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

498 lines
18 KiB
C++

/**************************************************************************/
/* tile_map_layer.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 */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef TILE_MAP_LAYER_H
#define TILE_MAP_LAYER_H
#include "scene/resources/2d/tile_set.h"
class TileSetAtlasSource;
class TileMap;
enum TileMapLayerDataFormat {
TILE_MAP_LAYER_DATA_FORMAT_0 = 0,
TILE_MAP_LAYER_DATA_FORMAT_MAX,
};
class TerrainConstraint {
private:
Ref<TileSet> tile_set;
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(Ref<TileSet> p_tile_set, const Vector2i &p_position, int p_terrain); // For the center terrain bit
TerrainConstraint(Ref<TileSet> p_tile_set, 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;
// Rendering.
Ref<RenderingQuadrant> rendering_quadrant;
SelfList<CellData> rendering_quadrant_list_element;
LocalVector<RID> occluders;
// Physics.
LocalVector<RID> bodies;
// Navigation.
LocalVector<RID> navigation_regions;
// Scenes.
String scene;
// Runtime TileData cache.
TileData *runtime_tile_data_cache = nullptr;
// List elements.
SelfList<CellData> dirty_list_element;
bool operator<(const CellData &p_other) const {
return coords < p_other.coords;
}
// 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) {
}
};
// For compatibility reasons, we use another comparator for Y-sorted layers.
struct CellDataYSortedComparator {
_FORCE_INLINE_ bool operator()(const CellData &p_a, const CellData &p_b) const {
return p_a.coords.x == p_b.coords.x ? (p_a.coords.y < p_b.coords.y) : (p_a.coords.x > p_b.coords.x);
}
};
#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;
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;
Vector2 canvas_items_position;
SelfList<RenderingQuadrant> dirty_quadrant_list_element;
RenderingQuadrant() :
dirty_quadrant_list_element(this) {
}
~RenderingQuadrant() {
cells.clear();
}
};
class TileMapLayer : public Node2D {
GDCLASS(TileMapLayer, Node2D);
public:
enum HighlightMode {
HIGHLIGHT_MODE_DEFAULT,
HIGHLIGHT_MODE_ABOVE,
HIGHLIGHT_MODE_BELOW,
};
enum DebugVisibilityMode {
DEBUG_VISIBILITY_MODE_DEFAULT,
DEBUG_VISIBILITY_MODE_FORCE_SHOW,
DEBUG_VISIBILITY_MODE_FORCE_HIDE,
};
enum DirtyFlags {
DIRTY_FLAGS_LAYER_ENABLED = 0,
DIRTY_FLAGS_LAYER_IN_TREE,
DIRTY_FLAGS_LAYER_IN_CANVAS,
DIRTY_FLAGS_LAYER_LOCAL_TRANSFORM,
DIRTY_FLAGS_LAYER_VISIBILITY,
DIRTY_FLAGS_LAYER_SELF_MODULATE,
DIRTY_FLAGS_LAYER_Y_SORT_ENABLED,
DIRTY_FLAGS_LAYER_Y_SORT_ORIGIN,
DIRTY_FLAGS_LAYER_Z_INDEX,
DIRTY_FLAGS_LAYER_LIGHT_MASK,
DIRTY_FLAGS_LAYER_TEXTURE_FILTER,
DIRTY_FLAGS_LAYER_TEXTURE_REPEAT,
DIRTY_FLAGS_LAYER_RENDERING_QUADRANT_SIZE,
DIRTY_FLAGS_LAYER_COLLISION_ENABLED,
DIRTY_FLAGS_LAYER_USE_KINEMATIC_BODIES,
DIRTY_FLAGS_LAYER_COLLISION_VISIBILITY_MODE,
DIRTY_FLAGS_LAYER_NAVIGATION_ENABLED,
DIRTY_FLAGS_LAYER_NAVIGATION_MAP,
DIRTY_FLAGS_LAYER_NAVIGATION_VISIBILITY_MODE,
DIRTY_FLAGS_LAYER_RUNTIME_UPDATE,
DIRTY_FLAGS_LAYER_INDEX_IN_TILE_MAP_NODE, // For compatibility.
DIRTY_FLAGS_LAYER_GROUP_SELECTED_LAYERS,
DIRTY_FLAGS_LAYER_GROUP_HIGHLIGHT_SELECTED,
DIRTY_FLAGS_TILE_SET,
DIRTY_FLAGS_MAX,
};
private:
static constexpr float FP_ADJUST = 0.00001;
// Properties.
HashMap<Vector2i, CellData> tile_map_layer_data;
bool enabled = true;
Ref<TileSet> tile_set;
HighlightMode highlight_mode = HIGHLIGHT_MODE_DEFAULT;
int y_sort_origin = 0;
int rendering_quadrant_size = 16;
bool collision_enabled = true;
bool use_kinematic_bodies = false;
DebugVisibilityMode collision_visibility_mode = DEBUG_VISIBILITY_MODE_DEFAULT;
bool navigation_enabled = true;
RID navigation_map_override;
DebugVisibilityMode navigation_visibility_mode = DEBUG_VISIBILITY_MODE_DEFAULT;
// Internal.
bool pending_update = false;
// For keeping compatibility with TileMap.
