virtualx-engine/scene/2d/tile_map.cpp

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/**************************************************************************/
/* tile_map.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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. */
/**************************************************************************/
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#include "tile_map.h"
#include "collision_object_2d.h"
#include "core/io/marshalls.h"
#include "core/method_bind_ext.gen.inc"
#include "core/os/os.h"
#include "scene/2d/area_2d.h"
#include "servers/navigation_2d_server.h"
#include "servers/physics_2d_server.h"
#include "servers/visual/visual_server_canvas_helper.h"
void TileMap::Quadrant::clear_navpoly() {
for (Map<PosKey, Quadrant::NavPoly>::Element *E = navpoly_ids.front(); E; E = E->next()) {
RID region = E->get().region;
Navigation2DServer::get_singleton()->region_set_map(region, RID());
Navigation2DServer::get_singleton()->free(region);
}
navpoly_ids.clear();
}
int TileMap::_get_quadrant_size() const {
if (y_sort_mode) {
return 1;
} else {
return quadrant_size;
}
}
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void TileMap::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
Node2D *c = this;
while (c) {
navigation = Object::cast_to<Navigation2D>(c);
if (navigation) {
// only for <3.5 backward compatibility
bake_navigation = true;
break;
}
c = Object::cast_to<Node2D>(c->get_parent());
}
if (use_parent) {
_clear_quadrants();
collision_parent = Object::cast_to<CollisionObject2D>(get_parent());
}
pending_update = true;
_recreate_quadrants();
update_dirty_quadrants();
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RID space = get_world_2d()->get_space();
_update_quadrant_transform();
_update_quadrant_space(space);
update_configuration_warning();
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} break;
case NOTIFICATION_EXIT_TREE: {
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_update_quadrant_space(RID());
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
Quadrant &q = E->get();
if (bake_navigation) {
q.clear_navpoly();
}
if (collision_parent) {
collision_parent->remove_shape_owner(q.shape_owner_id);
q.shape_owner_id = -1;
}
for (Map<PosKey, Quadrant::Occluder>::Element *F = q.occluder_instances.front(); F; F = F->next()) {
if (F->get().id.is_valid()) {
VS::get_singleton()->free(F->get().id);
}
}
q.occluder_instances.clear();
}
collision_parent = nullptr;
navigation = nullptr;
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} break;
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case NOTIFICATION_TRANSFORM_CHANGED: {
//move stuff
_update_quadrant_transform();
} break;
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
if (use_parent) {
_recreate_quadrants();
}
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
for (Map<PosKey, Quadrant::Occluder>::Element *F = E->get().occluder_instances.front(); F; F = F->next()) {
VS::get_singleton()->canvas_light_occluder_set_enabled(F->get().id, is_visible());
}
}
} break;
case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
if (is_visible_in_tree() && is_physics_interpolated_and_enabled()) {
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
Quadrant &q = E->get();
for (List<RID>::Element *F = q.canvas_items.front(); F; F = F->next()) {
VisualServer::get_singleton()->canvas_item_reset_physics_interpolation(F->get());
}
}
}
} break;
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}
}
void TileMap::_update_quadrant_space(const RID &p_space) {
if (!use_parent) {
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
Quadrant &q = E->get();
Physics2DServer::get_singleton()->body_set_space(q.body, p_space);
}
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}
}
void TileMap::_update_quadrant_transform() {
if (!is_inside_tree()) {
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return;
}
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Transform2D global_transform = get_global_transform();
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Transform2D local_transform;
if (collision_parent) {
local_transform = get_transform();
}
Transform2D nav_rel;
if (bake_navigation) {
if (navigation) {
nav_rel = get_relative_transform_to_parent(navigation);
} else {
nav_rel = get_global_transform();
}
}
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
Quadrant &q = E->get();
Transform2D xform;
xform.set_origin(q.pos);
if (!use_parent) {
xform = global_transform * xform;
Physics2DServer::get_singleton()->body_set_state(q.body, Physics2DServer::BODY_STATE_TRANSFORM, xform);
}
if (bake_navigation) {
for (Map<PosKey, Quadrant::NavPoly>::Element *F = q.navpoly_ids.front(); F; F = F->next()) {
Navigation2DServer::get_singleton()->region_set_transform(F->get().region, nav_rel * F->get().xform);
}
}
for (Map<PosKey, Quadrant::Occluder>::Element *F = q.occluder_instances.front(); F; F = F->next()) {
VS::get_singleton()->canvas_light_occluder_set_transform(F->get().id, global_transform * F->get().xform);
}
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}
}
void TileMap::set_tileset(const Ref<TileSet> &p_tileset) {
if (tile_set.is_valid()) {
tile_set->disconnect("changed", this, "_recreate_quadrants");
tile_set->remove_change_receptor(this);
}
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_clear_quadrants();
tile_set = p_tileset;
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if (tile_set.is_valid()) {
tile_set->connect("changed", this, "_recreate_quadrants");
tile_set->add_change_receptor(this);
} else {
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clear();
}
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_recreate_quadrants();
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emit_signal("settings_changed");
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}
Ref<TileSet> TileMap::get_tileset() const {
return tile_set;
}
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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void TileMap::set_cell_size(Size2 p_size) {
ERR_FAIL_COND(p_size.x < 1 || p_size.y < 1);
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_clear_quadrants();
cell_size = p_size;
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_recreate_quadrants();
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emit_signal("settings_changed");
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}
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
Size2 TileMap::get_cell_size() const {
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return cell_size;
}
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void TileMap::set_quadrant_size(int p_size) {
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ERR_FAIL_COND_MSG(p_size < 1, "Quadrant size cannot be smaller than 1.");
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_clear_quadrants();
quadrant_size = p_size;
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_recreate_quadrants();
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emit_signal("settings_changed");
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}
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int TileMap::get_quadrant_size() const {
return quadrant_size;
}
void TileMap::_fix_cell_transform(Transform2D &xform, const Cell &p_cell, const Vector2 &p_offset, const Size2 &p_sc) {
Size2 s = p_sc;
Vector2 offset = p_offset;
if (compatibility_mode && !centered_textures) {
if (tile_origin == TILE_ORIGIN_BOTTOM_LEFT) {
offset.y += cell_size.y;
} else if (tile_origin == TILE_ORIGIN_CENTER) {
offset += cell_size / 2;
}
if (s.y > s.x) {
if ((p_cell.flip_h && (p_cell.flip_v || p_cell.transpose)) || (p_cell.flip_v && !p_cell.transpose)) {
offset.y += s.y - s.x;
}
} else if (s.y < s.x) {
if ((p_cell.flip_v && (p_cell.flip_h || p_cell.transpose)) || (p_cell.flip_h && !p_cell.transpose)) {
offset.x += s.x - s.y;
}
}
}
if (p_cell.transpose) {
SWAP(xform.elements[0].x, xform.elements[0].y);
SWAP(xform.elements[1].x, xform.elements[1].y);
SWAP(offset.x, offset.y);
SWAP(s.x, s.y);
}
if (p_cell.flip_h) {
xform.elements[0].x = -xform.elements[0].x;
xform.elements[1].x = -xform.elements[1].x;
if (compatibility_mode && !centered_textures) {
if (tile_origin == TILE_ORIGIN_TOP_LEFT || tile_origin == TILE_ORIGIN_BOTTOM_LEFT) {
offset.x = s.x - offset.x;
} else if (tile_origin == TILE_ORIGIN_CENTER) {
offset.x = s.x - offset.x / 2;
}
} else {
offset.x = s.x - offset.x;
}
}
if (p_cell.flip_v) {
xform.elements[0].y = -xform.elements[0].y;
xform.elements[1].y = -xform.elements[1].y;
if (compatibility_mode && !centered_textures) {
if (tile_origin == TILE_ORIGIN_TOP_LEFT) {
offset.y = s.y - offset.y;
} else if (tile_origin == TILE_ORIGIN_BOTTOM_LEFT) {
offset.y += s.y;
} else if (tile_origin == TILE_ORIGIN_CENTER) {
offset.y += s.y;
}
} else {
offset.y = s.y - offset.y;
}
}
if (centered_textures) {
offset += cell_size / 2 - s / 2;
}
xform.elements[2] += offset;
}
void TileMap::_add_shape(int &shape_idx, const Quadrant &p_q, const Ref<Shape2D> &p_shape, const TileSet::ShapeData &p_shape_data, const Transform2D &p_xform, const Vector2 &p_metadata) {
Physics2DServer *ps = Physics2DServer::get_singleton();
if (!use_parent) {
ps->body_add_shape(p_q.body, p_shape->get_rid(), p_xform);
ps->body_set_shape_metadata(p_q.body, shape_idx, p_metadata);
ps->body_set_shape_as_one_way_collision(p_q.body, shape_idx, p_shape_data.one_way_collision, p_shape_data.one_way_collision_margin);
} else if (collision_parent) {
Transform2D xform = p_xform;
xform.set_origin(xform.get_origin() + p_q.pos);
collision_parent->shape_owner_add_shape(p_q.shape_owner_id, p_shape);
int real_index = collision_parent->shape_owner_get_shape_index(p_q.shape_owner_id, shape_idx);
RID rid = collision_parent->get_rid();
if (Object::cast_to<Area2D>(collision_parent) != nullptr) {
ps->area_set_shape_transform(rid, real_index, get_transform() * xform);
} else {
ps->body_set_shape_transform(rid, real_index, get_transform() * xform);
ps->body_set_shape_metadata(rid, real_index, p_metadata);
ps->body_set_shape_as_one_way_collision(rid, real_index, p_shape_data.one_way_collision, p_shape_data.one_way_collision_margin);
}
}
shape_idx++;
}
void TileMap::update_dirty_quadrants() {
