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Portal occlusion culling
Adds support for occlusion culling via rooms and portals.
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65
servers/visual_server_callbacks.cpp
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65
servers/visual_server_callbacks.cpp
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/*************************************************************************/
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/* visual_server_callbacks.cpp */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#include "visual_server_callbacks.h"
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#include "core/object.h"
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void VisualServerCallbacks::lock() {
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mutex.lock();
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}
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void VisualServerCallbacks::unlock() {
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mutex.unlock();
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}
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void VisualServerCallbacks::flush() {
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// should be ok without a lock ..
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// is the most common case and should be quicker
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if (!messages.size()) {
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return;
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}
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lock();
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for (int n = 0; n < messages.size(); n++) {
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const Message &mess = messages[n];
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Object *obj = ObjectDB::get_instance(mess.object_id);
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if (!obj) {
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continue;
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}
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obj->notification_callback(mess.type);
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}
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messages.clear();
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unlock();
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}
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