godot/scene/2d/tile_map.cpp

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/**************************************************************************/
/* tile_map.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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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#include "tile_map.h"
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#include "tile_map.compat.inc"
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#include "core/core_string_names.h"
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#include "scene/2d/tile_map_layer.h"
#include "scene/gui/control.h"
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#define TILEMAP_CALL_FOR_LAYER(layer, function, ...) \
if (layer < 0) { \
layer = layers.size() + layer; \
}; \
ERR_FAIL_INDEX(layer, (int)layers.size()); \
layers[layer]->function(__VA_ARGS__);
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#define TILEMAP_CALL_FOR_LAYER_V(layer, err_value, function, ...) \
if (layer < 0) { \
layer = layers.size() + layer; \
}; \
ERR_FAIL_INDEX_V(layer, (int)layers.size(), err_value); \
return layers[layer]->function(__VA_ARGS__);
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void TileMap::_emit_changed() {
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emit_signal(CoreStringNames::get_singleton()->changed);
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}
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void TileMap::_notification(int p_what) {
switch (p_what) {
case TileMap::NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
// This is only executed when collision_animatable is enabled.
bool in_editor = false;
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#ifdef TOOLS_ENABLED
in_editor = Engine::get_singleton()->is_editor_hint();
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#endif
if (is_inside_tree() && collision_animatable && !in_editor) {
// Update transform on the physics tick when in animatable mode.
last_valid_transform = new_transform;
set_notify_local_transform(false);
set_global_transform(new_transform);
set_notify_local_transform(true);
}
} break;
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case TileMap::NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
// This is only executed when collision_animatable is enabled.
bool in_editor = false;
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#ifdef TOOLS_ENABLED
in_editor = Engine::get_singleton()->is_editor_hint();
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#endif
if (is_inside_tree() && collision_animatable && !in_editor) {
// Store last valid transform.
new_transform = get_global_transform();
// ... but then revert changes.
set_notify_local_transform(false);
set_global_transform(last_valid_transform);
set_notify_local_transform(true);
}
} break;
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}
}
#ifndef DISABLE_DEPRECATED
// Deprecated methods.
void TileMap::force_update(int p_layer) {
notify_runtime_tile_data_update(p_layer);
update_internals();
}
#endif
void TileMap::set_rendering_quadrant_size(int p_size) {
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ERR_FAIL_COND_MSG(p_size < 1, "TileMapQuadrant size cannot be smaller than 1.");
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rendering_quadrant_size = p_size;
for (TileMapLayer *layer : layers) {
layer->set_rendering_quadrant_size(p_size);
}
_emit_changed();
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}
int TileMap::get_rendering_quadrant_size() const {
return rendering_quadrant_size;
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}
void TileMap::draw_tile(RID p_canvas_item, const Vector2 &p_position, const Ref<TileSet> p_tile_set, int p_atlas_source_id, const Vector2i &p_atlas_coords, int p_alternative_tile, int p_frame, Color p_modulation, const TileData *p_tile_data_override, real_t p_normalized_animation_offset) {
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ERR_FAIL_COND(!p_tile_set.is_valid());
ERR_FAIL_COND(!p_tile_set->has_source(p_atlas_source_id));
ERR_FAIL_COND(!p_tile_set->get_source(p_atlas_source_id)->has_tile(p_atlas_coords));
ERR_FAIL_COND(!p_tile_set->get_source(p_atlas_source_id)->has_alternative_tile(p_atlas_coords, p_alternative_tile));
TileSetSource *source = *p_tile_set->get_source(p_atlas_source_id);
TileSetAtlasSource *atlas_source = Object::cast_to<TileSetAtlasSource>(source);
if (atlas_source) {
// Check for the frame.
if (p_frame >= 0) {
ERR_FAIL_INDEX(p_frame, atlas_source->get_tile_animation_frames_count(p_atlas_coords));
}
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// Get the texture.
Ref<Texture2D> tex = atlas_source->get_runtime_texture();
if (!tex.is_valid()) {
return;
}
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// Check if we are in the texture, return otherwise.
Vector2i grid_size = atlas_source->get_atlas_grid_size();
if (p_atlas_coords.x >= grid_size.x || p_atlas_coords.y >= grid_size.y) {
return;
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}
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// Get tile data.
const TileData *tile_data = p_tile_data_override ? p_tile_data_override : atlas_source->get_tile_data(p_atlas_coords, p_alternative_tile);
// Get the tile modulation.
Color modulate = tile_data->get_modulate() * p_modulation;
// Compute the offset.
Vector2 tile_offset = tile_data->get_texture_origin();
// Get destination rect.
Rect2 dest_rect;
dest_rect.size = atlas_source->get_runtime_tile_texture_region(p_atlas_coords).size;
dest_rect.size.x += FP_ADJUST;
dest_rect.size.y += FP_ADJUST;
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bool transpose = tile_data->get_transpose() ^ bool(p_alternative_tile & TileSetAtlasSource::TRANSFORM_TRANSPOSE);
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if (transpose) {
dest_rect.position = (p_position - Vector2(dest_rect.size.y, dest_rect.size.x) / 2 - tile_offset);
} else {
dest_rect.position = (p_position - dest_rect.size / 2 - tile_offset);
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}
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if (tile_data->get_flip_h() ^ bool(p_alternative_tile & TileSetAtlasSource::TRANSFORM_FLIP_H)) {
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dest_rect.size.x = -dest_rect.size.x;
}
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if (tile_data->get_flip_v() ^ bool(p_alternative_tile & TileSetAtlasSource::TRANSFORM_FLIP_V)) {
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dest_rect.size.y = -dest_rect.size.y;
}
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// Draw the tile.
