godot/scene/2d/tile_map.cpp

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/*************************************************************************/
/* tile_map.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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 "tile_map.h"
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#include "io/marshalls.h"
#include "method_bind_ext.gen.inc"
#include "os/os.h"
#include "servers/physics_2d_server.h"
int TileMap::_get_quadrant_size() const {
if (y_sort_mode)
return 1;
else
return quadrant_size;
}
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void TileMap::_notification(int p_what) {
switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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Node2D *c = this;
while (c) {
navigation = Object::cast_to<Navigation2D>(c);
if (navigation) {
break;
}
c = Object::cast_to<Node2D>(c->get_parent());
}
pending_update = true;
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_update_dirty_quadrants();
RID space = get_world_2d()->get_space();
_update_quadrant_transform();
_update_quadrant_space(space);
} break;
case NOTIFICATION_EXIT_TREE: {
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_update_quadrant_space(RID());
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
Quadrant &q = E->get();
if (navigation) {
for (Map<PosKey, Quadrant::NavPoly>::Element *E = q.navpoly_ids.front(); E; E = E->next()) {
navigation->navpoly_remove(E->get().id);
}
q.navpoly_ids.clear();
}
for (Map<PosKey, Quadrant::Occluder>::Element *E = q.occluder_instances.front(); E; E = E->next()) {
VS::get_singleton()->free(E->get().id);
}
q.occluder_instances.clear();
}
navigation = NULL;
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} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
//move stuff
_update_quadrant_transform();
} break;
}
}
void TileMap::_update_quadrant_space(const RID &p_space) {
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for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
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Quadrant &q = E->get();
Physics2DServer::get_singleton()->body_set_space(q.body, p_space);
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}
}
void TileMap::_update_quadrant_transform() {
if (!is_inside_tree())
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return;
Transform2D global_transform = get_global_transform();
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Transform2D nav_rel;
if (navigation)
nav_rel = get_relative_transform_to_parent(navigation);
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
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Quadrant &q = E->get();
Transform2D xform;
xform.set_origin(q.pos);
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xform = global_transform * xform;
Physics2DServer::get_singleton()->body_set_state(q.body, Physics2DServer::BODY_STATE_TRANSFORM, xform);
if (navigation) {
for (Map<PosKey, Quadrant::NavPoly>::Element *E = q.navpoly_ids.front(); E; E = E->next()) {
navigation->navpoly_set_transform(E->get().id, nav_rel * E->get().xform);
}
}
for (Map<PosKey, Quadrant::Occluder>::Element *E = q.occluder_instances.front(); E; E = E->next()) {
VS::get_singleton()->canvas_light_occluder_set_transform(E->get().id, global_transform * E->get().xform);
}
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}
}
void TileMap::set_tileset(const Ref<TileSet> &p_tileset) {
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if (tile_set.is_valid())
tile_set->disconnect("changed", this, "_recreate_quadrants");
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_clear_quadrants();
tile_set = p_tileset;
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if (tile_set.is_valid())
tile_set->connect("changed", this, "_recreate_quadrants");
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else
clear();
_recreate_quadrants();
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emit_signal("settings_changed");
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}
Ref<TileSet> TileMap::get_tileset() const {
return tile_set;
}
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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void TileMap::set_cell_size(Size2 p_size) {
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ERR_FAIL_COND(p_size.x < 1 || p_size.y < 1);
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_clear_quadrants();
cell_size = p_size;
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_recreate_quadrants();
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emit_signal("settings_changed");
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}
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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Size2 TileMap::get_cell_size() const {
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return cell_size;
}
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void TileMap::set_quadrant_size(int p_size) {
ERR_FAIL_COND(p_size < 1);
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_clear_quadrants();
quadrant_size = p_size;
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_recreate_quadrants();
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emit_signal("settings_changed");
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}
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int TileMap::get_quadrant_size() const {
return quadrant_size;
}
void TileMap::_fix_cell_transform(Transform2D &xform, const Cell &p_cell, const Vector2 &p_offset, const Size2 &p_sc) {
Size2 s = p_sc;
Vector2 offset = p_offset;
if (tile_origin == TILE_ORIGIN_BOTTOM_LEFT)
offset.y += cell_size.y;
else if (tile_origin == TILE_ORIGIN_CENTER) {
offset += cell_size / 2;
}
if (s.y > s.x) {
if ((p_cell.flip_h && (p_cell.flip_v || p_cell.transpose)) || (p_cell.flip_v && !p_cell.transpose))
offset.y += s.y - s.x;
} else if (s.y < s.x) {
if ((p_cell.flip_v && (p_cell.flip_h || p_cell.transpose)) || (p_cell.flip_h && !p_cell.transpose))
offset.x += s.x - s.y;
}
if (p_cell.transpose) {
SWAP(xform.elements[0].x, xform.elements[0].y);
SWAP(xform.elements[1].x, xform.elements[1].y);
SWAP(offset.x, offset.y);
SWAP(s.x, s.y);
}
if (p_cell.flip_h) {
xform.elements[0].x = -xform.elements[0].x;
xform.elements[1].x = -xform.elements[1].x;
if (tile_origin == TILE_ORIGIN_TOP_LEFT || tile_origin == TILE_ORIGIN_BOTTOM_LEFT)
offset.x = s.x - offset.x;
else if (tile_origin == TILE_ORIGIN_CENTER)