if (!pending_update) {
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return;
}
if (!is_inside_tree() || !tile_set.is_valid()) {
pending_update = false;
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return;
}
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VisualServer *vs = VisualServer::get_singleton();
Physics2DServer *ps = Physics2DServer::get_singleton();
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
Vector2 tofs = get_cell_draw_offset();
Transform2D nav_rel;
if (bake_navigation) {
if (navigation) {
nav_rel = get_relative_transform_to_parent(navigation);
} else {
nav_rel = get_global_transform();
}
}
Vector2 qofs;
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SceneTree *st = SceneTree::get_singleton();
Color debug_collision_color;
Color debug_navigation_color;
bool debug_shapes = false;
if (st) {
if (Engine::get_singleton()->is_editor_hint()) {
debug_shapes = show_collision;
} else {
debug_shapes = st->is_debugging_collisions_hint();
}
if (debug_shapes) {
debug_collision_color = st->get_debug_collisions_color();
}
}
bool debug_navigation = st && st->is_debugging_navigation_hint();
if (debug_navigation) {
debug_navigation_color = st->get_debug_navigation_color();
}
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while (dirty_quadrant_list.first()) {
Quadrant &q = *dirty_quadrant_list.first()->self();
for (List<RID>::Element *E = q.canvas_items.front(); E; E = E->next()) {
if (E->get().is_valid()) {
vs->free(E->get());
}
}
q.canvas_items.clear();
if (!use_parent) {
ps->body_clear_shapes(q.body);
} else if (collision_parent) {
collision_parent->shape_owner_clear_shapes(q.shape_owner_id);
}
int shape_idx = 0;
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if (bake_navigation) {
q.clear_navpoly();
}
for (Map<PosKey, Quadrant::Occluder>::Element *E = q.occluder_instances.front(); E; E = E->next()) {
if (E->get().id.is_valid()) {
VS::get_singleton()->free(E->get().id);
}
}
q.occluder_instances.clear();
Ref<ShaderMaterial> prev_material;
Fix GCC 8 warnings about potentially unitialized variables Fixes the following GCC 8 warnings: ``` core/image.cpp:730:44: warning: 'mip1_weight' may be used uninitialized in this function [-Wmaybe-uninitialized] core/image.cpp:293:20: warning: 'mip2' may be used uninitialized in this function [-Wmaybe-uninitialized] core/image.cpp:293:20: warning: 'mip1' may be used uninitialized in this function [-Wmaybe-uninitialized] editor/audio_stream_preview.cpp:58:19: warning: 'vmax' may be used uninitialized in this function [-Wmaybe-uninitialized] editor/audio_stream_preview.cpp:85:19: warning: 'vmin' may be used uninitialized in this function [-Wmaybe-uninitialized] editor/editor_themes.cpp:306:53: warning: 'preset_contrast' may be used uninitialized in this function [-Wmaybe-uninitialized] editor/plugins/animation_blend_space_2d_editor.cpp:459:27: warning: 'prev_idx' may be used uninitialized in this function [-Wmaybe-uninitialized] editor/plugins/animation_blend_space_2d_editor.cpp:443:27: warning: 'prev_idx' may be used uninitialized in this function [-Wmaybe-uninitialized] main/tests/test_oa_hash_map.cpp:57:29: warning: 'value' may be used uninitialized in this function [-Wmaybe-uninitialized] modules/csg/csg.cpp:764:40: warning: 'max_angle' may be used uninitialized in this function [-Wmaybe-uninitialized] modules/csg/csg_shape.cpp:1945:3: warning: 'face_count' may be used uninitialized in this function [-Wmaybe-uninitialized] scene/3d/voxel_light_baker.cpp:1593:8: warning: 'cone_aperture' may be used uninitialized in this function [-Wmaybe-uninitialized] scene/3d/voxel_light_baker.cpp:1592:6: warning: 'cone_dir_count' may be used uninitialized in this function [-Wmaybe-uninitialized] scene/animation/animation_blend_space_2d.cpp:471:8: warning: 'mind' may be used uninitialized in this function [-Wmaybe-uninitialized] core/os/memory.cpp:94: warning: ignoring #pragma clang diagnostic [-Wunknown-pragmas] core/os/memory.cpp:95: warning: ignoring #pragma clang diagnostic [-Wunknown-pragmas] core/os/memory.cpp:98: warning: ignoring #pragma clang diagnostic [-Wunknown-pragmas] ```
2018-10-04 13:04:58 +02:00
int prev_z_index = 0;
RID prev_canvas_item;
RID prev_debug_canvas_item;
bool multirect_started = false;
for (int i = 0; i < q.cells.size(); i++) {
Map<PosKey, Cell>::Element *E = tile_map.find(q.cells[i]);
Cell &c = E->get();
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//moment of truth
if (!tile_set->has_tile(c.id)) {
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continue;
}
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Ref<Texture> tex = tile_set->tile_get_texture(c.id);
Vector2 tile_ofs = tile_set->tile_get_texture_offset(c.id);
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Vector2 wofs = _map_to_world(E->key().x, E->key().y);
Vector2 offset = wofs - q.pos + tofs;
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if (!tex.is_valid()) {
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continue;
}
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Ref<ShaderMaterial> mat = tile_set->tile_get_material(c.id);
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int z_index = tile_set->tile_get_z_index(c.id);
if (tile_set->tile_get_tile_mode(c.id) == TileSet::AUTO_TILE || tile_set->tile_get_tile_mode(c.id) == TileSet::ATLAS_TILE) {
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z_index += tile_set->autotile_get_z_index(c.id, Vector2(c.autotile_coord_x, c.autotile_coord_y));
}
RID canvas_item;
RID debug_canvas_item;
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if (prev_canvas_item == RID() || prev_material != mat || prev_z_index != z_index) {
canvas_item = RID_PRIME(vs->canvas_item_create());
if (mat.is_valid()) {
vs->canvas_item_set_material(canvas_item, mat->get_rid());
}
vs->canvas_item_set_parent(canvas_item, get_canvas_item());
_update_item_material_state(canvas_item);
Transform2D xform;
xform.set_origin(q.pos);
vs->canvas_item_set_transform(canvas_item, xform);
vs->canvas_item_set_light_mask(canvas_item, get_light_mask());
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vs->canvas_item_set_z_index(canvas_item, z_index);
q.canvas_items.push_back(canvas_item);
if (debug_shapes) {
debug_canvas_item = RID_PRIME(vs->canvas_item_create());
vs->canvas_item_set_parent(debug_canvas_item, canvas_item);
vs->canvas_item_set_z_as_relative_to_parent(debug_canvas_item, false);
vs->canvas_item_set_z_index(debug_canvas_item, VS::CANVAS_ITEM_Z_MAX - 1);
q.canvas_items.push_back(debug_canvas_item);
prev_debug_canvas_item = debug_canvas_item;
}
prev_canvas_item = canvas_item;
prev_material = mat;
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prev_z_index = z_index;
} else {
canvas_item = prev_canvas_item;
if (debug_shapes) {
debug_canvas_item = prev_debug_canvas_item;
}
}
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Rect2 r = tile_set->tile_get_region(c.id);
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if (tile_set->tile_get_tile_mode(c.id) == TileSet::AUTO_TILE || tile_set->tile_get_tile_mode(c.id) == TileSet::ATLAS_TILE) {
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int spacing = tile_set->autotile_get_spacing(c.id);
r.size = tile_set->autotile_get_size(c.id);
r.position += (r.size + Vector2(spacing, spacing)) * Vector2(c.autotile_coord_x, c.autotile_coord_y);
}
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Size2 s;
if (r == Rect2()) {
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s = tex->get_size();
} else {
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s = r.size;
}
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Rect2 rect;
rect.position = offset.floor();
rect.size = s;
rect.size.x += fp_adjust;
rect.size.y += fp_adjust;
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if (compatibility_mode && !centered_textures) {
if (rect.size.y > rect.size.x) {
if ((c.flip_h && (c.flip_v || c.transpose)) || (c.flip_v && !c.transpose)) {
tile_ofs.y += rect.size.y - rect.size.x;
}
} else if (rect.size.y < rect.size.x) {
if ((c.flip_v && (c.flip_h || c.transpose)) || (c.flip_h && !c.transpose)) {
tile_ofs.x += rect.size.x - rect.size.y;
}
}
}
if (c.transpose) {
SWAP(tile_ofs.x, tile_ofs.y);
if (centered_textures) {
rect.position.x += cell_size.x / 2 - rect.size.y / 2;
rect.position.y += cell_size.y / 2 - rect.size.x / 2;
}
} else if (centered_textures) {
rect.position += cell_size / 2 - rect.size / 2;
}
if (c.flip_h) {
rect.size.x = -rect.size.x;
tile_ofs.x = -tile_ofs.x;
}
if (c.flip_v) {
rect.size.y = -rect.size.y;
tile_ofs.y = -tile_ofs.y;
}
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if (compatibility_mode && !centered_textures) {
if (tile_origin == TILE_ORIGIN_TOP_LEFT) {
rect.position += tile_ofs;
} else if (tile_origin == TILE_ORIGIN_BOTTOM_LEFT) {
rect.position += tile_ofs;
if (c.transpose) {
if (c.flip_h) {
rect.position.x -= cell_size.x;
} else {
rect.position.x += cell_size.x;
}
} else {
if (c.flip_v) {
rect.position.y -= cell_size.y;
} else {
rect.position.y += cell_size.y;
}
}
} else if (tile_origin == TILE_ORIGIN_CENTER) {
rect.position += tile_ofs;
if (c.flip_h) {
rect.position.x -= cell_size.x / 2;
} else {
rect.position.x += cell_size.x / 2;
}
if (c.flip_v) {
rect.position.y -= cell_size.y / 2;
} else {
rect.position.y += cell_size.y / 2;
}
}
} else {
rect.position += tile_ofs;
}
Ref<Texture> normal_map = tile_set->tile_get_normal_map(c.id);
Color modulate = tile_set->tile_get_modulate(c.id) * get_self_modulate();
if (r == Rect2()) {
tex->draw_rect(canvas_item, rect, false, modulate, c.transpose, normal_map);
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} else {
Texture::RefineRectResult res = tex->refine_rect_region(rect, r);
switch (res) {
case Texture::REFINE_RECT_RESULT_DRAW: {
if (!multirect_started) {
multirect_started = true;
VisualServerCanvasHelper::tilemap_begin();
}
VisualServerCanvasHelper::tilemap_add_rect(canvas_item, rect, tex->get_rid(), r, modulate, c.transpose, normal_map.is_valid() ? normal_map->get_rid() : RID(), clip_uv);
} break;
case Texture::REFINE_RECT_RESULT_FALLBACK: {
if (multirect_started) {
// If we are currently writing a multirect, we must flush
// to ensure there are no issues due to overlap.
