373 lines
12 KiB
C++
373 lines
12 KiB
C++
/*************************************************************************/
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/* world_2d.cpp */
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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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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#include "world_2d.h"
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#include "core/config/project_settings.h"
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#include "scene/2d/camera_2d.h"
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#include "scene/2d/visibility_notifier_2d.h"
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#include "scene/main/window.h"
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#include "servers/physics_server_2d.h"
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#include "servers/rendering_server.h"
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struct SpatialIndexer2D {
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struct CellRef {
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int ref;
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_FORCE_INLINE_ int inc() {
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ref++;
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return ref;
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}
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_FORCE_INLINE_ int dec() {
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ref--;
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return ref;
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}
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_FORCE_INLINE_ CellRef() {
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ref = 0;
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}
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};
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struct CellKey {
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union {
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struct {
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int32_t x;
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int32_t y;
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};
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uint64_t key;
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};
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bool operator==(const CellKey &p_key) const { return key == p_key.key; }
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_FORCE_INLINE_ bool operator<(const CellKey &p_key) const {
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return key < p_key.key;
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}
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};
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struct CellData {
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Map<VisibilityNotifier2D *, CellRef> notifiers;
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};
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Map<CellKey, CellData> cells;
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int cell_size;
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Map<VisibilityNotifier2D *, Rect2> notifiers;
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struct ViewportData {
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Map<VisibilityNotifier2D *, uint64_t> notifiers;
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Rect2 rect;
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};
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Map<Viewport *, ViewportData> viewports;
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bool changed;
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uint64_t pass;
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void _notifier_update_cells(VisibilityNotifier2D *p_notifier, const Rect2 &p_rect, bool p_add) {
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Point2i begin = p_rect.position;
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begin /= cell_size;
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Point2i end = p_rect.position + p_rect.size;
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end /= cell_size;
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for (int i = begin.x; i <= end.x; i++) {
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for (int j = begin.y; j <= end.y; j++) {
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CellKey ck;
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ck.x = i;
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ck.y = j;
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Map<CellKey, CellData>::Element *E = cells.find(ck);
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if (p_add) {
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if (!E) {
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E = cells.insert(ck, CellData());
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}
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E->get().notifiers[p_notifier].inc();
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} else {
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ERR_CONTINUE(!E);
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if (E->get().notifiers[p_notifier].dec() == 0) {
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E->get().notifiers.erase(p_notifier);
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if (E->get().notifiers.empty()) {
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cells.erase(E);
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}
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}
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}
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}
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}
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}
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void _notifier_add(VisibilityNotifier2D *p_notifier, const Rect2 &p_rect) {
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ERR_FAIL_COND(notifiers.has(p_notifier));
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notifiers[p_notifier] = p_rect;
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_notifier_update_cells(p_notifier, p_rect, true);
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changed = true;
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}
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void _notifier_update(VisibilityNotifier2D *p_notifier, const Rect2 &p_rect) {
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Map<VisibilityNotifier2D *, Rect2>::Element *E = notifiers.find(p_notifier);
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ERR_FAIL_COND(!E);
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if (E->get() == p_rect) {
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return;
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}
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_notifier_update_cells(p_notifier, p_rect, true);
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_notifier_update_cells(p_notifier, E->get(), false);
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E->get() = p_rect;
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changed = true;
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}
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void _notifier_remove(VisibilityNotifier2D *p_notifier) {
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Map<VisibilityNotifier2D *, Rect2>::Element *E = notifiers.find(p_notifier);
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ERR_FAIL_COND(!E);
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_notifier_update_cells(p_notifier, E->get(), false);
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notifiers.erase(p_notifier);
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List<Viewport *> removed;
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for (Map<Viewport *, ViewportData>::Element *F = viewports.front(); F; F = F->next()) {
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Map<VisibilityNotifier2D *, uint64_t>::Element *G = F->get().notifiers.find(p_notifier);
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if (G) {
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F->get().notifiers.erase(G);
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removed.push_back(F->key());
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}
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}
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while (!removed.empty()) {
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p_notifier->_exit_viewport(removed.front()->get());
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removed.pop_front();
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}
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changed = true;
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}
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void _add_viewport(Viewport *p_viewport, const Rect2 &p_rect) {
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ERR_FAIL_COND(viewports.has(p_viewport));
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ViewportData vd;
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vd.rect = p_rect;
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viewports[p_viewport] = vd;
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changed = true;
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}
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void _update_viewport(Viewport *p_viewport, const Rect2 &p_rect) {
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Map<Viewport *, ViewportData>::Element *E = viewports.find(p_viewport);
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ERR_FAIL_COND(!E);
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if (E->get().rect == p_rect) {
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return;
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}
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E->get().rect = p_rect;
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changed = true;
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}
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void _remove_viewport(Viewport *p_viewport) {
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ERR_FAIL_COND(!viewports.has(p_viewport));
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List<VisibilityNotifier2D *> removed;
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for (Map<VisibilityNotifier2D *, uint64_t>::Element *E = viewports[p_viewport].notifiers.front(); E; E = E->next()) {
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removed.push_back(E->key());
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}
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while (!removed.empty()) {
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removed.front()->get()->_exit_viewport(p_viewport);
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removed.pop_front();
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}
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viewports.erase(p_viewport);
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}
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void _update() {
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if (!changed) {
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return;
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}
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for (Map<Viewport *, ViewportData>::Element *E = viewports.front(); E; E = E->next()) {
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Point2i begin = E->get().rect.position;
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begin /= cell_size;
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Point2i end = E->get().rect.position + E->get().rect.size;
