godot/scene/resources/world_3d.cpp

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/*************************************************************************/
/* world_3d.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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 "world_3d.h"
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#include "core/math/camera_matrix.h"
#include "core/math/octree.h"
#include "scene/3d/camera_3d.h"
#include "scene/3d/visibility_notifier_3d.h"
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#include "scene/scene_string_names.h"
struct SpatialIndexer {
Octree<VisibilityNotifier3D> octree;
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struct NotifierData {
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AABB aabb;
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OctreeElementID id;
};
Map<VisibilityNotifier3D *, NotifierData> notifiers;
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struct CameraData {
Map<VisibilityNotifier3D *, uint64_t> notifiers;
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};
Map<Camera3D *, CameraData> cameras;
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enum {
VISIBILITY_CULL_MAX = 32768
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};
Vector<VisibilityNotifier3D *> cull;
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bool changed;
uint64_t pass;
uint64_t last_frame;
void _notifier_add(VisibilityNotifier3D *p_notifier, const AABB &p_rect) {
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ERR_FAIL_COND(notifiers.has(p_notifier));
notifiers[p_notifier].aabb = p_rect;
notifiers[p_notifier].id = octree.create(p_notifier, p_rect);
changed = true;
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}
void _notifier_update(VisibilityNotifier3D *p_notifier, const AABB &p_rect) {
Map<VisibilityNotifier3D *, NotifierData>::Element *E = notifiers.find(p_notifier);
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ERR_FAIL_COND(!E);
if (E->get().aabb == p_rect)
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return;
E->get().aabb = p_rect;
octree.move(E->get().id, E->get().aabb);
changed = true;
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}
void _notifier_remove(VisibilityNotifier3D *p_notifier) {
Map<VisibilityNotifier3D *, NotifierData>::Element *E = notifiers.find(p_notifier);
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ERR_FAIL_COND(!E);
octree.erase(E->get().id);
notifiers.erase(p_notifier);
List<Camera3D *> removed;
for (Map<Camera3D *, CameraData>::Element *F = cameras.front(); F; F = F->next()) {
Map<VisibilityNotifier3D *, uint64_t>::Element *G = F->get().notifiers.find(p_notifier);
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if (G) {
F->get().notifiers.erase(G);
removed.push_back(F->key());
}
}
while (!removed.empty()) {
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p_notifier->_exit_camera(removed.front()->get());
removed.pop_front();
}
changed = true;
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}
void _add_camera(Camera3D *p_camera) {
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ERR_FAIL_COND(cameras.has(p_camera));
CameraData vd;
cameras[p_camera] = vd;
changed = true;
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}
void _update_camera(Camera3D *p_camera) {
Map<Camera3D *, CameraData>::Element *E = cameras.find(p_camera);
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ERR_FAIL_COND(!E);
changed = true;
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}
void _remove_camera(Camera3D *p_camera) {
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ERR_FAIL_COND(!cameras.has(p_camera));
List<VisibilityNotifier3D *> removed;
for (Map<VisibilityNotifier3D *, uint64_t>::Element *E = cameras[p_camera].notifiers.front(); E; E = E->next()) {
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removed.push_back(E->key());
}
while (!removed.empty()) {
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removed.front()->get()->_exit_camera(p_camera);
removed.pop_front();
}
cameras.erase(p_camera);
}
void _update(uint64_t p_frame) {
if (p_frame == last_frame)
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return;
last_frame = p_frame;
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if (!changed)
return;
for (Map<Camera3D *, CameraData>::Element *E = cameras.front(); E; E = E->next()) {
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pass++;
Camera3D *c = E->key();
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Vector<Plane> planes = c->get_frustum();
int culled = octree.cull_convex(planes, cull.ptrw(), cull.size());
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VisibilityNotifier3D **ptr = cull.ptrw();
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List<VisibilityNotifier3D *> added;
List<VisibilityNotifier3D *> removed;
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for (int i = 0; i < culled; i++) {
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//notifiers in frustum
Map<VisibilityNotifier3D *, uint64_t>::Element *H = E->get().notifiers.find(ptr[i]);
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if (!H) {
E->get().notifiers.insert(ptr[i], pass);
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added.push_back(ptr[i]);
} else {
H->get() = pass;
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}
}
for (Map<VisibilityNotifier3D *, uint64_t>::Element *F = E->get().notifiers.front(); F; F = F->next()) {
if (F->get() != pass)
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removed.push_back(F->key());
}
while (!added.empty()) {
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added.front()->get()->_enter_camera(E->key());
added.pop_front();
}
while (!removed.empty()) {
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E->get().notifiers.erase(removed.front()->get());
removed.front()->get()->_exit_camera(E->key());
removed.pop_front();
}
}
changed = false;
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}
SpatialIndexer() {
pass = 0;
last_frame = 0;
changed = false;
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cull.resize(VISIBILITY_CULL_MAX);
}
};
void World3D::_register_camera(Camera3D *p_camera) {
#ifndef _3D_DISABLED
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indexer->_add_camera(p_camera);
#endif
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}
void World3D::_update_camera(Camera3D *p_camera) {
#ifndef _3D_DISABLED
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indexer->_update_camera(p_camera);
#endif