offset.x = s.x - offset.x / 2;
}
if (p_cell.flip_v) {
xform.elements[0].y = -xform.elements[0].y;
xform.elements[1].y = -xform.elements[1].y;
if (tile_origin == TILE_ORIGIN_TOP_LEFT)
offset.y = s.y - offset.y;
else if (tile_origin == TILE_ORIGIN_BOTTOM_LEFT) {
offset.y += s.y;
} else if (tile_origin == TILE_ORIGIN_CENTER) {
offset.y += s.y;
}
}
xform.elements[2].x += offset.x;
xform.elements[2].y += offset.y;
}
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void TileMap::_update_dirty_quadrants() {
if (!pending_update)
return;
if (!is_inside_tree() || !tile_set.is_valid()) {
pending_update = false;
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return;
}
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VisualServer *vs = VisualServer::get_singleton();
Physics2DServer *ps = Physics2DServer::get_singleton();
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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Vector2 tofs = get_cell_draw_offset();
Vector2 tcenter = cell_size / 2;
Transform2D nav_rel;
if (navigation)
nav_rel = get_relative_transform_to_parent(navigation);
Vector2 qofs;
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SceneTree *st = SceneTree::get_singleton();
Color debug_collision_color;
bool debug_shapes = st && st->is_debugging_collisions_hint();
if (debug_shapes) {
debug_collision_color = st->get_debug_collisions_color();
}
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while (dirty_quadrant_list.first()) {
Quadrant &q = *dirty_quadrant_list.first()->self();
for (List<RID>::Element *E = q.canvas_items.front(); E; E = E->next()) {
vs->free(E->get());
}
q.canvas_items.clear();
ps->body_clear_shapes(q.body);
int shape_idx = 0;
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if (navigation) {
for (Map<PosKey, Quadrant::NavPoly>::Element *E = q.navpoly_ids.front(); E; E = E->next()) {
navigation->navpoly_remove(E->get().id);
}
q.navpoly_ids.clear();
}
for (Map<PosKey, Quadrant::Occluder>::Element *E = q.occluder_instances.front(); E; E = E->next()) {
VS::get_singleton()->free(E->get().id);
}
q.occluder_instances.clear();
Ref<ShaderMaterial> prev_material;
RID prev_canvas_item;
RID prev_debug_canvas_item;
for (int i = 0; i < q.cells.size(); i++) {
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Map<PosKey, Cell>::Element *E = tile_map.find(q.cells[i]);
Cell &c = E->get();
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//moment of truth
if (!tile_set->has_tile(c.id))
continue;
Ref<Texture> tex = tile_set->tile_get_texture(c.id);
Vector2 tile_ofs = tile_set->tile_get_texture_offset(c.id);
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Vector2 wofs = _map_to_world(E->key().x, E->key().y);
Vector2 offset = wofs - q.pos + tofs;
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if (!tex.is_valid())
continue;
Ref<ShaderMaterial> mat = tile_set->tile_get_material(c.id);
RID canvas_item;
RID debug_canvas_item;
if (prev_canvas_item == RID() || prev_material != mat) {
canvas_item = vs->canvas_item_create();
if (mat.is_valid())
vs->canvas_item_set_material(canvas_item, mat->get_rid());
vs->canvas_item_set_parent(canvas_item, get_canvas_item());
_update_item_material_state(canvas_item);
Transform2D xform;
xform.set_origin(q.pos);
vs->canvas_item_set_transform(canvas_item, xform);
vs->canvas_item_set_light_mask(canvas_item, get_light_mask());
q.canvas_items.push_back(canvas_item);
if (debug_shapes) {
debug_canvas_item = vs->canvas_item_create();
vs->canvas_item_set_parent(debug_canvas_item, canvas_item);
vs->canvas_item_set_z_as_relative_to_parent(debug_canvas_item, false);
vs->canvas_item_set_z(debug_canvas_item, VS::CANVAS_ITEM_Z_MAX - 1);
q.canvas_items.push_back(debug_canvas_item);
prev_debug_canvas_item = debug_canvas_item;
}
prev_canvas_item = canvas_item;
prev_material = mat;
} else {
canvas_item = prev_canvas_item;
if (debug_shapes) {
debug_canvas_item = prev_debug_canvas_item;
}
}
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Rect2 r = tile_set->tile_get_region(c.id);
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if (tile_set->tile_get_is_autotile(c.id)) {
int spacing = tile_set->autotile_get_spacing(c.id);
r.size = tile_set->autotile_get_size(c.id);
r.position += (r.size + Vector2(spacing, spacing)) * Vector2(c.autotile_coord_x, c.autotile_coord_y);
}
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Size2 s = tex->get_size();
if (r == Rect2())
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s = tex->get_size();
else {
s = r.size;
}
Rect2 rect;
rect.position = offset.floor();
rect.size = s;
rect.size.x += fp_adjust;
rect.size.y += fp_adjust;
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if (rect.size.y > rect.size.x) {
if ((c.flip_h && (c.flip_v || c.transpose)) || (c.flip_v && !c.transpose))
tile_ofs.y += rect.size.y - rect.size.x;
} else if (rect.size.y < rect.size.x) {
if ((c.flip_v && (c.flip_h || c.transpose)) || (c.flip_h && !c.transpose))
tile_ofs.x += rect.size.x - rect.size.y;
}
/* rect.size.x+=fp_adjust;
rect.size.y+=fp_adjust;*/
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if (c.transpose)
SWAP(tile_ofs.x, tile_ofs.y);
if (c.flip_h) {
rect.size.x = -rect.size.x;
tile_ofs.x = -tile_ofs.x;
}
if (c.flip_v) {
rect.size.y = -rect.size.y;
tile_ofs.y = -tile_ofs.y;
}
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Vector2 center_ofs;
if (tile_origin == TILE_ORIGIN_TOP_LEFT) {
rect.position += tile_ofs;
} else if (tile_origin == TILE_ORIGIN_BOTTOM_LEFT) {
rect.position += tile_ofs;
if (c.transpose) {
if (c.flip_h)
rect.position.x -= cell_size.x;
else
rect.position.x += cell_size.x;
} else {
if (c.flip_v)
rect.position.y -= cell_size.y;
else
rect.position.y += cell_size.y;
}
} else if (tile_origin == TILE_ORIGIN_CENTER) {
rect.position += tile_ofs;
if (c.flip_h)
rect.position.x -= cell_size.x / 2;
else
rect.position.x += cell_size.x / 2;
if (c.flip_v)
rect.position.y -= cell_size.y / 2;
else
rect.position.y += cell_size.y / 2;
}
Ref<Texture> normal_map = tile_set->tile_get_normal_map(c.id);
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Color modulate = tile_set->tile_get_modulate(c.id);
Color self_modulate = get_self_modulate();
modulate = Color(modulate.r * self_modulate.r, modulate.g * self_modulate.g,
modulate.b * self_modulate.b, modulate.a * self_modulate.a);
if (r == Rect2()) {
tex->draw_rect(canvas_item, rect, false, modulate, c.transpose, normal_map);
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} else {