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end /= cell_size;
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pass++;
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List<VisibilityNotifier2D *> added;
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List<VisibilityNotifier2D *> removed;
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uint64_t visible_cells = (uint64_t)(end.x - begin.x) * (uint64_t)(end.y - begin.y);
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if (visible_cells > 10000) {
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//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
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for (Map<CellKey, CellData>::Element *F = cells.front(); F; F = F->next()) {
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const CellKey &ck = F->key();
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if (ck.x < begin.x || ck.x > end.x) {
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continue;
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}
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if (ck.y < begin.y || ck.y > end.y) {
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continue;
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}
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//notifiers in cell
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for (Map<VisibilityNotifier2D *, CellRef>::Element *G = F->get().notifiers.front(); G; G = G->next()) {
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Map<VisibilityNotifier2D *, uint64_t>::Element *H = E->get().notifiers.find(G->key());
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if (!H) {
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H = E->get().notifiers.insert(G->key(), pass);
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added.push_back(G->key());
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} else {
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H->get() = pass;
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}
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}
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}
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} else {
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//check cells in grid fashion
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for (int i = begin.x; i <= end.x; i++) {
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for (int j = begin.y; j <= end.y; j++) {
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CellKey ck;
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ck.x = i;
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ck.y = j;
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Map<CellKey, CellData>::Element *F = cells.find(ck);
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if (!F) {
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continue;
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}
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//notifiers in cell
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for (Map<VisibilityNotifier2D *, CellRef>::Element *G = F->get().notifiers.front(); G; G = G->next()) {
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Map<VisibilityNotifier2D *, uint64_t>::Element *H = E->get().notifiers.find(G->key());
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if (!H) {
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H = E->get().notifiers.insert(G->key(), pass);
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added.push_back(G->key());
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} else {
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H->get() = pass;
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}
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}
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}
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}
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}
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for (Map<VisibilityNotifier2D *, uint64_t>::Element *F = E->get().notifiers.front(); F; F = F->next()) {
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if (F->get() != pass) {
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removed.push_back(F->key());
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}
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}
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while (!added.empty()) {
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added.front()->get()->_enter_viewport(E->key());
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added.pop_front();
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}
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while (!removed.empty()) {
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E->get().notifiers.erase(removed.front()->get());
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removed.front()->get()->_exit_viewport(E->key());
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removed.pop_front();
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}
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}
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changed = false;
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}
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SpatialIndexer2D() {
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pass = 0;
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changed = false;
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cell_size = GLOBAL_DEF("world/2d/cell_size", 100);
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}
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};
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void World2D::_register_viewport(Viewport *p_viewport, const Rect2 &p_rect) {
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indexer->_add_viewport(p_viewport, p_rect);
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}
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void World2D::_update_viewport(Viewport *p_viewport, const Rect2 &p_rect) {
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indexer->_update_viewport(p_viewport, p_rect);
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}
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void World2D::_remove_viewport(Viewport *p_viewport) {
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indexer->_remove_viewport(p_viewport);
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}
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void World2D::_register_notifier(VisibilityNotifier2D *p_notifier, const Rect2 &p_rect) {
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indexer->_notifier_add(p_notifier, p_rect);
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}
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void World2D::_update_notifier(VisibilityNotifier2D *p_notifier, const Rect2 &p_rect) {
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indexer->_notifier_update(p_notifier, p_rect);
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}
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void World2D::_remove_notifier(VisibilityNotifier2D *p_notifier) {
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indexer->_notifier_remove(p_notifier);
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}
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void World2D::_update() {
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indexer->_update();
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}
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RID World2D::get_canvas() {
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return canvas;
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}
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RID World2D::get_space() {
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return space;
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}
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void World2D::get_viewport_list(List<Viewport *> *r_viewports) {
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for (Map<Viewport *, SpatialIndexer2D::ViewportData>::Element *E = indexer->viewports.front(); E; E = E->next()) {
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r_viewports->push_back(E->key());
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}
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}
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void World2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_canvas"), &World2D::get_canvas);
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ClassDB::bind_method(D_METHOD("get_space"), &World2D::get_space);
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ClassDB::bind_method(D_METHOD("get_direct_space_state"), &World2D::get_direct_space_state);
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ADD_PROPERTY(PropertyInfo(Variant::RID, "canvas", PROPERTY_HINT_NONE, "", 0), "", "get_canvas");
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ADD_PROPERTY(PropertyInfo(Variant::RID, "space", PROPERTY_HINT_NONE, "", 0), "", "get_space");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "direct_space_state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectSpaceState2D", 0), "", "get_direct_space_state");
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}
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PhysicsDirectSpaceState2D *World2D::get_direct_space_state() {
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return PhysicsServer2D::get_singleton()->space_get_direct_state(space);
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}
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World2D::World2D() {
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canvas = RenderingServer::get_singleton()->canvas_create();
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space = PhysicsServer2D::get_singleton()->space_create();
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//set space2D to be more friendly with pixels than meters, by adjusting some constants
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PhysicsServer2D::get_singleton()->space_set_active(space, true);
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PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_GRAVITY, GLOBAL_DEF("physics/2d/default_gravity", 98));
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PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_DEF("physics/2d/default_gravity_vector", Vector2(0, 1)));
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PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_LINEAR_DAMP, GLOBAL_DEF("physics/2d/default_linear_damp", 0.1));
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ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/default_linear_damp", PropertyInfo(Variant::FLOAT, "physics/2d/default_linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"));
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PhysicsServer2D::get_singleton()->area_set_param(space, PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP, GLOBAL_DEF("physics/2d/default_angular_damp", 1.0));
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ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/default_angular_damp", PropertyInfo(Variant::FLOAT, "physics/2d/default_angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"));
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indexer = memnew(SpatialIndexer2D);
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}
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World2D::~World2D() {
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RenderingServer::get_singleton()->free(canvas);
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PhysicsServer2D::get_singleton()->free(space);
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memdelete(indexer);
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}
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