VisualServerCanvasHelper::tilemap_end();
multirect_started = false;
}
tex->draw_rect_region(canvas_item, rect, r, modulate, c.transpose, normal_map, clip_uv);
} break;
default: {
} break;
}
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}
Vector<TileSet::ShapeData> shapes = tile_set->tile_get_shapes(c.id);
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for (int j = 0; j < shapes.size(); j++) {
Ref<Shape2D> shape = shapes[j].shape;
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if (shape.is_valid()) {
if (tile_set->tile_get_tile_mode(c.id) == TileSet::SINGLE_TILE || (shapes[j].autotile_coord.x == c.autotile_coord_x && shapes[j].autotile_coord.y == c.autotile_coord_y)) {
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Transform2D xform;
xform.set_origin(offset.floor() + tile_ofs);
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Vector2 shape_ofs = shapes[j].shape_transform.get_origin();
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_fix_cell_transform(xform, c, shape_ofs, s);
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xform *= shapes[j].shape_transform.untranslated();
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if (debug_canvas_item.is_valid()) {
vs->canvas_item_add_set_transform(debug_canvas_item, xform);
shape->draw(debug_canvas_item, debug_collision_color);
}
if (shape->has_meta("decomposed")) {
Array _shapes = shape->get_meta("decomposed");
for (int k = 0; k < _shapes.size(); k++) {
Ref<ConvexPolygonShape2D> convex = _shapes[k];
if (convex.is_valid()) {
_add_shape(shape_idx, q, convex, shapes[j], xform, Vector2(E->key().x, E->key().y));
#ifdef DEBUG_ENABLED
} else {
print_error("The TileSet assigned to the TileMap " + get_name() + " has an invalid convex shape.");
#endif
}
}
} else {
_add_shape(shape_idx, q, shape, shapes[j], xform, Vector2(E->key().x, E->key().y));
}
}
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}
}
if (debug_canvas_item.is_valid()) {
vs->canvas_item_add_set_transform(debug_canvas_item, Transform2D());
}
if (bake_navigation) {
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Ref<NavigationPolygon> navpoly;
Vector2 npoly_ofs;
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if (tile_set->tile_get_tile_mode(c.id) == TileSet::AUTO_TILE || tile_set->tile_get_tile_mode(c.id) == TileSet::ATLAS_TILE) {
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navpoly = tile_set->autotile_get_navigation_polygon(c.id, Vector2(c.autotile_coord_x, c.autotile_coord_y));
npoly_ofs = Vector2();
} else {
navpoly = tile_set->tile_get_navigation_polygon(c.id);
npoly_ofs = tile_set->tile_get_navigation_polygon_offset(c.id);
}
if (navpoly.is_valid()) {
Transform2D xform;
xform.set_origin(offset.floor() + q.pos + tile_ofs);
_fix_cell_transform(xform, c, npoly_ofs, s);
RID region = Navigation2DServer::get_singleton()->region_create();
if (navigation) {
Navigation2DServer::get_singleton()->region_set_map(region, navigation->get_rid());
} else {
Navigation2DServer::get_singleton()->region_set_map(region, get_world_2d()->get_navigation_map());
}
Navigation2DServer::get_singleton()->region_set_navigation_layers(region, navigation_layers);
Navigation2DServer::get_singleton()->region_set_transform(region, nav_rel * xform);
Navigation2DServer::get_singleton()->region_set_navpoly(region, navpoly);
Quadrant::NavPoly np;
np.region = region;
np.xform = xform;
q.navpoly_ids[E->key()] = np;
if (debug_navigation) {
RID debug_navigation_item = RID_PRIME(vs->canvas_item_create());
vs->canvas_item_set_parent(debug_navigation_item, canvas_item);
vs->canvas_item_set_z_as_relative_to_parent(debug_navigation_item, false);
vs->canvas_item_set_z_index(debug_navigation_item, VS::CANVAS_ITEM_Z_MAX - 2); // Display one below collision debug
if (debug_navigation_item.is_valid()) {
PoolVector<Vector2> navigation_polygon_vertices = navpoly->get_vertices();
int vsize = navigation_polygon_vertices.size();
if (vsize > 2) {
Vector<Color> colors;
Vector<Vector2> vertices;
vertices.resize(vsize);
colors.resize(vsize);
{
PoolVector<Vector2>::Read vr = navigation_polygon_vertices.read();
for (int j = 0; j < vsize; j++) {
vertices.write[j] = vr[j];
colors.write[j] = debug_navigation_color;
}
}
Vector<int> indices;
for (int j = 0; j < navpoly->get_polygon_count(); j++) {
Vector<int> polygon = navpoly->get_polygon(j);
for (int k = 2; k < polygon.size(); k++) {
int kofs[3] = { 0, k - 1, k };
for (int l = 0; l < 3; l++) {
int idx = polygon[kofs[l]];
ERR_FAIL_INDEX(idx, vsize);
indices.push_back(idx);
}
}
}
Transform2D navxform;
navxform.set_origin(offset.floor() + tile_ofs);
_fix_cell_transform(navxform, c, npoly_ofs, s);
vs->canvas_item_set_transform(debug_navigation_item, navxform);
vs->canvas_item_add_triangle_array(debug_navigation_item, indices, vertices, colors);
}
}
}
}
}
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Ref<OccluderPolygon2D> occluder;
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if (tile_set->tile_get_tile_mode(c.id) == TileSet::AUTO_TILE || tile_set->tile_get_tile_mode(c.id) == TileSet::ATLAS_TILE) {
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occluder = tile_set->autotile_get_light_occluder(c.id, Vector2(c.autotile_coord_x, c.autotile_coord_y));
} else {
occluder = tile_set->tile_get_light_occluder(c.id);
}
if (occluder.is_valid()) {
Vector2 occluder_ofs = tile_set->tile_get_occluder_offset(c.id);
Transform2D xform;
xform.set_origin(offset.floor() + q.pos);
_fix_cell_transform(xform, c, occluder_ofs, s);
RID orid = RID_PRIME(VS::get_singleton()->canvas_light_occluder_create());
VS::get_singleton()->canvas_light_occluder_set_transform(orid, get_global_transform() * xform);
VS::get_singleton()->canvas_light_occluder_set_polygon(orid, occluder->get_rid());
VS::get_singleton()->canvas_light_occluder_attach_to_canvas(orid, get_canvas());
VS::get_singleton()->canvas_light_occluder_set_light_mask(orid, occluder_light_mask);
VS::get_singleton()->canvas_light_occluder_set_enabled(orid, is_visible());
Quadrant::Occluder oc;
oc.xform = xform;
oc.id = orid;
q.occluder_instances[E->key()] = oc;
}
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}
if (multirect_started) {
VisualServerCanvasHelper::tilemap_end();
}
// Reset physics interpolation for any recreated canvas items.
