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

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/**************************************************************************/
/* tile_map.h */
/**************************************************************************/
/* 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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#ifndef TILE_MAP_H
#define TILE_MAP_H
#include "scene/2d/node_2d.h"
#include "scene/gui/control.h"
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#include "scene/resources/tile_set.h"
class TileSetAtlasSource;
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class TerrainConstraint {
private:
const TileMap *tile_map = nullptr;
Vector2i base_cell_coords;
int bit = -1;
int terrain = -1;
int priority = 1;
public:
bool operator<(const TerrainConstraint &p_other) const {
if (base_cell_coords == p_other.base_cell_coords) {
return bit < p_other.bit;
}
return base_cell_coords < p_other.base_cell_coords;
}
String to_string() const {
return vformat("Constraint {pos:%s, bit:%d, terrain:%d, priority:%d}", base_cell_coords, bit, terrain, priority);
}
Vector2i get_base_cell_coords() const {
return base_cell_coords;
}
bool is_center_bit() const {
return bit == 0;
}
HashMap<Vector2i, TileSet::CellNeighbor> get_overlapping_coords_and_peering_bits() const;
void set_terrain(int p_terrain) {
terrain = p_terrain;
}
int get_terrain() const {
return terrain;
}
void set_priority(int p_priority) {
priority = p_priority;
}
int get_priority() const {
return priority;
}
TerrainConstraint(const TileMap *p_tile_map, const Vector2i &p_position, int p_terrain); // For the center terrain bit
TerrainConstraint(const TileMap *p_tile_map, const Vector2i &p_position, const TileSet::CellNeighbor &p_bit, int p_terrain); // For peering bits
TerrainConstraint(){};
};
#ifdef DEBUG_ENABLED
class DebugQuadrant;
#endif // DEBUG_ENABLED
class RenderingQuadrant;
struct CellData {
Vector2i coords;
TileMapCell cell;
// Debug.
SelfList<CellData> debug_quadrant_list_element;
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// Rendering.
Ref<RenderingQuadrant> rendering_quadrant;
SelfList<CellData> rendering_quadrant_list_element;
List<RID> occluders;
// Physics.
LocalVector<RID> bodies;
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// Navigation.
LocalVector<RID> navigation_regions;
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// Scenes.
String scene;
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// Runtime TileData cache.
TileData *runtime_tile_data_cache = nullptr;
// List elements.
SelfList<CellData> dirty_list_element;
// For those, copy everything but SelfList elements.
void operator=(const CellData &p_other) {
coords = p_other.coords;
cell = p_other.cell;
occluders = p_other.occluders;
bodies = p_other.bodies;
navigation_regions = p_other.navigation_regions;
scene = p_other.scene;
runtime_tile_data_cache = p_other.runtime_tile_data_cache;
}
CellData(const CellData &p_other) :
debug_quadrant_list_element(this),
rendering_quadrant_list_element(this),
dirty_list_element(this) {
coords = p_other.coords;
cell = p_other.cell;
occluders = p_other.occluders;
bodies = p_other.bodies;
navigation_regions = p_other.navigation_regions;
scene = p_other.scene;
runtime_tile_data_cache = p_other.runtime_tile_data_cache;
}
CellData() :
debug_quadrant_list_element(this),
rendering_quadrant_list_element(this),
dirty_list_element(this) {
}
};
#ifdef DEBUG_ENABLED
class DebugQuadrant : public RefCounted {
GDCLASS(DebugQuadrant, RefCounted);
public:
Vector2i quadrant_coords;
SelfList<CellData>::List cells;
RID canvas_item;
SelfList<DebugQuadrant> dirty_quadrant_list_element;
// For those, copy everything but SelfList elements.
