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bc26f90581
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
271 lines
7.5 KiB
C++
271 lines
7.5 KiB
C++
/*************************************************************************/
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/* tile_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 TILE_MAP_H
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#define TILE_MAP_H
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#include "scene/2d/node_2d.h"
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#include "scene/2d/navigation2d.h"
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#include "scene/resources/tile_set.h"
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#include "self_list.h"
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#include "vset.h"
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class TileMap : public Node2D {
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GDCLASS( TileMap, Node2D );
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public:
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enum Mode {
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MODE_SQUARE,
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MODE_ISOMETRIC,
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MODE_CUSTOM
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};
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enum HalfOffset {
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HALF_OFFSET_X,
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HALF_OFFSET_Y,
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HALF_OFFSET_DISABLED,
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};
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enum TileOrigin {
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TILE_ORIGIN_TOP_LEFT,
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TILE_ORIGIN_CENTER,
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TILE_ORIGIN_BOTTOM_LEFT
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};
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private:
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Ref<TileSet> tile_set;
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Size2i cell_size;
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int quadrant_size;
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bool center_x,center_y;
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Mode mode;
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Transform2D custom_transform;
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HalfOffset half_offset;
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bool use_kinematic;
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Navigation2D *navigation;
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union PosKey {
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struct {
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int16_t x;
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int16_t y;
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};
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uint32_t key;
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//using a more precise comparison so the regions can be sorted later
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bool operator<(const PosKey& p_k) const { return (y==p_k.y) ? x < p_k.x : y < p_k.y; }
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PosKey(int16_t p_x, int16_t p_y) { x=p_x; y=p_y; }
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PosKey() { x=0; y=0; }
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};
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union Cell {
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struct {
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int32_t id:24;
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bool flip_h:1;
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bool flip_v:1;
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bool transpose:1;
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};
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uint32_t _u32t;
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Cell() { _u32t=0; }
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};
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Map<PosKey,Cell> tile_map;
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struct Quadrant {
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Vector2 pos;
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List<RID> canvas_items;
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RID body;
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SelfList<Quadrant> dirty_list;
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struct NavPoly {
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int id;
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Transform2D xform;
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};
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struct Occluder {
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RID id;
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Transform2D xform;
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};
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Map<PosKey,NavPoly> navpoly_ids;
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Map<PosKey,Occluder> occluder_instances;
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VSet<PosKey> cells;
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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; }
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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;}
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Quadrant() : dirty_list(this) {}
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};
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Map<PosKey,Quadrant> quadrant_map;
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SelfList<Quadrant>::List dirty_quadrant_list;
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bool pending_update;
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Rect2 rect_cache;
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bool rect_cache_dirty;
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bool quadrant_order_dirty;
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bool y_sort_mode;
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float fp_adjust;
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float friction;
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float bounce;
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uint32_t collision_layer;
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uint32_t collision_mask;
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TileOrigin tile_origin;
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int occluder_light_mask;
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void _fix_cell_transform(Transform2D& xform, const Cell& p_cell, const Vector2 &p_offset, const Size2 &p_sc);
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Map<PosKey,Quadrant>::Element *_create_quadrant(const PosKey& p_qk);
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void _erase_quadrant(Map<PosKey,Quadrant>::Element *Q);
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void _make_quadrant_dirty(Map<PosKey,Quadrant>::Element *Q);
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void _recreate_quadrants();
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void _clear_quadrants();
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void _update_dirty_quadrants();
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void _update_quadrant_space(const RID& p_space);
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void _update_quadrant_transform();
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void _recompute_rect_cache();
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_FORCE_INLINE_ int _get_quadrant_size() const;
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void _set_tile_data(const PoolVector<int>& p_data);
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PoolVector<int> _get_tile_data() const;
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void _set_old_cell_size(int p_size) { set_cell_size(Size2(p_size,p_size)); }
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int _get_old_cell_size() const { return cell_size.x; }
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_FORCE_INLINE_ Vector2 _map_to_world(int p_x,int p_y,bool p_ignore_ofs=false) const;
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Array get_used_cells() const;
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protected:
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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=-1
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};
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void set_tileset(const Ref<TileSet>& p_tileset);
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Ref<TileSet> get_tileset() const;
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void set_cell_size(Size2 p_size);
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Size2 get_cell_size() const;
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void set_quadrant_size(int p_size);
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int get_quadrant_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_cell(int p_x,int p_y,int p_tile,bool p_flip_x=false,bool p_flip_y=false,bool p_transpose=false);
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int get_cell(int p_x,int p_y) const;
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bool is_cell_x_flipped(int p_x,int p_y) const;
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bool is_cell_y_flipped(int p_x,int p_y) const;
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bool is_cell_transposed(int p_x,int p_y) const;
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void set_cellv(const Vector2& p_pos,int p_tile,bool p_flip_x=false,bool p_flip_y=false,bool p_transpose=false);
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int get_cellv(const Vector2& p_pos) const;
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Rect2 get_item_rect() const;
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void set_collision_layer(uint32_t p_layer);
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uint32_t get_collision_layer() const;
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void set_collision_mask(uint32_t p_mask);
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uint32_t get_collision_mask() const;
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void set_collision_use_kinematic(bool p_use_kinematic);
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bool get_collision_use_kinematic() const;
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void set_collision_friction(float p_friction);
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float get_collision_friction() const;
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void set_collision_bounce(float p_bounce);
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float get_collision_bounce() const;
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void set_mode(Mode p_mode);
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Mode get_mode() const;
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void set_half_offset(HalfOffset p_half_offset);
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HalfOffset get_half_offset() const;
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void set_tile_origin(TileOrigin p_tile_origin);
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TileOrigin get_tile_origin() const;
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void set_custom_transform(const Transform2D& p_xform);
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Transform2D get_custom_transform() const;
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Transform2D get_cell_transform() const;
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Vector2 get_cell_draw_offset() const;
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Vector2 map_to_world(const Vector2& p_pos, bool p_ignore_ofs=false) const;
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Vector2 world_to_map(const Vector2& p_pos) const;
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void set_y_sort_mode(bool p_enable);
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bool is_y_sort_mode_enabled() const;
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void set_occluder_light_mask(int p_mask);
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int get_occluder_light_mask() const;
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virtual void set_light_mask(int p_light_mask);
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void clear();
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TileMap();
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~TileMap();
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};
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VARIANT_ENUM_CAST(TileMap::Mode);
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VARIANT_ENUM_CAST(TileMap::HalfOffset);
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VARIANT_ENUM_CAST(TileMap::TileOrigin);
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#endif // TILE_MAP_H
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