09bc9eb101
Change the entire navigation system. Remove editor prefix from nav mesh generator class. It is now used for baking at runtime as well. Navigation supports obstacle avoidance now with the RVO2 library. Nav system will also automatically link all nav meshes together to form one overall complete nav map.
361 lines
10 KiB
C++
361 lines
10 KiB
C++
/*************************************************************************/
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/* tile_map.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef TILE_MAP_H
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#define TILE_MAP_H
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#include "core/self_list.h"
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#include "core/vset.h"
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#include "scene/2d/navigation_2d.h"
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#include "scene/2d/node_2d.h"
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#include "scene/resources/tile_set.h"
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class CollisionObject2D;
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class TileMap : public Node2D {
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GDCLASS(TileMap, Node2D);
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public:
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enum Mode {
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MODE_SQUARE,
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MODE_ISOMETRIC,
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MODE_CUSTOM
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};
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enum HalfOffset {
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HALF_OFFSET_X,
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HALF_OFFSET_Y,
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HALF_OFFSET_DISABLED,
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HALF_OFFSET_NEGATIVE_X,
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HALF_OFFSET_NEGATIVE_Y,
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};
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enum TileOrigin {
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TILE_ORIGIN_TOP_LEFT,
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TILE_ORIGIN_CENTER,
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TILE_ORIGIN_BOTTOM_LEFT
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};
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private:
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enum DataFormat {
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FORMAT_1 = 0,
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FORMAT_2
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};
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Ref<TileSet> tile_set;
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Size2i cell_size;
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int quadrant_size;
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Mode mode;
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Transform2D custom_transform;
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HalfOffset half_offset;
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bool use_parent;
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CollisionObject2D *collision_parent;
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bool use_kinematic;
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Navigation2D *navigation;
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bool show_collision = false;
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union PosKey {
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struct {
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int16_t x;
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int16_t y;
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};
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uint32_t key;
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//using a more precise comparison so the regions can be sorted later
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bool operator<(const PosKey &p_k) const { return (y == p_k.y) ? x < p_k.x : y < p_k.y; }
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bool operator==(const PosKey &p_k) const { return (y == p_k.y && x == p_k.x); }
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PosKey to_quadrant(const int &p_quadrant_size) const {
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// rounding down, instead of simply rounding towards zero (truncating)
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return PosKey(
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x > 0 ? x / p_quadrant_size : (x - (p_quadrant_size - 1)) / p_quadrant_size,
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y > 0 ? y / p_quadrant_size : (y - (p_quadrant_size - 1)) / p_quadrant_size);
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}
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PosKey(int16_t p_x, int16_t p_y) {
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x = p_x;
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y = p_y;
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}
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PosKey() {
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x = 0;
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y = 0;
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}
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};
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union Cell {
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struct {
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int32_t id : 24;
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bool flip_h : 1;
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bool flip_v : 1;
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bool transpose : 1;
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int16_t autotile_coord_x : 16;
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int16_t autotile_coord_y : 16;
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};
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uint64_t _u64t;
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Cell() { _u64t = 0; }
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};
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Map<PosKey, Cell> tile_map;
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List<PosKey> dirty_bitmask;
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struct Quadrant {
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Vector2 pos;
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List<RID> canvas_items;
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RID body;
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uint32_t shape_owner_id;
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SelfList<Quadrant> dirty_list;
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struct NavPoly {
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RID region;
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Transform2D xform;
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};
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struct Occluder {
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RID id;
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Transform2D xform;
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};
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Map<PosKey, NavPoly> navpoly_ids;
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Map<PosKey, Occluder> occluder_instances;
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VSet<PosKey> cells;
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void operator=(const Quadrant &q) {
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pos = q.pos;
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canvas_items = q.canvas_items;
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body = q.body;
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shape_owner_id = q.shape_owner_id;
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cells = q.cells;
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navpoly_ids = q.navpoly_ids;
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occluder_instances = q.occluder_instances;
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}
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Quadrant(const Quadrant &q) :
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dirty_list(this) {
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pos = q.pos;
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canvas_items = q.canvas_items;
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body = q.body;
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shape_owner_id = q.shape_owner_id;
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cells = q.cells;
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occluder_instances = q.occluder_instances;
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navpoly_ids = q.navpoly_ids;
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}
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Quadrant() :
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dirty_list(this) {}
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};
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Map<PosKey, Quadrant> quadrant_map;
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SelfList<Quadrant>::List dirty_quadrant_list;
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bool pending_update;
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Rect2 rect_cache;
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bool rect_cache_dirty;
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Rect2 used_size_cache;
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bool used_size_cache_dirty;
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bool quadrant_order_dirty;
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bool y_sort_mode;
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bool compatibility_mode;
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bool centered_textures;
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bool clip_uv;
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float fp_adjust;
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float friction;
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float bounce;
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uint32_t collision_layer;
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uint32_t collision_mask;
