godot/scene/resources/world_2d.cpp

407 lines
12 KiB
C++

/*************************************************************************/
/* world_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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.*/
/* 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. */
/*************************************************************************/
#include "world_2d.h"
#include "servers/physics_2d_server.h"
#include "servers/visual_server.h"
//#include "servers/spatial_sound_2d_server.h"
#include "project_settings.h"
#include "scene/2d/camera_2d.h"
#include "scene/2d/visibility_notifier_2d.h"
#include "scene/main/viewport.h"
struct SpatialIndexer2D {
struct CellRef {
int ref;
_FORCE_INLINE_ int inc() {
ref++;
return ref;
}
_FORCE_INLINE_ int dec() {
ref--;
return ref;
}
_FORCE_INLINE_ CellRef() {
ref = 0;
}
};
struct CellKey {
union {
struct {
int32_t x;
int32_t y;
};
uint64_t key;
};
bool operator==(const CellKey &p_key) const { return key == p_key.key; }
_FORCE_INLINE_ bool operator<(const CellKey &p_key) const {
return key < p_key.key;
}
};
struct CellData {
Map<VisibilityNotifier2D *, CellRef> notifiers;
};
Map<CellKey, CellData> cells;
int cell_size;
Map<VisibilityNotifier2D *, Rect2> notifiers;
struct ViewportData {
Map<VisibilityNotifier2D *, uint64_t> notifiers;
Rect2 rect;
};
Map<Viewport *, ViewportData> viewports;
bool changed;
uint64_t pass;
void _notifier_update_cells(VisibilityNotifier2D *p_notifier, const Rect2 &p_rect, bool p_add) {
Point2i begin = p_rect.position;
begin /= cell_size;
Point2i end = p_rect.position + p_rect.size;
end /= cell_size;
for (int i = begin.x; i <= end.x; i++) {
for (int j = begin.y; j <= end.y; j++) {
CellKey ck;
ck.x = i;
ck.y = j;
Map<CellKey, CellData>::Element *E = cells.find(ck);
if (p_add) {
if (!E)
E = cells.insert(ck, CellData());
E->get().notifiers[p_notifier].inc();
} else {
ERR_CONTINUE(!E);
if (E->get().notifiers[p_notifier].dec() == 0) {
E->get().notifiers.erase(p_notifier);
if (E->get().notifiers.empty()) {
cells.erase(E);
}
}
}
}
}
}
void _notifier_add(VisibilityNotifier2D *p_notifier, const Rect2 &p_rect) {
ERR_FAIL_COND(notifiers.has(p_notifier));
notifiers[p_notifier] = p_rect;
_notifier_update_cells(p_notifier, p_rect, true);
changed = true;
}
void _notifier_update(VisibilityNotifier2D *p_notifier, const Rect2 &p_rect) {
Map<VisibilityNotifier2D *, Rect2>::Element *E = notifiers.find(p_notifier);
ERR_FAIL_COND(!E);
if (E->get() == p_rect)
return;
_notifier_update_cells(p_notifier, p_rect, true);
_notifier_update_cells(p_notifier, E->get(), false);
E->get() = p_rect;
changed = true;
}
void _notifier_remove(VisibilityNotifier2D *p_notifier) {
Map<VisibilityNotifier2D *, Rect2>::Element *E = notifiers.find(p_notifier);
ERR_FAIL_COND(!E);
_notifier_update_cells(p_notifier, E->get(), false);
notifiers.erase(p_notifier);
List<Viewport *> removed;
for (Map<Viewport *, ViewportData>::Element *F = viewports.front(); F; F = F->next()) {
Map<VisibilityNotifier2D *, uint64_t>::Element *G = F->get().notifiers.find(p_notifier);
if (G) {
F->get().notifiers.erase(G);
removed.push_back(F->key());
}
}
while (!removed.empty()) {
p_notifier->_exit_viewport(removed.front()->get());
removed.pop_front();
}
changed = true;
}
void _add_viewport(Viewport *p_viewport, const Rect2 &p_rect) {
ERR_FAIL_COND(viewports.has(p_viewport));
ViewportData vd;
vd.rect = p_rect;
viewports[p_viewport] = vd;
changed = true;
}
void _update_viewport(Viewport *p_viewport, const Rect2 &p_rect) {
Map<Viewport *, ViewportData>::Element *E = viewports.find(p_viewport);
ERR_FAIL_COND(!E);
if (E->get().rect == p_rect)
return;
E->get().rect = p_rect;
changed = true;
}
void _remove_viewport(Viewport *p_viewport) {
ERR_FAIL_COND(!viewports.has(p_viewport));
List<VisibilityNotifier2D *> removed;
for (Map<VisibilityNotifier2D *, uint64_t>::Element *E = viewports[p_viewport].notifiers.front(); E; E = E->next()) {
removed.push_back(E->key());
}
while (!removed.empty()) {
removed.front()->get()->_exit_viewport(p_viewport);
removed.pop_front();
}
viewports.erase(p_viewport);
}
void _update() {
if (!changed)
return;
for (Map<Viewport *, ViewportData>::Element *E = viewports.front(); E; E = E->next()) {
Point2i begin = E->get().rect.position;
begin /= cell_size;
Point2i end = E->get().rect.position + E->get().rect.size;
end /= cell_size;
pass++;
List<VisibilityNotifier2D *> added;
List<VisibilityNotifier2D *> removed;
int visible_cells = (end.x - begin.x) * (end.y - begin.y);
if (visible_cells > 10000) {
//well you zoomed out a lot, it's your problem. To avoid freezing in the for loops below, we'll manually check cell by cell
