virtualx-engine/modules/gridmap/grid_map.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

301 lines
8 KiB
C++

/*************************************************************************/
/* grid_map.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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. */
/*************************************************************************/
#ifndef GRID_MAP_H
#define GRID_MAP_H
#include "scene/resources/mesh_library.h"
#include "scene/3d/spatial.h"
#include "scene/3d/navigation.h"
#include "scene/resources/multimesh.h"
//heh heh, godotsphir!! this shares no code and the design is completely different with previous projects i've done..
//should scale better with hardware that supports instancing
class BakedLightInstance;
class GridMap : public Spatial {
OBJ_TYPE( GridMap, Spatial );
enum {
MAP_DIRTY_TRANSFORMS=1,
MAP_DIRTY_INSTANCES=2,
};
union IndexKey {
struct {
int16_t x;
int16_t y;
int16_t z;
};
uint64_t key;
_FORCE_INLINE_ bool operator<(const IndexKey& p_key) const {
return key < p_key.key;
}
IndexKey() { key=0; }
};
/**
* @brief A Cell is a single cell in the cube map space; it is defined by its coordinates and the populating Item, identified by int id.
*/
union Cell {
struct {
unsigned int item : 16;
unsigned int rot:5;
unsigned int layer:8;
};
uint32_t cell;
Cell() { item=0; rot=0; layer=0; }
};
/**
* @brief An Octant is a prism containing Cells, and possibly belonging to an Area.
* A GridMap can have multiple Octants.
*/
struct Octant {
struct NavMesh {
int id;
Transform xform;
};
struct ItemInstances {
Set<IndexKey> cells;
Ref<Mesh> mesh;
Ref<Shape> shape;
Ref<MultiMesh> multimesh;
RID multimesh_instance;
Ref<NavigationMesh> navmesh;
};
Ref<Mesh> baked;
RID bake_instance;
RID collision_debug;
RID collision_debug_instance;
bool dirty;
RID static_body;
Map<int,ItemInstances> items;
Map<IndexKey,NavMesh> navmesh_ids;
};
union OctantKey {
struct {
int16_t x;
int16_t y;
int16_t z;
int16_t area;
};
uint64_t key;
_FORCE_INLINE_ bool operator<(const OctantKey& p_key) const {
return key < p_key.key;
}
//OctantKey(const IndexKey& p_k, int p_item) { indexkey=p_k.key; item=p_item; }
OctantKey() { key=0; }
};
Transform last_transform;
bool _in_tree;
float cell_size;
int octant_size;
bool center_x,center_y,center_z;
bool bake;
float cell_scale;
Navigation *navigation;
bool clip;
bool clip_above;
int clip_floor;
bool baked_lock;
Vector3::Axis clip_axis;
/**
* @brief An Area is something like a room: it has doors, and Octants can choose to belong to it.
*/
struct Area {
String name;
RID base_portal;
RID instance;
IndexKey from;
IndexKey to;
struct Portal {
Transform xform;
RID instance;
~Portal();
};
Vector<Portal> portals;
float portal_disable_distance;
Color portal_disable_color;
bool exterior_portal;
Area();
~Area();
};
Ref<MeshLibrary> theme;
Map<OctantKey,Octant*> octant_map;
Map<IndexKey,Cell> cell_map;
Map<int,Area*> area_map;
void _recreate_octant_data();
struct BakeLight {
VS::LightType type;
Vector3 pos;
Vector3 dir;
float param[VS::LIGHT_PARAM_MAX];
};
_FORCE_INLINE_ int _find_area(const IndexKey& p_pos) const;
_FORCE_INLINE_ Vector3 _octant_get_offset(const OctantKey &p_key) const {
return Vector3(p_key.x,p_key.y,p_key.z)*cell_size*octant_size;
}
void _octant_enter_world(const OctantKey &p_key);
void _octant_enter_tree(const OctantKey &p_key);
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_baked(const OctantKey &p_key);
void _octant_clear_navmesh(const GridMap::OctantKey&);
void _octant_bake(const OctantKey &p_key,const Ref<TriangleMesh>& p_tmesh=RES(),const Vector<BakeLight> &p_lights=Vector<BakeLight>(),List<Vector3> *r_prebake=NULL);
bool awaiting_update;
void _queue_dirty_map();
void _update_dirty_map_callback();
void resource_changed(const RES& p_res);
void _update_areas();
void _update_area_instances();
void _clear_internal(bool p_keep_areas=false);
BakedLightInstance *baked_light_instance;
bool use_baked_light;
void _find_baked_light();
void _baked_light_changed();
Array _get_baked_light_meshes();
protected:
bool _set(const StringName& p_name, const Variant& p_value);
bool _get(const StringName& p_name,Variant &r_ret) const;
void _get_property_list( List<PropertyInfo> *p_list) const;
void _notification(int p_what);
static void _bind_methods();
public:
enum {
INVALID_CELL_ITEM=-1
};
void set_theme(const Ref<MeshLibrary>& p_theme);
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;
void set_cell_item(int p_x,int p_y,int p_z, int p_item,int p_orientation=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;
void set_clip(bool p_enabled, bool p_clip_above=true, int p_floor=0, Vector3::Axis p_axis=Vector3::AXIS_X);
Error create_area(int p_id,const AABB& p_area);
AABB area_get_bounds(int p_area) const;
void area_set_exterior_portal(int p_area,bool p_enable);
void area_set_name(int p_area,const String& p_name);
String area_get_name(int p_area) const;
bool area_is_exterior_portal(int p_area) const;
void area_set_portal_disable_distance(int p_area, float p_distance);
float area_get_portal_disable_distance(int p_area) const;
void area_set_portal_disable_color(int p_area, Color p_color);
Color area_get_portal_disable_color(int p_area) const;
void get_area_list(List<int> *p_areas) const;
void erase_area(int p_area);
int get_unused_area_id() const;
void set_cell_scale(float p_scale);
float get_cell_scale() const;
void set_bake(bool p_bake);
bool is_baking_enabled() const;
void bake_geometry();
void set_use_baked_light(bool p_use);
bool is_using_baked_light() const;
void clear();
GridMap();
~GridMap();
};
#endif // CUBE_GRID_MAP_H