if (is_physics_interpolated_and_enabled() && is_visible_in_tree()) {
for (List<RID>::Element *F = q.canvas_items.front(); F; F = F->next()) {
VisualServer::get_singleton()->canvas_item_reset_physics_interpolation(F->get());
}
}
dirty_quadrant_list.remove(dirty_quadrant_list.first());
quadrant_order_dirty = true;
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}
pending_update = false;
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if (quadrant_order_dirty) {
int index = -(int64_t)0x80000000; //always must be drawn below children
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
Quadrant &q = E->get();
for (List<RID>::Element *F = q.canvas_items.front(); F; F = F->next()) {
VS::get_singleton()->canvas_item_set_draw_index(F->get(), index++);
}
}
quadrant_order_dirty = false;
}
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_recompute_rect_cache();
}
void TileMap::_recompute_rect_cache() {
#ifdef DEBUG_ENABLED
if (!rect_cache_dirty) {
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return;
}
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Rect2 r_total;
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
Rect2 r;
r.position = _map_to_world(E->key().x * _get_quadrant_size(), E->key().y * _get_quadrant_size());
r.expand_to(_map_to_world(E->key().x * _get_quadrant_size() + _get_quadrant_size(), E->key().y * _get_quadrant_size()));
r.expand_to(_map_to_world(E->key().x * _get_quadrant_size() + _get_quadrant_size(), E->key().y * _get_quadrant_size() + _get_quadrant_size()));
r.expand_to(_map_to_world(E->key().x * _get_quadrant_size(), E->key().y * _get_quadrant_size() + _get_quadrant_size()));
if (E == quadrant_map.front()) {
r_total = r;
} else {
r_total = r_total.merge(r);
}
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}
rect_cache = r_total;
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item_rect_changed();
rect_cache_dirty = false;
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#endif
}
Map<TileMap::PosKey, TileMap::Quadrant>::Element *TileMap::_create_quadrant(const PosKey &p_qk) {
Transform2D xform;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
//xform.set_origin(Point2(p_qk.x,p_qk.y)*cell_size*quadrant_size);
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Quadrant q;
q.pos = _map_to_world(p_qk.x * _get_quadrant_size(), p_qk.y * _get_quadrant_size());
q.pos += get_cell_draw_offset();
if (tile_origin == TILE_ORIGIN_CENTER) {
q.pos += cell_size / 2;
} else if (tile_origin == TILE_ORIGIN_BOTTOM_LEFT) {
q.pos.y += cell_size.y;
}
xform.set_origin(q.pos);
//q.canvas_item = VisualServer::get_singleton()->canvas_item_create();
if (!use_parent) {
q.body = RID_PRIME(Physics2DServer::get_singleton()->body_create());
Physics2DServer::get_singleton()->body_set_mode(q.body, use_kinematic ? Physics2DServer::BODY_MODE_KINEMATIC : Physics2DServer::BODY_MODE_STATIC);
Physics2DServer::get_singleton()->body_attach_object_instance_id(q.body, get_instance_id());
Physics2DServer::get_singleton()->body_set_collision_layer(q.body, collision_layer);
Physics2DServer::get_singleton()->body_set_collision_mask(q.body, collision_mask);
Physics2DServer::get_singleton()->body_set_param(q.body, Physics2DServer::BODY_PARAM_FRICTION, friction);
Physics2DServer::get_singleton()->body_set_param(q.body, Physics2DServer::BODY_PARAM_BOUNCE, bounce);
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if (is_inside_tree()) {
xform = get_global_transform() * xform;
RID space = get_world_2d()->get_space();
Physics2DServer::get_singleton()->body_set_space(q.body, space);
}
Physics2DServer::get_singleton()->body_set_state(q.body, Physics2DServer::BODY_STATE_TRANSFORM, xform);
} else if (collision_parent) {
xform = get_transform() * xform;
q.shape_owner_id = collision_parent->create_shape_owner(this);
} else {
q.shape_owner_id = -1;
}
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rect_cache_dirty = true;
quadrant_order_dirty = true;
return quadrant_map.insert(p_qk, q);
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}
void TileMap::_erase_quadrant(Map<PosKey, Quadrant>::Element *Q) {
Quadrant &q = Q->get();
if (!use_parent) {
if (q.body.is_valid()) {
Physics2DServer::get_singleton()->free(q.body);
q.body = RID();
}
} else if (collision_parent) {
collision_parent->remove_shape_owner(q.shape_owner_id);
}
for (List<RID>::Element *E = q.canvas_items.front(); E; E = E->next()) {
if (E->get().is_valid()) {
VisualServer::get_singleton()->free(E->get());
}
}
q.canvas_items.clear();
if (q.dirty_list.in_list()) {
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dirty_quadrant_list.remove(&q.dirty_list);
}
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if (bake_navigation) {
q.clear_navpoly();
}
for (Map<PosKey, Quadrant::Occluder>::Element *E = q.occluder_instances.front(); E; E = E->next()) {
if (E->get().id.is_valid()) {
VS::get_singleton()->free(E->get().id);
}
}
q.occluder_instances.clear();
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quadrant_map.erase(Q);
rect_cache_dirty = true;
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}
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void TileMap::_make_quadrant_dirty(Map<PosKey, Quadrant>::Element *Q, bool update) {
Quadrant &q = Q->get();
if (!q.dirty_list.in_list()) {
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dirty_quadrant_list.add(&q.dirty_list);
}
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if (pending_update) {
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return;
}
pending_update = true;
if (!is_inside_tree()) {
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return;
}
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if (update) {
call_deferred("update_dirty_quadrants");
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}
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}
void TileMap::set_cellv(const Vector2 &p_pos, int p_tile, bool p_flip_x, bool p_flip_y, bool p_transpose, const Vector2 &p_autotile_coord) {
set_cell(p_pos.x, p_pos.y, p_tile, p_flip_x, p_flip_y, p_transpose, p_autotile_coord);
}
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2018-08-29 14:00:00 +02:00
void TileMap::_set_celld(const Vector2 &p_pos, const Dictionary &p_data) {
Variant v_pos_x = p_pos.x, v_pos_y = p_pos.y, v_tile = p_data["id"], v_flip_h = p_data["flip_h"], v_flip_v = p_data["flip_y"], v_transpose = p_data["transpose"], v_autotile_coord = p_data["auto_coord"];
const Variant *args[7] = { &v_pos_x, &v_pos_y, &v_tile, &v_flip_h, &v_flip_v, &v_transpose, &v_autotile_coord };
Variant::CallError ce;
call("set_cell", args, 7, ce);
}
void TileMap::set_cell(int p_x, int p_y, int p_tile, bool p_flip_x, bool p_flip_y, bool p_transpose, const Vector2 &p_autotile_coord) {
PosKey pk(p_x, p_y);
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Map<PosKey, Cell>::Element *E = tile_map.find(pk);
if (!E && p_tile == INVALID_CELL) {
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return; //nothing to do
}
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PosKey qk = pk.to_quadrant(_get_quadrant_size());
if (p_tile == INVALID_CELL) {
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//erase existing
tile_map.erase(pk);
Map<PosKey, Quadrant>::Element *Q = quadrant_map.find(qk);
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ERR_FAIL_COND(!Q);
Quadrant &q = Q->get();
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q.cells.erase(pk);
if (q.cells.size() == 0) {
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_erase_quadrant(Q);
} else {
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_make_quadrant_dirty(Q);
}
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used_size_cache_dirty = true;
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return;
}
Map<PosKey, Quadrant>::Element *Q = quadrant_map.find(qk);
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if (!E) {
E = tile_map.insert(pk, Cell());
if (!Q) {
Q = _create_quadrant(qk);
}
Quadrant &q = Q->get();
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q.cells.insert(pk);
} else {
ERR_FAIL_COND(!Q); // quadrant should exist...
if (E->get().id == p_tile && E->get().flip_h == p_flip_x && E->get().flip_v == p_flip_y && E->get().transpose == p_transpose && E->get().autotile_coord_x == (uint16_t)p_autotile_coord.x && E->get().autotile_coord_y == (uint16_t)p_autotile_coord.y) {
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return; //nothing changed
}
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}
Cell &c = E->get();
c.id = p_tile;
c.flip_h = p_flip_x;
c.flip_v = p_flip_y;
c.transpose = p_transpose;
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c.autotile_coord_x = (uint16_t)p_autotile_coord.x;
c.autotile_coord_y = (uint16_t)p_autotile_coord.y;
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_make_quadrant_dirty(Q);
used_size_cache_dirty = true;
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}
int TileMap::get_cellv(const Vector2 &p_pos) const {
return get_cell(p_pos.x, p_pos.y);
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}
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void TileMap::make_bitmask_area_dirty(const Vector2 &p_pos) {
for (int x = p_pos.x - 1; x <= p_pos.x + 1; x++) {
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for (int y = p_pos.y - 1; y <= p_pos.y + 1; y++) {
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PosKey p(x, y);
if (dirty_bitmask.find(p) == nullptr) {
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dirty_bitmask.push_back(p);
}
}
}
}
void TileMap::update_bitmask_area(const Vector2 &p_pos) {
for (int x = p_pos.x - 1; x <= p_pos.x + 1; x++) {
for (int y = p_pos.y - 1; y <= p_pos.y + 1; y++) {
update_cell_bitmask(x, y);
}
}
}
void TileMap::update_bitmask_region(const Vector2 &p_start, const Vector2 &p_end) {
if ((p_end.x < p_start.x || p_end.y < p_start.y) || (p_end.x == p_start.x && p_end.y == p_start.y)) {
Array a = get_used_cells();
for (int i = 0; i < a.size(); i++) {
Vector2 vector = (Vector2)a[i];
update_cell_bitmask(vector.x, vector.y);
}
return;
}
for (int x = p_start.x - 1; x <= p_end.x + 1; x++) {
for (int y = p_start.y - 1; y <= p_end.y + 1; y++) {
update_cell_bitmask(x, y);
}
}
}
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void TileMap::update_cell_bitmask(int p_x, int p_y) {
ERR_FAIL_COND_MSG(tile_set.is_null(), "Cannot update cell bitmask if Tileset is not open.");
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PosKey p(p_x, p_y);
Map<PosKey, Cell>::Element *E = tile_map.find(p);
if (E != nullptr) {
