godot/scene/2d/tile_map.cpp

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/*************************************************************************/
/* tile_map.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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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"
#include "io/marshalls.h"
#include "servers/physics_2d_server.h"
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#include "method_bind_ext.inc"
#include "os/os.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) {
case NOTIFICATION_ENTER_TREE: {
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Node2D *c=this;
while(c) {
navigation=c->cast_to<Navigation2D>();
if (navigation) {
break;
}
c=c->get_parent()->cast_to<Node2D>();
}
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pending_update=true;
_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) {
for (Map<PosKey,Quadrant>::Element *E=quadrant_map.front();E;E=E->next()) {
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;
Matrix32 global_transform = get_global_transform();
Matrix32 nav_rel;
if (navigation)
nav_rel = get_relative_transform_to_parent(navigation);
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for (Map<PosKey,Quadrant>::Element *E=quadrant_map.front();E;E=E->next()) {
Quadrant &q=E->get();
Matrix32 xform;
xform.set_origin( q.pos );
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) {
if (tile_set.is_valid())
tile_set->disconnect("changed",this,"_recreate_quadrants");
_clear_quadrants();
tile_set=p_tileset;
if (tile_set.is_valid())
tile_set->connect("changed",this,"_recreate_quadrants");
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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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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ERR_FAIL_COND(p_size.x<1 || p_size.y<1);
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_clear_quadrants();
cell_size=p_size;
_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;
}
void TileMap::set_quadrant_size(int p_size) {
ERR_FAIL_COND(p_size<1);
_clear_quadrants();
quadrant_size=p_size;
_recreate_quadrants();
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emit_signal("settings_changed");
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}
int TileMap::get_quadrant_size() const {
return quadrant_size;
}
void TileMap::set_center_x(bool p_enable) {
center_x=p_enable;
_recreate_quadrants();
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emit_signal("settings_changed");
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}
bool TileMap::get_center_x() const {
return center_x;
}
void TileMap::set_center_y(bool p_enable) {
center_y=p_enable;
_recreate_quadrants();
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emit_signal("settings_changed");
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}
bool TileMap::get_center_y() const {
return center_y;
}
void TileMap::_fix_cell_transform(Matrix32& 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;
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;
}
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) {
if(p_cell.transpose)
offset.y+=s.y;
else
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())
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return;
if (!tile_set.is_valid())
return;
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)
2014-10-03 03:10:51 +00:00
Vector2 tofs = get_cell_draw_offset();
Vector2 tcenter = cell_size/2;