if (p_frame >= 0) {
Rect2i source_rect = atlas_source->get_runtime_tile_texture_region(p_atlas_coords, p_frame);
tex->draw_rect_region(p_canvas_item, dest_rect, source_rect, modulate, transpose, p_tile_set->is_uv_clipping());
} else if (atlas_source->get_tile_animation_frames_count(p_atlas_coords) == 1) {
Rect2i source_rect = atlas_source->get_runtime_tile_texture_region(p_atlas_coords, 0);
tex->draw_rect_region(p_canvas_item, dest_rect, source_rect, modulate, transpose, p_tile_set->is_uv_clipping());
} else {
real_t speed = atlas_source->get_tile_animation_speed(p_atlas_coords);
real_t animation_duration = atlas_source->get_tile_animation_total_duration(p_atlas_coords) / speed;
real_t animation_offset = p_normalized_animation_offset * animation_duration;
// Accumulate durations unaffected by the speed to avoid accumulating floating point division errors.
// Aka do `sum(duration[i]) / speed` instead of `sum(duration[i] / speed)`.
real_t time_unscaled = 0.0;
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for (int frame = 0; frame < atlas_source->get_tile_animation_frames_count(p_atlas_coords); frame++) {
real_t frame_duration_unscaled = atlas_source->get_tile_animation_frame_duration(p_atlas_coords, frame);
real_t slice_start = time_unscaled / speed;
real_t slice_end = (time_unscaled + frame_duration_unscaled) / speed;
RenderingServer::get_singleton()->canvas_item_add_animation_slice(p_canvas_item, animation_duration, slice_start, slice_end, animation_offset);
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Rect2i source_rect = atlas_source->get_runtime_tile_texture_region(p_atlas_coords, frame);
tex->draw_rect_region(p_canvas_item, dest_rect, source_rect, modulate, transpose, p_tile_set->is_uv_clipping());
time_unscaled += frame_duration_unscaled;
}
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RenderingServer::get_singleton()->canvas_item_add_animation_slice(p_canvas_item, 1.0, 0.0, 1.0, 0.0);
}
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}
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}
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int TileMap::get_layers_count() const {
return layers.size();
}
void TileMap::add_layer(int p_to_pos) {
if (p_to_pos < 0) {
p_to_pos = layers.size() + p_to_pos + 1;
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}
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ERR_FAIL_INDEX(p_to_pos, (int)layers.size() + 1);
// Must clear before adding the layer.
TileMapLayer *new_layer = memnew(TileMapLayer);
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layers.insert(p_to_pos, new_layer);
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add_child(new_layer, false, INTERNAL_MODE_FRONT);
new_layer->set_name(vformat("Layer%d", p_to_pos));
move_child(new_layer, p_to_pos);
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for (uint32_t i = 0; i < layers.size(); i++) {
layers[i]->set_as_tile_map_internal_node(i);
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}
new_layer->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &TileMap::_emit_changed));
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notify_property_list_changed();
_emit_changed();
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update_configuration_warnings();
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}
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void TileMap::move_layer(int p_layer, int p_to_pos) {
ERR_FAIL_INDEX(p_layer, (int)layers.size());
ERR_FAIL_INDEX(p_to_pos, (int)layers.size() + 1);
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// Clear before shuffling layers.
TileMapLayer *layer = layers[p_layer];
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layers.insert(p_to_pos, layer);
layers.remove_at(p_to_pos < p_layer ? p_layer + 1 : p_layer);
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for (uint32_t i = 0; i < layers.size(); i++) {
move_child(layers[i], i);
layers[i]->set_as_tile_map_internal_node(i);
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}
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notify_property_list_changed();
_emit_changed();
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update_configuration_warnings();
}
void TileMap::remove_layer(int p_layer) {
ERR_FAIL_INDEX(p_layer, (int)layers.size());
// Clear before removing the layer.
layers[p_layer]->queue_free();
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layers.remove_at(p_layer);
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for (uint32_t i = 0; i < layers.size(); i++) {
layers[i]->set_as_tile_map_internal_node(i);
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}
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notify_property_list_changed();
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_emit_changed();
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update_configuration_warnings();
}
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void TileMap::set_layer_name(int p_layer, String p_name) {
TILEMAP_CALL_FOR_LAYER(p_layer, set_name, p_name);
}
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String TileMap::get_layer_name(int p_layer) const {
TILEMAP_CALL_FOR_LAYER_V(p_layer, "", get_name);
}
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void TileMap::set_layer_enabled(int p_layer, bool p_enabled) {
TILEMAP_CALL_FOR_LAYER(p_layer, set_enabled, p_enabled);
}
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bool TileMap::is_layer_enabled(int p_layer) const {
TILEMAP_CALL_FOR_LAYER_V(p_layer, false, is_enabled);
}
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void TileMap::set_layer_modulate(int p_layer, Color p_modulate) {
TILEMAP_CALL_FOR_LAYER(p_layer, set_modulate, p_modulate);
}
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Color TileMap::get_layer_modulate(int p_layer) const {
TILEMAP_CALL_FOR_LAYER_V(p_layer, Color(), get_modulate);
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}
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void TileMap::set_layer_y_sort_enabled(int p_layer, bool p_y_sort_enabled) {
TILEMAP_CALL_FOR_LAYER(p_layer, set_y_sort_enabled, p_y_sort_enabled);
}