tex->draw_rect_region(canvas_item, rect, r, modulate, c.transpose, normal_map, clip_uv);
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}
Vector<TileSet::ShapeData> shapes = tile_set->tile_get_shapes(c.id);
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for (int i = 0; i < shapes.size(); i++) {
Ref<Shape2D> shape = shapes[i].shape;
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if (shape.is_valid()) {
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if (!tile_set->tile_get_is_autotile(c.id) || (shapes[i].autotile_coord.x == c.autotile_coord_x && shapes[i].autotile_coord.y == c.autotile_coord_y)) {
Transform2D xform;
xform.set_origin(offset.floor());
Vector2 shape_ofs = tile_set->tile_get_shape_offset(c.id, i);
_fix_cell_transform(xform, c, shape_ofs + center_ofs, s);
if (debug_canvas_item.is_valid()) {
vs->canvas_item_add_set_transform(debug_canvas_item, xform);
shape->draw(debug_canvas_item, debug_collision_color);
}
ps->body_add_shape(q.body, shape->get_rid(), xform);
ps->body_set_shape_metadata(q.body, shape_idx, Vector2(E->key().x, E->key().y));
ps->body_set_shape_as_one_way_collision(q.body, shape_idx, shapes[i].one_way_collision);
shape_idx++;
}
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}
}
if (debug_canvas_item.is_valid()) {
vs->canvas_item_add_set_transform(debug_canvas_item, Transform2D());
}
if (navigation) {
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Ref<NavigationPolygon> navpoly;
Vector2 npoly_ofs;
if (tile_set->tile_get_is_autotile(c.id)) {
navpoly = tile_set->autotile_get_navigation_polygon(c.id, Vector2(c.autotile_coord_x, c.autotile_coord_y));
npoly_ofs = Vector2();
} else {
navpoly = tile_set->tile_get_navigation_polygon(c.id);
npoly_ofs = tile_set->tile_get_navigation_polygon_offset(c.id);
}
if (navpoly.is_valid()) {
Transform2D xform;
xform.set_origin(offset.floor() + q.pos);
_fix_cell_transform(xform, c, npoly_ofs + center_ofs, s);
int pid = navigation->navpoly_add(navpoly, nav_rel * xform);
Quadrant::NavPoly np;
np.id = pid;
np.xform = xform;
q.navpoly_ids[E->key()] = np;
}
}
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Ref<OccluderPolygon2D> occluder;
if (tile_set->tile_get_is_autotile(c.id)) {
occluder = tile_set->autotile_get_light_occluder(c.id, Vector2(c.autotile_coord_x, c.autotile_coord_y));
} else {
occluder = tile_set->tile_get_light_occluder(c.id);
}
if (occluder.is_valid()) {
Vector2 occluder_ofs = tile_set->tile_get_occluder_offset(c.id);
Transform2D xform;
xform.set_origin(offset.floor() + q.pos);
_fix_cell_transform(xform, c, occluder_ofs + center_ofs, s);
RID orid = VS::get_singleton()->canvas_light_occluder_create();
VS::get_singleton()->canvas_light_occluder_set_transform(orid, get_global_transform() * xform);
VS::get_singleton()->canvas_light_occluder_set_polygon(orid, occluder->get_rid());
VS::get_singleton()->canvas_light_occluder_attach_to_canvas(orid, get_canvas());
VS::get_singleton()->canvas_light_occluder_set_light_mask(orid, occluder_light_mask);
Quadrant::Occluder oc;
oc.xform = xform;
oc.id = orid;
q.occluder_instances[E->key()] = oc;
}
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}
dirty_quadrant_list.remove(dirty_quadrant_list.first());
quadrant_order_dirty = true;
2014-02-10 01:10:30 +00:00
}
pending_update = false;
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if (quadrant_order_dirty) {
int index = -0x80000000; //always must be drawn below children
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
Quadrant &q = E->get();
for (List<RID>::Element *E = q.canvas_items.front(); E; E = E->next()) {
VS::get_singleton()->canvas_item_set_draw_index(E->get(), index++);
}
}
quadrant_order_dirty = false;
}
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_recompute_rect_cache();
}
void TileMap::_recompute_rect_cache() {
#ifdef DEBUG_ENABLED
if (!rect_cache_dirty)
return;
Rect2 r_total;
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
2014-02-10 01:10:30 +00:00
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
Rect2 r;
r.position = _map_to_world(E->key().x * _get_quadrant_size(), E->key().y * _get_quadrant_size());
r.expand_to(_map_to_world(E->key().x * _get_quadrant_size() + _get_quadrant_size(), E->key().y * _get_quadrant_size()));
r.expand_to(_map_to_world(E->key().x * _get_quadrant_size() + _get_quadrant_size(), E->key().y * _get_quadrant_size() + _get_quadrant_size()));
r.expand_to(_map_to_world(E->key().x * _get_quadrant_size(), E->key().y * _get_quadrant_size() + _get_quadrant_size()));
if (E == quadrant_map.front())
r_total = r;
2014-02-10 01:10:30 +00:00
else
r_total = r_total.merge(r);
2014-02-10 01:10:30 +00:00
}
if (r_total == Rect2()) {
rect_cache = Rect2(-10, -10, 20, 20);
2014-02-10 01:10:30 +00:00
} else {
rect_cache = r_total.grow(MAX(cell_size.x, cell_size.y) * _get_quadrant_size());
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}
item_rect_changed();
rect_cache_dirty = false;
2014-02-10 01:10:30 +00:00
#endif
}
Map<TileMap::PosKey, TileMap::Quadrant>::Element *TileMap::_create_quadrant(const PosKey &p_qk) {
2014-02-10 01:10:30 +00:00
Transform2D xform;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
//xform.set_origin(Point2(p_qk.x,p_qk.y)*cell_size*quadrant_size);
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Quadrant q;
q.pos = _map_to_world(p_qk.x * _get_quadrant_size(), p_qk.y * _get_quadrant_size());
q.pos += get_cell_draw_offset();
if (tile_origin == TILE_ORIGIN_CENTER)
q.pos += cell_size / 2;
else if (tile_origin == TILE_ORIGIN_BOTTOM_LEFT)
q.pos.y += cell_size.y;
xform.set_origin(q.pos);
//q.canvas_item = VisualServer::get_singleton()->canvas_item_create();
q.body = Physics2DServer::get_singleton()->body_create();
Physics2DServer::get_singleton()->body_set_mode(q.body, use_kinematic ? Physics2DServer::BODY_MODE_KINEMATIC : Physics2DServer::BODY_MODE_STATIC);
Physics2DServer::get_singleton()->body_attach_object_instance_id(q.body, get_instance_id());
2017-06-13 15:45:01 +00:00
Physics2DServer::get_singleton()->body_set_collision_layer(q.body, collision_layer);
Physics2DServer::get_singleton()->body_set_collision_mask(q.body, collision_mask);
Physics2DServer::get_singleton()->body_set_param(q.body, Physics2DServer::BODY_PARAM_FRICTION, friction);
Physics2DServer::get_singleton()->body_set_param(q.body, Physics2DServer::BODY_PARAM_BOUNCE, bounce);
if (is_inside_tree()) {
2014-02-10 01:10:30 +00:00
xform = get_global_transform() * xform;
RID space = get_world_2d()->get_space();