Matrix32 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<CanvasItemMaterial> prev_material;
RID prev_canvas_item;
RID prev_debug_canvas_item;
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for(int i=0;i<q.cells.size();i++) {
Map<PosKey,Cell>::Element *E=tile_map.find( q.cells[i] );
Cell &c=E->get();
//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<CanvasItemMaterial> 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() );
Matrix32 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);
Size2 s = tex->get_size();
if (r==Rect2())
s = tex->get_size();
else {
s = r.size;
r.pos.x+=fp_adjust;
r.pos.y+=fp_adjust;
r.size.x-=fp_adjust*2.0;
r.size.y-=fp_adjust*2.0;
}
Rect2 rect;
rect.pos=offset.floor();
rect.size=s;
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) {
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rect.size.x=-rect.size.x;
tile_ofs.x=-tile_ofs.x;
}
if (c.flip_v) {
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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.pos+=tile_ofs;
} else if (tile_origin==TILE_ORIGIN_BOTTOM_LEFT) {
rect.pos+=tile_ofs;
if(c.transpose)
{
if(c.flip_h)
rect.pos.x-=cell_size.x;
else
rect.pos.x+=cell_size.x;
} else {
if(c.flip_v)
rect.pos.y-=cell_size.y;
else
rect.pos.y+=cell_size.y;
}
} else if (tile_origin==TILE_ORIGIN_CENTER) {
rect.pos+=tcenter;
Vector2 center = (s/2) - tile_ofs;
center_ofs=tcenter-(s/2);
if (c.flip_h)
rect.pos.x-=s.x-center.x;
else
rect.pos.x-=center.x;
if (c.flip_v)
rect.pos.y-=s.y-center.y;
else
rect.pos.y-=center.y;
}
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if (r==Rect2()) {
tex->draw_rect(canvas_item,rect,false,Color(1,1,1),c.transpose);
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} else {
tex->draw_rect_region(canvas_item,rect,r,Color(1,1,1),c.transpose);
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}
Vector< Ref<Shape2D> > shapes = tile_set->tile_get_shapes(c.id);
for(int i=0;i<shapes.size();i++) {
Ref<Shape2D> shape = shapes[i];
if (shape.is_valid()) {
Vector2 shape_ofs = tile_set->tile_get_shape_offset(c.id);
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Matrix32 xform;
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xform.set_origin(offset.floor());
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_fix_cell_transform(xform,c,shape_ofs+center_ofs,s);
if (debug_canvas_item) {
vs->canvas_item_add_set_transform(debug_canvas_item,xform);
shape->draw(debug_canvas_item,debug_collision_color);
}
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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));
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}
}
if (debug_canvas_item) {
vs->canvas_item_add_set_transform(debug_canvas_item,Matrix32());
}
if (navigation) {
Ref<NavigationPolygon> navpoly = tile_set->tile_get_navigation_polygon(c.id);
if (navpoly.is_valid()) {
Vector2 npoly_ofs = tile_set->tile_get_navigation_polygon_offset(c.id);
Matrix32 xform;
xform.set_origin(offset.floor()+q.pos);
_fix_cell_transform(xform,c,npoly_ofs+center_ofs,s);
int pid = navigation->navpoly_create(navpoly,nav_rel * xform);
Quadrant::NavPoly np;
np.id=pid;
np.xform=xform;
q.navpoly_ids[E->key()]=np;
}
}
Ref<OccluderPolygon2D> occluder=tile_set->tile_get_light_occluder(c.id);
if (occluder.is_valid()) {
Vector2 occluder_ofs = tile_set->tile_get_occluder_offset(c.id);
Matrix32 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;
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}
pending_update=false;
if (quadrant_order_dirty) {
