()->ghost_update(_cull_instance_rid, world_aabb); } } break; case NOTIFICATION_EXIT_WORLD: { ERR_FAIL_COND(!world.is_valid()); world->_remove_notifier(this); if (_cull_instance_rid != RID()) { VisualServer::get_singleton()->ghost_set_scenario(_cull_instance_rid, RID(), get_instance_id(), AABB()); } } break; case NOTIFICATION_ENTER_GAMEPLAY: { _in_gameplay = true; if (cameras.size() && Engine::get_singleton()->are_portals_active()) { emit_signal(SceneStringNames::get_singleton()->screen_entered); _screen_enter(); } } break; case NOTIFICATION_EXIT_GAMEPLAY: { _in_gameplay = false; if (cameras.size() && Engine::get_singleton()->are_portals_active()) { emit_signal(SceneStringNames::get_singleton()->screen_exited); _screen_exit(); } } break; } } bool VisibilityNotifier::is_on_screen() const { if (!Engine::get_singleton()->are_portals_active()) { return cameras.size() != 0; } return (cameras.size() != 0) && _in_gameplay; } void VisibilityNotifier::_bind_methods() { ClassDB::bind_method(D_METHOD("set_aabb", "rect"), &VisibilityNotifier::set_aabb); ClassDB::bind_method(D_METHOD("get_aabb"), &VisibilityNotifier::get_aabb); ClassDB::bind_method(D_METHOD("is_on_screen"), &VisibilityNotifier::is_on_screen); ADD_PROPERTY(PropertyInfo(Variant::AABB, "aabb"), "set_aabb", "get_aabb"); ADD_SIGNAL(MethodInfo("camera_entered", PropertyInfo(Variant::OBJECT, "camera", PROPERTY_HINT_RESOURCE_TYPE, "Camera"))); ADD_SIGNAL(MethodInfo("camera_exited", PropertyInfo(Variant::OBJECT, "camera", PROPERTY_HINT_RESOURCE_TYPE, "Camera"))); ADD_SIGNAL(MethodInfo("screen_entered")); ADD_SIGNAL(MethodInfo("screen_exited")); } VisibilityNotifier::VisibilityNotifier() { aabb = AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2)); set_notify_transform(true); _in_gameplay = false; } VisibilityNotifier::~VisibilityNotifier() { if (_cull_instance_rid != RID()) { VisualServer::get_singleton()->free(_cull_instance_rid); } } ////////////////////////////////////// void VisibilityEnabler::_screen_enter() { for (Map::Element *E = nodes.front(); E; E = E->next()) { _change_node_state(E->key(), true); } visible = true; } void VisibilityEnabler::_screen_exit() { for (Map::Element *E = nodes.front(); E; E = E->next()) { _change_node_state(E->key(), false); } visible = false; } void VisibilityEnabler::_find_nodes(Node *p_node) { bool add = false; Variant meta; { RigidBody *rb = Object::cast_to(p_node); if (rb && ((rb->get_mode() == RigidBody::MODE_CHARACTER || rb->get_mode() == RigidBody::MODE_RIGID))) { add = true; meta = rb->get_mode(); } } if (Object::cast_to(p_node) || Object::cast_to(p_node) || Object::cast_to(p_node)) { add = true; } { AnimationTree *at = Object::cast_to(p_node); if (at) { add = true; } } { AnimationTreePlayer *atp = Object::cast_to(p_node); if (atp) { add = true; } } if (add) { p_node->connect(SceneStringNames::get_singleton()->tree_exiting, this, "_node_removed", varray(p_node), CONNECT_ONESHOT); nodes[p_node] = meta; _change_node_state(p_node, false); } for (int i = 0; i < p_node->get_child_count(); i++) { Node *c = p_node->get_child(i); if (c->get_filename() != String()) { continue; //skip, instance } _find_nodes(c); } } void VisibilityEnabler::_notification(int p_what) { if (p_what == NOTIFICATION_ENTER_TREE) { if (Engine::get_singleton()->is_editor_hint()) { return; } Node *from = this; //find where current scene starts while (from->get_parent() && from->get_filename() == String()) { from = from->get_parent(); } _find_nodes(from); } if (p_what == NOTIFICATION_EXIT_TREE) { if (Engine::get_singleton()->is_editor_hint()) { return; } for (Map::Element *E = nodes.front(); E; E = E->next()) { if (!visible) { _change_node_state(E->key(), true); } E->key()->disconnect(SceneStringNames::get_singleton()->tree_exiting, this, "_node_removed"); } nodes.clear(); } } void VisibilityEnabler::_change_node_state(Node *p_node, bool p_enabled) { ERR_FAIL_COND(!nodes.has(p_node)); if (enabler[ENABLER_FREEZE_BODIES]) { RigidBody *rb = Object::cast_to(p_node); if (rb) { rb->set_sleeping(!p_enabled); } } if (enabler[ENABLER_PAUSE_ANIMATIONS]) { AnimationPlayer *ap = Object::cast_to(p_node); if (ap) { ap->set_active(p_enabled); } else { AnimationTree *at = Object::cast_to(p_node); if (at) { at->set_active(p_enabled); } else { AnimationTreePlayer *atp = Object::cast_to(p_node); if (atp) { atp->set_active(p_enabled); } } } } } void VisibilityEnabler::_node_removed(Node *p_node) { if (!visible) { _change_node_state(p_node, true); } nodes.erase(p_node); } void VisibilityEnabler::_bind_methods() { ClassDB::bind_method(D_METHOD("set_enabler", "enabler", "enabled"), &VisibilityEnabler::set_enabler); ClassDB::bind_method(D_METHOD("is_enabler_enabled", "enabler"), &VisibilityEnabler::is_enabler_enabled); ClassDB::bind_method(D_METHOD("_node_removed"), &VisibilityEnabler::_node_removed); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "pause_animations"), "set_enabler", "is_enabler_enabled", ENABLER_PAUSE_ANIMATIONS); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "freeze_bodies"), "set_enabler", "is_enabler_enabled", ENABLER_FREEZE_BODIES); BIND_ENUM_CONSTANT(ENABLER_PAUSE_ANIMATIONS); BIND_ENUM_CONSTANT(ENABLER_FREEZE_BODIES); BIND_ENUM_CONSTANT(ENABLER_MAX); } void VisibilityEnabler::set_enabler(Enabler p_enabler, bool p_enable) { ERR_FAIL_INDEX(p_enabler, ENABLER_MAX); enabler[p_enabler] = p_enable; } bool VisibilityEnabler::is_enabler_enabled(Enabler p_enabler) const { ERR_FAIL_INDEX_V(p_enabler, ENABLER_MAX, false); return enabler[p_enabler]; } VisibilityEnabler::VisibilityEnabler() { for (int i = 0; i < ENABLER_MAX; i++) { enabler[i] = true; } visible = false; }