godot/scene/3d/visibility_notifier.cpp
lawnjelly 3d981b8265 Add option to use handles to RID
Adds an option to compile an alternative implementation for RIDs, which allows checks for erroneous usage patterns as well as providing leak tests.
2021-12-06 14:43:34 +00:00

358 lines
11 KiB
C++

/*************************************************************************/
/* visibility_notifier.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 "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<Node *, Variant>::Element *E = nodes.front(); E; E = E->next()) {
_change_node_state(E->key(), true);
}
visible = true;
}
void VisibilityEnabler::_screen_exit() {
for (Map<Node *, Variant>::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<RigidBody>(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<AnimationPlayer>(p_node) || Object::cast_to<AnimationTree>(p_node) || Object::cast_to<AnimationTreePlayer>(p_node)) {
add = true;
}
{
AnimationTree *at = Object::cast_to<AnimationTree>(p_node);
if (at) {
add = true;
}
}
{
AnimationTreePlayer *atp = Object::cast_to<AnimationTreePlayer>(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<Node *, Variant>::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<RigidBody>(p_node);
if (rb) {
rb->set_sleeping(!p_enabled);
}
}
if (enabler[ENABLER_PAUSE_ANIMATIONS]) {
AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(p_node);
if (ap) {
ap->set_active(p_enabled);
} else {
AnimationTree *at = Object::cast_to<AnimationTree>(p_node);
if (at) {
at->set_active(p_enabled);
} else {
AnimationTreePlayer *atp = Object::cast_to<AnimationTreePlayer>(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;
}