DebugQuadrant(const DebugQuadrant &p_other) :
dirty_quadrant_list_element(this) {
quadrant_coords = p_other.quadrant_coords;
cells = p_other.cells;
canvas_item = p_other.canvas_item;
}
DebugQuadrant() :
dirty_quadrant_list_element(this) {
}
~DebugQuadrant() {
cells.clear();
}
};
#endif // DEBUG_ENABLED
class RenderingQuadrant : public RefCounted {
GDCLASS(RenderingQuadrant, RefCounted);
public:
struct CoordsWorldComparator {
_ALWAYS_INLINE_ bool operator()(const Vector2 &p_a, const Vector2 &p_b) const {
// We sort the cells by their local coords, as it is needed by rendering.
if (p_a.y == p_b.y) {
return p_a.x > p_b.x;
} else {
return p_a.y < p_b.y;
}
}
};
Vector2i quadrant_coords;
SelfList<CellData>::List cells;
List<RID> canvas_items;
SelfList<RenderingQuadrant> dirty_quadrant_list_element;
// For those, copy everything but SelfList elements.
RenderingQuadrant(const RenderingQuadrant &p_other) :
dirty_quadrant_list_element(this) {
quadrant_coords = p_other.quadrant_coords;
cells = p_other.cells;
canvas_items = p_other.canvas_items;
}
RenderingQuadrant() :
dirty_quadrant_list_element(this) {
}
~RenderingQuadrant() {
cells.clear();
}
};
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class TileMapLayer : public RefCounted {
GDCLASS(TileMapLayer, RefCounted);
public:
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enum DataFormat {
FORMAT_1 = 0,
FORMAT_2,
FORMAT_3,
FORMAT_MAX,
};
enum DirtyFlags {
DIRTY_FLAGS_LAYER_ENABLED = 0,
DIRTY_FLAGS_LAYER_MODULATE,
DIRTY_FLAGS_LAYER_Y_SORT_ENABLED,
DIRTY_FLAGS_LAYER_Y_SORT_ORIGIN,
DIRTY_FLAGS_LAYER_Z_INDEX,
DIRTY_FLAGS_LAYER_INDEX_IN_TILE_MAP_NODE,
DIRTY_FLAGS_TILE_MAP_IN_TREE,
DIRTY_FLAGS_TILE_MAP_IN_CANVAS,
DIRTY_FLAGS_TILE_MAP_VISIBILITY,
DIRTY_FLAGS_TILE_MAP_XFORM,
DIRTY_FLAGS_TILE_MAP_LOCAL_XFORM,
DIRTY_FLAGS_TILE_MAP_SELECTED_LAYER,
DIRTY_FLAGS_TILE_MAP_LIGHT_MASK,
DIRTY_FLAGS_TILE_MAP_MATERIAL,
DIRTY_FLAGS_TILE_MAP_USE_PARENT_MATERIAL,
DIRTY_FLAGS_TILE_MAP_TEXTURE_FILTER,
DIRTY_FLAGS_TILE_MAP_TEXTURE_REPEAT,
DIRTY_FLAGS_TILE_MAP_TILE_SET,
DIRTY_FLAGS_TILE_MAP_QUADRANT_SIZE,
DIRTY_FLAGS_TILE_MAP_COLLISION_ANIMATABLE,
DIRTY_FLAGS_TILE_MAP_COLLISION_VISIBILITY_MODE,
DIRTY_FLAGS_TILE_MAP_NAVIGATION_VISIBILITY_MODE,
DIRTY_FLAGS_TILE_MAP_Y_SORT_ENABLED,
DIRTY_FLAGS_TILE_MAP_RUNTIME_UPDATE,
DIRTY_FLAGS_MAX,
};
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private:
// Exposed properties.
String name;
bool enabled = true;
Color modulate = Color(1, 1, 1, 1);
bool y_sort_enabled = false;
int y_sort_origin = 0;
int z_index = 0;
RID navigation_map;
bool uses_world_navigation_map = false;
// Internal.