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_raise(E->get());
}
}
quadrant_order_dirty=false;
}
for(int i=0;i<get_child_count();i++) {
CanvasItem *c=get_child(i)->cast_to<CanvasItem>();
if (c)
VS::get_singleton()->canvas_item_raise(c->get_canvas_item());
}
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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()) {
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.pos=_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()) );
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if (E==quadrant_map.front())
r_total=r;
else
r_total=r_total.merge(r);
}
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if (r_total==Rect2()) {
rect_cache=Rect2(-10,-10,20,20);
} else {
rect_cache=r_total.grow(MAX(cell_size.x,cell_size.y)*_get_quadrant_size());
2014-02-10 01:10:30 +00:00
}
item_rect_changed();
rect_cache_dirty=false;
#endif
}
Map<TileMap::PosKey,TileMap::Quadrant>::Element *TileMap::_create_quadrant(const PosKey& p_qk) {
Matrix32 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);
2014-02-10 01:10:30 +00:00
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;
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( q.pos );
// q.canvas_item = VisualServer::get_singleton()->canvas_item_create();
q.body=Physics2DServer::get_singleton()->body_create(use_kinematic?Physics2DServer::BODY_MODE_KINEMATIC:Physics2DServer::BODY_MODE_STATIC);
Physics2DServer::get_singleton()->body_attach_object_instance_ID(q.body,get_instance_ID());
Physics2DServer::get_singleton()->body_set_layer_mask(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);
2014-02-10 01:10:30 +00:00
}
Physics2DServer::get_singleton()->body_set_state(q.body,Physics2DServer::BODY_STATE_TRANSFORM,xform);
2014-02-10 01:10:30 +00:00
rect_cache_dirty=true;
quadrant_order_dirty=true;
2014-02-10 01:10:30 +00:00
return quadrant_map.insert(p_qk,q);
}
void TileMap::_erase_quadrant(Map<PosKey,Quadrant>::Element *Q) {
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();
2014-02-10 01:10:30 +00:00
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();
2014-02-10 01:10:30 +00:00
quadrant_map.erase(Q);
rect_cache_dirty=true;
}
void TileMap::_make_quadrant_dirty(Map<PosKey,Quadrant>::Element *Q) {
Quadrant &q=Q->get();
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
2015-01-19 13:07:25 +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) {
2014-02-10 01:10:30 +00:00
PosKey pk(p_x,p_y);
Map<PosKey,Cell>::Element *E=tile_map.find(pk);
if (!E && p_tile==INVALID_CELL)
return; //nothing to do
PosKey qk(p_x/_get_quadrant_size(),p_y/_get_quadrant_size());
2014-02-10 01:10:30 +00:00
if (p_tile==INVALID_CELL) {
//erase existing
tile_map.erase(pk);
Map<PosKey,Quadrant>::Element *Q = quadrant_map.find(qk);
ERR_FAIL_COND(!Q);
Quadrant &q=Q->get();
q.cells.erase(pk);
if (q.cells.size()==0)
_erase_quadrant(Q);
else
_make_quadrant_dirty(Q);
return;
}
Map<PosKey,Quadrant>::Element *Q = quadrant_map.find(qk);
if (!E) {
E=tile_map.insert(pk,Cell());
if (!Q) {
2014-02-10 01:10:30 +00:00
Q=_create_quadrant(qk);
}
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Quadrant &q=Q->get();
q.cells.insert(pk);
} else {
ERR_FAIL_COND(!Q); // quadrant should exist...
2015-01-19 13:07:25 +00:00
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)
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;
2015-01-19 13:07:25 +00:00
c.transpose=p_transpose;
2014-02-10 01:10:30 +00:00
_make_quadrant_dirty(Q);
}
2016-02-06 12:27:26 +00:00