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bool TileMap::is_layer_y_sort_enabled(int p_layer) const {
TILEMAP_CALL_FOR_LAYER_V(p_layer, false, is_y_sort_enabled);
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}
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void TileMap::set_layer_y_sort_origin(int p_layer, int p_y_sort_origin) {
TILEMAP_CALL_FOR_LAYER(p_layer, set_y_sort_origin, p_y_sort_origin);
}
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int TileMap::get_layer_y_sort_origin(int p_layer) const {
TILEMAP_CALL_FOR_LAYER_V(p_layer, 0, get_y_sort_origin);
}
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void TileMap::set_layer_z_index(int p_layer, int p_z_index) {
TILEMAP_CALL_FOR_LAYER(p_layer, set_z_index, p_z_index);
}
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int TileMap::get_layer_z_index(int p_layer) const {
TILEMAP_CALL_FOR_LAYER_V(p_layer, 0, get_z_index);
}
void TileMap::set_layer_navigation_enabled(int p_layer, bool p_enabled) {
TILEMAP_CALL_FOR_LAYER(p_layer, set_navigation_enabled, p_enabled);
}
bool TileMap::is_layer_navigation_enabled(int p_layer) const {
TILEMAP_CALL_FOR_LAYER_V(p_layer, false, is_navigation_enabled);
}
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void TileMap::set_layer_navigation_map(int p_layer, RID p_map) {
TILEMAP_CALL_FOR_LAYER(p_layer, set_navigation_map, p_map);
}
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RID TileMap::get_layer_navigation_map(int p_layer) const {
TILEMAP_CALL_FOR_LAYER_V(p_layer, RID(), get_navigation_map);
}
void TileMap::set_collision_animatable(bool p_collision_animatable) {
if (collision_animatable == p_collision_animatable) {
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return;
}
collision_animatable = p_collision_animatable;
set_notify_local_transform(p_collision_animatable);
set_physics_process_internal(p_collision_animatable);
for (TileMapLayer *layer : layers) {
layer->set_use_kinematic_bodies(layer);
}
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}
bool TileMap::is_collision_animatable() const {
return collision_animatable;
}
void TileMap::set_collision_visibility_mode(TileMap::VisibilityMode p_show_collision) {
if (collision_visibility_mode == p_show_collision) {
return;
}
collision_visibility_mode = p_show_collision;
for (TileMapLayer *layer : layers) {
layer->set_collision_visibility_mode(TileMapLayer::VisibilityMode(p_show_collision));
}
_emit_changed();
}
TileMap::VisibilityMode TileMap::get_collision_visibility_mode() const {
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return collision_visibility_mode;
}
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void TileMap::set_navigation_visibility_mode(TileMap::VisibilityMode p_show_navigation) {
if (navigation_visibility_mode == p_show_navigation) {
return;
}
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navigation_visibility_mode = p_show_navigation;
for (TileMapLayer *layer : layers) {
layer->set_navigation_visibility_mode(TileMapLayer::VisibilityMode(p_show_navigation));
}
_emit_changed();
}
TileMap::VisibilityMode TileMap::get_navigation_visibility_mode() const {
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return navigation_visibility_mode;
}
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void TileMap::set_y_sort_enabled(bool p_enable) {
if (is_y_sort_enabled() == p_enable) {
return;
}
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Node2D::set_y_sort_enabled(p_enable);
for (TileMapLayer *layer : layers) {
layer->set_y_sort_enabled(p_enable);
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}
_emit_changed();
update_configuration_warnings();
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}
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void TileMap::set_cell(int p_layer, const Vector2i &p_coords, int p_source_id, const Vector2i p_atlas_coords, int p_alternative_tile) {
TILEMAP_CALL_FOR_LAYER(p_layer, set_cell, p_coords, p_source_id, p_atlas_coords, p_alternative_tile);
}
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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void TileMap::erase_cell(int p_layer, const Vector2i &p_coords) {
TILEMAP_CALL_FOR_LAYER(p_layer, set_cell, p_coords, TileSet::INVALID_SOURCE, TileSetSource::INVALID_ATLAS_COORDS, TileSetSource::INVALID_TILE_ALTERNATIVE);
}
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int TileMap::get_cell_source_id(int p_layer, const Vector2i &p_coords, bool p_use_proxies) const {
TILEMAP_CALL_FOR_LAYER_V(p_layer, TileSet::INVALID_SOURCE, get_cell_source_id, p_coords, p_use_proxies);
}
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Vector2i TileMap::get_cell_atlas_coords(int p_layer, const Vector2i &p_coords, bool p_use_proxies) const {
TILEMAP_CALL_FOR_LAYER_V(p_layer, TileSetSource::INVALID_ATLAS_COORDS, get_cell_atlas_coords, p_coords, p_use_proxies);
}
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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int TileMap::get_cell_alternative_tile(int p_layer, const Vector2i &p_coords, bool p_use_proxies) const {
TILEMAP_CALL_FOR_LAYER_V(p_layer, TileSetSource::INVALID_TILE_ALTERNATIVE, get_cell_alternative_tile, p_coords, p_use_proxies);
}
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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TileData *TileMap::get_cell_tile_data(int p_layer, const Vector2i &p_coords, bool p_use_proxies) const {
TILEMAP_CALL_FOR_LAYER_V(p_layer, nullptr, get_cell_tile_data, p_coords, p_use_proxies);
}
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Ref<TileMapPattern> TileMap::get_pattern(int p_layer, TypedArray<Vector2i> p_coords_array) {
TILEMAP_CALL_FOR_LAYER_V(p_layer, Ref<TileMapPattern>(), get_pattern, p_coords_array);
}
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Vector2i TileMap::map_pattern(const Vector2i &p_position_in_tilemap, const Vector2i &p_coords_in_pattern, Ref<TileMapPattern> p_pattern) {
ERR_FAIL_COND_V(!tile_set.is_valid(), Vector2i());
return tile_set->map_pattern(p_position_in_tilemap, p_coords_in_pattern, p_pattern);
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}