TileMap *tile_map_node = nullptr;
int layer_index_in_tile_map_node = -1;
RID canvas_item;
HashMap<Vector2i, CellData> tile_map;
// Dirty flag. Allows knowing what was modified since the last update.
struct {
bool flags[DIRTY_FLAGS_MAX] = { false };
SelfList<CellData>::List cell_list;
} dirty;
bool in_destructor = false;
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// Rect cache.
mutable Rect2 rect_cache;
mutable bool rect_cache_dirty = true;
mutable Rect2i used_rect_cache;
mutable bool used_rect_cache_dirty = true;
// Runtime tile data.
bool _runtime_update_tile_data_was_cleaned_up = false;
void _build_runtime_update_tile_data();
void _build_runtime_update_tile_data_for_cell(CellData &r_cell_data, bool p_auto_add_to_dirty_list = false);
void _clear_runtime_update_tile_data();
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// Per-system methods.
#ifdef DEBUG_ENABLED
HashMap<Vector2i, Ref<DebugQuadrant>> debug_quadrant_map;
Vector2i _coords_to_debug_quadrant_coords(const Vector2i &p_coords) const;
bool _debug_was_cleaned_up = false;
void _debug_update();
void _debug_quadrants_update_cell(CellData &r_cell_data, SelfList<DebugQuadrant>::List &r_dirty_debug_quadrant_list);
#endif // DEBUG_ENABLED
HashMap<Vector2i, Ref<RenderingQuadrant>> rendering_quadrant_map;
Vector2i _coords_to_rendering_quadrant_coords(const Vector2i &p_coords) const;
bool _rendering_was_cleaned_up = false;
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void _rendering_update();
void _rendering_quadrants_update_cell(CellData &r_cell_data, SelfList<RenderingQuadrant>::List &r_dirty_rendering_quadrant_list);
void _rendering_occluders_clear_cell(CellData &r_cell_data);
void _rendering_occluders_update_cell(CellData &r_cell_data);
#ifdef DEBUG_ENABLED
void _rendering_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data);
#endif // DEBUG_ENABLED
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HashMap<RID, Vector2i> bodies_coords; // Mapping for RID to coords.
bool _physics_was_cleaned_up = false;
void _physics_update();
void _physics_notify_tilemap_change(DirtyFlags p_what);
void _physics_clear_cell(CellData &r_cell_data);
void _physics_update_cell(CellData &r_cell_data);
#ifdef DEBUG_ENABLED
void _physics_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data);
#endif // DEBUG_ENABLED
bool _navigation_was_cleaned_up = false;
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void _navigation_update();
void _navigation_clear_cell(CellData &r_cell_data);
void _navigation_update_cell(CellData &r_cell_data);
#ifdef DEBUG_ENABLED
void _navigation_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data);
#endif // DEBUG_ENABLED
bool _scenes_was_cleaned_up = false;
void _scenes_update();
void _scenes_clear_cell(CellData &r_cell_data);
void _scenes_update_cell(CellData &r_cell_data);
#ifdef DEBUG_ENABLED
void _scenes_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data);
#endif // DEBUG_ENABLED
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// Terrains.
TileSet::TerrainsPattern _get_best_terrain_pattern_for_constraints(int p_terrain_set, const Vector2i &p_position, const RBSet<TerrainConstraint> &p_constraints, TileSet::TerrainsPattern p_current_pattern);
RBSet<TerrainConstraint> _get_terrain_constraints_from_added_pattern(const Vector2i &p_position, int p_terrain_set, TileSet::TerrainsPattern p_terrains_pattern) const;
RBSet<TerrainConstraint> _get_terrain_constraints_from_painted_cells_list(const RBSet<Vector2i> &p_painted, int p_terrain_set, bool p_ignore_empty_terrains) const;
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public:
// TileMap node.
void set_tile_map(TileMap *p_tile_map);
void set_layer_index_in_tile_map_node(int p_index);
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// Rect caching.
Rect2 get_rect(bool &r_changed) const;
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// Terrains.
HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_constraints(const Vector<Vector2i> &p_to_replace, int p_terrain_set, const RBSet<TerrainConstraint> &p_constraints); // Not exposed.
HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_connect(const Vector<Vector2i> &p_coords_array, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true); // Not exposed.
HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_path(const Vector<Vector2i> &p_coords_array, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true); // Not exposed.
HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_pattern(const Vector<Vector2i> &p_coords_array, int p_terrain_set, TileSet::TerrainsPattern p_terrains_pattern, bool p_ignore_empty_terrains = true); // Not exposed.
// Not exposed to users.
TileMapCell get_cell(const Vector2i &p_coords, bool p_use_proxies = false) const;
int get_effective_quadrant_size() const;
// For TileMap node's use.
void set_tile_data(DataFormat p_format, const Vector<int> &p_data);
Vector<int> get_tile_data() const;
void notify_tile_map_change(DirtyFlags p_what);
void internal_update();
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// --- Exposed in TileMap ---
// Cells manipulation.
void set_cell(const Vector2i &p_coords, int p_source_id = TileSet::INVALID_SOURCE, const Vector2i p_atlas_coords = TileSetSource::INVALID_ATLAS_COORDS, int p_alternative_tile = 0);
void erase_cell(const Vector2i &p_coords);
int get_cell_source_id(const Vector2i &p_coords, bool p_use_proxies = false) const;
Vector2i get_cell_atlas_coords(const Vector2i &p_coords, bool p_use_proxies = false) const;
int get_cell_alternative_tile(const Vector2i &p_coords, bool p_use_proxies = false) const;
TileData *get_cell_tile_data(const Vector2i &p_coords, bool p_use_proxies = false) const; // Helper method to make accessing the data easier.
void clear();
// Patterns.
Ref<TileMapPattern> get_pattern(TypedArray<Vector2i> p_coords_array);
void set_pattern(const Vector2i &p_position, const Ref<TileMapPattern> p_pattern);
// Terrains.
void set_cells_terrain_connect(TypedArray<Vector2i> p_cells, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true);
void set_cells_terrain_path(TypedArray<Vector2i> p_path, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true);
// Cells usage.
TypedArray<Vector2i> get_used_cells() const;
TypedArray<Vector2i> get_used_cells_by_id(int p_source_id = TileSet::INVALID_SOURCE, const Vector2i p_atlas_coords = TileSetSource::INVALID_ATLAS_COORDS, int p_alternative_tile = TileSetSource::INVALID_TILE_ALTERNATIVE) const;
Rect2i get_used_rect() const;
// Layer properties.
void set_name(String p_name);
String get_name() const;
void set_enabled(bool p_enabled);
bool is_enabled() const;
void set_modulate(Color p_modulate);
Color get_modulate() const;
void set_y_sort_enabled(bool p_y_sort_enabled);
bool is_y_sort_enabled() const;
void set_y_sort_origin(int p_y_sort_origin);
int get_y_sort_origin() const;
void set_z_index(int p_z_index);
int get_z_index() const;
void set_navigation_map(RID p_map);
RID get_navigation_map() const;
// Fixing and clearing methods.
void fix_invalid_tiles();
// Find coords for body.
bool has_body_rid(RID p_physics_body) const;
Vector2i get_coords_for_body_rid(RID p_physics_body) const; // For finding tiles from collision.
~TileMapLayer();
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};
class TileMap : public Node2D {
GDCLASS(TileMap, Node2D);
public:
enum VisibilityMode {
VISIBILITY_MODE_DEFAULT,
VISIBILITY_MODE_FORCE_SHOW,
VISIBILITY_MODE_FORCE_HIDE,
};
private:
friend class TileSetPlugin;
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// A compatibility enum to specify how is the data if formatted.
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mutable TileMapLayer::DataFormat format = TileMapLayer::FORMAT_3;
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static constexpr float FP_ADJUST = 0.00001;
// Properties.
Ref<TileSet> tile_set;
int rendering_quadrant_size = 16;
bool collision_animatable = false;
VisibilityMode collision_visibility_mode = VISIBILITY_MODE_DEFAULT;
VisibilityMode navigation_visibility_mode = VISIBILITY_MODE_DEFAULT;
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// Layers.