int TileMap::get_cellv(const Vector2& p_pos) const {
return get_cell(p_pos.x,p_pos.y);
}
2014-02-10 01:10:30 +00:00
int TileMap::get_cell(int p_x,int p_y) const {
PosKey pk(p_x,p_y);
const Map<PosKey,Cell>::Element *E=tile_map.find(pk);
if (!E)
return INVALID_CELL;
return E->get().id;
}
bool TileMap::is_cell_x_flipped(int p_x,int p_y) const {
PosKey pk(p_x,p_y);
const Map<PosKey,Cell>::Element *E=tile_map.find(pk);
if (!E)
return false;
return E->get().flip_h;
}
bool TileMap::is_cell_y_flipped(int p_x,int p_y) const {
PosKey pk(p_x,p_y);
const Map<PosKey,Cell>::Element *E=tile_map.find(pk);
if (!E)
return false;
return E->get().flip_v;
}
2015-01-19 13:07:25 +00:00
bool TileMap::is_cell_transposed(int p_x,int p_y) const {
PosKey pk(p_x,p_y);
const Map<PosKey,Cell>::Element *E=tile_map.find(pk);
if (!E)
return false;
return E->get().transpose;
}
2014-02-10 01:10:30 +00:00
void TileMap::_recreate_quadrants() {
_clear_quadrants();
for (Map<PosKey,Cell>::Element *E=tile_map.front();E;E=E->next()) {
PosKey qk(E->key().x/_get_quadrant_size(),E->key().y/_get_quadrant_size());
2014-02-10 01:10:30 +00:00
Map<PosKey,Quadrant>::Element *Q=quadrant_map.find(qk);
if (!Q) {
Q=_create_quadrant(qk);
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
}
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
2014-02-10 01:10:30 +00:00
}
2014-02-10 01:10:30 +00:00
void TileMap::_clear_quadrants() {
while (quadrant_map.size()) {
_erase_quadrant( quadrant_map.front() );
}
}
void TileMap::clear() {
_clear_quadrants();
tile_map.clear();
}
void TileMap::_set_tile_data(const DVector<int>& p_data) {
int c=p_data.size();
DVector<int>::Read r = p_data.read();
for(int i=0;i<c;i+=2) {
const uint8_t *ptr=(const uint8_t*)&r[i];
uint8_t local[8];
for(int j=0;j<8;j++)
local[j]=ptr[j];
#ifdef BIG_ENDIAN_ENABLED
SWAP(local[0],local[3]);
SWAP(local[1],local[2]);
SWAP(local[4],local[7]);
SWAP(local[5],local[6]);
#endif
2014-04-19 19:46:52 +00:00
int16_t x = decode_uint16(&local[0]);
int16_t y = decode_uint16(&local[2]);
2014-02-10 01:10:30 +00:00
uint32_t v = decode_uint32(&local[4]);
bool flip_h = v&(1<<29);
bool flip_v = v&(1<<30);
2015-01-19 13:07:25 +00:00
bool transpose = v&(1<<31);
2014-02-10 01:10:30 +00:00
v&=(1<<29)-1;
// if (x<-20 || y <-20 || x>4000 || y>4000)
// continue;
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set_cell(x,y,v,flip_h,flip_v,transpose);
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}
}
DVector<int> TileMap::_get_tile_data() const {
DVector<int> data;
data.resize(tile_map.size()*2);
DVector<int>::Write w = data.write();
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]);
uint32_t val = E->get().id;
if (E->get().flip_h)
val|=(1<<29);
if (E->get().flip_v)
val|=(1<<30);
2015-01-19 13:07:25 +00:00
if (E->get().transpose)
val|=(1<<31);
2014-02-10 01:10:30 +00:00
encode_uint32(val,&ptr[4]);
idx+=2;
}
w = DVector<int>::Write();
return data;
}
Rect2 TileMap::get_item_rect() const {
const_cast<TileMap*>(this)->_update_dirty_quadrants();
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();
Physics2DServer::get_singleton()->body_set_layer_mask(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);
}
}
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;
}
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;
_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;
_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) {
case MODE_SQUARE: {
return Vector2();
} break;
case MODE_ISOMETRIC: {
return Vector2(-cell_size.x*0.5,0);
