Improve TileMap performances by using quadrants only for rendering
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@ -5,6 +5,8 @@
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</brief_description>
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<description>
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Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of tiles which are used to create grid-based maps. A TileMap may have several layers, layouting tiles on top of each other.
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For performance reasons, all TileMap updates are batched at the end of a frame. Notably, this means that scene tiles from a [TileSetScenesCollectionSource] may be initialized after their parent.
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To force an update earlier on, call [method update_internals].
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</description>
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<tutorials>
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<link title="Using Tilemaps">$DOCS_URL/tutorials/2d/using_tilemaps.html</link>
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@ -25,7 +27,7 @@
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Called with a TileData object about to be used internally by the TileMap, allowing its modification at runtime.
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This method is only called if [method _use_tile_data_runtime_update] is implemented and returns [code]true[/code] for the given tile [param coords] and [param layer].
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[b]Warning:[/b] The [param tile_data] object's sub-resources are the same as the one in the TileSet. Modifying them might impact the whole TileSet. Instead, make sure to duplicate those resources.
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[b]Note:[/b] If the properties of [param tile_data] object should change over time, use [method force_update] to trigger a TileMap update.
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[b]Note:[/b] If the properties of [param tile_data] object should change over time, use [method notify_runtime_tile_data_update] to notify the TileMap it needs an update.
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</description>
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</method>
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<method name="_use_tile_data_runtime_update" qualifiers="virtual">
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@ -35,6 +37,7 @@
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<description>
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Should return [code]true[/code] if the tile at coordinates [param coords] on layer [param layer] requires a runtime update.
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[b]Warning:[/b] Make sure this function only return [code]true[/code] when needed. Any tile processed at runtime without a need for it will imply a significant performance penalty.
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[b]Note:[/b] If the result of this function should changed, use [method notify_runtime_tile_data_update] to notify the TileMap it needs an update.
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</description>
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</method>
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<method name="add_layer">
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@ -73,13 +76,11 @@
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Clears cells that do not exist in the tileset.
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</description>
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</method>
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<method name="force_update">
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<method name="force_update" is_deprecated="true">
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<return type="void" />
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<param index="0" name="layer" type="int" default="-1" />
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<description>
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Triggers an update of the TileMap. If [param layer] is provided and is positive, only updates the given layer.
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[b]Note:[/b] The TileMap node updates automatically when one of its properties is modified. A manual update is only needed if runtime modifications (implemented in [method _tile_data_runtime_update]) need to be applied.
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[b]Warning:[/b] Updating the TileMap is computationally expensive and may impact performance. Try to limit the number of updates and the tiles they impact (by placing frequently updated tiles in a dedicated layer for example).
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[i]Deprecated.[/i] See [method notify_runtime_tile_data_update] and [method update_internals].
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</description>
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</method>
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<method name="get_cell_alternative_tile" qualifiers="const">
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@ -301,6 +302,16 @@
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Moves the layer at index [param layer] to the given position [param to_position] in the array.
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</description>
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</method>
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<method name="notify_runtime_tile_data_update">
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<return type="void" />
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<param index="0" name="layer" type="int" default="-1" />
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<description>
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Notifies the TileMap node that calls to [method _use_tile_data_runtime_update] or [method _tile_data_runtime_update] will lead to different results. This will thus trigger a TileMap update.
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If [param layer] is provided, only notifies changes for the given layer. Providing the [param layer] argument (when applicable) is usually preferred for performance reasons.
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[b]Warning:[/b] Updating the TileMap is computationally expensive and may impact performance. Try to limit the number of calls to this function to avoid unnecessary update.
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[b]Note:[/b] This does not trigger a direct update of the TileMap, the update will be done at the end of the frame as usual (unless you call [method update_internals]).
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</description>
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</method>
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<method name="remove_layer">
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<return type="void" />
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<param index="0" name="layer" type="int" />
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@ -437,11 +448,16 @@
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If [param layer] is negative, the layers are accessed from the last one.
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</description>
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</method>
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<method name="update_internals">
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<return type="void" />
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<description>
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Triggers a direct update of the TileMap. Usually, calling this function is not needed, as TileMap node updates automatically when one of its properties or cells is modified.
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However, for performance reasons, those updates are batched and delayed to the end of the frame. Calling this function will force the TileMap to update right away instead.
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[b]Warning:[/b] Updating the TileMap is computationally expensive and may impact performance. Try to limit the number of updates and how many tiles they impact.
