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Move TileMapLayer to its own files
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Load Diff
@ -32,406 +32,17 @@
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#define TILE_MAP_H
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#include "scene/2d/node_2d.h"
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#include "scene/gui/control.h"
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#include "scene/resources/tile_set.h"
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class TileSetAtlasSource;
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class TerrainConstraint {
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private:
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const TileMap *tile_map = nullptr;
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Vector2i base_cell_coords;
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int bit = -1;
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int terrain = -1;
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int priority = 1;
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public:
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bool operator<(const TerrainConstraint &p_other) const {
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if (base_cell_coords == p_other.base_cell_coords) {
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return bit < p_other.bit;
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}
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return base_cell_coords < p_other.base_cell_coords;
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}
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String to_string() const {
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return vformat("Constraint {pos:%s, bit:%d, terrain:%d, priority:%d}", base_cell_coords, bit, terrain, priority);
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}
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Vector2i get_base_cell_coords() const {
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return base_cell_coords;
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}
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bool is_center_bit() const {
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return bit == 0;
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}
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HashMap<Vector2i, TileSet::CellNeighbor> get_overlapping_coords_and_peering_bits() const;
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void set_terrain(int p_terrain) {
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terrain = p_terrain;
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}
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int get_terrain() const {
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return terrain;
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}
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void set_priority(int p_priority) {
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priority = p_priority;
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}
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int get_priority() const {
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return priority;
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}
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TerrainConstraint(const TileMap *p_tile_map, const Vector2i &p_position, int p_terrain); // For the center terrain bit
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TerrainConstraint(const TileMap *p_tile_map, const Vector2i &p_position, const TileSet::CellNeighbor &p_bit, int p_terrain); // For peering bits
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TerrainConstraint(){};
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};
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#ifdef DEBUG_ENABLED
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class DebugQuadrant;
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#endif // DEBUG_ENABLED
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class RenderingQuadrant;
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struct CellData {
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Vector2i coords;
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TileMapCell cell;
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// Debug.
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SelfList<CellData> debug_quadrant_list_element;
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// Rendering.
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Ref<RenderingQuadrant> rendering_quadrant;
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SelfList<CellData> rendering_quadrant_list_element;
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LocalVector<RID> occluders;
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// Physics.
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LocalVector<RID> bodies;
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// Navigation.
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LocalVector<RID> navigation_regions;
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// Scenes.
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String scene;
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// Runtime TileData cache.
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TileData *runtime_tile_data_cache = nullptr;
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// List elements.
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SelfList<CellData> dirty_list_element;
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bool operator<(const CellData &p_other) const {
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return coords < p_other.coords;
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}
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// For those, copy everything but SelfList elements.
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void operator=(const CellData &p_other) {
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coords = p_other.coords;
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cell = p_other.cell;
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occluders = p_other.occluders;
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bodies = p_other.bodies;
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navigation_regions = p_other.navigation_regions;
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scene = p_other.scene;
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runtime_tile_data_cache = p_other.runtime_tile_data_cache;
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}
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CellData(const CellData &p_other) :
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debug_quadrant_list_element(this),
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rendering_quadrant_list_element(this),
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dirty_list_element(this) {
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coords = p_other.coords;
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cell = p_other.cell;
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occluders = p_other.occluders;
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bodies = p_other.bodies;
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navigation_regions = p_other.navigation_regions;
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scene = p_other.scene;
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runtime_tile_data_cache = p_other.runtime_tile_data_cache;
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}
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CellData() :
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debug_quadrant_list_element(this),
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rendering_quadrant_list_element(this),
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dirty_list_element(this) {
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}
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};
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// For compatibility reasons, we use another comparator for Y-sorted layers.
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struct CellDataYSortedComparator {
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_FORCE_INLINE_ bool operator()(const CellData &p_a, const CellData &p_b) const {
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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);
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}
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};
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#ifdef DEBUG_ENABLED
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class DebugQuadrant : public RefCounted {
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GDCLASS(DebugQuadrant, RefCounted);
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public:
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Vector2i quadrant_coords;
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SelfList<CellData>::List cells;
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RID canvas_item;
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SelfList<DebugQuadrant> dirty_quadrant_list_element;
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// For those, copy everything but SelfList elements.