} 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);
return min;
} break;
}
return Vector2();
}
TileMap::HalfOffset TileMap::get_half_offset() const {
return half_offset;
}
Matrix32 TileMap::get_cell_transform() const {
switch(mode) {
case MODE_SQUARE: {
Matrix32 m;
m[0]*=cell_size.x;
m[1]*=cell_size.y;
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
Matrix32 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);
return m;
} break;
case MODE_CUSTOM: {
return custom_transform;
} break;
}
return Matrix32();
}
void TileMap::set_custom_transform(const Matrix32& p_xform) {
_clear_quadrants();
custom_transform=p_xform;
_recreate_quadrants();
emit_signal("settings_changed");
}
Matrix32 TileMap::get_custom_transform() const{
return custom_transform;
}
Vector2 TileMap::_map_to_world(int x,int y,bool p_ignore_ofs) const {
Vector2 ret = get_cell_transform().xform(Vector2(x,y));
if (!p_ignore_ofs) {
switch(half_offset) {
case HALF_OFFSET_X: {
if (ABS(y)&1) {
ret+=get_cell_transform()[0]*0.5;
}
} break;
case HALF_OFFSET_Y: {
if (ABS(x)&1) {
ret+=get_cell_transform()[1]*0.5;
}
} break;
default: {}
}
}
return ret;
}
Vector2 TileMap::map_to_world(const Vector2& p_pos,bool p_ignore_ofs) const {
return _map_to_world(p_pos.x,p_pos.y,p_ignore_ofs);
}
Vector2 TileMap::world_to_map(const Vector2& p_pos) const{
Vector2 ret = get_cell_transform().affine_inverse().xform(p_pos);
switch(half_offset) {
case HALF_OFFSET_X: {
if ( ret.y > 0 ? int(ret.y)&1 : (int(ret.y)-1)&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.x-=0.5;
}
} break;
case HALF_OFFSET_Y: {
if ( ret.x > 0 ? int(ret.x)&1 : (int(ret.x)-1)&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.y-=0.5;
}
} 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;
}
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());
}
}
}
2014-02-10 01:10:30 +00:00
void TileMap::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_tileset","tileset:TileSet"),&TileMap::set_tileset);
ObjectTypeDB::bind_method(_MD("get_tileset:TileSet"),&TileMap::get_tileset);
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
ObjectTypeDB::bind_method(_MD("set_mode","mode"),&TileMap::set_mode);
ObjectTypeDB::bind_method(_MD("get_mode"),&TileMap::get_mode);
ObjectTypeDB::bind_method(_MD("set_half_offset","half_offset"),&TileMap::set_half_offset);
ObjectTypeDB::bind_method(_MD("get_half_offset"),&TileMap::get_half_offset);
ObjectTypeDB::bind_method(_MD("set_custom_transform","custom_transform"),&TileMap::set_custom_transform);
ObjectTypeDB::bind_method(_MD("get_custom_transform"),&TileMap::get_custom_transform);
2014-02-10 01:10:30 +00:00
ObjectTypeDB::bind_method(_MD("set_cell_size","size"),&TileMap::set_cell_size);
ObjectTypeDB::bind_method(_MD("get_cell_size"),&TileMap::get_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
ObjectTypeDB::bind_method(_MD("_set_old_cell_size","size"),&TileMap::_set_old_cell_size);
ObjectTypeDB::bind_method(_MD("_get_old_cell_size"),&TileMap::_get_old_cell_size);
2014-02-10 01:10:30 +00:00
ObjectTypeDB::bind_method(_MD("set_quadrant_size","size"),&TileMap::set_quadrant_size);
ObjectTypeDB::bind_method(_MD("get_quadrant_size"),&TileMap::get_quadrant_size);
ObjectTypeDB::bind_method(_MD("set_tile_origin","origin"),&TileMap::set_tile_origin);
ObjectTypeDB::bind_method(_MD("get_tile_origin"),&TileMap::get_tile_origin);
2014-02-10 01:10:30 +00:00
ObjectTypeDB::bind_method(_MD("set_center_x","enable"),&TileMap::set_center_x);
ObjectTypeDB::bind_method(_MD("get_center_x"),&TileMap::get_center_x);