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</description>
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</method>
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</methods>
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<members>
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<member name="cell_quadrant_size" type="int" setter="set_quadrant_size" getter="get_quadrant_size" default="16">
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The TileMap's quadrant size. Optimizes drawing by batching, using chunks of this size.
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</member>
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<member name="collision_animatable" type="bool" setter="set_collision_animatable" getter="is_collision_animatable" default="false">
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If enabled, the TileMap will see its collisions synced to the physics tick and change its collision type from static to kinematic. This is required to create TileMap-based moving platform.
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[b]Note:[/b] Enabling [member collision_animatable] may have a small performance impact, only do it if the TileMap is moving and has colliding tiles.
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@ -452,6 +468,9 @@
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<member name="navigation_visibility_mode" type="int" setter="set_navigation_visibility_mode" getter="get_navigation_visibility_mode" enum="TileMap.VisibilityMode" default="0">
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Show or hide the TileMap's navigation meshes. If set to [constant VISIBILITY_MODE_DEFAULT], this depends on the show navigation debug settings.
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</member>
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<member name="rendering_quadrant_size" type="int" setter="set_rendering_quadrant_size" getter="get_rendering_quadrant_size" default="16">
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The TileMap's quadrant size. Optimizes drawing by batching, using chunks of this size.
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</member>
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<member name="tile_set" type="TileSet" setter="set_tileset" getter="get_tileset">
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The assigned [TileSet].
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</member>
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@ -169,3 +169,10 @@ Validate extension JSON: API was removed: classes/GraphNode/signals/raise_reques
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Validate extension JSON: API was removed: classes/GraphNode/signals/resize_request
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Refactor GraphNode (splitup in GraphElement and GraphNode)
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GH-81070
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--------
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Validate extension JSON: API was removed: classes/TileMap/methods/get_quadrant_size
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Validate extension JSON: API was removed: classes/TileMap/methods/set_quadrant_size
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Validate extension JSON: API was removed: classes/TileMap/properties/cell_quadrant_size
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cell_quadrant_size/quadrant_size of the TileMap API was renamed to rendering_quadrant_size.
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@ -34,8 +34,18 @@ Rect2i TileMap::_get_used_rect_bind_compat_78328() {
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return get_used_rect();
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}
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void TileMap::_set_quadrant_size_compat_81070(int p_quadrant_size) {
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set_rendering_quadrant_size(p_quadrant_size);
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}
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int TileMap::_get_quadrant_size_compat_81070() const {
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return get_rendering_quadrant_size();
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}
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void TileMap::_bind_compatibility_methods() {
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ClassDB::bind_compatibility_method(D_METHOD("get_used_rect"), &TileMap::_get_used_rect_bind_compat_78328);
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ClassDB::bind_compatibility_method(D_METHOD("set_quadrant_size", "quadrant_size"), &TileMap::_set_quadrant_size_compat_81070);
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ClassDB::bind_compatibility_method(D_METHOD("get_quadrant_size"), &TileMap::_get_quadrant_size_compat_81070);
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}
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#endif
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File diff suppressed because it is too large
Load Diff
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@ -89,7 +89,102 @@ public:
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TerrainConstraint(){};
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};
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struct TileMapQuadrant {
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#ifdef DEBUG_ENABLED
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class DebugQuadrant;
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#endif // DEBUG_ENABLED
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class RenderingQuadrant;
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struct CellData {
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Vector2i coords;
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TileMapCell cell;
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// Debug.
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SelfList<CellData> debug_quadrant_list_element;
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// Rendering.
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Ref<RenderingQuadrant> rendering_quadrant;
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SelfList<CellData> rendering_quadrant_list_element;
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List<RID> occluders;
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// Physics.
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LocalVector<RID> bodies;
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// Navigation.
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LocalVector<RID> navigation_regions;
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// Scenes.
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String scene;
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// Runtime TileData cache.
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TileData *runtime_tile_data_cache = nullptr;
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// List elements.
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SelfList<CellData> dirty_list_element;
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// For those, copy everything but SelfList elements.