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void TileMap::set_pattern(int p_layer, const Vector2i &p_position, const Ref<TileMapPattern> p_pattern) {
TILEMAP_CALL_FOR_LAYER(p_layer, set_pattern, p_position, p_pattern);
}
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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HashMap<Vector2i, TileSet::TerrainsPattern> TileMap::terrain_fill_constraints(int p_layer, const Vector<Vector2i> &p_to_replace, int p_terrain_set, const RBSet<TerrainConstraint> &p_constraints) {
HashMap<Vector2i, TileSet::TerrainsPattern> err_value;
TILEMAP_CALL_FOR_LAYER_V(p_layer, err_value, terrain_fill_constraints, p_to_replace, p_terrain_set, p_constraints);
}
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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HashMap<Vector2i, TileSet::TerrainsPattern> TileMap::terrain_fill_connect(int p_layer, const Vector<Vector2i> &p_coords_array, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains) {
HashMap<Vector2i, TileSet::TerrainsPattern> err_value;
TILEMAP_CALL_FOR_LAYER_V(p_layer, err_value, terrain_fill_connect, p_coords_array, p_terrain_set, p_terrain, p_ignore_empty_terrains);
}
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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HashMap<Vector2i, TileSet::TerrainsPattern> TileMap::terrain_fill_path(int p_layer, const Vector<Vector2i> &p_coords_array, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains) {
HashMap<Vector2i, TileSet::TerrainsPattern> err_value;
TILEMAP_CALL_FOR_LAYER_V(p_layer, err_value, terrain_fill_path, p_coords_array, p_terrain_set, p_terrain, p_ignore_empty_terrains);
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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HashMap<Vector2i, TileSet::TerrainsPattern> TileMap::terrain_fill_pattern(int p_layer, const Vector<Vector2i> &p_coords_array, int p_terrain_set, TileSet::TerrainsPattern p_terrains_pattern, bool p_ignore_empty_terrains) {
HashMap<Vector2i, TileSet::TerrainsPattern> err_value;
TILEMAP_CALL_FOR_LAYER_V(p_layer, err_value, terrain_fill_pattern, p_coords_array, p_terrain_set, p_terrains_pattern, p_ignore_empty_terrains);
}
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void TileMap::set_cells_terrain_connect(int p_layer, TypedArray<Vector2i> p_cells, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains) {
TILEMAP_CALL_FOR_LAYER(p_layer, set_cells_terrain_connect, p_cells, p_terrain_set, p_terrain, p_ignore_empty_terrains);
}
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void TileMap::set_cells_terrain_path(int p_layer, TypedArray<Vector2i> p_path, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains) {
TILEMAP_CALL_FOR_LAYER(p_layer, set_cells_terrain_path, p_path, p_terrain_set, p_terrain, p_ignore_empty_terrains);
}
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TileMapCell TileMap::get_cell(int p_layer, const Vector2i &p_coords, bool p_use_proxies) const {
TILEMAP_CALL_FOR_LAYER_V(p_layer, TileMapCell(), get_cell, p_coords, p_use_proxies);
}
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Vector2i TileMap::get_coords_for_body_rid(RID p_physics_body) {
for (const TileMapLayer *layer : layers) {
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if (layer->has_body_rid(p_physics_body)) {
return layer->get_coords_for_body_rid(p_physics_body);
}
}
ERR_FAIL_V_MSG(Vector2i(), vformat("No tiles for the given body RID %d.", p_physics_body.get_id()));
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}
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int TileMap::get_layer_for_body_rid(RID p_physics_body) {
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for (uint32_t i = 0; i < layers.size(); i++) {
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if (layers[i]->has_body_rid(p_physics_body)) {
return i;
}
}
ERR_FAIL_V_MSG(-1, vformat("No tiles for the given body RID %d.", p_physics_body.get_id()));
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}
void TileMap::fix_invalid_tiles() {
for (TileMapLayer *layer : layers) {
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layer->fix_invalid_tiles();
}
}
void TileMap::clear_layer(int p_layer) {
TILEMAP_CALL_FOR_LAYER(p_layer, clear)
}
void TileMap::clear() {
for (TileMapLayer *layer : layers) {
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layer->clear();
}
}
void TileMap::update_internals() {
for (TileMapLayer *layer : layers) {
layer->update_internals();
}
}
void TileMap::notify_runtime_tile_data_update(int p_layer) {
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if (p_layer >= 0) {
TILEMAP_CALL_FOR_LAYER(p_layer, notify_runtime_tile_data_update);
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} else {
for (TileMapLayer *layer : layers) {
layer->notify_runtime_tile_data_update();
}
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}
}
#ifdef TOOLS_ENABLED
Rect2 TileMap::_edit_get_rect() const {
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// Return the visible rect of the tilemap.
if (layers.is_empty()) {
return Rect2();
}
bool any_changed = false;
bool changed = false;
Rect2 rect = layers[0]->get_rect(changed);
any_changed |= changed;
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for (uint32_t i = 1; i < layers.size(); i++) {
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rect = rect.merge(layers[i]->get_rect(changed));
any_changed |= changed;
}
const_cast<TileMap *>(this)->item_rect_changed(any_changed);
return rect;
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
}
#endif
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bool TileMap::_set(const StringName &p_name, const Variant &p_value) {
Vector<String> components = String(p_name).split("/", true, 2);
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if (p_name == "format") {
if (p_value.get_type() == Variant::INT) {
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format = (TileMapDataFormat)(p_value.operator int64_t()); // Set format used for loading.
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return true;
}
}
#ifndef DISABLE_DEPRECATED
else if (p_name == "tile_data") { // Kept for compatibility reasons.
