godot/scene/3d/visibility_notifier.cpp

390 lines
12 KiB
C++

/*************************************************************************/
/* 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_max_distance(real_t p_max_distance) {
if (p_max_distance > CMP_EPSILON) {
_max_distance = p_max_distance;
_max_distance_squared = _max_distance * _max_distance;
_max_distance_active = true;
// make sure world aabb centre is up to date
if (is_inside_world()) {
AABB world_aabb = get_global_transform().xform(aabb);
_world_aabb_center = world_aabb.get_center();
}
} else {
_max_distance = 0.0;
_max_distance_squared = 0.0;
_max_distance_active = false;
}
}
void VisibilityNotifier::set_aabb(const AABB &p_aabb) {
if (aabb == p_aabb) {
return;
}
aabb = p_aabb;
if (is_inside_world()) {
AABB world_aabb = get_global_transform().xform(aabb);
get_world()->_update_notifier(this, world_aabb);
_world_aabb_center = world_aabb.get_center();
}
_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);
_world_aabb_center = world_aabb.get_center();
_refresh_portal_mode();
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
AABB world_aabb = get_global_transform().xform(aabb);
world->_update_notifier(this, world_aabb);
if (_max_distance_active) {
_world_aabb_center = world_aabb.get_center();
}
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);
ClassDB::bind_method(D_METHOD("set_max_distance", "distance"), &VisibilityNotifier::set_max_distance);
ClassDB::bind_method(D_METHOD("get_max_distance"), &VisibilityNotifier::get_max_distance);
ADD_PROPERTY(PropertyInfo(Variant::AABB, "aabb"), "set_aabb", "get_aabb");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "max_distance", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_max_distance", "get_max_distance");
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;
_max_distance_active = false;
_max_distance = 0.0;
_max_distance_squared = 0.0;
_max_distance_leadin_counter = 1; // this could later be exposed as a property if necessary
}
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;
}