godot/scene/2d/tile_map.h
Andrea Catania e6be3f68da - Integrated NavigationServer and Navigation2DServer.
- Added Navigation Agents and Obstacles.
- Integrated Collision Avoidance.

This work has been kindly sponsored by IMVU.
2020-02-10 14:38:52 +01:00

361 lines
10 KiB
C++

/*************************************************************************/
/* tile_map.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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.*/
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef TILE_MAP_H
#define TILE_MAP_H
#include "core/self_list.h"
#include "core/vset.h"
#include "scene/2d/navigation_2d.h"
#include "scene/2d/node_2d.h"
#include "scene/resources/tile_set.h"
class CollisionObject2D;
class TileMap : public Node2D {
GDCLASS(TileMap, Node2D);
public:
enum Mode {
MODE_SQUARE,
MODE_ISOMETRIC,
MODE_CUSTOM
};
enum HalfOffset {
HALF_OFFSET_X,
HALF_OFFSET_Y,
HALF_OFFSET_DISABLED,
HALF_OFFSET_NEGATIVE_X,
HALF_OFFSET_NEGATIVE_Y,
};
enum TileOrigin {
TILE_ORIGIN_TOP_LEFT,
TILE_ORIGIN_CENTER,
TILE_ORIGIN_BOTTOM_LEFT
};
private:
enum DataFormat {
FORMAT_1 = 0,
FORMAT_2
};
Ref<TileSet> tile_set;
Size2i cell_size;
int quadrant_size;
Mode mode;
Transform2D custom_transform;
HalfOffset half_offset;
bool use_parent;
CollisionObject2D *collision_parent;
bool use_kinematic;
Navigation2D *navigation;
union PosKey {
struct {
int16_t x;
int16_t y;
};
uint32_t key;
//using a more precise comparison so the regions can be sorted later
bool operator<(const PosKey &p_k) const { return (y == p_k.y) ? x < p_k.x : y < p_k.y; }
bool operator==(const PosKey &p_k) const { return (y == p_k.y && x == p_k.x); }
PosKey to_quadrant(const int &p_quadrant_size) const {
// rounding down, instead of simply rounding towards zero (truncating)
return PosKey(
x > 0 ? x / p_quadrant_size : (x - (p_quadrant_size - 1)) / p_quadrant_size,
y > 0 ? y / p_quadrant_size : (y - (p_quadrant_size - 1)) / p_quadrant_size);
}
PosKey(int16_t p_x, int16_t p_y) {
x = p_x;
y = p_y;
}
PosKey() {
x = 0;
y = 0;
}
};
union Cell {
struct {
int32_t id : 24;
bool flip_h : 1;
bool flip_v : 1;
bool transpose : 1;
int16_t autotile_coord_x : 16;
int16_t autotile_coord_y : 16;
};
uint64_t _u64t;
Cell() { _u64t = 0; }
};
Map<PosKey, Cell> tile_map;
List<PosKey> dirty_bitmask;
struct Quadrant {
Vector2 pos;
List<RID> canvas_items;
RID body;
uint32_t shape_owner_id;
SelfList<Quadrant> dirty_list;
struct NavPoly {
RID region;
Transform2D xform;
};
struct Occluder {
RID id;
Transform2D xform;
};
Map<PosKey, NavPoly> navpoly_ids;
Map<PosKey, Occluder> occluder_instances;
VSet<PosKey> cells;
void operator=(const Quadrant &q) {
pos = q.pos;
canvas_items = q.canvas_items;
body = q.body;
shape_owner_id = q.shape_owner_id;
cells = q.cells;
navpoly_ids = q.navpoly_ids;
occluder_instances = q.occluder_instances;
}
Quadrant(const Quadrant &q) :
dirty_list(this) {
pos = q.pos;
canvas_items = q.canvas_items;
body = q.body;
shape_owner_id = q.shape_owner_id;
cells = q.cells;
occluder_instances = q.occluder_instances;
navpoly_ids = q.navpoly_ids;
}
Quadrant() :
dirty_list(this) {}
};
Map<PosKey, Quadrant> quadrant_map;
SelfList<Quadrant>::List dirty_quadrant_list;
bool pending_update;
Rect2 rect_cache;
bool rect_cache_dirty;
Rect2 used_size_cache;
bool used_size_cache_dirty;
bool quadrant_order_dirty;
bool y_sort_mode;
bool compatibility_mode;
bool centered_textures;
bool clip_uv;
float fp_adjust;
float friction;
float bounce;
uint32_t collision_layer;
uint32_t collision_mask;
mutable DataFormat format;
TileOrigin tile_origin;
int occluder_light_mask;
void _fix_cell_transform(Transform2D &xform, const Cell &p_cell, const Vector2 &p_offset, const Size2 &p_sc);
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);
Map<PosKey, Quadrant>::Element *_create_quadrant(const PosKey &p_qk);
void _erase_quadrant(Map<PosKey, Quadrant>::Element *Q);
void _make_quadrant_dirty(Map<PosKey, Quadrant>::Element *Q, bool update = true);
void _recreate_quadrants();
void _clear_quadrants();
void _update_quadrant_space(const RID &p_space);
void _update_quadrant_transform();
void _recompute_rect_cache();