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void operator=(const CellData &p_other) {
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coords = p_other.coords;
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cell = p_other.cell;
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occluders = p_other.occluders;
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bodies = p_other.bodies;
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navigation_regions = p_other.navigation_regions;
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scene = p_other.scene;
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runtime_tile_data_cache = p_other.runtime_tile_data_cache;
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}
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CellData(const CellData &p_other) :
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debug_quadrant_list_element(this),
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rendering_quadrant_list_element(this),
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dirty_list_element(this) {
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coords = p_other.coords;
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cell = p_other.cell;
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occluders = p_other.occluders;
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bodies = p_other.bodies;
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navigation_regions = p_other.navigation_regions;
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scene = p_other.scene;
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runtime_tile_data_cache = p_other.runtime_tile_data_cache;
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}
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CellData() :
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debug_quadrant_list_element(this),
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rendering_quadrant_list_element(this),
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dirty_list_element(this) {
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}
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};
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#ifdef DEBUG_ENABLED
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class DebugQuadrant : public RefCounted {
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GDCLASS(DebugQuadrant, RefCounted);
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public:
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Vector2i quadrant_coords;
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SelfList<CellData>::List cells;
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RID canvas_item;
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SelfList<DebugQuadrant> dirty_quadrant_list_element;
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// For those, copy everything but SelfList elements.
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DebugQuadrant(const DebugQuadrant &p_other) :
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dirty_quadrant_list_element(this) {
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quadrant_coords = p_other.quadrant_coords;
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cells = p_other.cells;
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canvas_item = p_other.canvas_item;
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}
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DebugQuadrant() :
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dirty_quadrant_list_element(this) {
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}
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~DebugQuadrant() {
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cells.clear();
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}
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};
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#endif // DEBUG_ENABLED
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class RenderingQuadrant : public RefCounted {
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GDCLASS(RenderingQuadrant, RefCounted);
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public:
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struct CoordsWorldComparator {
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_ALWAYS_INLINE_ bool operator()(const Vector2 &p_a, const Vector2 &p_b) const {
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// We sort the cells by their local coords, as it is needed by rendering.
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}
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};
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// Dirty list element.
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SelfList<TileMapQuadrant> dirty_list_element;
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// Quadrant coords.
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Vector2i coords;
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// TileMapCells.
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RBSet<Vector2i> cells;
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// We need those two maps to sort by local position for rendering.
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// This is kind of workaround, it would be better to sort the cells directly in the "cells" set instead.
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RBMap<Vector2i, Vector2> map_to_local;
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RBMap<Vector2, Vector2i, CoordsWorldComparator> local_to_map;
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// Debug.
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RID debug_canvas_item;
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// Rendering.
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Vector2i quadrant_coords;
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SelfList<CellData>::List cells;
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List<RID> canvas_items;
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HashMap<Vector2i, RID> occluders;
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// Physics.
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List<RID> bodies;
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SelfList<RenderingQuadrant> dirty_quadrant_list_element;
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// Navigation.
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HashMap<Vector2i, Vector<RID>> navigation_regions;
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// Scenes.
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HashMap<Vector2i, String> scenes;
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// Runtime TileData cache.
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HashMap<Vector2i, TileData *> runtime_tile_data_cache;
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void operator=(const TileMapQuadrant &q) {
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coords = q.coords;
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debug_canvas_item = q.debug_canvas_item;
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canvas_items = q.canvas_items;
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occluders = q.occluders;
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bodies = q.bodies;
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navigation_regions = q.navigation_regions;
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// For those, copy everything but SelfList elements.
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RenderingQuadrant(const RenderingQuadrant &p_other) :
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dirty_quadrant_list_element(this) {
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quadrant_coords = p_other.quadrant_coords;
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cells = p_other.cells;
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canvas_items = p_other.canvas_items;
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}
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TileMapQuadrant(const TileMapQuadrant &q) :
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dirty_list_element(this) {
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coords = q.coords;
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debug_canvas_item = q.debug_canvas_item;
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canvas_items = q.canvas_items;
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occluders = q.occluders;
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bodies = q.bodies;
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navigation_regions = q.navigation_regions;
