godot/servers/visual/portals/portal_rooms_bsp.h
lawnjelly eb6f98ec55 Portal occlusion culling
Adds support for occlusion culling via rooms and portals.
2021-07-14 11:43:23 +01:00

107 lines
4.8 KiB
C++

/*************************************************************************/
/* 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). */
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/*************************************************************************/
#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<Node, int32_t> _nodes;
LocalVector<int32_t, int32_t> _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<int32_t, int32_t> p_orig_room_ids);
void detect_internal_room_containment(PortalRenderer &r_portal_renderer);
int evaluate_portal(int p_portal_id, const LocalVector<int32_t, int32_t> &p_room_ids, LocalVector<int32_t, int32_t> *r_room_ids_back = nullptr, LocalVector<int32_t, int32_t> *r_room_ids_front = nullptr);
int evaluate_room_split_plane(int p_room_a_id, int p_room_b_id, const LocalVector<int32_t, int32_t> &p_room_ids, Plane &r_plane, LocalVector<int32_t, int32_t> *r_room_ids_back = nullptr, LocalVector<int32_t, int32_t> *r_room_ids_front = nullptr);
int evaluate_plane(const VSPortal *p_portal, const Plane &p_plane, const LocalVector<int32_t, int32_t> &p_room_ids, LocalVector<int32_t, int32_t> *r_room_ids_back = nullptr, LocalVector<int32_t, int32_t> *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<Vector3, int32_t> &p_verts_a, const LocalVector<Vector3, int32_t> &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