ObjectTypeDB::bind_method(_MD("set_center_y","enable"),&TileMap::set_center_y);
ObjectTypeDB::bind_method(_MD("get_center_y"),&TileMap::get_center_y);
ObjectTypeDB::bind_method(_MD("set_y_sort_mode","enable"),&TileMap::set_y_sort_mode);
ObjectTypeDB::bind_method(_MD("is_y_sort_mode_enabled"),&TileMap::is_y_sort_mode_enabled);
ObjectTypeDB::bind_method(_MD("set_collision_use_kinematic","use_kinematic"),&TileMap::set_collision_use_kinematic);
ObjectTypeDB::bind_method(_MD("get_collision_use_kinematic"),&TileMap::get_collision_use_kinematic);
ObjectTypeDB::bind_method(_MD("set_collision_layer","mask"),&TileMap::set_collision_layer);
ObjectTypeDB::bind_method(_MD("get_collision_layer"),&TileMap::get_collision_layer);
ObjectTypeDB::bind_method(_MD("set_collision_mask","mask"),&TileMap::set_collision_mask);
ObjectTypeDB::bind_method(_MD("get_collision_mask"),&TileMap::get_collision_mask);
2014-02-10 01:10:30 +00:00
ObjectTypeDB::bind_method(_MD("set_collision_friction","value"),&TileMap::set_collision_friction);
ObjectTypeDB::bind_method(_MD("get_collision_friction"),&TileMap::get_collision_friction);
ObjectTypeDB::bind_method(_MD("set_collision_bounce","value"),&TileMap::set_collision_bounce);
ObjectTypeDB::bind_method(_MD("get_collision_bounce"),&TileMap::get_collision_bounce);
ObjectTypeDB::bind_method(_MD("set_occluder_light_mask","mask"),&TileMap::set_occluder_light_mask);
ObjectTypeDB::bind_method(_MD("get_occluder_light_mask"),&TileMap::get_occluder_light_mask);
2015-01-19 13:07:25 +00:00
ObjectTypeDB::bind_method(_MD("set_cell","x","y","tile","flip_x","flip_y","transpose"),&TileMap::set_cell,DEFVAL(false),DEFVAL(false),DEFVAL(false));
ObjectTypeDB::bind_method(_MD("set_cellv","pos","tile","flip_x","flip_y","transpose"),&TileMap::set_cellv,DEFVAL(false),DEFVAL(false),DEFVAL(false));
2014-02-10 01:10:30 +00:00
ObjectTypeDB::bind_method(_MD("get_cell","x","y"),&TileMap::get_cell);
2016-02-06 12:27:26 +00:00
ObjectTypeDB::bind_method(_MD("get_cellv","pos"),&TileMap::get_cellv);
2014-02-10 01:10:30 +00:00
ObjectTypeDB::bind_method(_MD("is_cell_x_flipped","x","y"),&TileMap::is_cell_x_flipped);
ObjectTypeDB::bind_method(_MD("is_cell_y_flipped","x","y"),&TileMap::is_cell_y_flipped);
2016-02-15 22:22:28 +00:00
ObjectTypeDB::bind_method(_MD("is_cell_transposed","x","y"),&TileMap::is_cell_transposed);
2014-02-10 01:10:30 +00:00
ObjectTypeDB::bind_method(_MD("clear"),&TileMap::clear);
ObjectTypeDB::bind_method(_MD("get_used_cells"),&TileMap::get_used_cells);
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
ObjectTypeDB::bind_method(_MD("map_to_world","mappos","ignore_half_ofs"),&TileMap::map_to_world,DEFVAL(false));
ObjectTypeDB::bind_method(_MD("world_to_map","worldpos"),&TileMap::world_to_map);
2014-02-10 01:10:30 +00:00
ObjectTypeDB::bind_method(_MD("_clear_quadrants"),&TileMap::_clear_quadrants);
ObjectTypeDB::bind_method(_MD("_recreate_quadrants"),&TileMap::_recreate_quadrants);
ObjectTypeDB::bind_method(_MD("_update_dirty_quadrants"),&TileMap::_update_dirty_quadrants);
ObjectTypeDB::bind_method(_MD("_set_tile_data"),&TileMap::_set_tile_data);
ObjectTypeDB::bind_method(_MD("_get_tile_data"),&TileMap::_get_tile_data);
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
ADD_PROPERTY( PropertyInfo(Variant::INT,"mode",PROPERTY_HINT_ENUM,"Square,Isometric,Custom"),_SCS("set_mode"),_SCS("get_mode"));
2014-02-10 01:10:30 +00:00
ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"tile_set",PROPERTY_HINT_RESOURCE_TYPE,"TileSet"),_SCS("set_tileset"),_SCS("get_tileset"));