LocalVector<Ref<TileMapLayer>> layers;
int selected_layer = -1;
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bool pending_update = false;
Transform2D last_valid_transform;
Transform2D new_transform;
void _tile_set_changed();
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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// Polygons.
HashMap<Pair<Ref<Resource>, int>, Ref<Resource>, PairHash<Ref<Resource>, int>> polygon_cache;
PackedVector2Array _get_transformed_vertices(const PackedVector2Array &p_vertices, int p_alternative_id);
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
static void _bind_methods();
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#ifndef DISABLE_DEPRECATED
Rect2i _get_used_rect_bind_compat_78328();
void _set_quadrant_size_compat_81070(int p_quadrant_size);
int _get_quadrant_size_compat_81070() const;
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static void _bind_compatibility_methods();
#endif
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public:
static Vector2i transform_coords_layout(const Vector2i &p_coords, TileSet::TileOffsetAxis p_offset_axis, TileSet::TileLayout p_from_layout, TileSet::TileLayout p_to_layout);
#ifdef TOOLS_ENABLED
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virtual Rect2 _edit_get_rect() const override;
#endif
#ifndef DISABLE_DEPRECATED
void force_update(int p_layer);
#endif
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// Called by TileMapLayers.
void queue_internal_update();
void _internal_update();
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void set_tileset(const Ref<TileSet> &p_tileset);
Ref<TileSet> get_tileset() const;
void set_rendering_quadrant_size(int p_size);
int get_rendering_quadrant_size() const;
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static void draw_tile(RID p_canvas_item, const Vector2 &p_position, const Ref<TileSet> p_tile_set, int p_atlas_source_id, const Vector2i &p_atlas_coords, int p_alternative_tile, int p_frame = -1, Color p_modulation = Color(1.0, 1.0, 1.0, 1.0), const TileData *p_tile_data_override = nullptr, real_t p_animation_offset = 0.0);
// Layers management.
int get_layers_count() const;
void add_layer(int p_to_pos);
void move_layer(int p_layer, int p_to_pos);
void remove_layer(int p_layer);
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void set_layer_name(int p_layer, String p_name);
String get_layer_name(int p_layer) const;
void set_layer_enabled(int p_layer, bool p_visible);
bool is_layer_enabled(int p_layer) const;
void set_layer_modulate(int p_layer, Color p_modulate);
Color get_layer_modulate(int p_layer) const;
void set_layer_y_sort_enabled(int p_layer, bool p_enabled);
bool is_layer_y_sort_enabled(int p_layer) const;
void set_layer_y_sort_origin(int p_layer, int p_y_sort_origin);
int get_layer_y_sort_origin(int p_layer) const;
void set_layer_z_index(int p_layer, int p_z_index);
int get_layer_z_index(int p_layer) const;
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void set_layer_navigation_map(int p_layer, RID p_map);
RID get_layer_navigation_map(int p_layer) const;
void set_selected_layer(int p_layer_id); // For editor use.
int get_selected_layer() const;
void set_collision_animatable(bool p_enabled);
bool is_collision_animatable() const;
// Debug visibility modes.
void set_collision_visibility_mode(VisibilityMode p_show_collision);
VisibilityMode get_collision_visibility_mode();
void set_navigation_visibility_mode(VisibilityMode p_show_navigation);
VisibilityMode get_navigation_visibility_mode();
// Cells accessors.
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void set_cell(int p_layer, const Vector2i &p_coords, int p_source_id = TileSet::INVALID_SOURCE, const Vector2i p_atlas_coords = TileSetSource::INVALID_ATLAS_COORDS, int p_alternative_tile = 0);
void erase_cell(int p_layer, const Vector2i &p_coords);
int get_cell_source_id(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
Vector2i get_cell_atlas_coords(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
int get_cell_alternative_tile(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
// Helper method to make accessing the data easier.
