virtualx-engine/scene/resources/world_2d.cpp
Rémi Verschelde d8223ffa75 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!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

430 lines
12 KiB
C++

/*************************************************************************/
/* world_2d.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "world_2d.h"
#include "servers/visual_server.h"
#include "servers/physics_2d_server.h"
#include "servers/spatial_sound_2d_server.h"
#include "globals.h"
#include "scene/2d/visibility_notifier_2d.h"
#include "scene/main/viewport.h"
#include "scene/2d/camera_2d.h"
#include "globals.h"
struct SpatialIndexer2D {
struct CellRef {
int ref;
_FORCE_INLINE_ int inc() {
ref++;
return ref;
}
_FORCE_INLINE_ int dec() {
ref--;
return ref;
}
_FORCE_INLINE_ CellRef() {
ref=0;
}
};
struct CellKey {
union {
struct {
int32_t x;
int32_t y;
};
uint64_t key;
};
bool operator==(const CellKey& p_key) const { return key==p_key.key; }
_FORCE_INLINE_ bool operator<(const CellKey& p_key) const {
return key < p_key.key;
}
};
struct CellData {
Map<VisibilityNotifier2D*,CellRef> notifiers;
};
Map<CellKey,CellData> cells;
int cell_size;
Map<VisibilityNotifier2D*,Rect2> notifiers;
struct ViewportData {
Map<VisibilityNotifier2D*,uint64_t> notifiers;
Rect2 rect;
};
Map<Viewport*,ViewportData> viewports;
bool changed;
uint64_t pass;
void _notifier_update_cells(VisibilityNotifier2D *p_notifier,const Rect2& p_rect,bool p_add) {
Point2i begin = p_rect.pos;
begin/=cell_size;
Point2i end = p_rect.pos+p_rect.size;
end/=cell_size;
for(int i=begin.x;i<=end.x;i++) {
for(int j=begin.y;j<=end.y;j++) {
CellKey ck;
ck.x=i;
ck.y=j;
Map<CellKey,CellData>::Element *E=cells.find(ck);
if (p_add) {
if (!E)
E=cells.insert(ck,CellData());
E->get().notifiers[p_notifier].inc();
} else {
ERR_CONTINUE(!E);
if (E->get().notifiers[p_notifier].dec()==0) {
E->get().notifiers.erase(p_notifier);
if (E->get().notifiers.empty()) {
cells.erase(E);
}
}
}
}
}
}
void _notifier_add(VisibilityNotifier2D* p_notifier,const Rect2& p_rect) {
ERR_FAIL_COND(notifiers.has(p_notifier));
notifiers[p_notifier]=p_rect;
_notifier_update_cells(p_notifier,p_rect,true);
changed=true;
}
void _notifier_update(VisibilityNotifier2D* p_notifier,const Rect2& p_rect) {
Map<VisibilityNotifier2D*,Rect2>::Element *E=notifiers.find(p_notifier);
ERR_FAIL_COND(!E);
if (E->get()==p_rect)
return;
_notifier_update_cells(p_notifier,p_rect,true);
_notifier_update_cells(p_notifier,E->get(),false);
E->get()=p_rect;
changed=true;
}
void _notifier_remove(VisibilityNotifier2D* p_notifier) {
Map<VisibilityNotifier2D*,Rect2>::Element *E=notifiers.find(p_notifier);
ERR_FAIL_COND(!E);
_notifier_update_cells(p_notifier,E->get(),false);
notifiers.erase(p_notifier);
List<Viewport*> removed;
for (Map<Viewport*,ViewportData>::Element*F=viewports.front();F;F=F->next()) {
Map<VisibilityNotifier2D*,uint64_t>::Element*G=F->get().notifiers.find(p_notifier);
if (G) {
F->get().notifiers.erase(G);
removed.push_back(F->key());
}
}
while(!removed.empty()) {
p_notifier->_exit_viewport(removed.front()->get());
removed.pop_front();
}
changed=true;
}
void _add_viewport(Viewport* p_viewport,const Rect2& p_rect) {
ERR_FAIL_COND(viewports.has(p_viewport));
ViewportData vd;
vd.rect=p_rect;
viewports[p_viewport]=vd;
changed=true;
}
void _update_viewport(Viewport* p_viewport, const Rect2& p_rect) {
Map<Viewport*,ViewportData>::Element *E= viewports.find(p_viewport);
ERR_FAIL_COND(!E);
if (E->get().rect==p_rect)
return;
E->get().rect=p_rect;
changed=true;
}
void _remove_viewport(Viewport* p_viewport) {
ERR_FAIL_COND(!viewports.has(p_viewport));
List<VisibilityNotifier2D*> removed;
for(Map<VisibilityNotifier2D*,uint64_t>::Element *E=viewports[p_viewport].notifiers.front();E;E=E->next()) {
removed.push_back(E->key());
}
while(!removed.empty()) {
removed.front()->get()->_exit_viewport(p_viewport);
removed.pop_front();
}
viewports.erase(p_viewport);
}
void _update() {
if (!changed)
return;
for (Map<Viewport*,ViewportData>::Element *E=viewports.front();E;E=E->next()) {
Point2i begin = E->get().rect.pos;
begin/=cell_size;
Point2i end = E->get().rect.pos+E->get().rect.size;
end/=cell_size;
pass++;
List<VisibilityNotifier2D*> added;
List<VisibilityNotifier2D*> removed;
int visible_cells=(end.x-begin.x)*(end.y-begin.y);
if (visible_cells>10000) {
//well you zoomed out a lot, it's your problem. To avoid freezing in the for loops below, we'll manually check cell by cell
for (Map<CellKey,CellData>::Element *F=cells.front();F;F=F->next()) {
const CellKey &ck=F->key();
if (ck.x<begin.x || ck.x>end.x)
continue;
if (ck.y<begin.y || ck.y>end.y)
continue;
//notifiers in cell