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DebugQuadrant(const DebugQuadrant &p_other) :
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dirty_quadrant_list_element(this) {
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quadrant_coords = p_other.quadrant_coords;
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cells = p_other.cells;
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canvas_item = p_other.canvas_item;
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}
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DebugQuadrant() :
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dirty_quadrant_list_element(this) {
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}
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~DebugQuadrant() {
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cells.clear();
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}
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};
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#endif // DEBUG_ENABLED
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class RenderingQuadrant : public RefCounted {
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GDCLASS(RenderingQuadrant, RefCounted);
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public:
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struct CoordsWorldComparator {
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_ALWAYS_INLINE_ bool operator()(const Vector2 &p_a, const Vector2 &p_b) const {
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// We sort the cells by their local coords, as it is needed by rendering.
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if (p_a.y == p_b.y) {
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return p_a.x > p_b.x;
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} else {
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return p_a.y < p_b.y;
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}
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}
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};
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Vector2i quadrant_coords;
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SelfList<CellData>::List cells;
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List<RID> canvas_items;
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Vector2 canvas_items_position;
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SelfList<RenderingQuadrant> dirty_quadrant_list_element;
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// For those, copy everything but SelfList elements.
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RenderingQuadrant(const RenderingQuadrant &p_other) :
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dirty_quadrant_list_element(this) {
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quadrant_coords = p_other.quadrant_coords;
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cells = p_other.cells;
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canvas_items = p_other.canvas_items;
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}
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RenderingQuadrant() :
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dirty_quadrant_list_element(this) {
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}
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~RenderingQuadrant() {
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cells.clear();
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}
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};
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class TileMapLayer : public RefCounted {
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GDCLASS(TileMapLayer, RefCounted);
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public:
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enum DataFormat {
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FORMAT_1 = 0,
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FORMAT_2,
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FORMAT_3,
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FORMAT_MAX,
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};
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enum DirtyFlags {
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DIRTY_FLAGS_LAYER_ENABLED = 0,
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DIRTY_FLAGS_LAYER_MODULATE,
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DIRTY_FLAGS_LAYER_Y_SORT_ENABLED,
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DIRTY_FLAGS_LAYER_Y_SORT_ORIGIN,
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DIRTY_FLAGS_LAYER_Z_INDEX,
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DIRTY_FLAGS_LAYER_NAVIGATION_ENABLED,
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DIRTY_FLAGS_LAYER_INDEX_IN_TILE_MAP_NODE,
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DIRTY_FLAGS_TILE_MAP_IN_TREE,
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DIRTY_FLAGS_TILE_MAP_IN_CANVAS,
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DIRTY_FLAGS_TILE_MAP_VISIBILITY,
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DIRTY_FLAGS_TILE_MAP_XFORM,
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DIRTY_FLAGS_TILE_MAP_LOCAL_XFORM,
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DIRTY_FLAGS_TILE_MAP_SELECTED_LAYER,
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DIRTY_FLAGS_TILE_MAP_LIGHT_MASK,
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DIRTY_FLAGS_TILE_MAP_MATERIAL,
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DIRTY_FLAGS_TILE_MAP_USE_PARENT_MATERIAL,
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DIRTY_FLAGS_TILE_MAP_TEXTURE_FILTER,
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DIRTY_FLAGS_TILE_MAP_TEXTURE_REPEAT,
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DIRTY_FLAGS_TILE_MAP_TILE_SET,
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DIRTY_FLAGS_TILE_MAP_QUADRANT_SIZE,
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DIRTY_FLAGS_TILE_MAP_COLLISION_ANIMATABLE,
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DIRTY_FLAGS_TILE_MAP_COLLISION_VISIBILITY_MODE,
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DIRTY_FLAGS_TILE_MAP_NAVIGATION_VISIBILITY_MODE,
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DIRTY_FLAGS_TILE_MAP_Y_SORT_ENABLED,
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DIRTY_FLAGS_TILE_MAP_RUNTIME_UPDATE,
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DIRTY_FLAGS_MAX,
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};
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private:
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// Exposed properties.
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String name;
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bool enabled = true;
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Color modulate = Color(1, 1, 1, 1);
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bool y_sort_enabled = false;
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int y_sort_origin = 0;
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int z_index = 0;
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bool navigation_enabled = true;
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RID navigation_map;
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bool uses_world_navigation_map = false;
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// Internal.
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TileMap *tile_map_node = nullptr;
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int layer_index_in_tile_map_node = -1;
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RID canvas_item;
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HashMap<Vector2i, CellData> tile_map;
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// Dirty flag. Allows knowing what was modified since the last update.
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struct {
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bool flags[DIRTY_FLAGS_MAX] = { false };
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SelfList<CellData>::List cell_list;
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} dirty;
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bool in_destructor = false;
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// Rect cache.
