0c6617887e
Although the visibility enabler worked to turn on and off AnimationPlayer as it enters and exits the view frustum, this was of little use as bones animation and especially software skinning still take place driven by the AnimationTree node. This PR adds the ability to turn on and off AnimationTree, and AnimationTreePlayer nodes as they enter or exit the view frustum, which achieves the intention of switching off expensive animation processing.
266 lines
8.6 KiB
C++
266 lines
8.6 KiB
C++
/*************************************************************************/
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/* visibility_notifier.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 "visibility_notifier.h"
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#include "core/engine.h"
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#include "scene/3d/camera.h"
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#include "scene/3d/physics_body.h"
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#include "scene/animation/animation_player.h"
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#include "scene/animation/animation_tree.h"
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#include "scene/animation/animation_tree_player.h"
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#include "scene/scene_string_names.h"
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void VisibilityNotifier::_enter_camera(Camera *p_camera) {
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ERR_FAIL_COND(cameras.has(p_camera));
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cameras.insert(p_camera);
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if (cameras.size() == 1) {
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emit_signal(SceneStringNames::get_singleton()->screen_entered);
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_screen_enter();
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}
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emit_signal(SceneStringNames::get_singleton()->camera_entered, p_camera);
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}
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void VisibilityNotifier::_exit_camera(Camera *p_camera) {
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ERR_FAIL_COND(!cameras.has(p_camera));
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cameras.erase(p_camera);
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emit_signal(SceneStringNames::get_singleton()->camera_exited, p_camera);
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if (cameras.size() == 0) {
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emit_signal(SceneStringNames::get_singleton()->screen_exited);
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_screen_exit();
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}
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}
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void VisibilityNotifier::set_aabb(const AABB &p_aabb) {
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if (aabb == p_aabb) {
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return;
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}
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aabb = p_aabb;
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if (is_inside_world()) {
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get_world()->_update_notifier(this, get_global_transform().xform(aabb));
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}
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_change_notify("aabb");
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update_gizmo();
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}
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AABB VisibilityNotifier::get_aabb() const {
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return aabb;
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}
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void VisibilityNotifier::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_WORLD: {
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world = get_world();
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ERR_FAIL_COND(!world.is_valid());
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world->_register_notifier(this, get_global_transform().xform(aabb));
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} break;
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case NOTIFICATION_TRANSFORM_CHANGED: {
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world->_update_notifier(this, get_global_transform().xform(aabb));
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} break;
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case NOTIFICATION_EXIT_WORLD: {
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ERR_FAIL_COND(!world.is_valid());
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world->_remove_notifier(this);
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} break;
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}
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}
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bool VisibilityNotifier::is_on_screen() const {
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return cameras.size() != 0;
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}
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void VisibilityNotifier::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_aabb", "rect"), &VisibilityNotifier::set_aabb);
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ClassDB::bind_method(D_METHOD("get_aabb"), &VisibilityNotifier::get_aabb);
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ClassDB::bind_method(D_METHOD("is_on_screen"), &VisibilityNotifier::is_on_screen);
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ADD_PROPERTY(PropertyInfo(Variant::AABB, "aabb"), "set_aabb", "get_aabb");
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ADD_SIGNAL(MethodInfo("camera_entered", PropertyInfo(Variant::OBJECT, "camera", PROPERTY_HINT_RESOURCE_TYPE, "Camera")));
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ADD_SIGNAL(MethodInfo("camera_exited", PropertyInfo(Variant::OBJECT, "camera", PROPERTY_HINT_RESOURCE_TYPE, "Camera")));
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ADD_SIGNAL(MethodInfo("screen_entered"));
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ADD_SIGNAL(MethodInfo("screen_exited"));
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}
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VisibilityNotifier::VisibilityNotifier() {
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aabb = AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2));
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set_notify_transform(true);
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}
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//////////////////////////////////////
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void VisibilityEnabler::_screen_enter() {
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for (Map<Node *, Variant>::Element *E = nodes.front(); E; E = E->next()) {
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_change_node_state(E->key(), true);
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}
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visible = true;
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}
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void VisibilityEnabler::_screen_exit() {
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for (Map<Node *, Variant>::Element *E = nodes.front(); E; E = E->next()) {
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_change_node_state(E->key(), false);
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}
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visible = false;
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}
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void VisibilityEnabler::_find_nodes(Node *p_node) {
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bool add = false;
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Variant meta;