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int id = get_cell(p_x, p_y);
if (!tile_set->has_tile(id)) {
return;
}
if (tile_set->tile_get_tile_mode(id) == TileSet::AUTO_TILE) {
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uint16_t mask = 0;
if (tile_set->autotile_get_bitmask_mode(id) == TileSet::BITMASK_2X2) {
if (tile_set->is_tile_bound(id, get_cell(p_x - 1, p_y - 1)) && tile_set->is_tile_bound(id, get_cell(p_x, p_y - 1)) && tile_set->is_tile_bound(id, get_cell(p_x - 1, p_y))) {
mask |= TileSet::BIND_TOPLEFT;
}
if (tile_set->is_tile_bound(id, get_cell(p_x + 1, p_y - 1)) && tile_set->is_tile_bound(id, get_cell(p_x, p_y - 1)) && tile_set->is_tile_bound(id, get_cell(p_x + 1, p_y))) {
mask |= TileSet::BIND_TOPRIGHT;
}
if (tile_set->is_tile_bound(id, get_cell(p_x - 1, p_y + 1)) && tile_set->is_tile_bound(id, get_cell(p_x, p_y + 1)) && tile_set->is_tile_bound(id, get_cell(p_x - 1, p_y))) {
mask |= TileSet::BIND_BOTTOMLEFT;
}
if (tile_set->is_tile_bound(id, get_cell(p_x + 1, p_y + 1)) && tile_set->is_tile_bound(id, get_cell(p_x, p_y + 1)) && tile_set->is_tile_bound(id, get_cell(p_x + 1, p_y))) {
mask |= TileSet::BIND_BOTTOMRIGHT;
}
} else {
if (tile_set->autotile_get_bitmask_mode(id) == TileSet::BITMASK_3X3_MINIMAL) {
if (tile_set->is_tile_bound(id, get_cell(p_x - 1, p_y - 1)) && tile_set->is_tile_bound(id, get_cell(p_x, p_y - 1)) && tile_set->is_tile_bound(id, get_cell(p_x - 1, p_y))) {
mask |= TileSet::BIND_TOPLEFT;
}
if (tile_set->is_tile_bound(id, get_cell(p_x + 1, p_y - 1)) && tile_set->is_tile_bound(id, get_cell(p_x, p_y - 1)) && tile_set->is_tile_bound(id, get_cell(p_x + 1, p_y))) {
mask |= TileSet::BIND_TOPRIGHT;
}
if (tile_set->is_tile_bound(id, get_cell(p_x - 1, p_y + 1)) && tile_set->is_tile_bound(id, get_cell(p_x, p_y + 1)) && tile_set->is_tile_bound(id, get_cell(p_x - 1, p_y))) {
mask |= TileSet::BIND_BOTTOMLEFT;
}
if (tile_set->is_tile_bound(id, get_cell(p_x + 1, p_y + 1)) && tile_set->is_tile_bound(id, get_cell(p_x, p_y + 1)) && tile_set->is_tile_bound(id, get_cell(p_x + 1, p_y))) {
mask |= TileSet::BIND_BOTTOMRIGHT;
}
} else {
if (tile_set->is_tile_bound(id, get_cell(p_x - 1, p_y - 1))) {
mask |= TileSet::BIND_TOPLEFT;
}
if (tile_set->is_tile_bound(id, get_cell(p_x + 1, p_y - 1))) {
mask |= TileSet::BIND_TOPRIGHT;
}
if (tile_set->is_tile_bound(id, get_cell(p_x - 1, p_y + 1))) {
mask |= TileSet::BIND_BOTTOMLEFT;
}
if (tile_set->is_tile_bound(id, get_cell(p_x + 1, p_y + 1))) {
mask |= TileSet::BIND_BOTTOMRIGHT;
}
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}
if (tile_set->is_tile_bound(id, get_cell(p_x, p_y - 1))) {
mask |= TileSet::BIND_TOP;
}
if (tile_set->is_tile_bound(id, get_cell(p_x - 1, p_y))) {
mask |= TileSet::BIND_LEFT;
}
mask |= TileSet::BIND_CENTER;
if (tile_set->is_tile_bound(id, get_cell(p_x + 1, p_y))) {
mask |= TileSet::BIND_RIGHT;
}
if (tile_set->is_tile_bound(id, get_cell(p_x, p_y + 1))) {
mask |= TileSet::BIND_BOTTOM;
}
}
Vector2 coord = tile_set->autotile_get_subtile_for_bitmask(id, mask, this, Vector2(p_x, p_y));
E->get().autotile_coord_x = (int)coord.x;
E->get().autotile_coord_y = (int)coord.y;
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PosKey qk = p.to_quadrant(_get_quadrant_size());
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Map<PosKey, Quadrant>::Element *Q = quadrant_map.find(qk);
_make_quadrant_dirty(Q);
} else if (tile_set->tile_get_tile_mode(id) == TileSet::SINGLE_TILE) {
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E->get().autotile_coord_x = 0;
E->get().autotile_coord_y = 0;
} else if (tile_set->tile_get_tile_mode(id) == TileSet::ATLAS_TILE) {
if (tile_set->autotile_get_bitmask(id, Vector2(p_x, p_y)) == TileSet::BIND_CENTER) {
Vector2 coord = tile_set->atlastile_get_subtile_by_priority(id, this, Vector2(p_x, p_y));
E->get().autotile_coord_x = (int)coord.x;
E->get().autotile_coord_y = (int)coord.y;
}
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}
}
}
void TileMap::update_dirty_bitmask() {
while (dirty_bitmask.size() > 0) {
update_cell_bitmask(dirty_bitmask[0].x, dirty_bitmask[0].y);
dirty_bitmask.pop_front();
}
}
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void TileMap::fix_invalid_tiles() {
ERR_FAIL_COND_MSG(tile_set.is_null(), "Cannot fix invalid tiles if Tileset is not open.");
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Map<PosKey, Cell> temp_tile_map = tile_map;
for (Map<PosKey, Cell>::Element *E = temp_tile_map.front(); E; E = E->next()) {
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if (!tile_set->has_tile(get_cell(E->key().x, E->key().y))) {
set_cell(E->key().x, E->key().y, INVALID_CELL);
}
}
}
int TileMap::get_cell(int p_x, int p_y) const {
PosKey pk(p_x, p_y);
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const Map<PosKey, Cell>::Element *E = tile_map.find(pk);
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if (!E) {
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return INVALID_CELL;
}
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return E->get().id;
}
bool TileMap::is_cell_x_flipped(int p_x, int p_y) const {
PosKey pk(p_x, p_y);
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const Map<PosKey, Cell>::Element *E = tile_map.find(pk);
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if (!E) {
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return false;
}
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return E->get().flip_h;
}
bool TileMap::is_cell_y_flipped(int p_x, int p_y) const {
PosKey pk(p_x, p_y);
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const Map<PosKey, Cell>::Element *E = tile_map.find(pk);
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if (!E) {
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return false;
}
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return E->get().flip_v;
}
bool TileMap::is_cell_transposed(int p_x, int p_y) const {
PosKey pk(p_x, p_y);
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const Map<PosKey, Cell>::Element *E = tile_map.find(pk);
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if (!E) {
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return false;
}
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return E->get().transpose;
}
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void TileMap::set_cell_autotile_coord(int p_x, int p_y, const Vector2 &p_coord) {
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PosKey pk(p_x, p_y);
const Map<PosKey, Cell>::Element *E = tile_map.find(pk);
if (!E) {
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return;
}
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Cell c = E->get();
c.autotile_coord_x = p_coord.x;
c.autotile_coord_y = p_coord.y;
tile_map[pk] = c;
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PosKey qk = pk.to_quadrant(_get_quadrant_size());
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Map<PosKey, Quadrant>::Element *Q = quadrant_map.find(qk);
if (!Q) {
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return;
}
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_make_quadrant_dirty(Q);
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}
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Vector2 TileMap::get_cell_autotile_coord(int p_x, int p_y) const {
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PosKey pk(p_x, p_y);
const Map<PosKey, Cell>::Element *E = tile_map.find(pk);
if (!E) {
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return Vector2();
}
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return Vector2(E->get().autotile_coord_x, E->get().autotile_coord_y);
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}
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void TileMap::_recreate_quadrants() {
_clear_quadrants();
for (Map<PosKey, Cell>::Element *E = tile_map.front(); E; E = E->next()) {
PosKey qk = PosKey(E->key().x, E->key().y).to_quadrant(_get_quadrant_size());
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Map<PosKey, Quadrant>::Element *Q = quadrant_map.find(qk);
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if (!Q) {
Q = _create_quadrant(qk);
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dirty_quadrant_list.add(&Q->get().dirty_list);
}
Q->get().cells.insert(E->key());
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_make_quadrant_dirty(Q, false);
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}
update_dirty_quadrants();
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}
void TileMap::_clear_quadrants() {
while (quadrant_map.size()) {
_erase_quadrant(quadrant_map.front());
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}
}
void TileMap::set_material(const Ref<Material> &p_material) {
CanvasItem::set_material(p_material);
_update_all_items_material_state();
}
void TileMap::set_use_parent_material(bool p_use_parent_material) {
CanvasItem::set_use_parent_material(p_use_parent_material);
_update_all_items_material_state();
}
void TileMap::_update_all_items_material_state() {
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
Quadrant &q = E->get();
for (List<RID>::Element *F = q.canvas_items.front(); F; F = F->next()) {
_update_item_material_state(F->get());
}
}
}
void TileMap::_update_item_material_state(const RID &p_canvas_item) {
VS::get_singleton()->canvas_item_set_use_parent_material(p_canvas_item, get_use_parent_material() || get_material().is_valid());
}
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void TileMap::clear() {
_clear_quadrants();
tile_map.clear();
used_size_cache_dirty = true;
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}
void TileMap::_set_tile_data(const PoolVector<int> &p_data) {
ERR_FAIL_COND(format > FORMAT_2);
int c = p_data.size();
PoolVector<int>::Read r = p_data.read();
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int offset = (format == FORMAT_2) ? 3 : 2;
ERR_FAIL_COND_MSG(c % offset != 0, "Corrupted tile data.");
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clear();
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for (int i = 0; i < c; i += offset) {
const uint8_t *ptr = (const uint8_t *)&r[i];
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uint8_t local[12];
for (int j = 0; j < ((format == FORMAT_2) ? 12 : 8); j++) {
local[j] = ptr[j];
}
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#ifdef BIG_ENDIAN_ENABLED
SWAP(local[0], local[3]);
SWAP(local[1], local[2]);
SWAP(local[4], local[7]);
SWAP(local[5], local[6]);
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//TODO: ask someone to check this...
