d4dc7c4b32
Some logging messages were still being issued when portals/debug/logging was false. This could be annoying in games that stream in parts of levels and repeatedly call `rooms_convert()`. This PR allows all but essential logging to be disabled.
281 lines
11 KiB
C++
281 lines
11 KiB
C++
/*************************************************************************/
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/* room_manager.h */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#ifndef ROOM_MANAGER_H
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#define ROOM_MANAGER_H
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#include "core/local_vector.h"
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#include "room.h"
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#include "spatial.h"
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class Portal;
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class RoomGroup;
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class MeshInstance;
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class GeometryInstance;
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class VisualInstance;
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#define GODOT_PORTAL_WILDCARD ('*')
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class RoomManager : public Spatial {
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GDCLASS(RoomManager, Spatial);
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public:
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enum PVSMode {
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PVS_MODE_DISABLED,
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PVS_MODE_PARTIAL,
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PVS_MODE_FULL,
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};
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void set_roomlist_path(const NodePath &p_path);
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NodePath get_roomlist_path() const {
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return _settings_path_roomlist;
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}
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void set_preview_camera_path(const NodePath &p_path);
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NodePath get_preview_camera_path() const {
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return _settings_path_preview_camera;
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}
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void rooms_set_active(bool p_active);
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bool rooms_get_active() const;
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void set_show_margins(bool p_show);
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bool get_show_margins() const;
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void set_debug_sprawl(bool p_enable);
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bool get_debug_sprawl() const;
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void set_merge_meshes(bool p_enable);
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bool get_merge_meshes() const;
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void set_room_simplify(real_t p_value);
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real_t get_room_simplify() const;
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void set_default_portal_margin(real_t p_dist);
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real_t get_default_portal_margin() const;
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void set_overlap_warning_threshold(int p_value) { _overlap_warning_threshold = p_value; }
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int get_overlap_warning_threshold() const { return (int)_overlap_warning_threshold; }
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void set_portal_depth_limit(int p_limit);
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int get_portal_depth_limit() const { return _settings_portal_depth_limit; }
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void set_roaming_expansion_margin(real_t p_dist);
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real_t get_roaming_expansion_margin() const { return _settings_roaming_expansion_margin; }
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void set_pvs_mode(PVSMode p_mode);
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PVSMode get_pvs_mode() const;
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void set_pvs_filename(String p_filename);
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String get_pvs_filename() const;
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void set_use_secondary_pvs(bool p_enable) { _settings_use_secondary_pvs = p_enable; }
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bool get_use_secondary_pvs() const { return _settings_use_secondary_pvs; }
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void set_gameplay_monitor_enabled(bool p_enable) { _settings_gameplay_monitor_enabled = p_enable; }
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bool get_gameplay_monitor_enabled() const { return _settings_gameplay_monitor_enabled; }
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void rooms_convert();
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void rooms_clear();
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void rooms_flip_portals();
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String get_configuration_warning() const;
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// for internal use in the editor..
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// either we can clear the rooms and unload,
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// or reconvert.
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void _rooms_changed(String p_reason);
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#ifdef TOOLS_ENABLED
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// for a preview, we allow the editor to change the bound
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bool _room_regenerate_bound(Room *p_room);
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#endif
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RoomManager();
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~RoomManager();
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// an easy way of grabbing the active room manager for tools purposes
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#ifdef TOOLS_ENABLED
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static RoomManager *active_room_manager;
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// static versions of functions for use from editor toolbars
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static void static_rooms_set_active(bool p_active);
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static bool static_rooms_get_active();
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static bool static_rooms_get_active_and_loaded();
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static void static_rooms_convert();
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#endif
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private:
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// funcs
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bool resolve_preview_camera_path();
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void _preview_camera_update();
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// conversion
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// FIRST PASS
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void _convert_rooms_recursive(Spatial *p_node, LocalVector<Portal *> &r_portals, LocalVector<RoomGroup *> &r_roomgroups, int p_roomgroup = -1);
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void _convert_room(Spatial *p_node, LocalVector<Portal *> &r_portals, const LocalVector<RoomGroup *> &p_roomgroups, int p_roomgroup);
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int _convert_roomgroup(Spatial *p_node, LocalVector<RoomGroup *> &r_roomgroups);
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void _find_portals_recursive(Spatial *p_node, Room *p_room, LocalVector<Portal *> &r_portals);
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void _convert_portal(Room *p_room, Spatial *p_node, LocalVector<Portal *> &portals);
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// SECOND PASS
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void _second_pass_portals(Spatial *p_roomlist, LocalVector<Portal *> &r_portals);
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void _second_pass_rooms(const LocalVector<RoomGroup *> &p_roomgroups, const LocalVector<Portal *> &p_portals);
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void _second_pass_room(Room *p_room, const LocalVector<RoomGroup *> &p_roomgroups, const LocalVector<Portal *> &p_portals);
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bool _convert_manual_bound(Room *p_room, Spatial *p_node, const LocalVector<Portal *> &p_portals);
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void _check_portal_for_warnings(Portal *p_portal, const AABB &p_room_aabb_without_portals);
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void _process_static(Room *p_room, Spatial *p_node, Vector<Vector3> &r_room_pts, bool p_add_to_portal_renderer);