Physics2DServer::get_singleton()->body_set_space(q.body, space);
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}
Physics2DServer::get_singleton()->body_set_state(q.body, Physics2DServer::BODY_STATE_TRANSFORM, xform);
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rect_cache_dirty = true;
quadrant_order_dirty = true;
return quadrant_map.insert(p_qk, q);
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}
void TileMap::_erase_quadrant(Map<PosKey, Quadrant>::Element *Q) {
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Quadrant &q = Q->get();
Physics2DServer::get_singleton()->free(q.body);
for (List<RID>::Element *E = q.canvas_items.front(); E; E = E->next()) {
VisualServer::get_singleton()->free(E->get());
}
q.canvas_items.clear();
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if (q.dirty_list.in_list())
dirty_quadrant_list.remove(&q.dirty_list);
if (navigation) {
for (Map<PosKey, Quadrant::NavPoly>::Element *E = q.navpoly_ids.front(); E; E = E->next()) {
navigation->navpoly_remove(E->get().id);
}
q.navpoly_ids.clear();
}
for (Map<PosKey, Quadrant::Occluder>::Element *E = q.occluder_instances.front(); E; E = E->next()) {
VS::get_singleton()->free(E->get().id);
}
q.occluder_instances.clear();
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quadrant_map.erase(Q);
rect_cache_dirty = true;
2014-02-10 01:10:30 +00:00
}
void TileMap::_make_quadrant_dirty(Map<PosKey, Quadrant>::Element *Q) {
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Quadrant &q = Q->get();
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if (!q.dirty_list.in_list())
dirty_quadrant_list.add(&q.dirty_list);
if (pending_update)
return;
pending_update = true;
if (!is_inside_tree())
2014-02-10 01:10:30 +00:00
return;
call_deferred("_update_dirty_quadrants");
}
void TileMap::set_cellv(const Vector2 &p_pos, int p_tile, bool p_flip_x, bool p_flip_y, bool p_transpose) {
set_cell(p_pos.x, p_pos.y, p_tile, p_flip_x, p_flip_y, p_transpose);
}
2014-02-10 01:10:30 +00:00
2017-10-22 01:42:23 +00:00
void TileMap::set_cell(int p_x, int p_y, int p_tile, bool p_flip_x, bool p_flip_y, bool p_transpose, Vector2 p_autotile_coord) {
2014-02-10 01:10:30 +00:00
PosKey pk(p_x, p_y);
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Map<PosKey, Cell>::Element *E = tile_map.find(pk);
if (!E && p_tile == INVALID_CELL)
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return; //nothing to do
PosKey qk(p_x / _get_quadrant_size(), p_y / _get_quadrant_size());
if (p_tile == INVALID_CELL) {
2014-02-10 01:10:30 +00:00
//erase existing
tile_map.erase(pk);
Map<PosKey, Quadrant>::Element *Q = quadrant_map.find(qk);
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ERR_FAIL_COND(!Q);
Quadrant &q = Q->get();
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q.cells.erase(pk);
if (q.cells.size() == 0)
2014-02-10 01:10:30 +00:00
_erase_quadrant(Q);
else
_make_quadrant_dirty(Q);
return;
}
Map<PosKey, Quadrant>::Element *Q = quadrant_map.find(qk);
2014-02-10 01:10:30 +00:00
if (!E) {
E = tile_map.insert(pk, Cell());
if (!Q) {
Q = _create_quadrant(qk);
}
Quadrant &q = Q->get();
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q.cells.insert(pk);
} else {
ERR_FAIL_COND(!Q); // quadrant should exist...
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if (E->get().id == p_tile && E->get().flip_h == p_flip_x && E->get().flip_v == p_flip_y && E->get().transpose == p_transpose && E->get().autotile_coord_x == (uint16_t)p_autotile_coord.x && E->get().autotile_coord_y == (uint16_t)p_autotile_coord.y)
2014-02-10 01:10:30 +00:00
return; //nothing changed
}
Cell &c = E->get();
c.id = p_tile;
c.flip_h = p_flip_x;
c.flip_v = p_flip_y;
c.transpose = p_transpose;
2017-10-22 01:42:23 +00:00
c.autotile_coord_x = (uint16_t)p_autotile_coord.x;
c.autotile_coord_y = (uint16_t)p_autotile_coord.y;
2014-02-10 01:10:30 +00:00
_make_quadrant_dirty(Q);
used_size_cache_dirty = true;
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}
int TileMap::get_cellv(const Vector2 &p_pos) const {
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return get_cell(p_pos.x, p_pos.y);
2016-02-06 12:27:26 +00:00
}
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void TileMap::make_bitmask_area_dirty(const Vector2 &p_pos) {
for (int x = p_pos.x - 1; x <= p_pos.x + 1; x++) {
2017-12-01 00:50:09 +00:00
for (int y = p_pos.y - 1; y <= p_pos.y + 1; y++) {
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PosKey p(x, y);
if (dirty_bitmask.find(p) == NULL) {
dirty_bitmask.push_back(p);
}
}
}
}
void TileMap::update_bitmask_area(const Vector2 &p_pos) {
for (int x = p_pos.x - 1; x <= p_pos.x + 1; x++) {
for (int y = p_pos.y - 1; y <= p_pos.y + 1; y++) {
update_cell_bitmask(x, y);
}
}
}
void TileMap::update_cell_bitmask(int p_x, int p_y) {
PosKey p(p_x, p_y);
Map<PosKey, Cell>::Element *E = tile_map.find(p);
if (E != NULL) {
int id = get_cell(p_x, p_y);
if (tile_set->tile_get_is_autotile(id)) {
uint16_t mask = 0;
if (tile_set->autotile_get_bitmask_mode(id) == TileSet::BITMASK_2X2) {
if (tile_set->is_tile_bound(id, get_cell(p_x - 1, p_y - 1)) && tile_set->is_tile_bound(id, get_cell(p_x, p_y - 1)) && tile_set->is_tile_bound(id, get_cell(p_x - 1, p_y))) {
mask |= TileSet::BIND_TOPLEFT;
}
if (tile_set->is_tile_bound(id, get_cell(p_x + 1, p_y - 1)) && tile_set->is_tile_bound(id, get_cell(p_x, p_y - 1)) && tile_set->is_tile_bound(id, get_cell(p_x + 1, p_y))) {
mask |= TileSet::BIND_TOPRIGHT;
}
if (tile_set->is_tile_bound(id, get_cell(p_x - 1, p_y + 1)) && tile_set->is_tile_bound(id, get_cell(p_x, p_y + 1)) && tile_set->is_tile_bound(id, get_cell(p_x - 1, p_y))) {
mask |= TileSet::BIND_BOTTOMLEFT;
}
if (tile_set->is_tile_bound(id, get_cell(p_x + 1, p_y + 1)) && tile_set->is_tile_bound(id, get_cell(p_x, p_y + 1)) && tile_set->is_tile_bound(id, get_cell(p_x + 1, p_y))) {
mask |= TileSet::BIND_BOTTOMRIGHT;
}
} else if (tile_set->autotile_get_bitmask_mode(id) == TileSet::BITMASK_3X3) {
if (tile_set->is_tile_bound(id, get_cell(p_x - 1, p_y - 1)) && tile_set->is_tile_bound(id, get_cell(p_x, p_y - 1)) && tile_set->is_tile_bound(id, get_cell(p_x - 1, p_y))) {
mask |= TileSet::BIND_TOPLEFT;
}
if (tile_set->is_tile_bound(id, get_cell(p_x, p_y - 1))) {
mask |= TileSet::BIND_TOP;
}
if (tile_set->is_tile_bound(id, get_cell(p_x + 1, p_y - 1)) && tile_set->is_tile_bound(id, get_cell(p_x, p_y - 1)) && tile_set->is_tile_bound(id, get_cell(p_x + 1, p_y))) {
mask |= TileSet::BIND_TOPRIGHT;
}
if (tile_set->is_tile_bound(id, get_cell(p_x - 1, p_y))) {
