godot/scene/resources/world_2d.cpp

431 lines
12 KiB
C++

/*************************************************************************/
/* world_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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/visual_server.h"
#include "servers/physics_2d_server.h"
#include "servers/spatial_sound_2d_server.h"
#include "globals.h"
#include "scene/2d/visibility_notifier_2d.h"
#include "scene/main/viewport.h"
#include "scene/2d/camera_2d.h"
#include "globals.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.pos;
begin/=cell_size;
Point2i end = p_rect.pos+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.pos;
begin/=cell_size;
Point2i end = E->get().rect.pos+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;
}
RID World2D::get_sound_space() {
return sound_space;
}
void World2D::_bind_methods() {
ClassDB::bind_method(_MD("get_canvas"),&World2D::get_canvas);
ClassDB::bind_method(_MD("get_space"),&World2D::get_space);
ClassDB::bind_method(_MD("get_sound_space"),&World2D::get_sound_space);
ClassDB::bind_method(_MD("get_direct_space_state:Physics2DDirectSpaceState"),&World2D::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();
sound_space = SpatialSound2DServer::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)));
// TODO: Remove this deprecation warning and compatibility code for 2.2 or 3.0
if (Globals::get_singleton()->get("physics_2d/default_density") && !Globals::get_singleton()->get("physics_2d/default_linear_damp")) {
WARN_PRINT("Deprecated parameter 'physics_2d/default_density'. It was renamed to 'physics_2d/default_linear_damp', adjusting your project settings accordingly (make sure to adjust scripts that potentially rely on 'physics_2d/default_density'.");
Globals::get_singleton()->set("physics_2d/default_linear_damp", Globals::get_singleton()->get("physics_2d/default_density"));
Globals::get_singleton()->set_persisting("physics_2d/default_linear_damp", true);
Globals::get_singleton()->set_persisting("physics_2d/default_density", false);
Globals::get_singleton()->save();
}
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);
SpatialSound2DServer::get_singleton()->free(sound_space);
memdelete(indexer);
}