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void _find_statics_recursive(Room *p_room, Spatial *p_node, Vector<Vector3> &r_room_pts, bool p_add_to_portal_renderer);
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bool _convert_room_hull_preliminary(Room *p_room, const Vector<Vector3> &p_room_pts, const LocalVector<Portal *> &p_portals);
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bool _bound_findpoints_mesh_instance(MeshInstance *p_mi, Vector<Vector3> &r_room_pts, AABB &r_aabb);
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bool _bound_findpoints_geom_instance(GeometryInstance *p_gi, Vector<Vector3> &r_room_pts, AABB &r_aabb);
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// THIRD PASS
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void _autolink_portals(Spatial *p_roomlist, LocalVector<Portal *> &r_portals);
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void _third_pass_rooms(const LocalVector<Portal *> &p_portals);
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bool _convert_room_hull_final(Room *p_room, const LocalVector<Portal *> &p_portals);
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void _build_simplified_bound(const Room *p_room, Geometry::MeshData &r_md, LocalVector<Plane, int32_t> &r_planes, int p_num_portal_planes);
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// AUTOPLACE - automatically place STATIC and DYNAMICs that are not within a room
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// into the most appropriate room, and sprawl
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void _autoplace_recursive(Spatial *p_node);
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bool _autoplace_object(VisualInstance *p_vi);
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// misc
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bool _add_plane_if_unique(const Room *p_room, LocalVector<Plane, int32_t> &r_planes, const Plane &p);
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void _update_portal_gizmos(Spatial *p_node);
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bool _check_roomlist_validity(Node *p_node);
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void _cleanup_after_conversion();
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Error _build_room_convex_hull(const Room *p_room, const Vector<Vector3> &p_points, Geometry::MeshData &r_mesh);
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#ifdef TOOLS_ENABLED
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void _generate_room_overlap_zones();
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#endif
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// merging
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void _merge_meshes_in_room(Room *p_room);
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void _list_mergeable_mesh_instances(Spatial *p_node, LocalVector<MeshInstance *, int32_t> &r_list);
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void _merge_log(String p_string) { debug_print_line(p_string); }
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bool _remove_redundant_dangling_nodes(Spatial *p_node);
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// helper funcs
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bool _name_ends_with(const Node *p_node, String p_postfix) const;
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template <class NODE_TYPE>
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NODE_TYPE *_resolve_path(NodePath p_path) const;
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template <class NODE_TYPE>
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bool _node_is_type(Node *p_node) const;
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template <class T>
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T *_change_node_type(Spatial *p_node, String p_prefix, bool p_delete = true);
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void _update_gizmos_recursive(Node *p_node);
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void _set_owner_recursive(Node *p_node, Node *p_owner);
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void _flip_portals_recursive(Spatial *p_node);
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Error _build_convex_hull(const Vector<Vector3> &p_points, Geometry::MeshData &r_mesh, real_t p_epsilon = 3.0 * UNIT_EPSILON);
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// output strings during conversion process
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void convert_log(String p_string, int p_priority = 0) { debug_print_line(p_string, 1); }
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// only prints when user has set 'debug' in the room manager inspector
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// also does not show in non editor builds
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void debug_print_line(String p_string, int p_priority = 0);
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void show_warning(const String &p_string, bool p_skippable = false, bool p_alert = true);
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public:
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static String _find_name_before(Node *p_node, String p_postfix, bool p_allow_no_postfix = false);
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static real_t _get_default_portal_margin() { return _default_portal_margin; }
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private:
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// accessible from UI
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NodePath _settings_path_roomlist;
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NodePath _settings_path_preview_camera;
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// resolved node
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Spatial *_roomlist = nullptr;
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bool _warning_misnamed_nodes_detected = false;
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bool _warning_portal_link_room_not_found = false;
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bool _warning_portal_autolink_failed = false;
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bool _warning_room_overlap_detected = false;
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// merge suitable meshes in rooms?
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bool _settings_merge_meshes = false;
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// remove redundant childless spatials after merging
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bool _settings_remove_danglers = true;
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bool _active = true;
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// portals, room hulls etc
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bool _show_debug = true;
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bool _debug_sprawl = false;
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// pvs
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PVSMode _pvs_mode = PVS_MODE_PARTIAL;
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String _pvs_filename;
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bool _settings_use_secondary_pvs = false;
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bool _settings_use_simple_pvs = false;
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bool _settings_log_pvs_generation = false;
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bool _settings_use_signals = true;
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bool _settings_gameplay_monitor_enabled = false;
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int _conversion_tick = 0;
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// just used during conversion, could be invalidated
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// later by user deleting rooms etc.
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LocalVector<Room *, int32_t> _rooms;
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// advanced params
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static real_t _default_portal_margin;
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real_t _overlap_warning_threshold = 1.0;
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Room::SimplifyInfo _room_simplify_info;
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int _settings_portal_depth_limit = 16;
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real_t _settings_roaming_expansion_margin = 1.0;
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// debug override camera
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ObjectID _godot_preview_camera_ID = -1;
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// local version of the godot camera frustum,
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// to prevent updating the visual server (and causing
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// a screen refresh) where not necessary.
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Vector3 _godot_camera_pos;
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Vector<Plane> _godot_camera_planes;
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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void _refresh_from_project_settings();
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};
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VARIANT_ENUM_CAST(RoomManager::PVSMode);
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#endif
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