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mutable Rect2 rect_cache;
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mutable bool rect_cache_dirty = true;
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mutable Rect2i used_rect_cache;
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mutable bool used_rect_cache_dirty = true;
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// Runtime tile data.
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bool _runtime_update_tile_data_was_cleaned_up = false;
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void _build_runtime_update_tile_data();
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void _build_runtime_update_tile_data_for_cell(CellData &r_cell_data, bool p_auto_add_to_dirty_list = false);
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void _clear_runtime_update_tile_data();
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// Per-system methods.
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#ifdef DEBUG_ENABLED
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HashMap<Vector2i, Ref<DebugQuadrant>> debug_quadrant_map;
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Vector2i _coords_to_debug_quadrant_coords(const Vector2i &p_coords) const;
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bool _debug_was_cleaned_up = false;
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void _debug_update();
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void _debug_quadrants_update_cell(CellData &r_cell_data, SelfList<DebugQuadrant>::List &r_dirty_debug_quadrant_list);
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#endif // DEBUG_ENABLED
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HashMap<Vector2i, Ref<RenderingQuadrant>> rendering_quadrant_map;
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bool _rendering_was_cleaned_up = false;
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void _rendering_update();
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void _rendering_quadrants_update_cell(CellData &r_cell_data, SelfList<RenderingQuadrant>::List &r_dirty_rendering_quadrant_list);
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void _rendering_occluders_clear_cell(CellData &r_cell_data);
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void _rendering_occluders_update_cell(CellData &r_cell_data);
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#ifdef DEBUG_ENABLED
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void _rendering_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data);
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#endif // DEBUG_ENABLED
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HashMap<RID, Vector2i> bodies_coords; // Mapping for RID to coords.
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bool _physics_was_cleaned_up = false;
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void _physics_update();
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void _physics_notify_tilemap_change(DirtyFlags p_what);
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void _physics_clear_cell(CellData &r_cell_data);
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void _physics_update_cell(CellData &r_cell_data);
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#ifdef DEBUG_ENABLED
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void _physics_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data);
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#endif // DEBUG_ENABLED
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bool _navigation_was_cleaned_up = false;
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void _navigation_update();
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void _navigation_clear_cell(CellData &r_cell_data);
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void _navigation_update_cell(CellData &r_cell_data);
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#ifdef DEBUG_ENABLED
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void _navigation_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data);
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#endif // DEBUG_ENABLED
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bool _scenes_was_cleaned_up = false;
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void _scenes_update();
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void _scenes_clear_cell(CellData &r_cell_data);
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void _scenes_update_cell(CellData &r_cell_data);
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#ifdef DEBUG_ENABLED
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void _scenes_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data);
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#endif // DEBUG_ENABLED
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// Terrains.
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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);
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RBSet<TerrainConstraint> _get_terrain_constraints_from_added_pattern(const Vector2i &p_position, int p_terrain_set, TileSet::TerrainsPattern p_terrains_pattern) const;
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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:
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// TileMap node.
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void set_tile_map(TileMap *p_tile_map);
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void set_layer_index_in_tile_map_node(int p_index);
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// Rect caching.
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Rect2 get_rect(bool &r_changed) const;
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// Terrains.
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HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_constraints(const Vector<Vector2i> &p_to_replace, int p_terrain_set, const RBSet<TerrainConstraint> &p_constraints); // Not exposed.
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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.
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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.
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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.
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// Not exposed to users.
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TileMapCell get_cell(const Vector2i &p_coords, bool p_use_proxies = false) const;
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// For TileMap node's use.
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void set_tile_data(DataFormat p_format, const Vector<int> &p_data);
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Vector<int> get_tile_data() const;
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void notify_tile_map_change(DirtyFlags p_what);
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void internal_update();
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// --- Exposed in TileMap ---
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// Cells manipulation.
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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);
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void erase_cell(const Vector2i &p_coords);
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int get_cell_source_id(const Vector2i &p_coords, bool p_use_proxies = false) const;
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Vector2i get_cell_atlas_coords(const Vector2i &p_coords, bool p_use_proxies = false) const;
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int get_cell_alternative_tile(const Vector2i &p_coords, bool p_use_proxies = false) const;
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TileData *get_cell_tile_data(const Vector2i &p_coords, bool p_use_proxies = false) const; // Helper method to make accessing the data easier.
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void clear();
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// Patterns.