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if (p_value.is_array()) {
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if (layers.size() == 0) {
TileMapLayer *new_layer = memnew(TileMapLayer);
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add_child(new_layer, false, INTERNAL_MODE_FRONT);
new_layer->set_as_tile_map_internal_node(0);
new_layer->set_name("Layer0");
new_layer->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &TileMap::_emit_changed));
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layers.push_back(new_layer);
}
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layers[0]->set_tile_data(format, p_value);
_emit_changed();
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return true;
}
return false;
} else if (p_name == "cell_quadrant_size") {
set_rendering_quadrant_size(p_value);
return true;
}
#endif // DISABLE_DEPRECATED
else if (components.size() == 2 && components[0].begins_with("layer_") && components[0].trim_prefix("layer_").is_valid_int()) {
int index = components[0].trim_prefix("layer_").to_int();
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if (index < 0) {
return false;
}
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if (index >= (int)layers.size()) {
while (index >= (int)layers.size()) {
TileMapLayer *new_layer = memnew(TileMapLayer);
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add_child(new_layer, false, INTERNAL_MODE_FRONT);
new_layer->set_as_tile_map_internal_node(index);
new_layer->set_name(vformat("Layer%d", index));
new_layer->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &TileMap::_emit_changed));
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layers.push_back(new_layer);
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}
notify_property_list_changed();
_emit_changed();
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update_configuration_warnings();
}
if (components[1] == "name") {
set_layer_name(index, p_value);
return true;
} else if (components[1] == "enabled") {
set_layer_enabled(index, p_value);
return true;
} else if (components[1] == "modulate") {
set_layer_modulate(index, p_value);
return true;
} else if (components[1] == "y_sort_enabled") {
set_layer_y_sort_enabled(index, p_value);
return true;
} else if (components[1] == "y_sort_origin") {
set_layer_y_sort_origin(index, p_value);
return true;
} else if (components[1] == "z_index") {
set_layer_z_index(index, p_value);
return true;
} else if (components[1] == "navigation_enabled") {
set_layer_navigation_enabled(index, p_value);
return true;
} else if (components[1] == "tile_data") {
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layers[index]->set_tile_data(format, p_value);
_emit_changed();
return true;
} else {
return false;
}
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}
return false;
}
bool TileMap::_get(const StringName &p_name, Variant &r_ret) const {
Vector<String> components = String(p_name).split("/", true, 2);
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if (p_name == "format") {
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r_ret = TileMapDataFormat::FORMAT_MAX - 1; // When saving, always save highest format.
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return true;
}
#ifndef DISABLE_DEPRECATED
else if (p_name == "cell_quadrant_size") { // Kept for compatibility reasons.
r_ret = get_rendering_quadrant_size();
return true;
}
#endif
else if (components.size() == 2 && components[0].begins_with("layer_") && components[0].trim_prefix("layer_").is_valid_int()) {
int index = components[0].trim_prefix("layer_").to_int();
if (index < 0 || index >= (int)layers.size()) {
return false;
}
if (components[1] == "name") {
r_ret = get_layer_name(index);
return true;
} else if (components[1] == "enabled") {
r_ret = is_layer_enabled(index);
return true;
} else if (components[1] == "modulate") {
r_ret = get_layer_modulate(index);
return true;
} else if (components[1] == "y_sort_enabled") {
r_ret = is_layer_y_sort_enabled(index);
return true;
} else if (components[1] == "y_sort_origin") {
r_ret = get_layer_y_sort_origin(index);
return true;
} else if (components[1] == "z_index") {
r_ret = get_layer_z_index(index);
return true;
} else if (components[1] == "navigation_enabled") {
r_ret = is_layer_navigation_enabled(index);
return true;
} else if (components[1] == "tile_data") {
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r_ret = layers[index]->get_tile_data();
return true;
} else {
return false;
}
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}
return false;
}
void TileMap::_get_property_list(List<PropertyInfo> *p_list) const {
p_list->push_back(PropertyInfo(Variant::INT, "format", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL));
p_list->push_back(PropertyInfo(Variant::NIL, "Layers", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_GROUP));
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#define MAKE_LAYER_PROPERTY(m_type, m_name, m_hint) \
{ \
const String property_name = vformat("layer_%d/" m_name, i); \
p_list->push_back(PropertyInfo(m_type, property_name, PROPERTY_HINT_NONE, m_hint, (get(property_name) == property_get_revert(property_name)) ? PROPERTY_USAGE_EDITOR : PROPERTY_USAGE_DEFAULT)); \
}
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for (uint32_t i = 0; i < layers.size(); i++) {
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MAKE_LAYER_PROPERTY(Variant::STRING, "name", "");
MAKE_LAYER_PROPERTY(Variant::BOOL, "enabled", "");
MAKE_LAYER_PROPERTY(Variant::COLOR, "modulate", "");
MAKE_LAYER_PROPERTY(Variant::BOOL, "y_sort_enabled", "");
MAKE_LAYER_PROPERTY(Variant::INT, "y_sort_origin", "suffix:px");
MAKE_LAYER_PROPERTY(Variant::INT, "z_index", "");
MAKE_LAYER_PROPERTY(Variant::BOOL, "navigation_enabled", "");
p_list->push_back(PropertyInfo(Variant::OBJECT, vformat("layer_%d/tile_data", i), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
