godot/scene/2d/tile_map.h

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/*************************************************************************/
/* tile_map.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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. */
/*************************************************************************/
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#ifndef TILE_MAP_H
#define TILE_MAP_H
#include "core/templates/self_list.h"
#include "core/templates/vset.h"
#include "scene/2d/node_2d.h"
#include "scene/gui/control.h"
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#include "scene/resources/tile_set.h"
class TileSetAtlasSource;
union TileMapCell {
struct {
int32_t source_id : 16;
int16_t coord_x : 16;
int16_t coord_y : 16;
int32_t alternative_tile : 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)
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};
uint64_t _u64t;
TileMapCell(int p_source_id = -1, Vector2i p_atlas_coords = TileSetAtlasSource::INVALID_ATLAS_COORDS, int p_alternative_tile = TileSetAtlasSource::INVALID_TILE_ALTERNATIVE) {
source_id = p_source_id;
set_atlas_coords(p_atlas_coords);
alternative_tile = p_alternative_tile;
}
Vector2i get_atlas_coords() const {
return Vector2i(coord_x, coord_y);
}
void set_atlas_coords(const Vector2i &r_coords) {
coord_x = r_coords.x;
coord_y = r_coords.y;
}
bool operator<(const TileMapCell &p_other) const {
if (source_id == p_other.source_id) {
if (coord_x == p_other.coord_x) {
if (coord_y == p_other.coord_y) {
return alternative_tile < p_other.alternative_tile;
} else {
return coord_y < p_other.coord_y;
}
} else {
return coord_x < p_other.coord_x;
}
} else {
return source_id < p_other.source_id;
}
}
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bool operator!=(const TileMapCell &p_other) const {
return !(source_id == p_other.source_id && coord_x == p_other.coord_x && coord_y == p_other.coord_y && alternative_tile == p_other.alternative_tile);
}
};
struct TileMapQuadrant {
struct CoordsWorldComparator {
_ALWAYS_INLINE_ bool operator()(const Vector2i &p_a, const Vector2i &p_b) const {
// We sort the cells by their world coords, as it is needed by rendering.
if (p_a.y == p_b.y) {
return p_a.x > p_b.x;
} else {
return p_a.y < p_b.y;
}
}
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};
// Dirty list element
SelfList<TileMapQuadrant> dirty_list_element;
// Quadrant coords.
Vector2i coords;
// TileMapCells
Set<Vector2i> cells;
// We need those two maps to sort by world position for rendering
// This is kind of workaround, it would be better to sort the cells directly in the "cells" set instead.
Map<Vector2i, Vector2i> map_to_world;
Map<Vector2i, Vector2i, CoordsWorldComparator> world_to_map;
// Debug.
RID debug_canvas_item;
// Rendering
List<RID> canvas_items;
List<RID> occluders;
// Physics.
List<RID> bodies;
// Navigation
Map<Vector2i, Vector<RID>> navigation_regions;
void operator=(const TileMapQuadrant &q) {
coords = q.coords;
debug_canvas_item = q.debug_canvas_item;
canvas_items = q.canvas_items;
occluders = q.occluders;
bodies = q.bodies;
navigation_regions = q.navigation_regions;
}
TileMapQuadrant(const TileMapQuadrant &q) :
dirty_list_element(this) {
coords = q.coords;
debug_canvas_item = q.debug_canvas_item;
canvas_items = q.canvas_items;
occluders = q.occluders;
bodies = q.bodies;
navigation_regions = q.navigation_regions;
}
TileMapQuadrant() :
dirty_list_element(this) {
}
};
class TileMapPattern : public Object {
GDCLASS(TileMapPattern, Object);
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Vector2i size;
Map<Vector2i, TileMapCell> pattern;
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protected:
static void _bind_methods();
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public:
void set_cell(const Vector2i &p_coords, int p_source_id, const Vector2i p_atlas_coords, int p_alternative_tile = 0);
bool has_cell(const Vector2i &p_coords) const;
void remove_cell(const Vector2i &p_coords, bool p_update_size = true);
int get_cell_source_id(const Vector2i &p_coords) const;
Vector2i get_cell_atlas_coords(const Vector2i &p_coords) const;
int get_cell_alternative_tile(const Vector2i &p_coords) const;
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TypedArray<Vector2i> get_used_cells() const;
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Vector2i get_size() const;
void set_size(const Vector2i &p_size);
bool is_empty() const;
void clear();
};
class TileMap : public Node2D {
GDCLASS(TileMap, Node2D);
public:
private:
friend class TileSetPlugin;
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enum DataFormat {