mask |= TileSet::BIND_LEFT;
}
mask |= TileSet::BIND_CENTER;
if (tile_set->is_tile_bound(id, get_cell(p_x + 1, p_y))) {
mask |= TileSet::BIND_RIGHT;
}
if (tile_set->is_tile_bound(id, get_cell(p_x - 1, p_y + 1)) && tile_set->is_tile_bound(id, get_cell(p_x, p_y + 1)) && tile_set->is_tile_bound(id, get_cell(p_x - 1, p_y))) {
mask |= TileSet::BIND_BOTTOMLEFT;
}
if (tile_set->is_tile_bound(id, get_cell(p_x, p_y + 1))) {
mask |= TileSet::BIND_BOTTOM;
}
if (tile_set->is_tile_bound(id, get_cell(p_x + 1, p_y + 1)) && tile_set->is_tile_bound(id, get_cell(p_x, p_y + 1)) && tile_set->is_tile_bound(id, get_cell(p_x + 1, p_y))) {
mask |= TileSet::BIND_BOTTOMRIGHT;
}
}
Vector2 coord = tile_set->autotile_get_subtile_for_bitmask(id, mask, this, Vector2(p_x, p_y));
E->get().autotile_coord_x = (int)coord.x;
E->get().autotile_coord_y = (int)coord.y;
2017-12-01 00:50:09 +00:00
PosKey qk(p_x / _get_quadrant_size(), p_y / _get_quadrant_size());
Map<PosKey, Quadrant>::Element *Q = quadrant_map.find(qk);
_make_quadrant_dirty(Q);
2017-10-22 01:42:23 +00:00
} else {
E->get().autotile_coord_x = 0;
E->get().autotile_coord_y = 0;
}
}
}
void TileMap::update_dirty_bitmask() {
while (dirty_bitmask.size() > 0) {
update_cell_bitmask(dirty_bitmask[0].x, dirty_bitmask[0].y);
dirty_bitmask.pop_front();
}
}
int TileMap::get_cell(int p_x, int p_y) const {
2014-02-10 01:10:30 +00:00
PosKey pk(p_x, p_y);
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const Map<PosKey, Cell>::Element *E = tile_map.find(pk);
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if (!E)
return INVALID_CELL;
return E->get().id;
}
bool TileMap::is_cell_x_flipped(int p_x, int p_y) const {
2014-02-10 01:10:30 +00:00
PosKey pk(p_x, p_y);
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const Map<PosKey, Cell>::Element *E = tile_map.find(pk);
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if (!E)
return false;
return E->get().flip_h;
}
bool TileMap::is_cell_y_flipped(int p_x, int p_y) const {
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PosKey pk(p_x, p_y);
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const Map<PosKey, Cell>::Element *E = tile_map.find(pk);
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if (!E)
return false;
return E->get().flip_v;
}
bool TileMap::is_cell_transposed(int p_x, int p_y) const {
2015-01-19 13:07:25 +00:00
PosKey pk(p_x, p_y);
2015-01-19 13:07:25 +00:00
const Map<PosKey, Cell>::Element *E = tile_map.find(pk);
2015-01-19 13:07:25 +00:00
if (!E)
return false;
return E->get().transpose;
}
2014-02-10 01:10:30 +00:00
2017-12-01 00:50:09 +00:00
void TileMap::set_cell_autotile_coord(int p_x, int p_y, const Vector2 &p_coord) {
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PosKey pk(p_x, p_y);
const Map<PosKey, Cell>::Element *E = tile_map.find(pk);
if (!E)
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return;
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2017-12-01 00:50:09 +00:00
Cell c = E->get();
c.autotile_coord_x = p_coord.x;
c.autotile_coord_y = p_coord.y;
tile_map[pk] = c;
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}
2017-12-01 00:50:09 +00:00
Vector2 TileMap::get_cell_autotile_coord(int p_x, int p_y) const {
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PosKey pk(p_x, p_y);
const Map<PosKey, Cell>::Element *E = tile_map.find(pk);
if (!E)
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return Vector2();
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2017-12-01 00:50:09 +00:00
return Vector2(E->get().autotile_coord_x, E->get().autotile_coord_y);
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}
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void TileMap::_recreate_quadrants() {
_clear_quadrants();
for (Map<PosKey, Cell>::Element *E = tile_map.front(); E; E = E->next()) {
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PosKey qk(E->key().x / _get_quadrant_size(), E->key().y / _get_quadrant_size());
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Map<PosKey, Quadrant>::Element *Q = quadrant_map.find(qk);
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if (!Q) {
Q = _create_quadrant(qk);
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dirty_quadrant_list.add(&Q->get().dirty_list);
}
Q->get().cells.insert(E->key());
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
_make_quadrant_dirty(Q);
2014-02-10 01:10:30 +00:00
}
}
void TileMap::_clear_quadrants() {
while (quadrant_map.size()) {
_erase_quadrant(quadrant_map.front());
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}
}
void TileMap::set_material(const Ref<Material> &p_material) {
CanvasItem::set_material(p_material);
_update_all_items_material_state();
}
void TileMap::set_use_parent_material(bool p_use_parent_material) {
CanvasItem::set_use_parent_material(p_use_parent_material);
_update_all_items_material_state();
}
void TileMap::_update_all_items_material_state() {
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
Quadrant &q = E->get();
for (List<RID>::Element *E = q.canvas_items.front(); E; E = E->next()) {
_update_item_material_state(E->get());
}
}
}
void TileMap::_update_item_material_state(const RID &p_canvas_item) {
VS::get_singleton()->canvas_item_set_use_parent_material(p_canvas_item, get_use_parent_material() || get_material().is_valid());
}
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void TileMap::clear() {
_clear_quadrants();
tile_map.clear();
used_size_cache_dirty = true;
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}
void TileMap::_set_tile_data(const PoolVector<int> &p_data) {
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int c = p_data.size();
PoolVector<int>::Read r = p_data.read();
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int offset = (format == FORMAT_2) ? 3 : 2;
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clear();
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for (int i = 0; i < c; i += offset) {
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const uint8_t *ptr = (const uint8_t *)&r[i];
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uint8_t local[12];
for (int j = 0; j < ((format == FORMAT_2) ? 12 : 8); j++)
local[j] = ptr[j];
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#ifdef BIG_ENDIAN_ENABLED
SWAP(local[0], local[3]);
SWAP(local[1], local[2]);
SWAP(local[4], local[7]);
SWAP(local[5], local[6]);
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//TODO: ask someone to check this...
