virtualx-engine/modules/gridmap/grid_map.h

233 lines
6.3 KiB
C++
Raw Normal View History

2014-02-10 02:10:30 +01:00
/*************************************************************************/
/* grid_map.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
2014-02-10 02:10:30 +01:00
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GRID_MAP_H
#define GRID_MAP_H
#include "scene/3d/navigation.h"
#include "scene/3d/spatial.h"
#include "scene/resources/mesh_library.h"
2014-02-10 02:10:30 +01:00
#include "scene/resources/multimesh.h"
//heh heh, godotsphir!! this shares no code and the design is completely different with previous projects i've done..
//should scale better with hardware that supports instancing
class BakedLightInstance;
2014-02-10 02:10:30 +01:00
class GridMap : public Spatial {
GDCLASS(GridMap, Spatial);
2014-02-10 02:10:30 +01:00
enum {
MAP_DIRTY_TRANSFORMS = 1,
MAP_DIRTY_INSTANCES = 2,
2014-02-10 02:10:30 +01:00
};
union IndexKey {
struct {
int16_t x;
int16_t y;
int16_t z;
};
uint64_t key;
_FORCE_INLINE_ bool operator<(const IndexKey &p_key) const {
2014-02-10 02:10:30 +01:00
return key < p_key.key;
}
IndexKey() { key = 0; }
2014-02-10 02:10:30 +01:00
};
/**
* @brief A Cell is a single cell in the cube map space; it is defined by its coordinates and the populating Item, identified by int id.
*/
2014-02-10 02:10:30 +01:00
union Cell {
struct {
unsigned int item : 16;
unsigned int rot : 5;
unsigned int layer : 8;
2014-02-10 02:10:30 +01:00
};
uint32_t cell;
Cell() {
item = 0;
rot = 0;
layer = 0;
}
2014-02-10 02:10:30 +01:00
};
/**
* @brief An Octant is a prism containing Cells, and possibly belonging to an Area.
* A GridMap can have multiple Octants.
*/
2014-02-10 02:10:30 +01:00
struct Octant {
struct NavMesh {
int id;
Transform xform;
};
2014-02-10 02:10:30 +01:00
struct ItemInstances {
2014-02-10 02:10:30 +01:00
Set<IndexKey> cells;
Ref<Mesh> mesh;
Ref<Shape> shape;
Ref<MultiMesh> multimesh;
RID multimesh_instance;
Ref<NavigationMesh> navmesh;
2014-02-10 02:10:30 +01:00
};
RID collision_debug;
RID collision_debug_instance;
2014-02-10 02:10:30 +01:00
bool dirty;
RID static_body;
Map<int, ItemInstances> items;
Map<IndexKey, NavMesh> navmesh_ids;
2014-02-10 02:10:30 +01:00
};
union OctantKey {
struct {
int16_t x;
int16_t y;
int16_t z;
int16_t empty;
2014-02-10 02:10:30 +01:00
};
uint64_t key;
_FORCE_INLINE_ bool operator<(const OctantKey &p_key) const {
2014-02-10 02:10:30 +01:00
return key < p_key.key;
}
//OctantKey(const IndexKey& p_k, int p_item) { indexkey=p_k.key; item=p_item; }
OctantKey() { key = 0; }
2014-02-10 02:10:30 +01:00
};
Transform last_transform;
bool _in_tree;
float cell_size;
int octant_size;
bool center_x, center_y, center_z;
2014-02-10 02:10:30 +01:00
float cell_scale;
Navigation *navigation;
2014-02-10 02:10:30 +01:00
bool clip;
bool clip_above;
int clip_floor;
Vector3::Axis clip_axis;
Ref<MeshLibrary> theme;
Map<OctantKey, Octant *> octant_map;
Map<IndexKey, Cell> cell_map;
2014-02-10 02:10:30 +01:00
void _recreate_octant_data();
struct BakeLight {
VS::LightType type;
Vector3 pos;
Vector3 dir;
float param[VS::LIGHT_PARAM_MAX];
};
_FORCE_INLINE_ Vector3 _octant_get_offset(const OctantKey &p_key) const {
return Vector3(p_key.x, p_key.y, p_key.z) * cell_size * octant_size;
2014-02-10 02:10:30 +01:00
}
void _octant_enter_world(const OctantKey &p_key);
void _octant_enter_tree(const OctantKey &p_key);
2014-02-10 02:10:30 +01:00
void _octant_exit_world(const OctantKey &p_key);
void _octant_update(const OctantKey &p_key);
void _octant_transform(const OctantKey &p_key);
void _octant_clear_navmesh(const GridMap::OctantKey &);
2014-02-10 02:10:30 +01:00
bool awaiting_update;
void _queue_dirty_map();
void _update_dirty_map_callback();
void resource_changed(const RES &p_res);
2014-02-10 02:10:30 +01:00
void _clear_internal();
2014-02-10 02:10:30 +01:00
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
2014-02-10 02:10:30 +01:00
void _notification(int p_what);
static void _bind_methods();
public:
enum {
INVALID_CELL_ITEM = -1
2014-02-10 02:10:30 +01:00
};
void set_theme(const Ref<MeshLibrary> &p_theme);
2014-02-10 02:10:30 +01:00
Ref<MeshLibrary> get_theme() const;
void set_cell_size(float p_size);
float get_cell_size() const;
void set_octant_size(int p_size);
int get_octant_size() const;
void set_center_x(bool p_enable);
bool get_center_x() const;
void set_center_y(bool p_enable);
bool get_center_y() const;
void set_center_z(bool p_enable);
bool get_center_z() const;
2017-08-12 18:52:50 +02:00
void set_cell_item(int p_x, int p_y, int p_z, int p_item, int p_rot = 0);
int get_cell_item(int p_x, int p_y, int p_z) const;
int get_cell_item_orientation(int p_x, int p_y, int p_z) const;
2014-02-10 02:10:30 +01:00
void set_clip(bool p_enabled, bool p_clip_above = true, int p_floor = 0, Vector3::Axis p_axis = Vector3::AXIS_X);
2014-02-10 02:10:30 +01:00
void set_cell_scale(float p_scale);
float get_cell_scale() const;
Array get_meshes();
2014-02-10 02:10:30 +01:00
void clear();
GridMap();
~GridMap();
};
#endif // CUBE_GRID_MAP_H