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RenderingQuadrant() :
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dirty_quadrant_list_element(this) {
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}
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TileMapQuadrant() :
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dirty_list_element(this) {
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~RenderingQuadrant() {
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cells.clear();
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}
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};
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class TileMapLayer : public RefCounted {
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GDCLASS(TileMapLayer, RefCounted);
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public:
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enum DataFormat {
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FORMAT_1 = 0,
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FORMAT_MAX,
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};
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enum DirtyFlags {
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DIRTY_FLAGS_LAYER_ENABLED = 0,
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DIRTY_FLAGS_LAYER_MODULATE,
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DIRTY_FLAGS_LAYER_Y_SORT_ENABLED,
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DIRTY_FLAGS_LAYER_Y_SORT_ORIGIN,
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DIRTY_FLAGS_LAYER_Z_INDEX,
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DIRTY_FLAGS_LAYER_INDEX_IN_TILE_MAP_NODE,
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DIRTY_FLAGS_TILE_MAP_IN_TREE,
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DIRTY_FLAGS_TILE_MAP_IN_CANVAS,
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DIRTY_FLAGS_TILE_MAP_VISIBILITY,
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DIRTY_FLAGS_TILE_MAP_XFORM,
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DIRTY_FLAGS_TILE_MAP_LOCAL_XFORM,
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DIRTY_FLAGS_TILE_MAP_SELECTED_LAYER,
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DIRTY_FLAGS_TILE_MAP_LIGHT_MASK,
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DIRTY_FLAGS_TILE_MAP_MATERIAL,
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DIRTY_FLAGS_TILE_MAP_USE_PARENT_MATERIAL,
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DIRTY_FLAGS_TILE_MAP_TEXTURE_FILTER,
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DIRTY_FLAGS_TILE_MAP_TEXTURE_REPEAT,
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DIRTY_FLAGS_TILE_MAP_TILE_SET,
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DIRTY_FLAGS_TILE_MAP_QUADRANT_SIZE,
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DIRTY_FLAGS_TILE_MAP_COLLISION_ANIMATABLE,
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DIRTY_FLAGS_TILE_MAP_COLLISION_VISIBILITY_MODE,
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DIRTY_FLAGS_TILE_MAP_NAVIGATION_VISIBILITY_MODE,
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DIRTY_FLAGS_TILE_MAP_Y_SORT_ENABLED,
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DIRTY_FLAGS_TILE_MAP_RUNTIME_UPDATE,
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DIRTY_FLAGS_MAX,
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};
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private:
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// Exposed properties.
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String name;
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TileMap *tile_map_node = nullptr;
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int layer_index_in_tile_map_node = -1;
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RID canvas_item;
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bool _rendering_quadrant_order_dirty = false;
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HashMap<Vector2i, TileMapCell> tile_map;
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HashMap<Vector2i, TileMapQuadrant> quadrant_map;
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SelfList<TileMapQuadrant>::List dirty_quadrant_list;
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HashMap<Vector2i, CellData> tile_map;
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// Dirty flag. Allows knowing what was modified since the last update.
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struct {
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bool flags[DIRTY_FLAGS_MAX] = { false };
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SelfList<CellData>::List cell_list;
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} dirty;
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bool in_destructor = false;
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// Rect cache.
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mutable Rect2 rect_cache;
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mutable Rect2i used_rect_cache;
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mutable bool used_rect_cache_dirty = true;
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// Quadrants management.
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Vector2i _coords_to_quadrant_coords(const Vector2i &p_coords) const;
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HashMap<Vector2i, TileMapQuadrant>::Iterator _create_quadrant(const Vector2i &p_qk);
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void _make_quadrant_dirty(HashMap<Vector2i, TileMapQuadrant>::Iterator Q);
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void _erase_quadrant(HashMap<Vector2i, TileMapQuadrant>::Iterator Q);
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// Runtime tile data.
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bool _runtime_update_tile_data_was_cleaned_up = false;
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void _build_runtime_update_tile_data();
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void _build_runtime_update_tile_data_for_cell(CellData &r_cell_data, bool p_auto_add_to_dirty_list = false);
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void _clear_runtime_update_tile_data();
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// Per-system methods.
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void _rendering_notification(int p_what);
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#ifdef DEBUG_ENABLED
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HashMap<Vector2i, Ref<DebugQuadrant>> debug_quadrant_map;
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Vector2i _coords_to_debug_quadrant_coords(const Vector2i &p_coords) const;
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bool _debug_was_cleaned_up = false;
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void _debug_update();
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void _debug_quadrants_update_cell(CellData &r_cell_data, SelfList<DebugQuadrant>::List &r_dirty_debug_quadrant_list);
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#endif // DEBUG_ENABLED
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HashMap<Vector2i, Ref<RenderingQuadrant>> rendering_quadrant_map;
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Vector2i _coords_to_rendering_quadrant_coords(const Vector2i &p_coords) const;
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bool _rendering_was_cleaned_up = false;
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void _rendering_update();
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void _rendering_cleanup();
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void _rendering_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list);
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void _rendering_reorder_quadrants(int &r_index);
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void _rendering_create_quadrant(TileMapQuadrant *p_quadrant);
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void _rendering_cleanup_quadrant(TileMapQuadrant *p_quadrant);
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void _rendering_draw_quadrant_debug(TileMapQuadrant *p_quadrant);
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void _rendering_quadrants_update_cell(CellData &r_cell_data, SelfList<RenderingQuadrant>::List &r_dirty_rendering_quadrant_list);
|
||||
void _rendering_occluders_clear_cell(CellData &r_cell_data);
|
||||
void _rendering_occluders_update_cell(CellData &r_cell_data);
|
||||
#ifdef DEBUG_ENABLED
|
||||
void _rendering_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data);
|
||||
#endif // DEBUG_ENABLED
|
||||
|
||||
HashMap<RID, Vector2i> bodies_coords; // Mapping for RID to coords.