if (FORMAT == FORMAT_2) {
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SWAP(local[8], local[11]);
SWAP(local[9], local[10]);
}
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#endif
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uint16_t x = decode_uint16(&local[0]);
uint16_t y = decode_uint16(&local[2]);
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uint32_t v = decode_uint32(&local[4]);
bool flip_h = v & (1 << 29);
bool flip_v = v & (1 << 30);
bool transpose = v & (1 << 31);
v &= (1 << 29) - 1;
int16_t coord_x = 0;
int16_t coord_y = 0;
if (format == FORMAT_2) {
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coord_x = decode_uint16(&local[8]);
coord_y = decode_uint16(&local[10]);
}
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set_cell(x, y, v, flip_h, flip_v, transpose, Vector2(coord_x, coord_y));
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}
}
PoolVector<int> TileMap::_get_tile_data() const {
PoolVector<int> data;
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data.resize(tile_map.size() * 3);
PoolVector<int>::Write w = data.write();
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// Save in highest format
int idx = 0;
for (const Map<PosKey, Cell>::Element *E = tile_map.front(); E; E = E->next()) {
uint8_t *ptr = (uint8_t *)&w[idx];
encode_uint16(E->key().x, &ptr[0]);
encode_uint16(E->key().y, &ptr[2]);
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uint32_t val = E->get().id;
if (E->get().flip_h) {
val |= (1 << 29);
}
if (E->get().flip_v) {
val |= (1 << 30);
}
if (E->get().transpose) {
val |= (1 << 31);
}
encode_uint32(val, &ptr[4]);
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encode_uint16(E->get().autotile_coord_x, &ptr[8]);
encode_uint16(E->get().autotile_coord_y, &ptr[10]);
idx += 3;
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}
w.release();
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return data;
}
#ifdef TOOLS_ENABLED
Rect2 TileMap::_edit_get_rect() const {
if (pending_update) {
const_cast<TileMap *>(this)->update_dirty_quadrants();
} else {
const_cast<TileMap *>(this)->_recompute_rect_cache();
}
return rect_cache;
}
#endif
void TileMap::set_collision_layer(uint32_t p_layer) {
collision_layer = p_layer;
if (!use_parent) {
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
Quadrant &q = E->get();
Physics2DServer::get_singleton()->body_set_collision_layer(q.body, collision_layer);
}
}
}
void TileMap::set_collision_mask(uint32_t p_mask) {
collision_mask = p_mask;
if (!use_parent) {
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
Quadrant &q = E->get();
Physics2DServer::get_singleton()->body_set_collision_mask(q.body, collision_mask);
}
}
}
void TileMap::set_collision_layer_bit(int p_bit, bool p_value) {
ERR_FAIL_INDEX_MSG(p_bit, 32, "Collision layer bit must be between 0 and 31 inclusive.");
uint32_t layer = get_collision_layer();
if (p_value) {
layer |= 1 << p_bit;
} else {
layer &= ~(1 << p_bit);
}
set_collision_layer(layer);
}
void TileMap::set_collision_mask_bit(int p_bit, bool p_value) {
ERR_FAIL_INDEX_MSG(p_bit, 32, "Collision mask bit must be between 0 and 31 inclusive.");
uint32_t mask = get_collision_mask();
if (p_value) {
mask |= 1 << p_bit;
} else {
mask &= ~(1 << p_bit);
}
set_collision_mask(mask);
}
bool TileMap::get_collision_use_kinematic() const {
return use_kinematic;
}
void TileMap::set_collision_use_kinematic(bool p_use_kinematic) {
_clear_quadrants();
use_kinematic = p_use_kinematic;
_recreate_quadrants();
}
bool TileMap::get_collision_use_parent() const {
return use_parent;
}
void TileMap::set_collision_use_parent(bool p_use_parent) {
if (use_parent == p_use_parent) {
return;
}
_clear_quadrants();
use_parent = p_use_parent;
set_notify_local_transform(use_parent);
if (use_parent && is_inside_tree()) {
collision_parent = Object::cast_to<CollisionObject2D>(get_parent());
} else {
collision_parent = nullptr;
}
_recreate_quadrants();
_change_notify();
update_configuration_warning();
}
void TileMap::set_collision_friction(float p_friction) {
friction = p_friction;
if (!use_parent) {
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
Quadrant &q = E->get();
Physics2DServer::get_singleton()->body_set_param(q.body, Physics2DServer::BODY_PARAM_FRICTION, p_friction);
}
}
}
float TileMap::get_collision_friction() const {
return friction;
}
void TileMap::set_collision_bounce(float p_bounce) {
bounce = p_bounce;
if (!use_parent) {
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
Quadrant &q = E->get();
Physics2DServer::get_singleton()->body_set_param(q.body, Physics2DServer::BODY_PARAM_BOUNCE, p_bounce);
}
}
}
float TileMap::get_collision_bounce() const {
return bounce;
}
void TileMap::set_bake_navigation(bool p_bake_navigation) {
bake_navigation = p_bake_navigation;
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
_make_quadrant_dirty(E);
}
}
bool TileMap::is_baking_navigation() {
return bake_navigation;
}
void TileMap::set_navigation_layers(uint32_t p_navigation_layers) {
navigation_layers = p_navigation_layers;
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
_make_quadrant_dirty(E);
}
}
uint32_t TileMap::get_navigation_layers() {
return navigation_layers;
}
uint32_t TileMap::get_collision_layer() const {
return collision_layer;
}
uint32_t TileMap::get_collision_mask() const {
return collision_mask;
}
bool TileMap::get_collision_layer_bit(int p_bit) const {
ERR_FAIL_INDEX_V_MSG(p_bit, 32, false, "Collision layer bit must be between 0 and 31 inclusive.");
return get_collision_layer() & (1 << p_bit);
}
bool TileMap::get_collision_mask_bit(int p_bit) const {
ERR_FAIL_INDEX_V_MSG(p_bit, 32, false, "Collision mask bit must be between 0 and 31 inclusive.");
return get_collision_mask() & (1 << p_bit);
}
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
void TileMap::set_mode(Mode p_mode) {
_clear_quadrants();
mode = p_mode;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
_recreate_quadrants();
emit_signal("settings_changed");
}
TileMap::Mode TileMap::get_mode() const {
return mode;
}
void TileMap::set_half_offset(HalfOffset p_half_offset) {
_clear_quadrants();
half_offset = p_half_offset;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
_recreate_quadrants();
emit_signal("settings_changed");
}
void TileMap::set_tile_origin(TileOrigin p_tile_origin) {
_clear_quadrants();
tile_origin = p_tile_origin;
_recreate_quadrants();
emit_signal("settings_changed");
}
TileMap::TileOrigin TileMap::get_tile_origin() const {
return tile_origin;
}
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
Vector2 TileMap::get_cell_draw_offset() const {
switch (mode) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
case MODE_SQUARE: {
return Vector2();
} break;
case MODE_ISOMETRIC: {
return Vector2(-cell_size.x * 0.5, 0);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
} break;
case MODE_CUSTOM: {
Vector2 min;
min.x = MIN(custom_transform[0].x, min.x);
min.y = MIN(custom_transform[0].y, min.y);
min.x = MIN(custom_transform[1].x, min.x);
min.y = MIN(custom_transform[1].y, min.y);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
return min;
} break;
}
return Vector2();
}
TileMap::HalfOffset TileMap::get_half_offset() const {
return half_offset;
}
Transform2D TileMap::get_cell_transform() const {
switch (mode) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
case MODE_SQUARE: {
Transform2D m;
m[0] *= cell_size.x;
m[1] *= cell_size.y;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
return m;
} break;
case MODE_ISOMETRIC: {
//isometric only makes sense when y is positive in both x and y vectors, otherwise
//the drawing of tiles will overlap
Transform2D m;
m[0] = Vector2(cell_size.x * 0.5, cell_size.y * 0.5);
m[1] = Vector2(-cell_size.x * 0.5, cell_size.y * 0.5);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
return m;
} break;
case MODE_CUSTOM: {
return custom_transform;
} break;
}
return Transform2D();
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
}
void TileMap::set_custom_transform(const Transform2D &p_xform) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
_clear_quadrants();
custom_transform = p_xform;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
_recreate_quadrants();
emit_signal("settings_changed");
}
Transform2D TileMap::get_custom_transform() const {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
return custom_transform;
}
Vector2 TileMap::_map_to_world(int p_x, int p_y, bool p_ignore_ofs) const {
Vector2 ret = get_cell_transform().xform(Vector2(p_x, p_y));
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
if (!p_ignore_ofs) {
switch (half_offset) {
case HALF_OFFSET_X:
case HALF_OFFSET_NEGATIVE_X: {
if (ABS(p_y) & 1) {
ret += get_cell_transform()[0] * (half_offset == HALF_OFFSET_X ? 0.5 : -0.5);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
}
} break;
case HALF_OFFSET_Y:
case HALF_OFFSET_NEGATIVE_Y: {
if (ABS(p_x) & 1) {
ret += get_cell_transform()[1] * (half_offset == HALF_OFFSET_Y ? 0.5 : -0.5);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
}
} break;
case HALF_OFFSET_DISABLED: {
// Nothing to do.
