godot/scene/3d/room_manager.h
lawnjelly 06d66488c2 Portals - Add the ability to autoplace static objects
In order to make level building easier, the system can now support STATIC and DYNAMIC objects in the roomlist that are not placed in rooms. The system will automatically place them in the appropriate room.
2021-07-20 13:24:30 +01:00

280 lines
11 KiB
C++

/*************************************************************************/
/* room_manager.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). */
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/*************************************************************************/
#ifndef ROOM_MANAGER_H
#define ROOM_MANAGER_H
#include "core/local_vector.h"
#include "room.h"
#include "spatial.h"
class Portal;
class RoomGroup;
class MeshInstance;
class GeometryInstance;
class VisualInstance;
#define GODOT_PORTAL_DELINEATOR String("_")
#define GODOT_PORTAL_WILDCARD String("*")
class RoomManager : public Spatial {
GDCLASS(RoomManager, Spatial);
public:
enum PVSMode {
PVS_MODE_DISABLED,
PVS_MODE_PARTIAL,
PVS_MODE_FULL,
};
void set_roomlist_path(const NodePath &p_path);
NodePath get_roomlist_path() const {
return _settings_path_roomlist;
}
void set_preview_camera_path(const NodePath &p_path);
NodePath get_preview_camera_path() const {
return _settings_path_preview_camera;
}
void rooms_set_active(bool p_active);
bool rooms_get_active() const;
void set_show_debug(bool p_show);
bool get_show_debug() const;
void set_show_margins(bool p_show);
bool get_show_margins() const;
void set_debug_sprawl(bool p_enable);
bool get_debug_sprawl() const;
void set_merge_meshes(bool p_enable);
bool get_merge_meshes() const;
void set_remove_danglers(bool p_enable);
bool get_remove_danglers() const;
void set_room_simplify(real_t p_value);
real_t get_room_simplify() const;
void set_default_portal_margin(real_t p_dist);
real_t get_default_portal_margin() const;
void set_overlap_warning_threshold(int p_value) { _overlap_warning_threshold = p_value; }
int get_overlap_warning_threshold() const { return (int)_overlap_warning_threshold; }
void set_portal_depth_limit(int p_limit);
int get_portal_depth_limit() const { return _settings_portal_depth_limit; }
void set_flip_portal_meshes(bool p_flip);
bool get_flip_portal_meshes() const;
void set_pvs_mode(PVSMode p_mode);
PVSMode get_pvs_mode() const;
void set_pvs_filename(String p_filename);
String get_pvs_filename() const;
void set_use_secondary_pvs(bool p_enable) { _settings_use_secondary_pvs = p_enable; }
bool get_use_secondary_pvs() const { return _settings_use_secondary_pvs; }
void set_use_signals(bool p_enable) { _settings_use_signals = p_enable; }
bool get_use_signals() const { return _settings_use_signals; }
void set_gameplay_monitor_enabled(bool p_enable) { _settings_gameplay_monitor_enabled = p_enable; }
bool get_gameplay_monitor_enabled() const { return _settings_gameplay_monitor_enabled; }
void rooms_convert();
void rooms_clear();
void rooms_flip_portals();
String get_configuration_warning() const;
// for internal use in the editor..
// either we can clear the rooms and unload,
// or reconvert.
void _rooms_changed();
#ifdef TOOLS_ENABLED
// for a preview, we allow the editor to change the bound
bool _room_regenerate_bound(Room *p_room);
#endif
RoomManager();
~RoomManager();
// an easy way of grabbing the active room manager for tools purposes
#ifdef TOOLS_ENABLED
static RoomManager *active_room_manager;
#endif
private:
// funcs
bool resolve_preview_camera_path();
void _preview_camera_update();
// conversion
// FIRST PASS
void _convert_rooms_recursive(Spatial *p_node, LocalVector<Portal *> &r_portals, LocalVector<RoomGroup *> &r_roomgroups, int p_roomgroup = -1);
void _convert_room(Spatial *p_node, LocalVector<Portal *> &r_portals, const LocalVector<RoomGroup *> &p_roomgroups, int p_roomgroup);
int _convert_roomgroup(Spatial *p_node, LocalVector<RoomGroup *> &r_roomgroups);
void _find_portals_recursive(Spatial *p_node, Room *p_room, LocalVector<Portal *> &r_portals);
void _convert_portal(Room *p_room, Spatial *p_node, LocalVector<Portal *> &portals);
// SECOND PASS
void _second_pass_portals(Spatial *p_roomlist, LocalVector<Portal *> &r_portals);
void _second_pass_rooms(const LocalVector<RoomGroup *> &p_roomgroups, const LocalVector<Portal *> &p_portals);
void _second_pass_room(Room *p_room, const LocalVector<RoomGroup *> &p_roomgroups, const LocalVector<Portal *> &p_portals);
bool _convert_manual_bound(Room *p_room, Spatial *p_node, const LocalVector<Portal *> &p_portals);
void _check_portal_for_warnings(Portal *p_portal, const AABB &p_room_aabb_without_portals);