if (FORMAT == FORMAT_2) {
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SWAP(local[8], local[11]);
SWAP(local[9], local[10]);
}
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#endif
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int16_t x = decode_uint16(&local[0]);
int16_t y = decode_uint16(&local[2]);
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uint32_t v = decode_uint32(&local[4]);
bool flip_h = v & (1 << 29);
bool flip_v = v & (1 << 30);
bool transpose = v & (1 << 31);
v &= (1 << 29) - 1;
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int16_t coord_x;
int16_t coord_y;
if (format == FORMAT_2) {
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coord_x = decode_uint16(&local[8]);
coord_y = decode_uint16(&local[10]);
}
/*
if (x<-20 || y <-20 || x>4000 || y>4000)
continue;
*/
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set_cell(x, y, v, flip_h, flip_v, transpose, Vector2(coord_x, coord_y));
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}
}
PoolVector<int> TileMap::_get_tile_data() const {
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PoolVector<int> data;
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data.resize(tile_map.size() * 3);
PoolVector<int>::Write w = data.write();
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format = FORMAT_2;
int idx = 0;
for (const Map<PosKey, Cell>::Element *E = tile_map.front(); E; E = E->next()) {
uint8_t *ptr = (uint8_t *)&w[idx];
encode_uint16(E->key().x, &ptr[0]);
encode_uint16(E->key().y, &ptr[2]);
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uint32_t val = E->get().id;
if (E->get().flip_h)
val |= (1 << 29);
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if (E->get().flip_v)
val |= (1 << 30);
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if (E->get().transpose)
val |= (1 << 31);
encode_uint32(val, &ptr[4]);
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encode_uint16(E->get().autotile_coord_x, &ptr[8]);
encode_uint16(E->get().autotile_coord_y, &ptr[10]);
idx += 3;
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}
w = PoolVector<int>::Write();
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return data;
}
Rect2 TileMap::_edit_get_rect() const {
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const_cast<TileMap *>(this)->_update_dirty_quadrants();
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return rect_cache;
}
void TileMap::set_collision_layer(uint32_t p_layer) {
collision_layer = p_layer;
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
Quadrant &q = E->get();
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Physics2DServer::get_singleton()->body_set_collision_layer(q.body, collision_layer);
}
}
void TileMap::set_collision_mask(uint32_t p_mask) {
collision_mask = p_mask;
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
Quadrant &q = E->get();
Physics2DServer::get_singleton()->body_set_collision_mask(q.body, collision_mask);
}
}
void TileMap::set_collision_layer_bit(int p_bit, bool p_value) {
uint32_t layer = get_collision_layer();
if (p_value)
layer |= 1 << p_bit;
else
layer &= ~(1 << p_bit);
set_collision_layer(layer);
}
void TileMap::set_collision_mask_bit(int p_bit, bool p_value) {
uint32_t mask = get_collision_mask();
if (p_value)
mask |= 1 << p_bit;
else
mask &= ~(1 << p_bit);
set_collision_mask(mask);
}
bool TileMap::get_collision_use_kinematic() const {
return use_kinematic;
}
void TileMap::set_collision_use_kinematic(bool p_use_kinematic) {
_clear_quadrants();
use_kinematic = p_use_kinematic;
_recreate_quadrants();
}
void TileMap::set_collision_friction(float p_friction) {
friction = p_friction;
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
Quadrant &q = E->get();
Physics2DServer::get_singleton()->body_set_param(q.body, Physics2DServer::BODY_PARAM_FRICTION, p_friction);
}
}
float TileMap::get_collision_friction() const {
return friction;
}
void TileMap::set_collision_bounce(float p_bounce) {
bounce = p_bounce;
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
Quadrant &q = E->get();
Physics2DServer::get_singleton()->body_set_param(q.body, Physics2DServer::BODY_PARAM_BOUNCE, p_bounce);
}
}
float TileMap::get_collision_bounce() const {
return bounce;
}
uint32_t TileMap::get_collision_layer() const {
return collision_layer;
}
uint32_t TileMap::get_collision_mask() const {
return collision_mask;
}
bool TileMap::get_collision_layer_bit(int p_bit) const {
return get_collision_layer() & (1 << p_bit);
}
bool TileMap::get_collision_mask_bit(int p_bit) const {
return get_collision_mask() & (1 << p_bit);
}
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
void TileMap::set_mode(Mode p_mode) {
_clear_quadrants();
mode = p_mode;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
_recreate_quadrants();
emit_signal("settings_changed");
}
TileMap::Mode TileMap::get_mode() const {
return mode;
}
void TileMap::set_half_offset(HalfOffset p_half_offset) {
_clear_quadrants();
half_offset = p_half_offset;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
_recreate_quadrants();
emit_signal("settings_changed");
}
void TileMap::set_tile_origin(TileOrigin p_tile_origin) {
_clear_quadrants();
tile_origin = p_tile_origin;
_recreate_quadrants();
emit_signal("settings_changed");
}
TileMap::TileOrigin TileMap::get_tile_origin() const {
return tile_origin;
}
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
Vector2 TileMap::get_cell_draw_offset() const {
switch (mode) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
case MODE_SQUARE: {
return Vector2();
} break;
case MODE_ISOMETRIC: {
return Vector2(-cell_size.x * 0.5, 0);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
} break;
case MODE_CUSTOM: {
Vector2 min;
min.x = MIN(custom_transform[0].x, min.x);
min.y = MIN(custom_transform[0].y, min.y);
min.x = MIN(custom_transform[1].x, min.x);
min.y = MIN(custom_transform[1].y, min.y);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
return min;
} break;
}
return Vector2();
}
TileMap::HalfOffset TileMap::get_half_offset() const {
return half_offset;
}
Transform2D TileMap::get_cell_transform() const {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
switch (mode) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
case MODE_SQUARE: {
Transform2D m;
m[0] *= cell_size.x;
m[1] *= cell_size.y;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
return m;
} break;
case MODE_ISOMETRIC: {
//isometric only makes sense when y is positive in both x and y vectors, otherwise
//the drawing of tiles will overlap
Transform2D m;
m[0] = Vector2(cell_size.x * 0.5, cell_size.y * 0.5);
m[1] = Vector2(-cell_size.x * 0.5, cell_size.y * 0.5);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
return m;
} break;
case MODE_CUSTOM: {
return custom_transform;
} break;
}
return Transform2D();
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
}
