c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
273 lines
7.5 KiB
C++
273 lines
7.5 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 "scene/2d/node_2d.h"
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#include "scene/2d/navigation2d.h"
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#include "scene/resources/tile_set.h"
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#include "self_list.h"
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#include "vset.h"
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class TileMap : public Node2D {
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OBJ_TYPE( 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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};
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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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Ref<TileSet> tile_set;
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Size2i cell_size;
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int quadrant_size;
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bool center_x,center_y;
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Mode mode;
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Matrix32 custom_transform;
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HalfOffset half_offset;
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bool use_kinematic;
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Navigation2D *navigation;
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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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PosKey(int16_t p_x, int16_t p_y) { x=p_x; y=p_y; }
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PosKey() { x=0; y=0; }
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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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};
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uint32_t _u32t;
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Cell() { _u32t=0; }
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};
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Map<PosKey,Cell> tile_map;
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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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SelfList<Quadrant> dirty_list;
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struct NavPoly {
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int id;
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Matrix32 xform;
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};
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struct Occluder {
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RID id;
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Matrix32 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) { pos=q.pos; canvas_items=q.canvas_items; body=q.body; cells=q.cells; navpoly_ids=q.navpoly_ids; occluder_instances=q.occluder_instances; }
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Quadrant(const Quadrant& q) : dirty_list(this) { pos=q.pos; canvas_items=q.canvas_items; body=q.body; cells=q.cells; occluder_instances=q.occluder_instances; navpoly_ids=q.navpoly_ids;}
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Quadrant() : 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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bool quadrant_order_dirty;
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bool y_sort_mode;
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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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TileOrigin tile_origin;
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int occluder_light_mask;
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void _fix_cell_transform(Matrix32& xform, const Cell& p_cell, const Vector2 &p_offset, const Size2 &p_sc);
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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);
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void _recreate_quadrants();
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void _clear_quadrants();
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void _update_dirty_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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_FORCE_INLINE_ int _get_quadrant_size() const;
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void _set_tile_data(const DVector<int>& p_data);
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DVector<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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Array get_used_cells() const;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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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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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_center_x(bool p_enable);
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bool get_center_x() const;
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void set_center_y(bool p_enable);
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bool get_center_y() 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);
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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_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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Rect2 get_item_rect() 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_use_kinematic(bool p_use_kinematic);
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bool get_collision_use_kinematic() 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 Matrix32& p_xform);
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Matrix32 get_custom_transform() const;
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Matrix32 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_occluder_light_mask(int p_mask);
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int get_occluder_light_mask() const;
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void set_blend_mode(BlendMode p_blend_mode);
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virtual void set_light_mask(int p_light_mask);
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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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