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c7bc44d5ad
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!
302 lines
8.0 KiB
C++
302 lines
8.0 KiB
C++
/*************************************************************************/
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/* grid_map.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GRID_MAP_H
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#define GRID_MAP_H
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#include "scene/resources/mesh_library.h"
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#include "scene/3d/spatial.h"
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#include "scene/3d/navigation.h"
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#include "scene/resources/multimesh.h"
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//heh heh, godotsphir!! this shares no code and the design is completely different with previous projects i've done..
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//should scale better with hardware that supports instancing
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class BakedLightInstance;
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class GridMap : public Spatial {
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OBJ_TYPE( GridMap, Spatial );
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enum {
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MAP_DIRTY_TRANSFORMS=1,
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MAP_DIRTY_INSTANCES=2,
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};
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union IndexKey {
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struct {
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int16_t x;
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int16_t y;
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int16_t z;
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};
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uint64_t key;
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_FORCE_INLINE_ bool operator<(const IndexKey& p_key) const {
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return key < p_key.key;
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}
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IndexKey() { key=0; }
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};
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/**
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* @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.
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*/
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union Cell {
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struct {
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unsigned int item : 16;
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unsigned int rot:5;
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unsigned int layer:8;
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};
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uint32_t cell;
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Cell() { item=0; rot=0; layer=0; }
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};
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/**
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* @brief An Octant is a prism containing Cells, and possibly belonging to an Area.
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* A GridMap can have multiple Octants.
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*/
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struct Octant {
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struct NavMesh {
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int id;
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Transform xform;
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};
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struct ItemInstances {
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Set<IndexKey> cells;
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Ref<Mesh> mesh;
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Ref<Shape> shape;
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Ref<MultiMesh> multimesh;
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RID multimesh_instance;
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Ref<NavigationMesh> navmesh;
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};
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Ref<Mesh> baked;
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RID bake_instance;
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RID collision_debug;
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RID collision_debug_instance;
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bool dirty;
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RID static_body;
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Map<int,ItemInstances> items;
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Map<IndexKey,NavMesh> navmesh_ids;
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};
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union OctantKey {
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struct {
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int16_t x;
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int16_t y;
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int16_t z;
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int16_t area;
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};
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uint64_t key;
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_FORCE_INLINE_ bool operator<(const OctantKey& p_key) const {
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return key < p_key.key;
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}
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//OctantKey(const IndexKey& p_k, int p_item) { indexkey=p_k.key; item=p_item; }
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OctantKey() { key=0; }
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};
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Transform last_transform;
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bool _in_tree;
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float cell_size;
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int octant_size;
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bool center_x,center_y,center_z;
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bool bake;
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float cell_scale;
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Navigation *navigation;
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bool clip;
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bool clip_above;
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int clip_floor;
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bool baked_lock;
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Vector3::Axis clip_axis;
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/**
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* @brief An Area is something like a room: it has doors, and Octants can choose to belong to it.
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*/
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struct Area {
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String name;
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RID base_portal;
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RID instance;
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IndexKey from;
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IndexKey to;
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struct Portal {
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Transform xform;
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RID instance;
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~Portal();
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};
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Vector<Portal> portals;
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float portal_disable_distance;
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Color portal_disable_color;
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bool exterior_portal;
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Area();
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~Area();
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};
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Ref<MeshLibrary> theme;
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Map<OctantKey,Octant*> octant_map;
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Map<IndexKey,Cell> cell_map;
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Map<int,Area*> area_map;
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void _recreate_octant_data();
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struct BakeLight {
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VS::LightType type;
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Vector3 pos;
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Vector3 dir;
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float param[VS::LIGHT_PARAM_MAX];
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};
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_FORCE_INLINE_ int _find_area(const IndexKey& p_pos) const;
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_FORCE_INLINE_ Vector3 _octant_get_offset(const OctantKey &p_key) const {
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return Vector3(p_key.x,p_key.y,p_key.z)*cell_size*octant_size;
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}
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void _octant_enter_world(const OctantKey &p_key);
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void _octant_enter_tree(const OctantKey &p_key);
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void _octant_exit_world(const OctantKey &p_key);
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void _octant_update(const OctantKey &p_key);
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void _octant_transform(const OctantKey &p_key);
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void _octant_clear_baked(const OctantKey &p_key);
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void _octant_clear_navmesh(const GridMap::OctantKey&);
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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);
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bool awaiting_update;
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void _queue_dirty_map();
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void _update_dirty_map_callback();
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void resource_changed(const RES& p_res);
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void _update_areas();
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void _update_area_instances();
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void _clear_internal(bool p_keep_areas=false);
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BakedLightInstance *baked_light_instance;
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bool use_baked_light;
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void _find_baked_light();
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void _baked_light_changed();
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Array _get_baked_light_meshes();
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protected:
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list( List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
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static void _bind_methods();
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public:
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enum {
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INVALID_CELL_ITEM=-1
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};
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void set_theme(const Ref<MeshLibrary>& p_theme);
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Ref<MeshLibrary> get_theme() const;
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void set_cell_size(float p_size);
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float get_cell_size() const;
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void set_octant_size(int p_size);
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int get_octant_size() const;
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void set_center_x(bool p_enable);
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bool get_center_x() const;
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void set_center_y(bool p_enable);
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bool get_center_y() const;
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void set_center_z(bool p_enable);
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bool get_center_z() const;
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void set_cell_item(int p_x,int p_y,int p_z, int p_item,int p_orientation=0);
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int get_cell_item(int p_x,int p_y,int p_z) const;
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int get_cell_item_orientation(int p_x,int p_y,int p_z) const;
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void set_clip(bool p_enabled, bool p_clip_above=true, int p_floor=0, Vector3::Axis p_axis=Vector3::AXIS_X);
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Error create_area(int p_id,const AABB& p_area);
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AABB area_get_bounds(int p_area) const;
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void area_set_exterior_portal(int p_area,bool p_enable);
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void area_set_name(int p_area,const String& p_name);
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String area_get_name(int p_area) const;
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bool area_is_exterior_portal(int p_area) const;
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void area_set_portal_disable_distance(int p_area, float p_distance);
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float area_get_portal_disable_distance(int p_area) const;
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void area_set_portal_disable_color(int p_area, Color p_color);
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Color area_get_portal_disable_color(int p_area) const;
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void get_area_list(List<int> *p_areas) const;
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void erase_area(int p_area);
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int get_unused_area_id() const;
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void set_cell_scale(float p_scale);
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float get_cell_scale() const;
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void set_bake(bool p_bake);
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bool is_baking_enabled() const;
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void bake_geometry();
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void set_use_baked_light(bool p_use);
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bool is_using_baked_light() const;
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void clear();
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GridMap();
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~GridMap();
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};
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#endif // CUBE_GRID_MAP_H
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