void TileMap::set_custom_transform(const Transform2D &p_xform) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
_clear_quadrants();
custom_transform = p_xform;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
_recreate_quadrants();
emit_signal("settings_changed");
}
Transform2D TileMap::get_custom_transform() const {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
return custom_transform;
}
Vector2 TileMap::_map_to_world(int p_x, int p_y, bool p_ignore_ofs) const {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
Vector2 ret = get_cell_transform().xform(Vector2(p_x, p_y));
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
if (!p_ignore_ofs) {
switch (half_offset) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
case HALF_OFFSET_X: {
if (ABS(p_y) & 1) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
ret += get_cell_transform()[0] * 0.5;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
}
} break;
case HALF_OFFSET_Y: {
if (ABS(p_x) & 1) {
ret += get_cell_transform()[1] * 0.5;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
}
} break;
default: {}
}
}
return ret;
}
2017-10-22 01:42:23 +00:00
bool TileMap::_set(const StringName &p_name, const Variant &p_value) {
if (p_name == "format") {
if (p_value.get_type() == Variant::INT) {
format = (DataFormat)(p_value.operator int64_t());
return true;
}
} else if (p_name == "tile_data") {
if (p_value.is_array()) {
_set_tile_data(p_value);
return true;
}
return false;
}
return false;
}
bool TileMap::_get(const StringName &p_name, Variant &r_ret) const {
if (p_name == "format") {
r_ret = FORMAT_2;
2017-10-22 01:42:23 +00:00
return true;
} else if (p_name == "tile_data") {
r_ret = _get_tile_data();
return true;
}
return false;
}
void TileMap::_get_property_list(List<PropertyInfo> *p_list) const {
PropertyInfo p(Variant::INT, "format", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR);
p_list->push_back(p);
p = PropertyInfo(Variant::OBJECT, "tile_data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR);
p_list->push_back(p);
}
Vector2 TileMap::map_to_world(const Vector2 &p_pos, bool p_ignore_ofs) const {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
return _map_to_world(p_pos.x, p_pos.y, p_ignore_ofs);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
}
2017-10-22 01:42:23 +00:00
Vector2 TileMap::world_to_map(const Vector2 &p_pos) const {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
Vector2 ret = get_cell_transform().affine_inverse().xform(p_pos);
switch (half_offset) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
case HALF_OFFSET_X: {
if (ret.y > 0 ? int(ret.y) & 1 : (int(ret.y) - 1) & 1) {
ret.x -= 0.5;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
}
} break;
case HALF_OFFSET_Y: {
if (ret.x > 0 ? int(ret.x) & 1 : (int(ret.x) - 1) & 1) {
ret.y -= 0.5;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
}
} break;
default: {}
}
return ret.floor();
}
void TileMap::set_y_sort_mode(bool p_enable) {
_clear_quadrants();
y_sort_mode = p_enable;
VS::get_singleton()->canvas_item_set_sort_children_by_y(get_canvas_item(), y_sort_mode);
_recreate_quadrants();
emit_signal("settings_changed");
}
bool TileMap::is_y_sort_mode_enabled() const {
return y_sort_mode;
}
Array TileMap::get_used_cells() const {
Array a;
a.resize(tile_map.size());
int i = 0;
for (Map<PosKey, Cell>::Element *E = tile_map.front(); E; E = E->next()) {
Vector2 p(E->key().x, E->key().y);
a[i++] = p;
}
return a;
}
2017-08-02 10:40:32 +00:00
Array TileMap::get_used_cells_by_id(int p_id) const {
Array a;
for (Map<PosKey, Cell>::Element *E = tile_map.front(); E; E = E->next()) {
if (E->value().id == p_id) {
Vector2 p(E->key().x, E->key().y);
a.push_back(p);
}
}
return a;
}
Rect2 TileMap::get_used_rect() { // Not const because of cache
if (used_size_cache_dirty) {
if (tile_map.size() > 0) {
used_size_cache = Rect2(tile_map.front()->key().x, tile_map.front()->key().y, 0, 0);
for (Map<PosKey, Cell>::Element *E = tile_map.front(); E; E = E->next()) {
used_size_cache.expand_to(Vector2(E->key().x, E->key().y));
}
used_size_cache.size += Vector2(1, 1);
} else {
used_size_cache = Rect2();
}
used_size_cache_dirty = false;
}
return used_size_cache;
}
void TileMap::set_occluder_light_mask(int p_mask) {
occluder_light_mask = p_mask;
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
for (Map<PosKey, Quadrant::Occluder>::Element *F = E->get().occluder_instances.front(); F; F = F->next()) {
VisualServer::get_singleton()->canvas_light_occluder_set_light_mask(F->get().id, occluder_light_mask);
}
}
}
int TileMap::get_occluder_light_mask() const {
return occluder_light_mask;
}
void TileMap::set_light_mask(int p_light_mask) {
CanvasItem::set_light_mask(p_light_mask);
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
for (List<RID>::Element *F = E->get().canvas_items.front(); F; F = F->next()) {
VisualServer::get_singleton()->canvas_item_set_light_mask(F->get(), get_light_mask());
}
}
}
void TileMap::set_clip_uv(bool p_enable) {
if (clip_uv == p_enable)
return;
_clear_quadrants();
clip_uv = p_enable;
_recreate_quadrants();
}
bool TileMap::get_clip_uv() const {
return clip_uv;
}
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void TileMap::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_tileset", "tileset"), &TileMap::set_tileset);
ClassDB::bind_method(D_METHOD("get_tileset"), &TileMap::get_tileset);
2014-02-10 01:10:30 +00:00
ClassDB::bind_method(D_METHOD("set_mode", "mode"), &TileMap::set_mode);
ClassDB::bind_method(D_METHOD("get_mode"), &TileMap::get_mode);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
ClassDB::bind_method(D_METHOD("set_half_offset", "half_offset"), &TileMap::set_half_offset);
ClassDB::bind_method(D_METHOD("get_half_offset"), &TileMap::get_half_offset);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
ClassDB::bind_method(D_METHOD("set_custom_transform", "custom_transform"), &TileMap::set_custom_transform);
ClassDB::bind_method(D_METHOD("get_custom_transform"), &TileMap::get_custom_transform);
2014-02-10 01:10:30 +00:00
ClassDB::bind_method(D_METHOD("set_cell_size", "size"), &TileMap::set_cell_size);
ClassDB::bind_method(D_METHOD("get_cell_size"), &TileMap::get_cell_size);
2014-02-10 01:10:30 +00:00
ClassDB::bind_method(D_METHOD("_set_old_cell_size", "size"), &TileMap::_set_old_cell_size);
ClassDB::bind_method(D_METHOD("_get_old_cell_size"), &TileMap::_get_old_cell_size);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
ClassDB::bind_method(D_METHOD("set_quadrant_size", "size"), &TileMap::set_quadrant_size);
ClassDB::bind_method(D_METHOD("get_quadrant_size"), &TileMap::get_quadrant_size);
2014-02-10 01:10:30 +00:00
ClassDB::bind_method(D_METHOD("set_tile_origin", "origin"), &TileMap::set_tile_origin);
ClassDB::bind_method(D_METHOD("get_tile_origin"), &TileMap::get_tile_origin);
ClassDB::bind_method(D_METHOD("set_clip_uv", "enable"), &TileMap::set_clip_uv);