TileMap *tile_map_node = nullptr;
int layer_index_in_tile_map_node = -1;
// Dirty flag. Allows knowing what was modified since the last update.
struct {
bool flags[DIRTY_FLAGS_MAX] = { false };
SelfList<CellData>::List cell_list;
} dirty;
// 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(bool p_force_cleanup);
void _build_runtime_update_tile_data_for_cell(CellData &r_cell_data, bool p_use_tilemap_for_runtime, bool p_auto_add_to_dirty_list = false);
bool _runtime_update_needs_all_cells_cleaned_up = false;
void _clear_runtime_update_tile_data();
void _clear_runtime_update_tile_data_for_cell(CellData &r_cell_data);
// 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(bool p_force_cleanup);
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;
bool _rendering_was_cleaned_up = false;
void _rendering_update(bool p_force_cleanup);
void _rendering_notification(int p_what);
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 Vector2 &p_quadrant_pos, const CellData &r_cell_data);
#endif // DEBUG_ENABLED
HashMap<RID, Vector2i> bodies_coords; // Mapping for RID to coords.
bool _physics_was_cleaned_up = false;
void _physics_update(bool p_force_cleanup);
void _physics_notification(int 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 Vector2 &p_quadrant_pos, const CellData &r_cell_data);
#endif // DEBUG_ENABLED
bool _navigation_was_cleaned_up = false;
void _navigation_update(bool p_force_cleanup);
void _navigation_notification(int p_what);
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 Vector2 &p_quadrant_pos, const CellData &r_cell_data);
#endif // DEBUG_ENABLED
bool _scenes_was_cleaned_up = false;
void _scenes_update(bool p_force_cleanup);
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 Vector2 &p_quadrant_pos, const CellData &r_cell_data);
#endif // DEBUG_ENABLED
// 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) const;
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;
void _tile_set_changed();
void _renamed();
void _update_notify_local_transform();
// Internal updates.
void _queue_internal_update();
void _deferred_internal_update();
void _internal_update(bool p_force_cleanup);
protected:
void _notification(int p_what);
static void _bind_methods();
virtual void _update_self_texture_filter(RS::CanvasItemTextureFilter p_texture_filter) override;
virtual void _update_self_texture_repeat(RS::CanvasItemTextureRepeat p_texture_repeat) override;
public:
// TileMap node.
void set_as_tile_map_internal_node(int p_index);
int get_index_in_tile_map() const {
return layer_index_in_tile_map_node;
}
const HashMap<Vector2i, CellData> &get_tile_map_layer_data() const {
return tile_map_layer_data;
}
// Rect caching.
Rect2 get_rect(bool &r_changed) const;
// Terrains.
HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_constraints(const Vector<Vector2i> &p_to_replace, int p_terrain_set, const RBSet<TerrainConstraint> &p_constraints) const; // 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) const; // 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) const; // 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) const; // Not exposed.
// Not exposed to users.
TileMapCell get_cell(const Vector2i &p_coords) const;
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_normalized_animation_offset = 0.0);
////////////// Exposed functions //////////////
// --- Cells manipulation ---
// Generic cells manipulations and data access.
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);
void fix_invalid_tiles();
void clear();
int get_cell_source_id(const Vector2i &p_coords) const;
Vector2i get_cell_atlas_coords(const Vector2i &p_coords) const;
int get_cell_alternative_tile(const Vector2i &p_coords) const;
TileData *get_cell_tile_data(const Vector2i &p_coords) const; // Helper method to make accessing the data easier.
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;
// 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);
// --- Physics helpers ---
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.
// --- Runtime ---
void update_internals();
void notify_runtime_tile_data_update();
GDVIRTUAL1R(bool, _use_tile_data_runtime_update, Vector2i);
GDVIRTUAL2(_tile_data_runtime_update, Vector2i, TileData *);
// --- Shortcuts to methods defined in TileSet ---
Vector2i map_pattern(const Vector2i &p_position_in_tilemap, const Vector2i &p_coords_in_pattern, Ref<TileMapPattern> p_pattern);
TypedArray<Vector2i> get_surrounding_cells(const Vector2i &p_coords);
Vector2i get_neighbor_cell(const Vector2i &p_coords, TileSet::CellNeighbor p_cell_neighbor) const;
Vector2 map_to_local(const Vector2i &p_pos) const;
Vector2i local_to_map(const Vector2 &p_pos) const;
// --- Accessors ---
void set_tile_map_data_from_array(const Vector<uint8_t> &p_data);
Vector<uint8_t> get_tile_map_data_as_array() const;
void set_enabled(bool p_enabled);
bool is_enabled() const;
void set_tile_set(const Ref<TileSet> &p_tile_set);
Ref<TileSet> get_tile_set() const;
void set_highlight_mode(HighlightMode p_highlight_mode);
HighlightMode get_highlight_mode() const;
virtual void set_self_modulate(const Color &p_self_modulate) override;
virtual void set_y_sort_enabled(bool p_y_sort_enabled) override;
void set_y_sort_origin(int p_y_sort_origin);
int get_y_sort_origin() const;
virtual void set_z_index(int p_z_index) override;
virtual void set_light_mask(int p_light_mask) override;
void set_rendering_quadrant_size(int p_size);
int get_rendering_quadrant_size() const;
void set_collision_enabled(bool p_enabled);
bool is_collision_enabled() const;
void set_use_kinematic_bodies(bool p_use_kinematic_bodies);
bool is_using_kinematic_bodies() const;
void set_collision_visibility_mode(DebugVisibilityMode p_show_collision);
DebugVisibilityMode get_collision_visibility_mode() const;
void set_navigation_enabled(bool p_enabled);
bool is_navigation_enabled() const;
void set_navigation_map(RID p_map);
RID get_navigation_map() const;
void set_navigation_visibility_mode(DebugVisibilityMode p_show_navigation);
DebugVisibilityMode get_navigation_visibility_mode() const;
TileMapLayer();
~TileMapLayer();
};
VARIANT_ENUM_CAST(TileMapLayer::DebugVisibilityMode);
#endif // TILE_MAP_LAYER_H