|
||||
void _physics_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list);
|
||||
void _physics_cleanup_quadrant(TileMapQuadrant *p_quadrant);
|
||||
void _physics_draw_quadrant_debug(TileMapQuadrant *p_quadrant);
|
||||
bool _physics_was_cleaned_up = false;
|
||||
void _physics_update();
|
||||
void _physics_notify_tilemap_change(DirtyFlags p_what);
|
||||
void _physics_clear_cell(CellData &r_cell_data);
|
||||
void _physics_update_cell(CellData &r_cell_data);
|
||||
#ifdef DEBUG_ENABLED
|
||||
void _physics_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data);
|
||||
#endif // DEBUG_ENABLED
|
||||
|
||||
bool _navigation_was_cleaned_up = false;
|
||||
void _navigation_update();
|
||||
void _navigation_cleanup();
|
||||
void _navigation_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list);
|
||||
void _navigation_cleanup_quadrant(TileMapQuadrant *p_quadrant);
|
||||
void _navigation_draw_quadrant_debug(TileMapQuadrant *p_quadrant);
|
||||
void _navigation_clear_cell(CellData &r_cell_data);
|
||||
void _navigation_update_cell(CellData &r_cell_data);
|
||||
#ifdef DEBUG_ENABLED
|
||||
void _navigation_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data);
|
||||
#endif // DEBUG_ENABLED
|
||||
|
||||
HashSet<Vector2i> instantiated_scenes;
|
||||
void _scenes_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list);
|
||||
void _scenes_cleanup_quadrant(TileMapQuadrant *p_quadrant);
|
||||
void _scenes_draw_quadrant_debug(TileMapQuadrant *p_quadrant);
|
||||
|
||||
// Runtime tile data.
|
||||
void _build_runtime_update_tile_data(SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list);
|
||||
bool _scenes_was_cleaned_up = false;
|
||||
void _scenes_update();
|
||||
void _scenes_clear_cell(CellData &r_cell_data);
|
||||
void _scenes_update_cell(CellData &r_cell_data);
|
||||
#ifdef DEBUG_ENABLED
|
||||
void _scenes_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data);
|
||||
#endif // DEBUG_ENABLED
|
||||
|
||||
// Terrains.
|
||||
TileSet::TerrainsPattern _get_best_terrain_pattern_for_constraints(int p_terrain_set, const Vector2i &p_position, const RBSet<TerrainConstraint> &p_constraints, TileSet::TerrainsPattern p_current_pattern);
|
||||
|
@ -251,23 +364,10 @@ public:
|
|||
int get_effective_quadrant_size() const;
|
||||
|
||||
// For TileMap node's use.
|
||||
void notify_canvas_entered();
|
||||
void notify_visibility_changed();
|
||||
void notify_xform_changed();
|
||||
void notify_local_xform_changed();
|
||||
void notify_canvas_exited();
|
||||
void notify_selected_layer_changed();
|
||||
void notify_light_mask_changed();
|
||||
void notify_material_changed();
|
||||
void notify_use_parent_material_changed();
|
||||
void notify_texture_filter_changed();
|
||||
void notify_texture_repeat_changed();
|
||||
void update_dirty_quadrants();
|
||||
void set_tile_data(DataFormat p_format, const Vector<int> &p_data);
|
||||
Vector<int> get_tile_data() const;
|
||||
void clear_instantiated_scenes();
|
||||
void clear_internals(); // Exposed for now to tilemap, but ideally, we should avoid it.
|
||||
void recreate_internals(); // Exposed for now to tilemap, but ideally, we should avoid it.
|
||||
void notify_tile_map_change(DirtyFlags p_what);
|
||||
void internal_update();
|
||||
|
||||
// --- Exposed in TileMap ---
|
||||
|
||||
|
@ -310,15 +410,14 @@ public:
|
|||
void set_navigation_map(RID p_map);
|
||||
RID get_navigation_map() const;
|
||||
|
||||
// In case something goes wrong.