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
ADD_PROPERTY( PropertyInfo(Variant::INT,"cell_size",PROPERTY_HINT_RANGE,"1,8192,1",0),_SCS("_set_old_cell_size"),_SCS("_get_old_cell_size"));
ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"cell/size",PROPERTY_HINT_RANGE,"1,8192,1"),_SCS("set_cell_size"),_SCS("get_cell_size"));
ADD_PROPERTY( PropertyInfo(Variant::INT,"cell/quadrant_size",PROPERTY_HINT_RANGE,"1,128,1"),_SCS("set_quadrant_size"),_SCS("get_quadrant_size"));
ADD_PROPERTY( PropertyInfo(Variant::MATRIX32,"cell/custom_transform"),_SCS("set_custom_transform"),_SCS("get_custom_transform"));
ADD_PROPERTY( PropertyInfo(Variant::INT,"cell/half_offset",PROPERTY_HINT_ENUM,"Offset X,Offset Y,Disabled"),_SCS("set_half_offset"),_SCS("get_half_offset"));
ADD_PROPERTY( PropertyInfo(Variant::INT,"cell/tile_origin",PROPERTY_HINT_ENUM,"Top Left,Center,Bottom Left"),_SCS("set_tile_origin"),_SCS("get_tile_origin"));
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"cell/y_sort"),_SCS("set_y_sort_mode"),_SCS("is_y_sort_mode_enabled"));
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collision/use_kinematic",PROPERTY_HINT_NONE,""),_SCS("set_collision_use_kinematic"),_SCS("get_collision_use_kinematic"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"collision/friction",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_collision_friction"),_SCS("get_collision_friction"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"collision/bounce",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_collision_bounce"),_SCS("get_collision_bounce"));
ADD_PROPERTY( PropertyInfo(Variant::INT,"collision/layers",PROPERTY_HINT_ALL_FLAGS),_SCS("set_collision_layer"),_SCS("get_collision_layer"));
ADD_PROPERTY( PropertyInfo(Variant::INT,"collision/mask",PROPERTY_HINT_ALL_FLAGS),_SCS("set_collision_mask"),_SCS("get_collision_mask"));
ADD_PROPERTY( PropertyInfo(Variant::INT,"occluder/light_mask",PROPERTY_HINT_ALL_FLAGS),_SCS("set_occluder_light_mask"),_SCS("get_occluder_light_mask"));
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
ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"tile_data",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR),_SCS("_set_tile_data"),_SCS("_get_tile_data"));
2014-02-10 01:10:30 +00:00
2014-04-19 19:46:52 +00:00
ADD_SIGNAL(MethodInfo("settings_changed"));
2014-02-10 01:10:30 +00:00
BIND_CONSTANT( INVALID_CELL );
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
BIND_CONSTANT( MODE_SQUARE );
BIND_CONSTANT( MODE_ISOMETRIC );
BIND_CONSTANT( MODE_CUSTOM );
BIND_CONSTANT( HALF_OFFSET_X );
BIND_CONSTANT( HALF_OFFSET_Y );
BIND_CONSTANT( HALF_OFFSET_DISABLED );
BIND_CONSTANT( TILE_ORIGIN_TOP_LEFT );
BIND_CONSTANT( TILE_ORIGIN_CENTER );
BIND_CONSTANT( TILE_ORIGIN_BOTTOM_LEFT );
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
2014-02-10 01:10:30 +00:00
}
TileMap::TileMap() {
rect_cache_dirty=true;
pending_update=false;
quadrant_order_dirty=false;
2014-02-10 01:10:30 +00:00
quadrant_size=16;
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
cell_size=Size2(64,64);
2014-02-10 01:10:30 +00:00
center_x=false;
center_y=false;
collision_layer=1;
collision_mask=1;
friction=1;
bounce=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
mode=MODE_SQUARE;
half_offset=HALF_OFFSET_DISABLED;
use_kinematic=false;
navigation=NULL;
y_sort_mode=false;
occluder_light_mask=1;
2014-02-10 01:10:30 +00:00
fp_adjust=0.00001;
tile_origin=TILE_ORIGIN_TOP_LEFT;
2014-02-10 01:10:30 +00:00
}
TileMap::~TileMap() {
clear();
}