godot/scene/2d/tile_map.h
Juan Linietsky bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00

271 lines
7.5 KiB
C++

/*************************************************************************/
/* tile_map.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef TILE_MAP_H
#define TILE_MAP_H
#include "scene/2d/node_2d.h"
#include "scene/2d/navigation2d.h"
#include "scene/resources/tile_set.h"
#include "self_list.h"
#include "vset.h"
class TileMap : public Node2D {
GDCLASS( TileMap, Node2D );
public:
enum Mode {
MODE_SQUARE,
MODE_ISOMETRIC,
MODE_CUSTOM
};
enum HalfOffset {
HALF_OFFSET_X,
HALF_OFFSET_Y,
HALF_OFFSET_DISABLED,
};
enum TileOrigin {
TILE_ORIGIN_TOP_LEFT,
TILE_ORIGIN_CENTER,
TILE_ORIGIN_BOTTOM_LEFT
};
private:
Ref<TileSet> tile_set;
Size2i cell_size;
int quadrant_size;
bool center_x,center_y;
Mode mode;
Transform2D custom_transform;
HalfOffset half_offset;
bool use_kinematic;
Navigation2D *navigation;
union PosKey {
struct {
int16_t x;
int16_t y;
};
uint32_t key;
//using a more precise comparison so the regions can be sorted later
bool operator<(const PosKey& p_k) const { return (y==p_k.y) ? x < p_k.x : y < p_k.y; }
PosKey(int16_t p_x, int16_t p_y) { x=p_x; y=p_y; }
PosKey() { x=0; y=0; }
};
union Cell {
struct {
int32_t id:24;
bool flip_h:1;
bool flip_v:1;
bool transpose:1;
};
uint32_t _u32t;
Cell() { _u32t=0; }
};
Map<PosKey,Cell> tile_map;
struct Quadrant {
Vector2 pos;
List<RID> canvas_items;
RID body;
SelfList<Quadrant> dirty_list;
struct NavPoly {
int id;
Transform2D xform;
};
struct Occluder {
RID id;
Transform2D xform;
};
Map<PosKey,NavPoly> navpoly_ids;
Map<PosKey,Occluder> occluder_instances;
VSet<PosKey> cells;
void operator=(const Quadrant& q) { pos=q.pos; canvas_items=q.canvas_items; body=q.body; cells=q.cells; navpoly_ids=q.navpoly_ids; occluder_instances=q.occluder_instances; }
Quadrant(const Quadrant& q) : dirty_list(this) { pos=q.pos; canvas_items=q.canvas_items; body=q.body; cells=q.cells; occluder_instances=q.occluder_instances; navpoly_ids=q.navpoly_ids;}
Quadrant() : dirty_list(this) {}
};
Map<PosKey,Quadrant> quadrant_map;
SelfList<Quadrant>::List dirty_quadrant_list;
bool pending_update;
Rect2 rect_cache;
bool rect_cache_dirty;
bool quadrant_order_dirty;
bool y_sort_mode;
float fp_adjust;
float friction;
float bounce;
uint32_t collision_layer;
uint32_t collision_mask;
TileOrigin tile_origin;
int occluder_light_mask;
void _fix_cell_transform(Transform2D& xform, const Cell& p_cell, const Vector2 &p_offset, const Size2 &p_sc);
Map<PosKey,Quadrant>::Element *_create_quadrant(const PosKey& p_qk);
void _erase_quadrant(Map<PosKey,Quadrant>::Element *Q);
void _make_quadrant_dirty(Map<PosKey,Quadrant>::Element *Q);
void _recreate_quadrants();
void _clear_quadrants();
void _update_dirty_quadrants();
void _update_quadrant_space(const RID& p_space);
void _update_quadrant_transform();
void _recompute_rect_cache();
_FORCE_INLINE_ int _get_quadrant_size() const;
void _set_tile_data(const PoolVector<int>& p_data);
PoolVector<int> _get_tile_data() const;
void _set_old_cell_size(int p_size) { set_cell_size(Size2(p_size,p_size)); }
int _get_old_cell_size() const { return cell_size.x; }
_FORCE_INLINE_ Vector2 _map_to_world(int p_x,int p_y,bool p_ignore_ofs=false) const;
Array get_used_cells() const;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
enum {
INVALID_CELL=-1
};
void set_tileset(const Ref<TileSet>& p_tileset);
Ref<TileSet> get_tileset() const;
void set_cell_size(Size2 p_size);
Size2 get_cell_size() const;
void set_quadrant_size(int p_size);
int get_quadrant_size() const;
void set_center_x(bool p_enable);
bool get_center_x() const;
void set_center_y(bool p_enable);
bool get_center_y() const;
void set_cell(int p_x,int p_y,int p_tile,bool p_flip_x=false,bool p_flip_y=false,bool p_transpose=false);
int get_cell(int p_x,int p_y) const;
bool is_cell_x_flipped(int p_x,int p_y) const;
bool is_cell_y_flipped(int p_x,int p_y) const;
bool is_cell_transposed(int p_x,int p_y) const;
void set_cellv(const Vector2& p_pos,int p_tile,bool p_flip_x=false,bool p_flip_y=false,bool p_transpose=false);
int get_cellv(const Vector2& p_pos) const;
Rect2 get_item_rect() const;
void set_collision_layer(uint32_t p_layer);
uint32_t get_collision_layer() const;
void set_collision_mask(uint32_t p_mask);
uint32_t get_collision_mask() const;
void set_collision_use_kinematic(bool p_use_kinematic);
bool get_collision_use_kinematic() const;
void set_collision_friction(float p_friction);
float get_collision_friction() const;
void set_collision_bounce(float p_bounce);
float get_collision_bounce() const;
void set_mode(Mode p_mode);
Mode get_mode() const;
void set_half_offset(HalfOffset p_half_offset);
HalfOffset get_half_offset() const;
void set_tile_origin(TileOrigin p_tile_origin);
TileOrigin get_tile_origin() const;
void set_custom_transform(const Transform2D& p_xform);
Transform2D get_custom_transform() const;
Transform2D get_cell_transform() const;
Vector2 get_cell_draw_offset() const;
Vector2 map_to_world(const Vector2& p_pos, bool p_ignore_ofs=false) const;
Vector2 world_to_map(const Vector2& p_pos) const;
void set_y_sort_mode(bool p_enable);
bool is_y_sort_mode_enabled() const;
void set_occluder_light_mask(int p_mask);
int get_occluder_light_mask() const;
virtual void set_light_mask(int p_light_mask);
void clear();
TileMap();
~TileMap();
};
VARIANT_ENUM_CAST(TileMap::Mode);
VARIANT_ENUM_CAST(TileMap::HalfOffset);
VARIANT_ENUM_CAST(TileMap::TileOrigin);
#endif // TILE_MAP_H