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Ref<TileMapPattern> get_pattern(TypedArray<Vector2i> p_coords_array);
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void set_pattern(const Vector2i &p_position, const Ref<TileMapPattern> p_pattern);
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// Terrains.
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void set_cells_terrain_connect(TypedArray<Vector2i> p_cells, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true);
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void set_cells_terrain_path(TypedArray<Vector2i> p_path, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true);
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// Cells usage.
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TypedArray<Vector2i> get_used_cells() const;
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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;
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Rect2i get_used_rect() const;
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// Layer properties.
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void set_name(String p_name);
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String get_name() const;
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void set_enabled(bool p_enabled);
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bool is_enabled() const;
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void set_modulate(Color p_modulate);
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Color get_modulate() const;
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void set_y_sort_enabled(bool p_y_sort_enabled);
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bool is_y_sort_enabled() const;
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void set_y_sort_origin(int p_y_sort_origin);
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int get_y_sort_origin() const;
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void set_z_index(int p_z_index);
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int get_z_index() const;
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void set_navigation_enabled(bool p_enabled);
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bool is_navigation_enabled() const;
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void set_navigation_map(RID p_map);
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RID get_navigation_map() const;
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// Fixing and clearing methods.
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void fix_invalid_tiles();
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// Find coords for body.
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bool has_body_rid(RID p_physics_body) const;
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Vector2i get_coords_for_body_rid(RID p_physics_body) const; // For finding tiles from collision.
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~TileMapLayer();
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class Control;
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class TileMapLayer;
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class TerrainConstraint;
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enum TileMapDataFormat {
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FORMAT_1 = 0,
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FORMAT_2,
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FORMAT_3,
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FORMAT_MAX,
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};
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class TileMap : public Node2D {
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@ -448,7 +59,7 @@ private:
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friend class TileSetPlugin;
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// A compatibility enum to specify how is the data if formatted.
|
||||
mutable TileMapLayer::DataFormat format = TileMapLayer::FORMAT_3;
|
||||
mutable TileMapDataFormat format = TileMapDataFormat::FORMAT_3;
|
||||
|
||||
static constexpr float FP_ADJUST = 0.00001;
|
||||
|
||||
|
2886
scene/2d/tile_map_layer.cpp
Normal file
2886
scene/2d/tile_map_layer.cpp
Normal file
File diff suppressed because it is too large
Load Diff
429
scene/2d/tile_map_layer.h
Normal file
429
scene/2d/tile_map_layer.h
Normal file
@ -0,0 +1,429 @@
|
||||
/**************************************************************************/
|
||||
/* 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 */
|
||||
/* 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 TILE_MAP_LAYER_H
|
||||
#define TILE_MAP_LAYER_H
|
||||
|
||||
#include "scene/2d/tile_map.h"
|
||||
#include "scene/resources/tile_set.h"
|
||||
|
||||
class TileSetAtlasSource;
|
||||
|
||||
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;
|
||||
|
||||
// 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;
|
||||
|
||||
// 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;
|
||||
Vector2 canvas_items_position;
|
||||
|
||||
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();
|
||||
}
|
||||
};
|
||||
|
||||
class TileMapLayer : public RefCounted {
|
||||
GDCLASS(TileMapLayer, RefCounted);
|
||||
|
||||
public:
|
||||
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_NAVIGATION_ENABLED,
|
||||
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,
|
||||
};
|
||||
|
||||
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;
|
||||
bool navigation_enabled = true;
|
||||
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;
|
||||
|
||||
// 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();
|
||||
|
||||
// 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;
|
||||
bool _rendering_was_cleaned_up = false;
|
||||
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
|
||||
|
||||
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;
|
||||
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
|
||||
|
||||
// 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;
|
||||
|
||||
public:
|
||||
// TileMap node.
|
||||
void set_tile_map(TileMap *p_tile_map);
|
||||
void set_layer_index_in_tile_map_node(int p_index);
|
||||
|
||||
// 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); // 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;
|
||||
|
||||
// For TileMap node's use.
|
||||
void set_tile_data(TileMapDataFormat p_format, const Vector<int> &p_data);
|
||||
Vector<int> get_tile_data() const;
|
||||
void notify_tile_map_change(DirtyFlags p_what);
|
||||
void internal_update();
|
||||
|
||||
// --- 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_enabled(bool p_enabled);
|
||||
bool is_navigation_enabled() 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();
|
||||
};
|
||||
|
||||
#endif // TILE_MAP_LAYER_H
|
Loading…
Reference in New Issue
Block a user