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mutable DataFormat format;
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TileOrigin tile_origin;
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int occluder_light_mask;
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void _fix_cell_transform(Transform2D &xform, const Cell &p_cell, const Vector2 &p_offset, const Size2 &p_sc);
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void _add_shape(int &shape_idx, const Quadrant &p_q, const Ref<Shape2D> &p_shape, const TileSet::ShapeData &p_shape_data, const Transform2D &p_xform, const Vector2 &p_metadata);
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Map<PosKey, Quadrant>::Element *_create_quadrant(const PosKey &p_qk);
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void _erase_quadrant(Map<PosKey, Quadrant>::Element *Q);
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void _make_quadrant_dirty(Map<PosKey, Quadrant>::Element *Q, bool update = true);
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void _recreate_quadrants();
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void _clear_quadrants();
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void _update_quadrant_space(const RID &p_space);
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void _update_quadrant_transform();
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void _recompute_rect_cache();
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void _update_all_items_material_state();
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_FORCE_INLINE_ void _update_item_material_state(const RID &p_canvas_item);
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_FORCE_INLINE_ int _get_quadrant_size() const;
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void _set_tile_data(const PoolVector<int> &p_data);
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PoolVector<int> _get_tile_data() const;
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void _set_old_cell_size(int p_size) { set_cell_size(Size2(p_size, p_size)); }
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int _get_old_cell_size() const { return cell_size.x; }
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_FORCE_INLINE_ Vector2 _map_to_world(int p_x, int p_y, bool p_ignore_ofs = false) const;
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
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static void _bind_methods();
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virtual void _validate_property(PropertyInfo &property) const;
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virtual void _changed_callback(Object *p_changed, const char *p_prop);
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public:
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enum {
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INVALID_CELL = -1
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};
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#ifdef TOOLS_ENABLED
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virtual Rect2 _edit_get_rect() const;
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#endif
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void set_tileset(const Ref<TileSet> &p_tileset);
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Ref<TileSet> get_tileset() const;
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void set_cell_size(Size2 p_size);
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Size2 get_cell_size() const;
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void set_quadrant_size(int p_size);
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int get_quadrant_size() const;
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void set_cell(int p_x, int p_y, int p_tile, bool p_flip_x = false, bool p_flip_y = false, bool p_transpose = false, Vector2 p_autotile_coord = Vector2());
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int get_cell(int p_x, int p_y) const;
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bool is_cell_x_flipped(int p_x, int p_y) const;
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bool is_cell_y_flipped(int p_x, int p_y) const;
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bool is_cell_transposed(int p_x, int p_y) const;
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void set_cell_autotile_coord(int p_x, int p_y, const Vector2 &p_coord);
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Vector2 get_cell_autotile_coord(int p_x, int p_y) const;
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void _set_celld(const Vector2 &p_pos, const Dictionary &p_data);
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void set_cellv(const Vector2 &p_pos, int p_tile, bool p_flip_x = false, bool p_flip_y = false, bool p_transpose = false);
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int get_cellv(const Vector2 &p_pos) const;
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void make_bitmask_area_dirty(const Vector2 &p_pos);
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void update_bitmask_area(const Vector2 &p_pos);
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void update_bitmask_region(const Vector2 &p_start = Vector2(), const Vector2 &p_end = Vector2());
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void update_cell_bitmask(int p_x, int p_y);
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void update_dirty_bitmask();
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void update_dirty_quadrants();
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void set_show_collision(bool p_value);
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bool is_show_collision_enabled() const;
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void set_collision_layer(uint32_t p_layer);
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uint32_t get_collision_layer() const;
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void set_collision_mask(uint32_t p_mask);
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uint32_t get_collision_mask() const;
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void set_collision_layer_bit(int p_bit, bool p_value);
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bool get_collision_layer_bit(int p_bit) const;
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void set_collision_mask_bit(int p_bit, bool p_value);
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bool get_collision_mask_bit(int p_bit) const;
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void set_collision_use_kinematic(bool p_use_kinematic);
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bool get_collision_use_kinematic() const;
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void set_collision_use_parent(bool p_use_parent);
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bool get_collision_use_parent() const;
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void set_collision_friction(float p_friction);
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float get_collision_friction() const;
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void set_collision_bounce(float p_bounce);
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float get_collision_bounce() const;
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void set_mode(Mode p_mode);
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Mode get_mode() const;
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void set_half_offset(HalfOffset p_half_offset);
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HalfOffset get_half_offset() const;
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void set_tile_origin(TileOrigin p_tile_origin);
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TileOrigin get_tile_origin() const;
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void set_custom_transform(const Transform2D &p_xform);
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Transform2D get_custom_transform() const;
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Transform2D get_cell_transform() const;
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Vector2 get_cell_draw_offset() const;
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Vector2 map_to_world(const Vector2 &p_pos, bool p_ignore_ofs = false) const;
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Vector2 world_to_map(const Vector2 &p_pos) const;
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void set_y_sort_mode(bool p_enable);
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bool is_y_sort_mode_enabled() const;
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void set_compatibility_mode(bool p_enable);
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bool is_compatibility_mode_enabled() const;
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void set_centered_textures(bool p_enable);
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bool is_centered_textures_enabled() const;
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Array get_used_cells() const;
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Array get_used_cells_by_id(int p_id) const;
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Rect2 get_used_rect(); // Not const because of cache
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void set_occluder_light_mask(int p_mask);
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int get_occluder_light_mask() const;
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virtual void set_light_mask(int p_light_mask);
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virtual void set_material(const Ref<Material> &p_material);
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virtual void set_use_parent_material(bool p_use_parent_material);
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void set_clip_uv(bool p_enable);
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bool get_clip_uv() const;
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String get_configuration_warning() const;
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void fix_invalid_tiles();
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void clear();
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TileMap();
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~TileMap();
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};
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VARIANT_ENUM_CAST(TileMap::Mode);
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VARIANT_ENUM_CAST(TileMap::HalfOffset);
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VARIANT_ENUM_CAST(TileMap::TileOrigin);
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#endif // TILE_MAP_H
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