}
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#undef MAKE_LAYER_PROPERTY
}
bool TileMap::_property_can_revert(const StringName &p_name) const {
Vector<String> components = String(p_name).split("/", true, 2);
if (components.size() == 2 && components[0].begins_with("layer_")) {
int index = components[0].trim_prefix("layer_").to_int();
if (index <= 0 || index >= (int)layers.size()) {
return false;
}
if (components[1] == "name") {
return layers[index]->get_name() != default_layer->get_name();
} else if (components[1] == "enabled") {
return layers[index]->is_enabled() != default_layer->is_enabled();
} else if (components[1] == "modulate") {
return layers[index]->get_modulate() != default_layer->get_modulate();
} else if (components[1] == "y_sort_enabled") {
return layers[index]->is_y_sort_enabled() != default_layer->is_y_sort_enabled();
} else if (components[1] == "y_sort_origin") {
return layers[index]->get_y_sort_origin() != default_layer->get_y_sort_origin();
} else if (components[1] == "z_index") {
return layers[index]->get_z_index() != default_layer->get_z_index();
} else if (components[1] == "navigation_enabled") {
return layers[index]->is_navigation_enabled() != default_layer->is_navigation_enabled();
}
}
return false;
}
bool TileMap::_property_get_revert(const StringName &p_name, Variant &r_property) const {
Vector<String> components = String(p_name).split("/", true, 2);
if (components.size() == 2 && components[0].begins_with("layer_")) {
int index = components[0].trim_prefix("layer_").to_int();
if (index <= 0 || index >= (int)layers.size()) {
return false;
}
if (components[1] == "name") {
r_property = default_layer->get_name();
return true;
} else if (components[1] == "enabled") {
r_property = default_layer->is_enabled();
return true;
} else if (components[1] == "modulate") {
r_property = default_layer->get_modulate();
return true;
} else if (components[1] == "y_sort_enabled") {
r_property = default_layer->is_y_sort_enabled();
return true;
} else if (components[1] == "y_sort_origin") {
r_property = default_layer->get_y_sort_origin();
return true;
} else if (components[1] == "z_index") {
r_property = default_layer->get_z_index();
return true;
} else if (components[1] == "navigation_enabled") {
r_property = default_layer->is_navigation_enabled();
return true;
}
}
return false;
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}
Vector2 TileMap::map_to_local(const Vector2i &p_pos) const {
ERR_FAIL_COND_V(!tile_set.is_valid(), Vector2());
return tile_set->map_to_local(p_pos);
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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Vector2i TileMap::local_to_map(const Vector2 &p_pos) const {
ERR_FAIL_COND_V(!tile_set.is_valid(), Vector2i());
return tile_set->local_to_map(p_pos);
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
}
bool TileMap::is_existing_neighbor(TileSet::CellNeighbor p_cell_neighbor) const {
ERR_FAIL_COND_V(!tile_set.is_valid(), false);
return tile_set->is_existing_neighbor(p_cell_neighbor);
}
Vector2i TileMap::get_neighbor_cell(const Vector2i &p_coords, TileSet::CellNeighbor p_cell_neighbor) const {
ERR_FAIL_COND_V(!tile_set.is_valid(), Vector2i());
return tile_set->get_neighbor_cell(p_coords, p_cell_neighbor);
}
TypedArray<Vector2i> TileMap::get_used_cells(int p_layer) const {
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TILEMAP_CALL_FOR_LAYER_V(p_layer, TypedArray<Vector2i>(), get_used_cells);
}
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TypedArray<Vector2i> TileMap::get_used_cells_by_id(int p_layer, int p_source_id, const Vector2i p_atlas_coords, int p_alternative_tile) const {
TILEMAP_CALL_FOR_LAYER_V(p_layer, TypedArray<Vector2i>(), get_used_cells_by_id, p_source_id, p_atlas_coords, p_alternative_tile);
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}
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Rect2i TileMap::get_used_rect() const {
// Return the visible rect of the tilemap.
bool first = true;
Rect2i rect = Rect2i();
for (const TileMapLayer *layer : layers) {
Rect2i layer_rect = layer->get_used_rect();
if (layer_rect == Rect2i()) {
continue;
}
if (first) {
rect = layer_rect;
first = false;
} else {
rect = rect.merge(layer_rect);
}
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}
return rect;
}
// --- Override some methods of the CanvasItem class to pass the changes to the quadrants CanvasItems ---
void TileMap::set_light_mask(int p_light_mask) {
// Set light mask for occlusion and applies it to all layers too.
CanvasItem::set_light_mask(p_light_mask);
for (TileMapLayer *layer : layers) {
layer->set_light_mask(p_light_mask);
}
}
void TileMap::set_self_modulate(const Color &p_self_modulate) {
// Set self_modulation and applies it to all layers too.
CanvasItem::set_self_modulate(p_self_modulate);
for (TileMapLayer *layer : layers) {
layer->set_self_modulate(p_self_modulate);
}
}
void TileMap::set_texture_filter(TextureFilter p_texture_filter) {
// Set a default texture filter and applies it to all layers too.
CanvasItem::set_texture_filter(p_texture_filter);
for (TileMapLayer *layer : layers) {
layer->set_texture_filter(p_texture_filter);
}
}
void TileMap::set_texture_repeat(CanvasItem::TextureRepeat p_texture_repeat) {
// Set a default texture repeat and applies it to all layers too.
CanvasItem::set_texture_repeat(p_texture_repeat);
for (TileMapLayer *layer : layers) {
layer->set_texture_repeat(p_texture_repeat);
}
}
TypedArray<Vector2i> TileMap::get_surrounding_cells(const Vector2i &p_coords) {
if (!tile_set.is_valid()) {
return TypedArray<Vector2i>();
}
return tile_set->get_surrounding_cells(p_coords);
}
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PackedStringArray TileMap::get_configuration_warnings() const {
PackedStringArray warnings = Node::get_configuration_warnings();
// Retrieve the set of Z index values with a Y-sorted layer.
