271 lines
7.6 KiB
C++
271 lines
7.6 KiB
C++
/*************************************************************************/
|
|
/* grid_map.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2021 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/navigation_3d.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 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;
|
|
|
|
_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;
|
|
Transform xform;
|
|
};
|
|
|
|
struct MultimeshInstance {
|
|
RID instance;
|
|
RID multimesh;
|
|
struct Item {
|
|
int index = 0;
|
|
Transform transform;
|
|
IndexKey key;
|
|
};
|
|
|
|
Vector<Item> items; //tools only, for changing visibility
|
|
};
|
|
|
|
Vector<MultimeshInstance> multimesh_instances;
|
|
Set<IndexKey> cells;
|
|
RID collision_debug;
|
|
RID collision_debug_instance;
|
|
|
|
bool dirty = false;
|
|
RID static_body;
|
|
Map<IndexKey, NavMesh> navmesh_ids;
|
|
};
|
|
|
|
union OctantKey {
|
|
struct {
|
|
int16_t x;
|
|
int16_t y;
|
|
int16_t z;
|
|
int16_t empty;
|
|
};
|
|
|
|
uint64_t key = 0;
|
|
|
|
_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;
|
|
|
|
Transform 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;
|
|
Navigation3D *navigation = nullptr;
|
|
|
|
bool clip = false;
|
|
bool clip_above = true;
|
|
int clip_floor = 0;
|
|
|
|
bool recreating_octants = false;
|
|
|
|
Vector3::Axis clip_axis = Vector3::AXIS_Z;
|
|
|
|
Ref<MeshLibrary> mesh_library;
|
|
|
|
Map<OctantKey, Octant *> octant_map;
|
|
Map<IndexKey, Cell> 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 RES &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_bit(int p_bit, bool p_value);
|
|
bool get_collision_layer_bit(int p_bit) const;
|
|
|
|
void set_collision_mask_bit(int p_bit, bool p_value);
|
|
bool get_collision_mask_bit(int p_bit) const;
|
|
|
|
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_clip(bool p_enabled, bool p_clip_above = true, int p_floor = 0, Vector3::Axis p_axis = Vector3::AXIS_X);
|
|
|
|
void set_cell_scale(float p_scale);
|
|
float get_cell_scale() const;
|
|
|
|
Array get_used_cells() const;
|
|
|
|
Array get_meshes();
|
|
|
|
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
|