godot/modules/gridmap/grid_map.h
smix8 cb8d95c271 Fix GridMap Navigation transforms and debug
Fix GridMap navigation transforms and debug.
2022-06-08 14:19:16 +02:00

288 lines
8.2 KiB
C++

/*************************************************************************/
/* grid_map.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
#ifndef GRID_MAP_H
#define GRID_MAP_H
#include "scene/3d/node_3d.h"
#include "scene/resources/mesh_library.h"
#include "scene/resources/multimesh.h"
//heh heh, godotsphir!! this shares no code and the design is completely different with previous projects i've done..
//should scale better with hardware that supports instancing
class PhysicsMaterial;
class GridMap : public Node3D {
GDCLASS(GridMap, Node3D);
enum {
MAP_DIRTY_TRANSFORMS = 1,
MAP_DIRTY_INSTANCES = 2,
};
union IndexKey {
struct {
int16_t x;
int16_t y;
int16_t z;
};
uint64_t key = 0;
static uint32_t hash(const IndexKey &p_key) {
return hash_one_uint64(p_key.key);
}
_FORCE_INLINE_ bool operator<(const IndexKey &p_key) const {
return key < p_key.key;
}
_FORCE_INLINE_ bool operator==(const IndexKey &p_key) const {
return key == p_key.key;
}
_FORCE_INLINE_ operator Vector3i() const {
return Vector3i(x, y, z);
}
IndexKey(Vector3i p_vector) {
x = (int16_t)p_vector.x;
y = (int16_t)p_vector.y;
z = (int16_t)p_vector.z;
}
IndexKey() {}
};
/**
* @brief A Cell is a single cell in the cube map space; it is defined by its coordinates and the populating Item, identified by int id.
*/
union Cell {
struct {
unsigned int item : 16;
unsigned int rot : 5;
unsigned int layer : 8;
};
uint32_t cell = 0;
};
/**
* @brief An Octant is a prism containing Cells, and possibly belonging to an Area.
* A GridMap can have multiple Octants.
*/
struct Octant {
struct NavMesh {
RID region;
Transform3D xform;
RID navmesh_debug_instance;
};
struct MultimeshInstance {
RID instance;
RID multimesh;
struct Item {
int index = 0;
Transform3D transform;
IndexKey key;
};
Vector<Item> items; //tools only, for changing visibility
};
Vector<MultimeshInstance> multimesh_instances;
HashSet<IndexKey> cells;
RID collision_debug;
RID collision_debug_instance;
bool dirty = false;
RID static_body;
HashMap<IndexKey, NavMesh> navmesh_ids;
};
union OctantKey {
struct {
int16_t x;
int16_t y;
int16_t z;
int16_t empty;
};
uint64_t key = 0;
static uint32_t hash(const OctantKey &p_key) {
return hash_one_uint64(p_key.key);
}
_FORCE_INLINE_ bool operator==(const OctantKey &p_key) const {
return key == p_key.key;
}
//OctantKey(const IndexKey& p_k, int p_item) { indexkey=p_k.key; item=p_item; }
OctantKey() {}
};
uint32_t collision_layer = 1;
uint32_t collision_mask = 1;
Ref<PhysicsMaterial> physics_material;
bool bake_navigation = false;
uint32_t navigation_layers = 1;
Transform3D last_transform;
bool _in_tree = false;
Vector3 cell_size = Vector3(2, 2, 2);
int octant_size = 8;
bool center_x = true;
bool center_y = true;
bool center_z = true;
float cell_scale = 1.0;
bool recreating_octants = false;
Ref<MeshLibrary> mesh_library;
HashMap<OctantKey, Octant *, OctantKey> octant_map;
HashMap<IndexKey, Cell, IndexKey> cell_map;
void _recreate_octant_data();
struct BakeLight {
RS::LightType type = RS::LightType::LIGHT_DIRECTIONAL;
Vector3 pos;
Vector3 dir;
float param[RS::LIGHT_PARAM_MAX] = {};
};
_FORCE_INLINE_ Vector3 _octant_get_offset(const OctantKey &p_key) const {
return Vector3(p_key.x, p_key.y, p_key.z) * cell_size * octant_size;
}
void _reset_physic_bodies_collision_filters();
void _octant_enter_world(const OctantKey &p_key);
void _octant_exit_world(const OctantKey &p_key);
bool _octant_update(const OctantKey &p_key);
void _octant_clean_up(const OctantKey &p_key);
void _octant_transform(const OctantKey &p_key);
bool awaiting_update = false;
void _queue_octants_dirty();
void _update_octants_callback();
void resource_changed(const Ref<Resource> &p_res);
void _clear_internal();
Vector3 _get_offset() const;
struct BakedMesh {
Ref<Mesh> mesh;
RID instance;
};
Vector<BakedMesh> baked_meshes;
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);
void _update_visibility();
static void _bind_methods();
public:
enum {
INVALID_CELL_ITEM = -1
};
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_value(int p_layer_number, bool p_value);
bool get_collision_layer_value(int p_layer_number) const;
void set_collision_mask_value(int p_layer_number, bool p_value);
bool get_collision_mask_value(int p_layer_number) const;
void set_physics_material(Ref<PhysicsMaterial> p_material);
Ref<PhysicsMaterial> get_physics_material() const;
Array get_collision_shapes() const;
void set_bake_navigation(bool p_bake_navigation);
bool is_baking_navigation();
void set_navigation_layers(uint32_t p_layers);
uint32_t get_navigation_layers();
void set_mesh_library(const Ref<MeshLibrary> &p_mesh_library);
Ref<MeshLibrary> get_mesh_library() const;
void set_cell_size(const Vector3 &p_size);
Vector3 get_cell_size() const;
void set_octant_size(int p_size);
int get_octant_size() const;
void set_center_x(bool p_enable);
bool get_center_x() const;
void set_center_y(bool p_enable);
bool get_center_y() const;
void set_center_z(bool p_enable);
bool get_center_z() const;
void set_cell_item(const Vector3i &p_position, int p_item, int p_rot = 0);
int get_cell_item(const Vector3i &p_position) const;
int get_cell_item_orientation(const Vector3i &p_position) const;
Vector3i world_to_map(const Vector3 &p_world_position) const;
Vector3 map_to_world(const Vector3i &p_map_position) const;
void set_cell_scale(float p_scale);
float get_cell_scale() const;
Array get_used_cells() const;
Array get_used_cells_by_item(int p_item) const;
Array get_meshes() const;
void clear_baked_meshes();
void make_baked_meshes(bool p_gen_lightmap_uv = false, float p_lightmap_uv_texel_size = 0.1);
void clear();
Array get_bake_meshes();
RID get_bake_mesh_instance(int p_idx);
GridMap();
~GridMap();
};
#endif // GRID_MAP_H