}
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
}
}
return ret;
}
2017-10-22 03:42:23 +02:00
bool TileMap::_set(const StringName &p_name, const Variant &p_value) {
if (p_name == "format") {
if (p_value.get_type() == Variant::INT) {
format = (DataFormat)(p_value.operator int64_t()); // Set format used for loading
2017-10-22 03:42:23 +02:00
return true;
}
} else if (p_name == "tile_data") {
if (p_value.is_array()) {
_set_tile_data(p_value);
return true;
}
return false;
}
return false;
}
bool TileMap::_get(const StringName &p_name, Variant &r_ret) const {
if (p_name == "format") {
r_ret = FORMAT_2; // When saving, always save highest format
2017-10-22 03:42:23 +02:00
return true;
} else if (p_name == "tile_data") {
r_ret = _get_tile_data();
return true;
}
return false;
}
void TileMap::_get_property_list(List<PropertyInfo> *p_list) const {
PropertyInfo p(Variant::INT, "format", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL);
2017-10-22 03:42:23 +02:00
p_list->push_back(p);
p = PropertyInfo(Variant::OBJECT, "tile_data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL);
2017-10-22 03:42:23 +02:00
p_list->push_back(p);
}
void TileMap::_validate_property(PropertyInfo &property) const {
if (use_parent && property.name != "collision_use_parent" && property.name.begins_with("collision_")) {
property.usage = PROPERTY_USAGE_NOEDITOR;
}
}
Vector2 TileMap::map_to_world(const Vector2 &p_pos, bool p_ignore_ofs) const {
return _map_to_world(p_pos.x, p_pos.y, p_ignore_ofs);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
}
2017-10-22 03:42:23 +02:00
Vector2 TileMap::world_to_map(const Vector2 &p_pos) const {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
Vector2 ret = get_cell_transform().affine_inverse().xform(p_pos);
// Account for precision errors on the border (GH-23250).
// 0.00005 is 5*CMP_EPSILON, results would start being unpredictable if
// cell size is > 15,000, but we can hardly have more precision anyway with
// floating point.
ret += Vector2(0.00005, 0.00005);
switch (half_offset) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
case HALF_OFFSET_X: {
if (int(floor(ret.y)) & 1) {
ret.x -= 0.5;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
}
} break;
case HALF_OFFSET_NEGATIVE_X: {
if (int(floor(ret.y)) & 1) {
ret.x += 0.5;
}
} break;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
case HALF_OFFSET_Y: {
if (int(floor(ret.x)) & 1) {
ret.y -= 0.5;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
}
} break;
case HALF_OFFSET_NEGATIVE_Y: {
if (int(floor(ret.x)) & 1) {
ret.y += 0.5;
}
} break;
case HALF_OFFSET_DISABLED: {
// Nothing to do.
}
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
}
return ret.floor();
}
void TileMap::set_y_sort_mode(bool p_enable) {
_clear_quadrants();
y_sort_mode = p_enable;
VS::get_singleton()->canvas_item_set_sort_children_by_y(get_canvas_item(), y_sort_mode);
_recreate_quadrants();
emit_signal("settings_changed");
}
bool TileMap::is_y_sort_mode_enabled() const {
return y_sort_mode;
}
void TileMap::set_compatibility_mode(bool p_enable) {
_clear_quadrants();
compatibility_mode = p_enable;
_recreate_quadrants();
emit_signal("settings_changed");
}
bool TileMap::is_compatibility_mode_enabled() const {
return compatibility_mode;
}
void TileMap::set_centered_textures(bool p_enable) {
_clear_quadrants();
centered_textures = p_enable;
_recreate_quadrants();
emit_signal("settings_changed");
}
bool TileMap::is_centered_textures_enabled() const {
return centered_textures;
}
Array TileMap::get_used_cells() const {
Array a;
a.resize(tile_map.size());
int i = 0;
for (Map<PosKey, Cell>::Element *E = tile_map.front(); E; E = E->next()) {
Vector2 p(E->key().x, E->key().y);
a[i++] = p;
}
return a;
}
2017-08-02 12:40:32 +02:00
Array TileMap::get_used_cells_by_id(int p_id) const {
Array a;
for (Map<PosKey, Cell>::Element *E = tile_map.front(); E; E = E->next()) {
if (E->value().id == p_id) {
Vector2 p(E->key().x, E->key().y);
a.push_back(p);
}
}
return a;
}
Rect2 TileMap::get_used_rect() { // Not const because of cache
if (used_size_cache_dirty) {
if (tile_map.size() > 0) {
used_size_cache = Rect2(tile_map.front()->key().x, tile_map.front()->key().y, 0, 0);
for (Map<PosKey, Cell>::Element *E = tile_map.front(); E; E = E->next()) {
used_size_cache.expand_to(Vector2(E->key().x, E->key().y));
}
used_size_cache.size += Vector2(1, 1);
} else {
used_size_cache = Rect2();
}
used_size_cache_dirty = false;
}
return used_size_cache;
}
void TileMap::set_occluder_light_mask(int p_mask) {
occluder_light_mask = p_mask;
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
for (Map<PosKey, Quadrant::Occluder>::Element *F = E->get().occluder_instances.front(); F; F = F->next()) {
VisualServer::get_singleton()->canvas_light_occluder_set_light_mask(F->get().id, occluder_light_mask);
}
}
}
int TileMap::get_occluder_light_mask() const {
return occluder_light_mask;
}
void TileMap::set_light_mask(int p_light_mask) {
CanvasItem::set_light_mask(p_light_mask);
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
for (List<RID>::Element *F = E->get().canvas_items.front(); F; F = F->next()) {
VisualServer::get_singleton()->canvas_item_set_light_mask(F->get(), get_light_mask());
}
}
}
void TileMap::set_clip_uv(bool p_enable) {
if (clip_uv == p_enable) {
return;
}
_clear_quadrants();
clip_uv = p_enable;
_recreate_quadrants();
}
bool TileMap::get_clip_uv() const {
return clip_uv;
}
String TileMap::get_configuration_warning() const {
String warning = Node2D::get_configuration_warning();
if (use_parent && !collision_parent) {
if (!warning.empty()) {
warning += "\n\n";
}
return TTR("TileMap with Use Parent on needs a parent CollisionObject2D to give shapes to. Please use it as a child of Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc. to give them a shape.");
}
return warning;
}
void TileMap::set_show_collision(bool p_value) {
show_collision = p_value;
_recreate_quadrants();
}
bool TileMap::is_show_collision_enabled() const {
return show_collision;
}
2014-02-10 02:10:30 +01:00
void TileMap::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_tileset", "tileset"), &TileMap::set_tileset);
ClassDB::bind_method(D_METHOD("get_tileset"), &TileMap::get_tileset);
2014-02-10 02:10:30 +01:00
ClassDB::bind_method(D_METHOD("set_mode", "mode"), &TileMap::set_mode);
ClassDB::bind_method(D_METHOD("get_mode"), &TileMap::get_mode);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
ClassDB::bind_method(D_METHOD("set_half_offset", "half_offset"), &TileMap::set_half_offset);
ClassDB::bind_method(D_METHOD("get_half_offset"), &TileMap::get_half_offset);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
ClassDB::bind_method(D_METHOD("set_custom_transform", "custom_transform"), &TileMap::set_custom_transform);
ClassDB::bind_method(D_METHOD("get_custom_transform"), &TileMap::get_custom_transform);
2014-02-10 02:10:30 +01:00
ClassDB::bind_method(D_METHOD("set_cell_size", "size"), &TileMap::set_cell_size);
ClassDB::bind_method(D_METHOD("get_cell_size"), &TileMap::get_cell_size);
2014-02-10 02:10:30 +01:00
ClassDB::bind_method(D_METHOD("_set_old_cell_size", "size"), &TileMap::_set_old_cell_size);
ClassDB::bind_method(D_METHOD("_get_old_cell_size"), &TileMap::_get_old_cell_size);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
ClassDB::bind_method(D_METHOD("set_quadrant_size", "size"), &TileMap::set_quadrant_size);
ClassDB::bind_method(D_METHOD("get_quadrant_size"), &TileMap::get_quadrant_size);
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ClassDB::bind_method(D_METHOD("set_tile_origin", "origin"), &TileMap::set_tile_origin);
ClassDB::bind_method(D_METHOD("get_tile_origin"), &TileMap::get_tile_origin);
ClassDB::bind_method(D_METHOD("set_clip_uv", "enable"), &TileMap::set_clip_uv);
ClassDB::bind_method(D_METHOD("get_clip_uv"), &TileMap::get_clip_uv);
ClassDB::bind_method(D_METHOD("set_y_sort_mode", "enable"), &TileMap::set_y_sort_mode);
ClassDB::bind_method(D_METHOD("is_y_sort_mode_enabled"), &TileMap::is_y_sort_mode_enabled);
ClassDB::bind_method(D_METHOD("set_compatibility_mode", "enable"), &TileMap::set_compatibility_mode);
ClassDB::bind_method(D_METHOD("is_compatibility_mode_enabled"), &TileMap::is_compatibility_mode_enabled);
ClassDB::bind_method(D_METHOD("set_show_collision", "enable"), &TileMap::set_show_collision);
ClassDB::bind_method(D_METHOD("is_show_collision_enabled"), &TileMap::is_show_collision_enabled);
ClassDB::bind_method(D_METHOD("set_centered_textures", "enable"), &TileMap::set_centered_textures);
ClassDB::bind_method(D_METHOD("is_centered_textures_enabled"), &TileMap::is_centered_textures_enabled);
ClassDB::bind_method(D_METHOD("set_collision_use_kinematic", "use_kinematic"), &TileMap::set_collision_use_kinematic);
ClassDB::bind_method(D_METHOD("get_collision_use_kinematic"), &TileMap::get_collision_use_kinematic);
ClassDB::bind_method(D_METHOD("set_collision_use_parent", "use_parent"), &TileMap::set_collision_use_parent);
ClassDB::bind_method(D_METHOD("get_collision_use_parent"), &TileMap::get_collision_use_parent);
ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &TileMap::set_collision_layer);