void _update_all_items_material_state();
_FORCE_INLINE_ void _update_item_material_state(const RID &p_canvas_item);
_FORCE_INLINE_ int _get_quadrant_size() const;
void _set_tile_data(const PoolVector<int> &p_data);
PoolVector<int> _get_tile_data() const;
void _set_old_cell_size(int p_size) { set_cell_size(Size2(p_size, p_size)); }
int _get_old_cell_size() const { return cell_size.x; }
_FORCE_INLINE_ Vector2 _map_to_world(int p_x, int p_y, bool p_ignore_ofs = false) const;
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
void _notification(int p_what);
static void _bind_methods();
virtual void _validate_property(PropertyInfo &property) const;
virtual void _changed_callback(Object *p_changed, const char *p_prop);
public:
enum {
INVALID_CELL = -1
};
#ifdef TOOLS_ENABLED
virtual Rect2 _edit_get_rect() const;
#endif
void set_tileset(const Ref<TileSet> &p_tileset);
Ref<TileSet> get_tileset() const;
void set_cell_size(Size2 p_size);
Size2 get_cell_size() const;
void set_quadrant_size(int p_size);
int get_quadrant_size() const;
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());
int get_cell(int p_x, int p_y) const;
bool is_cell_x_flipped(int p_x, int p_y) const;
bool is_cell_y_flipped(int p_x, int p_y) const;
bool is_cell_transposed(int p_x, int p_y) const;
void set_cell_autotile_coord(int p_x, int p_y, const Vector2 &p_coord);
Vector2 get_cell_autotile_coord(int p_x, int p_y) const;
void _set_celld(const Vector2 &p_pos, const Dictionary &p_data);
void set_cellv(const Vector2 &p_pos, int p_tile, bool p_flip_x = false, bool p_flip_y = false, bool p_transpose = false);
int get_cellv(const Vector2 &p_pos) const;
void make_bitmask_area_dirty(const Vector2 &p_pos);
void update_bitmask_area(const Vector2 &p_pos);
void update_bitmask_region(const Vector2 &p_start = Vector2(), const Vector2 &p_end = Vector2());
void update_cell_bitmask(int p_x, int p_y);
void update_dirty_bitmask();
void update_dirty_quadrants();
void set_collision_layer(uint32_t p_layer);
uint32_t get_collision_layer() const;
void set_collision_mask(uint32_t p_mask);
uint32_t get_collision_mask() const;
void set_collision_layer_bit(int p_bit, bool p_value);
bool get_collision_layer_bit(int p_bit) const;
void set_collision_mask_bit(int p_bit, bool p_value);
bool get_collision_mask_bit(int p_bit) const;
void set_collision_use_kinematic(bool p_use_kinematic);
bool get_collision_use_kinematic() const;
void set_collision_use_parent(bool p_use_parent);
bool get_collision_use_parent() const;
void set_collision_friction(float p_friction);
float get_collision_friction() const;
void set_collision_bounce(float p_bounce);
float get_collision_bounce() const;
void set_mode(Mode p_mode);
Mode get_mode() const;
void set_half_offset(HalfOffset p_half_offset);
HalfOffset get_half_offset() const;
void set_tile_origin(TileOrigin p_tile_origin);
TileOrigin get_tile_origin() const;
void set_custom_transform(const Transform2D &p_xform);
Transform2D get_custom_transform() const;
Transform2D get_cell_transform() const;
Vector2 get_cell_draw_offset() const;
Vector2 map_to_world(const Vector2 &p_pos, bool p_ignore_ofs = false) const;
Vector2 world_to_map(const Vector2 &p_pos) const;
void set_y_sort_mode(bool p_enable);
bool is_y_sort_mode_enabled() const;
void set_compatibility_mode(bool p_enable);
bool is_compatibility_mode_enabled() const;
void set_centered_textures(bool p_enable);
bool is_centered_textures_enabled() const;
Array get_used_cells() const;
Array get_used_cells_by_id(int p_id) const;
Rect2 get_used_rect(); // Not const because of cache
void set_occluder_light_mask(int p_mask);
int get_occluder_light_mask() const;
virtual void set_light_mask(int p_light_mask);
virtual void set_material(const Ref<Material> &p_material);
virtual void set_use_parent_material(bool p_use_parent_material);
void set_clip_uv(bool p_enable);
bool get_clip_uv() const;
String get_configuration_warning() const;
void fix_invalid_tiles();
void clear();
TileMap();
~TileMap();
};
VARIANT_ENUM_CAST(TileMap::Mode);
VARIANT_ENUM_CAST(TileMap::HalfOffset);
VARIANT_ENUM_CAST(TileMap::TileOrigin);
#endif // TILE_MAP_H