void _process_static(Room *p_room, Spatial *p_node, Vector<Vector3> &r_room_pts, bool p_add_to_portal_renderer);
void _find_statics_recursive(Room *p_room, Spatial *p_node, Vector<Vector3> &r_room_pts, bool p_add_to_portal_renderer);
bool _convert_room_hull_preliminary(Room *p_room, const Vector<Vector3> &p_room_pts, const LocalVector<Portal *> &p_portals);
bool _bound_findpoints_mesh_instance(MeshInstance *p_mi, Vector<Vector3> &r_room_pts, AABB &r_aabb);
bool _bound_findpoints_geom_instance(GeometryInstance *p_gi, Vector<Vector3> &r_room_pts, AABB &r_aabb);
// THIRD PASS
void _autolink_portals(Spatial *p_roomlist, LocalVector<Portal *> &r_portals);
void _third_pass_rooms(const LocalVector<Portal *> &p_portals);
bool _convert_room_hull_final(Room *p_room, const LocalVector<Portal *> &p_portals);
void _build_simplified_bound(const Room *p_room, Geometry::MeshData &r_md, LocalVector<Plane, int32_t> &r_planes, int p_num_portal_planes);
// AUTOPLACE - automatically place STATIC and DYNAMICs that are not within a room
// into the most appropriate room, and sprawl
void _autoplace_recursive(Spatial *p_node);
bool _autoplace_object(VisualInstance *p_vi);
// misc
bool _add_plane_if_unique(const Room *p_room, LocalVector<Plane, int32_t> &r_planes, const Plane &p);
void _update_portal_margins(Spatial *p_node, real_t p_margin);
bool _check_roomlist_validity(Node *p_node);
void _cleanup_after_conversion();
Error _build_room_convex_hull(const Room *p_room, const Vector<Vector3> &p_points, Geometry::MeshData &r_mesh);
#ifdef TOOLS_ENABLED
void _generate_room_overlap_zones();
#endif
// merging
void _merge_meshes_in_room(Room *p_room);
void _list_mergeable_mesh_instances(Spatial *p_node, LocalVector<MeshInstance *, int32_t> &r_list);
void _merge_log(String p_string) { debug_print_line(p_string); }
bool _remove_redundant_dangling_nodes(Spatial *p_node);
// helper funcs
bool _name_starts_with(const Node *p_node, String p_search_string, bool p_allow_no_delineator = false);
void _check_for_misnamed_node(const Node *p_node, String p_start_string);
template <class NODE_TYPE>
NODE_TYPE *_resolve_path(NodePath p_path) const;
template <class NODE_TYPE>
bool _node_is_type(Node *p_node) const;
template <class T>
T *_change_node_type(Spatial *p_node, String p_prefix, bool p_delete = true);
void _update_gizmos_recursive(Node *p_node);
void _set_owner_recursive(Node *p_node, Node *p_owner);
void _flip_portals_recursive(Spatial *p_node);
Error _build_convex_hull(const Vector<Vector3> &p_points, Geometry::MeshData &r_mesh, real_t p_epsilon = 3.0 * UNIT_EPSILON);
// output strings during conversion process
void convert_log(String p_string, int p_priority = 0) { debug_print_line(p_string, 1); }
// only prints when user has set 'debug' in the room manager inspector
// also does not show in non editor builds
void debug_print_line(String p_string, int p_priority = 0);
public:
static String _find_name_after(Node *p_node, String p_string_start);
static void show_warning(const String &p_string, const String &p_extra_string = "", bool p_alert = true);
private:
// accessible from UI
NodePath _settings_path_roomlist;
NodePath _settings_path_preview_camera;
// resolved node
Spatial *_roomlist = nullptr;
bool _warning_misnamed_nodes_detected = false;
bool _warning_portal_link_room_not_found = false;
bool _warning_portal_autolink_failed = false;
bool _warning_room_overlap_detected = false;
// merge suitable meshes in rooms?
bool _settings_merge_meshes = false;
// remove redundant childless spatials after merging
bool _settings_remove_danglers = true;
bool _active = true;
// portals, room hulls etc
bool _show_debug = true;
bool _debug_sprawl = false;
// pvs
PVSMode _pvs_mode = PVS_MODE_PARTIAL;
String _pvs_filename;
bool _settings_use_secondary_pvs = false;
bool _settings_use_signals = true;
bool _settings_gameplay_monitor_enabled = false;
int _conversion_tick = 0;
// just used during conversion, could be invalidated
// later by user deleting rooms etc.
LocalVector<Room *, int32_t> _rooms;
// advanced params
real_t _default_portal_margin = 1.0;
real_t _overlap_warning_threshold = 1.0;
Room::SimplifyInfo _room_simplify_info;
int _settings_portal_depth_limit = 16;
// debug override camera
ObjectID _godot_preview_camera_ID = -1;
// local version of the godot camera frustum,
// to prevent updating the visual server (and causing
// a screen refresh) where not necessary.
Vector3 _godot_camera_pos;
Vector<Plane> _godot_camera_planes;
protected:
static void _bind_methods();
void _notification(int p_what);
};
VARIANT_ENUM_CAST(RoomManager::PVSMode);
#endif