ClassDB::bind_method(D_METHOD("get_collision_layer"), &TileMap::get_collision_layer);
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &TileMap::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &TileMap::get_collision_mask);
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ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &TileMap::set_collision_layer_bit);
ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &TileMap::get_collision_layer_bit);
ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &TileMap::set_collision_mask_bit);
ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &TileMap::get_collision_mask_bit);
ClassDB::bind_method(D_METHOD("set_collision_friction", "value"), &TileMap::set_collision_friction);
ClassDB::bind_method(D_METHOD("get_collision_friction"), &TileMap::get_collision_friction);
ClassDB::bind_method(D_METHOD("set_collision_bounce", "value"), &TileMap::set_collision_bounce);
ClassDB::bind_method(D_METHOD("get_collision_bounce"), &TileMap::get_collision_bounce);
ClassDB::bind_method(D_METHOD("set_bake_navigation", "bake_navigation"), &TileMap::set_bake_navigation);
ClassDB::bind_method(D_METHOD("is_baking_navigation"), &TileMap::is_baking_navigation);
ClassDB::bind_method(D_METHOD("set_navigation_layers", "navigation_layers"), &TileMap::set_navigation_layers);
ClassDB::bind_method(D_METHOD("get_navigation_layers"), &TileMap::get_navigation_layers);
ClassDB::bind_method(D_METHOD("set_occluder_light_mask", "mask"), &TileMap::set_occluder_light_mask);
ClassDB::bind_method(D_METHOD("get_occluder_light_mask"), &TileMap::get_occluder_light_mask);
ClassDB::bind_method(D_METHOD("set_cell", "x", "y", "tile", "flip_x", "flip_y", "transpose", "autotile_coord"), &TileMap::set_cell, DEFVAL(false), DEFVAL(false), DEFVAL(false), DEFVAL(Vector2()));
ClassDB::bind_method(D_METHOD("set_cellv", "position", "tile", "flip_x", "flip_y", "transpose", "autotile_coord"), &TileMap::set_cellv, DEFVAL(false), DEFVAL(false), DEFVAL(false), DEFVAL(Vector2()));
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ClassDB::bind_method(D_METHOD("_set_celld", "position", "data"), &TileMap::_set_celld);
ClassDB::bind_method(D_METHOD("get_cell", "x", "y"), &TileMap::get_cell);
ClassDB::bind_method(D_METHOD("get_cellv", "position"), &TileMap::get_cellv);
ClassDB::bind_method(D_METHOD("is_cell_x_flipped", "x", "y"), &TileMap::is_cell_x_flipped);
ClassDB::bind_method(D_METHOD("is_cell_y_flipped", "x", "y"), &TileMap::is_cell_y_flipped);
ClassDB::bind_method(D_METHOD("is_cell_transposed", "x", "y"), &TileMap::is_cell_transposed);
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ClassDB::bind_method(D_METHOD("get_cell_autotile_coord", "x", "y"), &TileMap::get_cell_autotile_coord);
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ClassDB::bind_method(D_METHOD("fix_invalid_tiles"), &TileMap::fix_invalid_tiles);
ClassDB::bind_method(D_METHOD("clear"), &TileMap::clear);
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ClassDB::bind_method(D_METHOD("get_used_cells"), &TileMap::get_used_cells);
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ClassDB::bind_method(D_METHOD("get_used_cells_by_id", "id"), &TileMap::get_used_cells_by_id);
ClassDB::bind_method(D_METHOD("get_used_rect"), &TileMap::get_used_rect);
ClassDB::bind_method(D_METHOD("map_to_world", "map_position", "ignore_half_ofs"), &TileMap::map_to_world, DEFVAL(false));
ClassDB::bind_method(D_METHOD("world_to_map", "world_position"), &TileMap::world_to_map);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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ClassDB::bind_method(D_METHOD("_clear_quadrants"), &TileMap::_clear_quadrants);
ClassDB::bind_method(D_METHOD("_recreate_quadrants"), &TileMap::_recreate_quadrants);
ClassDB::bind_method(D_METHOD("update_dirty_quadrants"), &TileMap::update_dirty_quadrants);
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ClassDB::bind_method(D_METHOD("update_bitmask_area", "position"), &TileMap::update_bitmask_area);
ClassDB::bind_method(D_METHOD("update_bitmask_region", "start", "end"), &TileMap::update_bitmask_region, DEFVAL(Vector2()), DEFVAL(Vector2()));
ClassDB::bind_method(D_METHOD("_set_tile_data"), &TileMap::_set_tile_data);
ClassDB::bind_method(D_METHOD("_get_tile_data"), &TileMap::_get_tile_data);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Square,Isometric,Custom"), "set_mode", "get_mode");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "tile_set", PROPERTY_HINT_RESOURCE_TYPE, "TileSet"), "set_tileset", "get_tileset");
ADD_GROUP("Cell", "cell_");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "cell_size", PROPERTY_HINT_RANGE, "1,8192,1"), "set_cell_size", "get_cell_size");
ADD_PROPERTY(PropertyInfo(Variant::INT, "cell_quadrant_size", PROPERTY_HINT_RANGE, "1,128,1"), "set_quadrant_size", "get_quadrant_size");
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "cell_custom_transform"), "set_custom_transform", "get_custom_transform");
ADD_PROPERTY(PropertyInfo(Variant::INT, "cell_half_offset", PROPERTY_HINT_ENUM, "Offset X,Offset Y,Disabled,Offset Negative X,Offset Negative Y"), "set_half_offset", "get_half_offset");
ADD_PROPERTY(PropertyInfo(Variant::INT, "cell_tile_origin", PROPERTY_HINT_ENUM, "Top Left,Center,Bottom Left"), "set_tile_origin", "get_tile_origin");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cell_y_sort"), "set_y_sort_mode", "is_y_sort_mode_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "show_collision"), "set_show_collision", "is_show_collision_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "compatibility_mode"), "set_compatibility_mode", "is_compatibility_mode_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered_textures"), "set_centered_textures", "is_centered_textures_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cell_clip_uv"), "set_clip_uv", "get_clip_uv");
ADD_GROUP("Collision", "collision_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collision_use_parent", PROPERTY_HINT_NONE, ""), "set_collision_use_parent", "get_collision_use_parent");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collision_use_kinematic", PROPERTY_HINT_NONE, ""), "set_collision_use_kinematic", "get_collision_use_kinematic");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision_friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_collision_friction", "get_collision_friction");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision_bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_collision_bounce", "get_collision_bounce");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_layer", "get_collision_layer");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_GROUP("Navigation", "");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "bake_navigation"), "set_bake_navigation", "is_baking_navigation");
ADD_PROPERTY(PropertyInfo(Variant::INT, "navigation_layers", PROPERTY_HINT_LAYERS_2D_NAVIGATION), "set_navigation_layers", "get_navigation_layers");
ADD_GROUP("Occluder", "occluder_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "occluder_light_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_occluder_light_mask", "get_occluder_light_mask");
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ADD_PROPERTY_DEFAULT("format", FORMAT_1);
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ADD_SIGNAL(MethodInfo("settings_changed"));
BIND_CONSTANT(INVALID_CELL);
BIND_ENUM_CONSTANT(MODE_SQUARE);
BIND_ENUM_CONSTANT(MODE_ISOMETRIC);
BIND_ENUM_CONSTANT(MODE_CUSTOM);
BIND_ENUM_CONSTANT(HALF_OFFSET_X);
BIND_ENUM_CONSTANT(HALF_OFFSET_Y);
BIND_ENUM_CONSTANT(HALF_OFFSET_DISABLED);
BIND_ENUM_CONSTANT(HALF_OFFSET_NEGATIVE_X);
BIND_ENUM_CONSTANT(HALF_OFFSET_NEGATIVE_Y);
BIND_ENUM_CONSTANT(TILE_ORIGIN_TOP_LEFT);
BIND_ENUM_CONSTANT(TILE_ORIGIN_CENTER);
BIND_ENUM_CONSTANT(TILE_ORIGIN_BOTTOM_LEFT);
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}
void TileMap::_changed_callback(Object *p_changed, const char *p_prop) {
if (tile_set.is_valid() && tile_set.ptr() == p_changed) {
emit_signal("settings_changed");
}
}
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TileMap::TileMap() {
rect_cache_dirty = true;
used_size_cache_dirty = true;
pending_update = false;
quadrant_order_dirty = false;
quadrant_size = 16;
cell_size = Size2(64, 64);
custom_transform = Transform2D(64, 0, 0, 64, 0, 0);
collision_layer = 1;
collision_mask = 1;
friction = 1;
bounce = 0;
mode = MODE_SQUARE;
half_offset = HALF_OFFSET_DISABLED;
use_parent = false;
collision_parent = nullptr;
use_kinematic = false;
navigation = nullptr;
y_sort_mode = false;
compatibility_mode = false;
centered_textures = false;
occluder_light_mask = 1;
clip_uv = false;
format = FORMAT_1; // Assume lowest possible format if none is present
fp_adjust = 0.00001;
tile_origin = TILE_ORIGIN_TOP_LEFT;
set_notify_transform(true);
set_notify_local_transform(false);
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}
TileMap::~TileMap() {
if (tile_set.is_valid()) {
tile_set->remove_change_receptor(this);
}
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clear();
}