for (Map<VisibilityNotifier2D*,CellRef>::Element *G=F->get().notifiers.front();G;G=G->next()) {
Map<VisibilityNotifier2D*,uint64_t>::Element *H=E->get().notifiers.find(G->key());
if (!H) {
H=E->get().notifiers.insert(G->key(),pass);
added.push_back(G->key());
} else {
H->get()=pass;
}
}
}
} else {
//check cells in grid fashion
for(int i=begin.x;i<=end.x;i++) {
for(int j=begin.y;j<=end.y;j++) {
CellKey ck;
ck.x=i;
ck.y=j;
Map<CellKey,CellData>::Element *F=cells.find(ck);
if (!F) {
continue;
}
//notifiers in cell
for (Map<VisibilityNotifier2D*,CellRef>::Element *G=F->get().notifiers.front();G;G=G->next()) {
Map<VisibilityNotifier2D*,uint64_t>::Element *H=E->get().notifiers.find(G->key());
if (!H) {
H=E->get().notifiers.insert(G->key(),pass);
added.push_back(G->key());
} else {
H->get()=pass;
}
}
}
}
}
for (Map<VisibilityNotifier2D*,uint64_t>::Element *F=E->get().notifiers.front();F;F=F->next()) {
if (F->get()!=pass)
removed.push_back(F->key());
}
while(!added.empty()) {
added.front()->get()->_enter_viewport(E->key());
added.pop_front();
}
while(!removed.empty()) {
E->get().notifiers.erase(removed.front()->get());
removed.front()->get()->_exit_viewport(E->key());
removed.pop_front();
}
}
changed=false;
}
SpatialIndexer2D() {
pass=0;
changed=false;
cell_size=100; //should be configurable with GLOBAL_DEF("") i guess
}
};
void World2D::_register_viewport(Viewport* p_viewport,const Rect2& p_rect) {
indexer->_add_viewport(p_viewport,p_rect);
}
void World2D::_update_viewport(Viewport* p_viewport,const Rect2& p_rect){
indexer->_update_viewport(p_viewport,p_rect);
}
void World2D::_remove_viewport(Viewport* p_viewport){
indexer->_remove_viewport(p_viewport);
}
void World2D::_register_notifier(VisibilityNotifier2D* p_notifier, const Rect2 &p_rect){
indexer->_notifier_add(p_notifier,p_rect);
}
void World2D::_update_notifier(VisibilityNotifier2D* p_notifier,const Rect2& p_rect){
indexer->_notifier_update(p_notifier,p_rect);
}
void World2D::_remove_notifier(VisibilityNotifier2D* p_notifier){
indexer->_notifier_remove(p_notifier);
}
void World2D::_update() {
indexer->_update();
}
RID World2D::get_canvas() {
return canvas;
}
RID World2D::get_space() {
return space;
}
RID World2D::get_sound_space() {
return sound_space;
}
void World2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("get_canvas"),&World2D::get_canvas);
ObjectTypeDB::bind_method(_MD("get_space"),&World2D::get_space);
ObjectTypeDB::bind_method(_MD("get_sound_space"),&World2D::get_sound_space);
ObjectTypeDB::bind_method(_MD("get_direct_space_state:Physics2DDirectSpaceState"),&World2D::get_direct_space_state);
}
Physics2DDirectSpaceState *World2D::get_direct_space_state() {
return Physics2DServer::get_singleton()->space_get_direct_state(space);
}
World2D::World2D() {
canvas = VisualServer::get_singleton()->canvas_create();
space = Physics2DServer::get_singleton()->space_create();
sound_space = SpatialSound2DServer::get_singleton()->space_create();
//set space2D to be more friendly with pixels than meters, by adjusting some constants
Physics2DServer::get_singleton()->space_set_active(space,true);
Physics2DServer::get_singleton()->area_set_param(space,Physics2DServer::AREA_PARAM_GRAVITY,GLOBAL_DEF("physics_2d/default_gravity",98));
Physics2DServer::get_singleton()->area_set_param(space,Physics2DServer::AREA_PARAM_GRAVITY_VECTOR,GLOBAL_DEF("physics_2d/default_gravity_vector",Vector2(0,1)));
// TODO: Remove this deprecation warning and compatibility code for 2.2 or 3.0
if (Globals::get_singleton()->get("physics_2d/default_density") && !Globals::get_singleton()->get("physics_2d/default_linear_damp")) {
WARN_PRINT("Deprecated parameter 'physics_2d/default_density'. It was renamed to 'physics_2d/default_linear_damp', adjusting your project settings accordingly (make sure to adjust scripts that potentially rely on 'physics_2d/default_density'.");
Globals::get_singleton()->set("physics_2d/default_linear_damp", Globals::get_singleton()->get("physics_2d/default_density"));
Globals::get_singleton()->set_persisting("physics_2d/default_linear_damp", true);
Globals::get_singleton()->set_persisting("physics_2d/default_density", false);
Globals::get_singleton()->save();
}
Physics2DServer::get_singleton()->area_set_param(space,Physics2DServer::AREA_PARAM_LINEAR_DAMP,GLOBAL_DEF("physics_2d/default_linear_damp",0.1));
Physics2DServer::get_singleton()->area_set_param(space,Physics2DServer::AREA_PARAM_ANGULAR_DAMP,GLOBAL_DEF("physics_2d/default_angular_damp",1));
indexer = memnew( SpatialIndexer2D );
}
World2D::~World2D() {
VisualServer::get_singleton()->free(canvas);
Physics2DServer::get_singleton()->free(space);
SpatialSound2DServer::get_singleton()->free(sound_space);
memdelete(indexer);
}