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{
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RigidBody *rb = Object::cast_to<RigidBody>(p_node);
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if (rb && ((rb->get_mode() == RigidBody::MODE_CHARACTER || rb->get_mode() == RigidBody::MODE_RIGID))) {
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add = true;
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meta = rb->get_mode();
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}
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}
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if (Object::cast_to<AnimationPlayer>(p_node) || Object::cast_to<AnimationTree>(p_node) || Object::cast_to<AnimationTreePlayer>(p_node)) {
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add = true;
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}
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if (add) {
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p_node->connect(SceneStringNames::get_singleton()->tree_exiting, this, "_node_removed", varray(p_node), CONNECT_ONESHOT);
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nodes[p_node] = meta;
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_change_node_state(p_node, false);
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}
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for (int i = 0; i < p_node->get_child_count(); i++) {
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Node *c = p_node->get_child(i);
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if (c->get_filename() != String()) {
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continue; //skip, instance
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}
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_find_nodes(c);
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}
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}
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void VisibilityEnabler::_notification(int p_what) {
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if (p_what == NOTIFICATION_ENTER_TREE) {
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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Node *from = this;
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//find where current scene starts
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while (from->get_parent() && from->get_filename() == String()) {
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from = from->get_parent();
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}
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_find_nodes(from);
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}
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if (p_what == NOTIFICATION_EXIT_TREE) {
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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for (Map<Node *, Variant>::Element *E = nodes.front(); E; E = E->next()) {
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if (!visible) {
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_change_node_state(E->key(), true);
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}
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E->key()->disconnect(SceneStringNames::get_singleton()->tree_exiting, this, "_node_removed");
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}
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nodes.clear();
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}
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}
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void VisibilityEnabler::_change_node_state(Node *p_node, bool p_enabled) {
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ERR_FAIL_COND(!nodes.has(p_node));
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if (enabler[ENABLER_FREEZE_BODIES]) {
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RigidBody *rb = Object::cast_to<RigidBody>(p_node);
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if (rb) {
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rb->set_sleeping(!p_enabled);
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}
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}
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if (enabler[ENABLER_PAUSE_ANIMATIONS]) {
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AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(p_node);
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if (ap) {
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ap->set_active(p_enabled);
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} else {
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AnimationTree *at = Object::cast_to<AnimationTree>(p_node);
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if (at) {
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at->set_active(p_enabled);
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} else {
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AnimationTreePlayer *atp = Object::cast_to<AnimationTreePlayer>(p_node);
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if (atp) {
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atp->set_active(p_enabled);
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}
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}
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}
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}
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}
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void VisibilityEnabler::_node_removed(Node *p_node) {
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if (!visible) {
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_change_node_state(p_node, true);
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}
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nodes.erase(p_node);
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}
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void VisibilityEnabler::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_enabler", "enabler", "enabled"), &VisibilityEnabler::set_enabler);
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ClassDB::bind_method(D_METHOD("is_enabler_enabled", "enabler"), &VisibilityEnabler::is_enabler_enabled);
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ClassDB::bind_method(D_METHOD("_node_removed"), &VisibilityEnabler::_node_removed);
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "pause_animations"), "set_enabler", "is_enabler_enabled", ENABLER_PAUSE_ANIMATIONS);
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "freeze_bodies"), "set_enabler", "is_enabler_enabled", ENABLER_FREEZE_BODIES);
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BIND_ENUM_CONSTANT(ENABLER_PAUSE_ANIMATIONS);
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BIND_ENUM_CONSTANT(ENABLER_FREEZE_BODIES);
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BIND_ENUM_CONSTANT(ENABLER_MAX);
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}
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void VisibilityEnabler::set_enabler(Enabler p_enabler, bool p_enable) {
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ERR_FAIL_INDEX(p_enabler, ENABLER_MAX);
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enabler[p_enabler] = p_enable;
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}
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bool VisibilityEnabler::is_enabler_enabled(Enabler p_enabler) const {
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ERR_FAIL_INDEX_V(p_enabler, ENABLER_MAX, false);
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return enabler[p_enabler];
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}
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VisibilityEnabler::VisibilityEnabler() {
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for (int i = 0; i < ENABLER_MAX; i++) {
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enabler[i] = true;
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}
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visible = false;
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}
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