for (Map<CellKey, CellData>::Element *F = cells.front(); F; F = F->next()) {
const CellKey &ck = F->key();
if (ck.x < begin.x || ck.x > end.x)
continue;
if (ck.y < begin.y || ck.y > end.y)
continue;
//notifiers in cell
for (Map<VisibilityNotifier2D *, CellRef>::Element *G = F->get().notifiers.front(); G; G = G->next()) {
Map<VisibilityNotifier2D *, uint64_t>::Element *H = E->get().notifiers.find(G->key());
if (!H) {
H = E->get().notifiers.insert(G->key(), pass);
added.push_back(G->key());
} else {
H->get() = pass;
}
}
}
} else {
//check cells in grid fashion
for (int i = begin.x; i <= end.x; i++) {
for (int j = begin.y; j <= end.y; j++) {
CellKey ck;
ck.x = i;
ck.y = j;
Map<CellKey, CellData>::Element *F = cells.find(ck);
if (!F) {
continue;
}
//notifiers in cell
for (Map<VisibilityNotifier2D *, CellRef>::Element *G = F->get().notifiers.front(); G; G = G->next()) {
Map<VisibilityNotifier2D *, uint64_t>::Element *H = E->get().notifiers.find(G->key());
if (!H) {
H = E->get().notifiers.insert(G->key(), pass);
added.push_back(G->key());
} else {
H->get() = pass;
}
}
}
}
}
for (Map<VisibilityNotifier2D *, uint64_t>::Element *F = E->get().notifiers.front(); F; F = F->next()) {
if (F->get() != pass)
removed.push_back(F->key());
}
while (!added.empty()) {
added.front()->get()->_enter_viewport(E->key());
added.pop_front();
}
while (!removed.empty()) {
E->get().notifiers.erase(removed.front()->get());
removed.front()->get()->_exit_viewport(E->key());
removed.pop_front();
}
}
changed = false;
}
SpatialIndexer2D() {
pass = 0;
changed = false;
cell_size = 100; //should be configurable with GLOBAL_DEF("") i guess
}
};
void World2D::_register_viewport(Viewport *p_viewport, const Rect2 &p_rect) {
indexer->_add_viewport(p_viewport, p_rect);
}
void World2D::_update_viewport(Viewport *p_viewport, const Rect2 &p_rect) {
indexer->_update_viewport(p_viewport, p_rect);
}
void World2D::_remove_viewport(Viewport *p_viewport) {
indexer->_remove_viewport(p_viewport);
}
void World2D::_register_notifier(VisibilityNotifier2D *p_notifier, const Rect2 &p_rect) {
indexer->_notifier_add(p_notifier, p_rect);
}
void World2D::_update_notifier(VisibilityNotifier2D *p_notifier, const Rect2 &p_rect) {
indexer->_notifier_update(p_notifier, p_rect);
}
void World2D::_remove_notifier(VisibilityNotifier2D *p_notifier) {
indexer->_notifier_remove(p_notifier);
}
void World2D::_update() {
indexer->_update();
}
RID World2D::get_canvas() {
return canvas;
}
RID World2D::get_space() {
return space;
}
void World2D::get_viewport_list(List<Viewport *> *r_viewports) {
for (Map<Viewport *, SpatialIndexer2D::ViewportData>::Element *E = indexer->viewports.front(); E; E = E->next()) {
r_viewports->push_back(E->key());
}
}
void World2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_canvas"), &World2D::get_canvas);
ClassDB::bind_method(D_METHOD("get_space"), &World2D::get_space);
ClassDB::bind_method(D_METHOD("get_direct_space_state"), &World2D::get_direct_space_state);
ADD_PROPERTY(PropertyInfo(Variant::_RID, "canvas", PROPERTY_HINT_NONE, "", 0), "", "get_canvas");
ADD_PROPERTY(PropertyInfo(Variant::_RID, "space", PROPERTY_HINT_NONE, "", 0), "", "get_space");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "direct_space_state", PROPERTY_HINT_RESOURCE_TYPE, "Physics2DDirectSpaceState", 0), "", "get_direct_space_state");
}
Physics2DDirectSpaceState *World2D::get_direct_space_state() {
return Physics2DServer::get_singleton()->space_get_direct_state(space);
}
World2D::World2D() {
canvas = VisualServer::get_singleton()->canvas_create();
space = Physics2DServer::get_singleton()->space_create();
//set space2D to be more friendly with pixels than meters, by adjusting some constants
Physics2DServer::get_singleton()->space_set_active(space, true);
Physics2DServer::get_singleton()->area_set_param(space, Physics2DServer::AREA_PARAM_GRAVITY, GLOBAL_DEF("physics/2d/default_gravity", 98));
Physics2DServer::get_singleton()->area_set_param(space, Physics2DServer::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_DEF("physics/2d/default_gravity_vector", Vector2(0, 1)));
Physics2DServer::get_singleton()->area_set_param(space, Physics2DServer::AREA_PARAM_LINEAR_DAMP, GLOBAL_DEF("physics/2d/default_linear_damp", 0.1));
Physics2DServer::get_singleton()->area_set_param(space, Physics2DServer::AREA_PARAM_ANGULAR_DAMP, GLOBAL_DEF("physics/2d/default_angular_damp", 1));
indexer = memnew(SpatialIndexer2D);
}
World2D::~World2D() {
VisualServer::get_singleton()->free(canvas);
Physics2DServer::get_singleton()->free(space);
memdelete(indexer);
}