|
||||
void force_update();
|
||||
|
||||
// Fixing and clearing methods.
|
||||
void fix_invalid_tiles();
|
||||
|
||||
// Find coords for body.
|
||||
bool has_body_rid(RID p_physics_body) const;
|
||||
Vector2i get_coords_for_body_rid(RID p_physics_body) const; // For finding tiles from collision.
|
||||
|
||||
~TileMapLayer();
|
||||
};
|
||||
|
||||
class TileMap : public Node2D {
|
||||
|
@ -341,7 +440,7 @@ private:
|
|||
|
||||
// Properties.
|
||||
Ref<TileSet> tile_set;
|
||||
int quadrant_size = 16;
|
||||
int rendering_quadrant_size = 16;
|
||||
bool collision_animatable = false;
|
||||
VisibilityMode collision_visibility_mode = VISIBILITY_MODE_DEFAULT;
|
||||
VisibilityMode navigation_visibility_mode = VISIBILITY_MODE_DEFAULT;
|
||||
|
@ -349,18 +448,12 @@ private:
|
|||
// Layers.
|
||||
LocalVector<Ref<TileMapLayer>> layers;
|
||||
int selected_layer = -1;
|
||||
|
||||
void _clear_internals();
|
||||
void _recreate_internals();
|
||||
|
||||
bool pending_update = false;
|
||||
|
||||
Transform2D last_valid_transform;
|
||||
Transform2D new_transform;
|
||||
|
||||
void _tile_set_changed();
|
||||
bool _tile_set_changed_deferred_update_needed = false;
|
||||
void _tile_set_changed_deferred_update();
|
||||
|
||||
protected:
|
||||
bool _set(const StringName &p_name, const Variant &p_value);
|
||||
|
@ -372,6 +465,9 @@ protected:
|
|||
|
||||
#ifndef DISABLE_DEPRECATED
|
||||
Rect2i _get_used_rect_bind_compat_78328();
|
||||
void _set_quadrant_size_compat_81070(int p_quadrant_size);
|
||||
int _get_quadrant_size_compat_81070() const;
|
||||
|
||||
static void _bind_compatibility_methods();
|
||||
#endif
|
||||
|
||||
|
@ -382,15 +478,19 @@ public:
|
|||
virtual Rect2 _edit_get_rect() const override;
|
||||
#endif
|
||||
|
||||
#ifndef DISABLE_DEPRECATED
|
||||
void force_update(int p_layer);
|
||||
#endif
|
||||
|
||||
// Called by TileMapLayers.
|
||||
void queue_update_dirty_quadrants();
|
||||
void _update_dirty_quadrants();
|
||||
void queue_internal_update();
|
||||
void _internal_update();
|
||||
|
||||
void set_tileset(const Ref<TileSet> &p_tileset);
|
||||
Ref<TileSet> get_tileset() const;
|
||||
|
||||
void set_quadrant_size(int p_size);
|
||||
int get_quadrant_size() const;
|
||||
void set_rendering_quadrant_size(int p_size);
|
||||
int get_rendering_quadrant_size() const;
|
||||
|
||||
static void 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 = -1, Color p_modulation = Color(1.0, 1.0, 1.0, 1.0), const TileData *p_tile_data_override = nullptr, real_t p_animation_offset = 0.0);
|
||||
|
||||
|
@ -412,6 +512,7 @@ public:
|
|||
int get_layer_y_sort_origin(int p_layer) const;
|
||||
void set_layer_z_index(int p_layer, int p_z_index);
|
||||
int get_layer_z_index(int p_layer) const;
|
||||
|
||||
void set_layer_navigation_map(int p_layer, RID p_map);
|
||||
RID get_layer_navigation_map(int p_layer) const;
|
||||
|
||||
|
@ -488,7 +589,8 @@ public:
|
|||
void clear();
|
||||
|
||||
// Force a TileMap update.
|
||||
void force_update(int p_layer = -1);
|
||||
void update_internals();
|
||||
void notify_runtime_tile_data_update(int p_layer = -1);
|
||||
|
||||
// Helpers?
|
||||
TypedArray<Vector2i> get_surrounding_cells(const Vector2i &coords);
|
||||
|
|
|
@ -50,7 +50,6 @@
|
|||
#endif
|
||||
|
||||
class TileMap;
|
||||
struct TileMapQuadrant;
|
||||
class TileSetSource;
|
||||
class TileSetAtlasSource;
|
||||
class TileData;
|
||||
|
|
Loading…
Reference in New Issue