TileData *get_cell_tile_data(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
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// Patterns.
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Ref<TileMapPattern> get_pattern(int p_layer, TypedArray<Vector2i> p_coords_array);
Vector2i map_pattern(const Vector2i &p_position_in_tilemap, const Vector2i &p_coords_in_pattern, Ref<TileMapPattern> p_pattern);
void set_pattern(int p_layer, const Vector2i &p_position, const Ref<TileMapPattern> p_pattern);
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// Terrains (Not exposed).
HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_constraints(int p_layer, const Vector<Vector2i> &p_to_replace, int p_terrain_set, const RBSet<TerrainConstraint> &p_constraints);
HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_connect(int p_layer, const Vector<Vector2i> &p_coords_array, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true);
HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_path(int p_layer, const Vector<Vector2i> &p_coords_array, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true);
HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_pattern(int p_layer, const Vector<Vector2i> &p_coords_array, int p_terrain_set, TileSet::TerrainsPattern p_terrains_pattern, bool p_ignore_empty_terrains = true);
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// Terrains (exposed).
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void set_cells_terrain_connect(int p_layer, TypedArray<Vector2i> p_cells, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true);
void set_cells_terrain_path(int p_layer, TypedArray<Vector2i> p_path, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true);
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// Not exposed to users.
TileMapCell get_cell(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
int get_effective_quadrant_size(int p_layer) const;
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virtual void set_y_sort_enabled(bool p_enable) override;
Vector2 map_to_local(const Vector2i &p_pos) const;
Vector2i local_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)
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bool is_existing_neighbor(TileSet::CellNeighbor p_cell_neighbor) const;
Vector2i get_neighbor_cell(const Vector2i &p_coords, TileSet::CellNeighbor p_cell_neighbor) const;
TypedArray<Vector2i> get_used_cells(int p_layer) const;
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TypedArray<Vector2i> get_used_cells_by_id(int p_layer, int p_source_id = TileSet::INVALID_SOURCE, const Vector2i p_atlas_coords = TileSetSource::INVALID_ATLAS_COORDS, int p_alternative_tile = TileSetSource::INVALID_TILE_ALTERNATIVE) const;
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Rect2i get_used_rect() const;
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// Override some methods of the CanvasItem class to pass the changes to the quadrants CanvasItems.
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virtual void set_light_mask(int p_light_mask) override;
virtual void set_material(const Ref<Material> &p_material) override;
virtual void set_use_parent_material(bool p_use_parent_material) override;
virtual void set_texture_filter(CanvasItem::TextureFilter p_texture_filter) override;
virtual void set_texture_repeat(CanvasItem::TextureRepeat p_texture_repeat) override;
// For finding tiles from collision.
Vector2i get_coords_for_body_rid(RID p_physics_body);
// For getting their layers as well.
int get_layer_for_body_rid(RID p_physics_body);
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// Fixing and clearing methods.
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void fix_invalid_tiles();
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// Clears tiles from a given layer.
void clear_layer(int p_layer);
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void clear();
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// Force a TileMap update.
void update_internals();
void notify_runtime_tile_data_update(int p_layer = -1);
// Helpers?
TypedArray<Vector2i> get_surrounding_cells(const Vector2i &coords);
void draw_cells_outline(Control *p_control, const RBSet<Vector2i> &p_cells, Color p_color, Transform2D p_transform = Transform2D());
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Ref<Resource> get_transformed_polygon(Ref<Resource> p_polygon, int p_alternative_id);
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// Virtual function to modify the TileData at runtime.
GDVIRTUAL2R(bool, _use_tile_data_runtime_update, int, Vector2i);
GDVIRTUAL3(_tile_data_runtime_update, int, Vector2i, TileData *);
// Configuration warnings.
PackedStringArray get_configuration_warnings() const override;
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TileMap();
~TileMap();
};
VARIANT_ENUM_CAST(TileMap::VisibilityMode);
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#endif // TILE_MAP_H