RBSet<int> y_sorted_z_index;
for (const TileMapLayer *layer : layers) {
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if (layer->is_y_sort_enabled()) {
y_sorted_z_index.insert(layer->get_z_index());
}
}
// Check if we have a non-sorted layer in a Z-index with a Y-sorted layer.
for (const TileMapLayer *layer : layers) {
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if (!layer->is_y_sort_enabled() && y_sorted_z_index.has(layer->get_z_index())) {
warnings.push_back(RTR("A Y-sorted layer has the same Z-index value as a not Y-sorted layer.\nThis may lead to unwanted behaviors, as a layer that is not Y-sorted will be Y-sorted as a whole with tiles from Y-sorted layers."));
break;
}
}
if (!is_y_sort_enabled()) {
// Check if Y-sort is enabled on a layer but not on the node.
for (const TileMapLayer *layer : layers) {
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if (layer->is_y_sort_enabled()) {
warnings.push_back(RTR("A TileMap layer is set as Y-sorted, but Y-sort is not enabled on the TileMap node itself."));
break;
}
}
} else {
// Check if Y-sort is enabled on the node, but not on any of the layers.
bool need_warning = true;
for (const TileMapLayer *layer : layers) {
if (layer->is_y_sort_enabled()) {
need_warning = false;
break;
}
}
if (need_warning) {
warnings.push_back(RTR("The TileMap node is set as Y-sorted, but Y-sort is not enabled on any of the TileMap's layers.\nThis may lead to unwanted behaviors, as a layer that is not Y-sorted will be Y-sorted as a whole."));
}
}
// Check if we are in isometric mode without Y-sort enabled.
if (tile_set.is_valid() && tile_set->get_tile_shape() == TileSet::TILE_SHAPE_ISOMETRIC) {
bool warn = !is_y_sort_enabled();
if (!warn) {
for (const TileMapLayer *layer : layers) {
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if (!layer->is_y_sort_enabled()) {
warn = true;
break;
}
}
}
if (warn) {
warnings.push_back(RTR("Isometric TileSet will likely not look as intended without Y-sort enabled for the TileMap and all of its layers."));
}
}
return warnings;
}
void TileMap::_bind_methods() {
#ifndef DISABLE_DEPRECATED
ClassDB::bind_method(D_METHOD("set_navigation_map", "layer", "map"), &TileMap::set_layer_navigation_map);
ClassDB::bind_method(D_METHOD("get_navigation_map", "layer"), &TileMap::get_layer_navigation_map);
ClassDB::bind_method(D_METHOD("force_update", "layer"), &TileMap::force_update, DEFVAL(-1));
#endif // DISABLE_DEPRECATED
ClassDB::bind_method(D_METHOD("set_rendering_quadrant_size", "size"), &TileMap::set_rendering_quadrant_size);
ClassDB::bind_method(D_METHOD("get_rendering_quadrant_size"), &TileMap::get_rendering_quadrant_size);
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ClassDB::bind_method(D_METHOD("get_layers_count"), &TileMap::get_layers_count);
ClassDB::bind_method(D_METHOD("add_layer", "to_position"), &TileMap::add_layer);
ClassDB::bind_method(D_METHOD("move_layer", "layer", "to_position"), &TileMap::move_layer);
ClassDB::bind_method(D_METHOD("remove_layer", "layer"), &TileMap::remove_layer);
ClassDB::bind_method(D_METHOD("set_layer_name", "layer", "name"), &TileMap::set_layer_name);
ClassDB::bind_method(D_METHOD("get_layer_name", "layer"), &TileMap::get_layer_name);
ClassDB::bind_method(D_METHOD("set_layer_enabled", "layer", "enabled"), &TileMap::set_layer_enabled);
ClassDB::bind_method(D_METHOD("is_layer_enabled", "layer"), &TileMap::is_layer_enabled);
ClassDB::bind_method(D_METHOD("set_layer_modulate", "layer", "modulate"), &TileMap::set_layer_modulate);
ClassDB::bind_method(D_METHOD("get_layer_modulate", "layer"), &TileMap::get_layer_modulate);
ClassDB::bind_method(D_METHOD("set_layer_y_sort_enabled", "layer", "y_sort_enabled"), &TileMap::set_layer_y_sort_enabled);
ClassDB::bind_method(D_METHOD("is_layer_y_sort_enabled", "layer"), &TileMap::is_layer_y_sort_enabled);
ClassDB::bind_method(D_METHOD("set_layer_y_sort_origin", "layer", "y_sort_origin"), &TileMap::set_layer_y_sort_origin);
ClassDB::bind_method(D_METHOD("get_layer_y_sort_origin", "layer"), &TileMap::get_layer_y_sort_origin);
ClassDB::bind_method(D_METHOD("set_layer_z_index", "layer", "z_index"), &TileMap::set_layer_z_index);
ClassDB::bind_method(D_METHOD("get_layer_z_index", "layer"), &TileMap::get_layer_z_index);
ClassDB::bind_method(D_METHOD("set_layer_navigation_enabled", "layer", "enabled"), &TileMap::set_layer_navigation_enabled);
ClassDB::bind_method(D_METHOD("is_layer_navigation_enabled", "layer"), &TileMap::is_layer_navigation_enabled);
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ClassDB::bind_method(D_METHOD("set_layer_navigation_map", "layer", "map"), &TileMap::set_layer_navigation_map);
ClassDB::bind_method(D_METHOD("get_layer_navigation_map", "layer"), &TileMap::get_layer_navigation_map);
ClassDB::bind_method(D_METHOD("set_collision_animatable", "enabled"), &TileMap::set_collision_animatable);
ClassDB::bind_method(D_METHOD("is_collision_animatable"), &TileMap::is_collision_animatable);
ClassDB::bind_method(D_METHOD("set_collision_visibility_mode", "collision_visibility_mode"), &TileMap::set_collision_visibility_mode);
ClassDB::bind_method(D_METHOD("get_collision_visibility_mode"), &TileMap::get_collision_visibility_mode);
ClassDB::bind_method(D_METHOD("set_navigation_visibility_mode", "navigation_visibility_mode"), &TileMap::set_navigation_visibility_mode);