FORMAT_1 = 0,
FORMAT_2,
FORMAT_3
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};
Ref<TileSet> tile_set;
int quadrant_size;
Transform2D custom_transform;
// Map of cells
Map<Vector2i, TileMapCell> tile_map;
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Vector2i _coords_to_quadrant_coords(const Vector2i &p_coords) const;
Map<Vector2i, TileMapQuadrant> quadrant_map;
SelfList<TileMapQuadrant>::List dirty_quadrant_list;
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bool pending_update = false;
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Rect2 rect_cache;
bool rect_cache_dirty = true;
Rect2 used_size_cache;
bool used_size_cache_dirty;
mutable DataFormat format;
void _fix_cell_transform(Transform2D &xform, const TileMapCell &p_cell, const Vector2 &p_offset, const Size2 &p_sc);
Map<Vector2i, TileMapQuadrant>::Element *_create_quadrant(const Vector2i &p_qk);
void _erase_quadrant(Map<Vector2i, TileMapQuadrant>::Element *Q);
void _make_all_quadrants_dirty(bool p_update = true);
void _make_quadrant_dirty(Map<Vector2i, TileMapQuadrant>::Element *Q, bool p_update = true);
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void _recreate_quadrants();
void _clear_quadrants();
void _recompute_rect_cache();
void _update_all_items_material_state();
void _set_tile_data(const Vector<int> &p_data);
Vector<int> _get_tile_data() 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)
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void _tile_set_changed();
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
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
static void _bind_methods();
public:
static Vector2i transform_coords_layout(Vector2i p_coords, TileSet::TileOffsetAxis p_offset_axis, TileSet::TileLayout p_from_layout, TileSet::TileLayout p_to_layout);
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enum {
INVALID_CELL = -1
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};
#ifdef TOOLS_ENABLED
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virtual Rect2 _edit_get_rect() const override;
#endif
void set_tileset(const Ref<TileSet> &p_tileset);
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Ref<TileSet> get_tileset() const;
void set_quadrant_size(int p_size);
int get_quadrant_size() const;
void set_cell(const Vector2i &p_coords, int p_source_id = -1, const Vector2i p_atlas_coords = TileSetAtlasSource::INVALID_ATLAS_COORDS, int p_alternative_tile = TileSetAtlasSource::INVALID_TILE_ALTERNATIVE);
int get_cell_source_id(const Vector2i &p_coords) const;
Vector2i get_cell_atlas_coords(const Vector2i &p_coords) const;
int get_cell_alternative_tile(const Vector2i &p_coords) const;
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TileMapPattern *get_pattern(TypedArray<Vector2i> p_coords_array);
Vector2i map_pattern(Vector2i p_position_in_tilemap, Vector2i p_coords_in_pattern, const TileMapPattern *p_pattern);
void set_pattern(Vector2i p_position, const TileMapPattern *p_pattern);
// Not exposed to users
TileMapCell get_cell(const Vector2i &p_coords) const;
Map<Vector2i, TileMapQuadrant> &get_quadrant_map();
int get_effective_quadrant_size() const;
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void update_dirty_quadrants();
Vector2 map_to_world(const Vector2i &p_pos) const;
Vector2i 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)
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bool is_existing_neighbor(TileSet::CellNeighbor p_cell_neighbor) const;
Vector2i get_neighbor_cell(const Vector2i &p_coords, TileSet::CellNeighbor p_cell_neighbor) const;
TypedArray<Vector2i> get_used_cells() const;
Rect2 get_used_rect(); // Not const because of cache
// Override some methods of the CanvasItem class to pass the changes to the quadrants CanvasItems
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virtual void set_light_mask(int p_light_mask) override;
virtual void set_material(const Ref<Material> &p_material) override;
virtual void set_use_parent_material(bool p_use_parent_material) override;
virtual void set_texture_filter(CanvasItem::TextureFilter p_texture_filter) override;
virtual void set_texture_repeat(CanvasItem::TextureRepeat p_texture_repeat) override;
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void fix_invalid_tiles();
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void clear();
// Helpers
TypedArray<Vector2i> get_surrounding_tiles(Vector2i coords);
void draw_cells_outline(Control *p_control, Set<Vector2i> p_cells, Color p_color, Transform2D p_transform = Transform2D());
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TileMap();
~TileMap();
};
#endif // TILE_MAP_H