ClassDB::bind_method(D_METHOD("get_clip_uv"), &TileMap::get_clip_uv);
ClassDB::bind_method(D_METHOD("set_y_sort_mode", "enable"), &TileMap::set_y_sort_mode);
ClassDB::bind_method(D_METHOD("is_y_sort_mode_enabled"), &TileMap::is_y_sort_mode_enabled);
ClassDB::bind_method(D_METHOD("set_collision_use_kinematic", "use_kinematic"), &TileMap::set_collision_use_kinematic);
ClassDB::bind_method(D_METHOD("get_collision_use_kinematic"), &TileMap::get_collision_use_kinematic);
ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &TileMap::set_collision_layer);
ClassDB::bind_method(D_METHOD("get_collision_layer"), &TileMap::get_collision_layer);
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &TileMap::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &TileMap::get_collision_mask);
2014-02-10 01:10:30 +00:00
ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &TileMap::set_collision_layer_bit);
ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &TileMap::get_collision_layer_bit);
ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &TileMap::set_collision_mask_bit);
ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &TileMap::get_collision_mask_bit);
ClassDB::bind_method(D_METHOD("set_collision_friction", "value"), &TileMap::set_collision_friction);
ClassDB::bind_method(D_METHOD("get_collision_friction"), &TileMap::get_collision_friction);
ClassDB::bind_method(D_METHOD("set_collision_bounce", "value"), &TileMap::set_collision_bounce);
ClassDB::bind_method(D_METHOD("get_collision_bounce"), &TileMap::get_collision_bounce);
ClassDB::bind_method(D_METHOD("set_occluder_light_mask", "mask"), &TileMap::set_occluder_light_mask);
ClassDB::bind_method(D_METHOD("get_occluder_light_mask"), &TileMap::get_occluder_light_mask);
ClassDB::bind_method(D_METHOD("set_cell", "x", "y", "tile", "flip_x", "flip_y", "transpose", "autotile_coord"), &TileMap::set_cell, DEFVAL(false), DEFVAL(false), DEFVAL(false), DEFVAL(Vector2()));
ClassDB::bind_method(D_METHOD("set_cellv", "position", "tile", "flip_x", "flip_y", "transpose"), &TileMap::set_cellv, DEFVAL(false), DEFVAL(false), DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_cell", "x", "y"), &TileMap::get_cell);
ClassDB::bind_method(D_METHOD("get_cellv", "position"), &TileMap::get_cellv);
ClassDB::bind_method(D_METHOD("is_cell_x_flipped", "x", "y"), &TileMap::is_cell_x_flipped);
ClassDB::bind_method(D_METHOD("is_cell_y_flipped", "x", "y"), &TileMap::is_cell_y_flipped);
ClassDB::bind_method(D_METHOD("is_cell_transposed", "x", "y"), &TileMap::is_cell_transposed);
2014-02-10 01:10:30 +00:00
ClassDB::bind_method(D_METHOD("clear"), &TileMap::clear);
2014-02-10 01:10:30 +00:00
ClassDB::bind_method(D_METHOD("get_used_cells"), &TileMap::get_used_cells);
2017-08-02 10:40:32 +00:00
ClassDB::bind_method(D_METHOD("get_used_cells_by_id", "id"), &TileMap::get_used_cells_by_id);
ClassDB::bind_method(D_METHOD("get_used_rect"), &TileMap::get_used_rect);
ClassDB::bind_method(D_METHOD("map_to_world", "map_position", "ignore_half_ofs"), &TileMap::map_to_world, DEFVAL(false));
ClassDB::bind_method(D_METHOD("world_to_map", "world_position"), &TileMap::world_to_map);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
ClassDB::bind_method(D_METHOD("_clear_quadrants"), &TileMap::_clear_quadrants);
ClassDB::bind_method(D_METHOD("_recreate_quadrants"), &TileMap::_recreate_quadrants);
ClassDB::bind_method(D_METHOD("_update_dirty_quadrants"), &TileMap::_update_dirty_quadrants);
2014-02-10 01:10:30 +00:00
ClassDB::bind_method(D_METHOD("_set_tile_data"), &TileMap::_set_tile_data);
ClassDB::bind_method(D_METHOD("_get_tile_data"), &TileMap::_get_tile_data);
2014-02-10 01:10:30 +00:00
ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Square,Isometric,Custom"), "set_mode", "get_mode");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "tile_set", PROPERTY_HINT_RESOURCE_TYPE, "TileSet"), "set_tileset", "get_tileset");
ADD_GROUP("Cell", "cell_");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "cell_size", PROPERTY_HINT_RANGE, "1,8192,1"), "set_cell_size", "get_cell_size");
ADD_PROPERTY(PropertyInfo(Variant::INT, "cell_quadrant_size", PROPERTY_HINT_RANGE, "1,128,1"), "set_quadrant_size", "get_quadrant_size");
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "cell_custom_transform"), "set_custom_transform", "get_custom_transform");
ADD_PROPERTY(PropertyInfo(Variant::INT, "cell_half_offset", PROPERTY_HINT_ENUM, "Offset X,Offset Y,Disabled"), "set_half_offset", "get_half_offset");
ADD_PROPERTY(PropertyInfo(Variant::INT, "cell_tile_origin", PROPERTY_HINT_ENUM, "Top Left,Center,Bottom Left"), "set_tile_origin", "get_tile_origin");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cell_y_sort"), "set_y_sort_mode", "is_y_sort_mode_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cell_clip_uv"), "set_clip_uv", "get_clip_uv");
ADD_GROUP("Collision", "collision_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collision_use_kinematic", PROPERTY_HINT_NONE, ""), "set_collision_use_kinematic", "get_collision_use_kinematic");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision_friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_collision_friction", "get_collision_friction");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision_bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_collision_bounce", "get_collision_bounce");
2017-06-13 15:45:01 +00:00
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_layer", "get_collision_layer");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_GROUP("Occluder", "occluder_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "occluder_light_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_occluder_light_mask", "get_occluder_light_mask");
2014-02-10 01:10:30 +00:00
2014-04-19 19:46:52 +00:00
ADD_SIGNAL(MethodInfo("settings_changed"));
BIND_CONSTANT(INVALID_CELL);
BIND_ENUM_CONSTANT(MODE_SQUARE);
BIND_ENUM_CONSTANT(MODE_ISOMETRIC);
BIND_ENUM_CONSTANT(MODE_CUSTOM);
BIND_ENUM_CONSTANT(HALF_OFFSET_X);
BIND_ENUM_CONSTANT(HALF_OFFSET_Y);
BIND_ENUM_CONSTANT(HALF_OFFSET_DISABLED);
BIND_ENUM_CONSTANT(TILE_ORIGIN_TOP_LEFT);
BIND_ENUM_CONSTANT(TILE_ORIGIN_CENTER);
BIND_ENUM_CONSTANT(TILE_ORIGIN_BOTTOM_LEFT);
2014-02-10 01:10:30 +00:00
}
TileMap::TileMap() {
rect_cache_dirty = true;
used_size_cache_dirty = true;
pending_update = false;
quadrant_order_dirty = false;
quadrant_size = 16;
cell_size = Size2(64, 64);
collision_layer = 1;
collision_mask = 1;
friction = 1;
bounce = 0;
mode = MODE_SQUARE;
half_offset = HALF_OFFSET_DISABLED;
use_kinematic = false;
navigation = NULL;
y_sort_mode = false;
occluder_light_mask = 1;
clip_uv = false;
format = FORMAT_1; //Always initialize with the lowest format
fp_adjust = 0.00001;
tile_origin = TILE_ORIGIN_TOP_LEFT;
set_notify_transform(true);
2014-02-10 01:10:30 +00:00
}
TileMap::~TileMap() {
clear();
}