ClassDB::bind_method(D_METHOD("get_navigation_visibility_mode"), &TileMap::get_navigation_visibility_mode);
ClassDB::bind_method(D_METHOD("set_cell", "layer", "coords", "source_id", "atlas_coords", "alternative_tile"), &TileMap::set_cell, DEFVAL(TileSet::INVALID_SOURCE), DEFVAL(TileSetSource::INVALID_ATLAS_COORDS), DEFVAL(0));
ClassDB::bind_method(D_METHOD("erase_cell", "layer", "coords"), &TileMap::erase_cell);
ClassDB::bind_method(D_METHOD("get_cell_source_id", "layer", "coords", "use_proxies"), &TileMap::get_cell_source_id, DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_cell_atlas_coords", "layer", "coords", "use_proxies"), &TileMap::get_cell_atlas_coords, DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_cell_alternative_tile", "layer", "coords", "use_proxies"), &TileMap::get_cell_alternative_tile, DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_cell_tile_data", "layer", "coords", "use_proxies"), &TileMap::get_cell_tile_data, DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_coords_for_body_rid", "body"), &TileMap::get_coords_for_body_rid);
ClassDB::bind_method(D_METHOD("get_layer_for_body_rid", "body"), &TileMap::get_layer_for_body_rid);
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ClassDB::bind_method(D_METHOD("get_pattern", "layer", "coords_array"), &TileMap::get_pattern);
ClassDB::bind_method(D_METHOD("map_pattern", "position_in_tilemap", "coords_in_pattern", "pattern"), &TileMap::map_pattern);
ClassDB::bind_method(D_METHOD("set_pattern", "layer", "position", "pattern"), &TileMap::set_pattern);
2022-02-23 16:25:50 +00:00
ClassDB::bind_method(D_METHOD("set_cells_terrain_connect", "layer", "cells", "terrain_set", "terrain", "ignore_empty_terrains"), &TileMap::set_cells_terrain_connect, DEFVAL(true));
ClassDB::bind_method(D_METHOD("set_cells_terrain_path", "layer", "path", "terrain_set", "terrain", "ignore_empty_terrains"), &TileMap::set_cells_terrain_path, DEFVAL(true));
2018-02-24 05:56:48 +00:00
ClassDB::bind_method(D_METHOD("fix_invalid_tiles"), &TileMap::fix_invalid_tiles);
ClassDB::bind_method(D_METHOD("clear_layer", "layer"), &TileMap::clear_layer);
ClassDB::bind_method(D_METHOD("clear"), &TileMap::clear);
2014-02-10 01:10:30 +00:00
ClassDB::bind_method(D_METHOD("update_internals"), &TileMap::update_internals);
ClassDB::bind_method(D_METHOD("notify_runtime_tile_data_update", "layer"), &TileMap::notify_runtime_tile_data_update, DEFVAL(-1));
ClassDB::bind_method(D_METHOD("get_surrounding_cells", "coords"), &TileMap::get_surrounding_cells);
ClassDB::bind_method(D_METHOD("get_used_cells", "layer"), &TileMap::get_used_cells);
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ClassDB::bind_method(D_METHOD("get_used_cells_by_id", "layer", "source_id", "atlas_coords", "alternative_tile"), &TileMap::get_used_cells_by_id, DEFVAL(TileSet::INVALID_SOURCE), DEFVAL(TileSetSource::INVALID_ATLAS_COORDS), DEFVAL(TileSetSource::INVALID_TILE_ALTERNATIVE));
ClassDB::bind_method(D_METHOD("get_used_rect"), &TileMap::get_used_rect);
ClassDB::bind_method(D_METHOD("map_to_local", "map_position"), &TileMap::map_to_local);
ClassDB::bind_method(D_METHOD("local_to_map", "local_position"), &TileMap::local_to_map);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
ClassDB::bind_method(D_METHOD("get_neighbor_cell", "coords", "neighbor"), &TileMap::get_neighbor_cell);
2014-02-10 01:10:30 +00:00
GDVIRTUAL_BIND(_use_tile_data_runtime_update, "layer", "coords");
GDVIRTUAL_BIND(_tile_data_runtime_update, "layer", "coords", "tile_data");
ADD_PROPERTY(PropertyInfo(Variant::INT, "rendering_quadrant_size", PROPERTY_HINT_RANGE, "1,128,1"), "set_rendering_quadrant_size", "get_rendering_quadrant_size");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collision_animatable"), "set_collision_animatable", "is_collision_animatable");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_visibility_mode", PROPERTY_HINT_ENUM, "Default,Force Show,Force Hide"), "set_collision_visibility_mode", "get_collision_visibility_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "navigation_visibility_mode", PROPERTY_HINT_ENUM, "Default,Force Show,Force Hide"), "set_navigation_visibility_mode", "get_navigation_visibility_mode");
ADD_ARRAY("layers", "layer_");
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ADD_PROPERTY_DEFAULT("format", TileMapDataFormat::FORMAT_1);
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ADD_SIGNAL(MethodInfo(CoreStringNames::get_singleton()->changed));
BIND_ENUM_CONSTANT(VISIBILITY_MODE_DEFAULT);
BIND_ENUM_CONSTANT(VISIBILITY_MODE_FORCE_HIDE);
BIND_ENUM_CONSTANT(VISIBILITY_MODE_FORCE_SHOW);
}
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TileMap::TileMap() {
TileMapLayer *new_layer = memnew(TileMapLayer);
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add_child(new_layer, false, INTERNAL_MODE_FRONT);
new_layer->set_as_tile_map_internal_node(0);
new_layer->set_name("Layer0");
new_layer->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &TileMap::_emit_changed));
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layers.push_back(new_layer);
default_layer = memnew(TileMapLayer);
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}
TileMap::~TileMap() {
memdelete(default_layer);
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}
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#undef TILEMAP_CALL_FOR_LAYER
#undef TILEMAP_CALL_FOR_LAYER_V