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}
void World3D::_remove_camera(Camera3D *p_camera) {
#ifndef _3D_DISABLED
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indexer->_remove_camera(p_camera);
#endif
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}
void World3D::_register_notifier(VisibilityNotifier3D *p_notifier, const AABB &p_rect) {
#ifndef _3D_DISABLED
indexer->_notifier_add(p_notifier, p_rect);
#endif
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}
void World3D::_update_notifier(VisibilityNotifier3D *p_notifier, const AABB &p_rect) {
#ifndef _3D_DISABLED
indexer->_notifier_update(p_notifier, p_rect);
#endif
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}
void World3D::_remove_notifier(VisibilityNotifier3D *p_notifier) {
#ifndef _3D_DISABLED
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indexer->_notifier_remove(p_notifier);
#endif
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}
void World3D::_update(uint64_t p_frame) {
#ifndef _3D_DISABLED
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indexer->_update(p_frame);
#endif
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}
RID World3D::get_space() const {
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return space;
}
RID World3D::get_scenario() const {
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return scenario;
}
void World3D::set_environment(const Ref<Environment> &p_environment) {
if (environment == p_environment) {
return;
}
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environment = p_environment;
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if (environment.is_valid())
RS::get_singleton()->scenario_set_environment(scenario, environment->get_rid());
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else
RS::get_singleton()->scenario_set_environment(scenario, RID());
emit_changed();
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}
Ref<Environment> World3D::get_environment() const {
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return environment;
}
void World3D::set_fallback_environment(const Ref<Environment> &p_environment) {
if (fallback_environment == p_environment) {
return;
}
fallback_environment = p_environment;
if (fallback_environment.is_valid())
RS::get_singleton()->scenario_set_fallback_environment(scenario, p_environment->get_rid());
else
RS::get_singleton()->scenario_set_fallback_environment(scenario, RID());
emit_changed();
}
Ref<Environment> World3D::get_fallback_environment() const {
return fallback_environment;
}
void World3D::set_camera_effects(const Ref<CameraEffects> &p_camera_effects) {
camera_effects = p_camera_effects;
if (camera_effects.is_valid())
RS::get_singleton()->scenario_set_camera_effects(scenario, camera_effects->get_rid());
else
RS::get_singleton()->scenario_set_camera_effects(scenario, RID());
}
Ref<CameraEffects> World3D::get_camera_effects() const {
return camera_effects;
}
PhysicsDirectSpaceState3D *World3D::get_direct_space_state() {
return PhysicsServer3D::get_singleton()->space_get_direct_state(space);
}
void World3D::get_camera_list(List<Camera3D *> *r_cameras) {
for (Map<Camera3D *, SpatialIndexer::CameraData>::Element *E = indexer->cameras.front(); E; E = E->next()) {
r_cameras->push_back(E->key());
}
}
void World3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_space"), &World3D::get_space);
ClassDB::bind_method(D_METHOD("get_scenario"), &World3D::get_scenario);
ClassDB::bind_method(D_METHOD("set_environment", "env"), &World3D::set_environment);
ClassDB::bind_method(D_METHOD("get_environment"), &World3D::get_environment);
ClassDB::bind_method(D_METHOD("set_fallback_environment", "env"), &World3D::set_fallback_environment);
ClassDB::bind_method(D_METHOD("get_fallback_environment"), &World3D::get_fallback_environment);
ClassDB::bind_method(D_METHOD("set_camera_effects", "env"), &World3D::set_camera_effects);
ClassDB::bind_method(D_METHOD("get_camera_effects"), &World3D::get_camera_effects);
ClassDB::bind_method(D_METHOD("get_direct_space_state"), &World3D::get_direct_space_state);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_environment", "get_environment");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "fallback_environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_fallback_environment", "get_fallback_environment");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "camera_effects", PROPERTY_HINT_RESOURCE_TYPE, "CameraEffects"), "set_camera_effects", "get_camera_effects");
ADD_PROPERTY(PropertyInfo(Variant::_RID, "space", PROPERTY_HINT_NONE, "", 0), "", "get_space");
ADD_PROPERTY(PropertyInfo(Variant::_RID, "scenario", PROPERTY_HINT_NONE, "", 0), "", "get_scenario");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "direct_space_state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectSpaceState3D", 0), "", "get_direct_space_state");
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}
World3D::World3D() {
space = PhysicsServer3D::get_singleton()->space_create();
scenario = RenderingServer::get_singleton()->scenario_create();
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PhysicsServer3D::get_singleton()->space_set_active(space, true);
PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY, GLOBAL_DEF("physics/3d/default_gravity", 9.8));
PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_DEF("physics/3d/default_gravity_vector", Vector3(0, -1, 0)));
PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_LINEAR_DAMP, GLOBAL_DEF("physics/3d/default_linear_damp", 0.1));
ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/default_linear_damp", PropertyInfo(Variant::FLOAT, "physics/3d/default_linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"));
PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP, GLOBAL_DEF("physics/3d/default_angular_damp", 0.1));
ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/default_angular_damp", PropertyInfo(Variant::FLOAT, "physics/3d/default_angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"));
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#ifdef _3D_DISABLED
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indexer = nullptr;
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#else
indexer = memnew(SpatialIndexer);
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#endif
}
World3D::~World3D() {
PhysicsServer3D::get_singleton()->free(space);
RenderingServer::get_singleton()->free(scenario);
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#ifndef _3D_DISABLED
memdelete(indexer);
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#endif
}