godot/scene/2d/tile_map.h
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

420 lines
16 KiB
C++

/**************************************************************************/
/* tile_map.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_H
#define TILE_MAP_H
#include "scene/2d/node_2d.h"
#include "scene/gui/control.h"
#include "scene/resources/tile_set.h"
class TileSetAtlasSource;
struct TileMapQuadrant {
struct CoordsWorldComparator {
_ALWAYS_INLINE_ bool operator()(const Vector2i &p_a, const Vector2i &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;
}
}
};
// Dirty list element.
SelfList<TileMapQuadrant> dirty_list_element;
// Quadrant layer and coords.
int layer = -1;
Vector2i coords;
// TileMapCells
RBSet<Vector2i> cells;
// We need those two maps to sort by local position for rendering
// This is kind of workaround, it would be better to sort the cells directly in the "cells" set instead.
RBMap<Vector2i, Vector2i> map_to_local;
RBMap<Vector2i, Vector2i, CoordsWorldComparator> local_to_map;
// Debug.
RID debug_canvas_item;
// Rendering.
List<RID> canvas_items;
HashMap<Vector2i, RID> occluders;
// Physics.
List<RID> bodies;
// Navigation.
HashMap<Vector2i, Vector<RID>> navigation_regions;
// Scenes.
HashMap<Vector2i, String> scenes;
// Runtime TileData cache.
HashMap<Vector2i, TileData *> runtime_tile_data_cache;
void operator=(const TileMapQuadrant &q) {
layer = q.layer;
coords = q.coords;
debug_canvas_item = q.debug_canvas_item;
canvas_items = q.canvas_items;
occluders = q.occluders;
bodies = q.bodies;
navigation_regions = q.navigation_regions;
}
TileMapQuadrant(const TileMapQuadrant &q) :
dirty_list_element(this) {
layer = q.layer;
coords = q.coords;
debug_canvas_item = q.debug_canvas_item;
canvas_items = q.canvas_items;
occluders = q.occluders;
bodies = q.bodies;
navigation_regions = q.navigation_regions;
}
TileMapQuadrant() :
dirty_list_element(this) {
}
};
class TileMap : public Node2D {
GDCLASS(TileMap, Node2D);
public:
class TerrainConstraint {
private:
const TileMap *tile_map;
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(){};
};
enum VisibilityMode {
VISIBILITY_MODE_DEFAULT,
VISIBILITY_MODE_FORCE_SHOW,
VISIBILITY_MODE_FORCE_HIDE,
};
private:
friend class TileSetPlugin;
// A compatibility enum to specify how is the data if formatted.
enum DataFormat {
FORMAT_1 = 0,
FORMAT_2,
FORMAT_3
};
mutable DataFormat format = FORMAT_1; // Assume lowest possible format if none is present;
static constexpr float FP_ADJUST = 0.00001;
// Properties.
Ref<TileSet> tile_set;
int quadrant_size = 16;
bool collision_animatable = false;
VisibilityMode collision_visibility_mode = VISIBILITY_MODE_DEFAULT;
VisibilityMode navigation_visibility_mode = VISIBILITY_MODE_DEFAULT;
// Updates.
bool pending_update = false;
// Rect.
Rect2 rect_cache;
bool rect_cache_dirty = true;
Rect2i used_rect_cache;
bool used_rect_cache_dirty = true;
// TileMap layers.
struct TileMapLayer {
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;
RID canvas_item;
HashMap<Vector2i, TileMapCell> tile_map;
HashMap<Vector2i, TileMapQuadrant> quadrant_map;
SelfList<TileMapQuadrant>::List dirty_quadrant_list;
};
LocalVector<TileMapLayer> layers;
int selected_layer = -1;
// Mapping for RID to coords.
HashMap<RID, Vector2i> bodies_coords;
// Quadrants and internals management.
Vector2i _coords_to_quadrant_coords(int p_layer, const Vector2i &p_coords) const;
HashMap<Vector2i, TileMapQuadrant>::Iterator _create_quadrant(int p_layer, const Vector2i &p_qk);
void _make_quadrant_dirty(HashMap<Vector2i, TileMapQuadrant>::Iterator Q);
void _make_all_quadrants_dirty();
void _queue_update_dirty_quadrants();
void _update_dirty_quadrants();
void _recreate_layer_internals(int p_layer);
void _recreate_internals();
void _erase_quadrant(HashMap<Vector2i, TileMapQuadrant>::Iterator Q);
void _clear_layer_internals(int p_layer);
void _clear_internals();
HashSet<Vector3i> instantiated_scenes;
// Rect caching.
void _recompute_rect_cache();
// Per-system methods.
bool _rendering_quadrant_order_dirty = false;
void _rendering_notification(int p_what);
void _rendering_update_layer(int p_layer);
void _rendering_cleanup_layer(int p_layer);
void _rendering_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list);
void _rendering_create_quadrant(TileMapQuadrant *p_quadrant);
void _rendering_cleanup_quadrant(TileMapQuadrant *p_quadrant);
void _rendering_draw_quadrant_debug(TileMapQuadrant *p_quadrant);
Transform2D last_valid_transform;
Transform2D new_transform;
void _physics_notification(int p_what);
void _physics_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list);
void _physics_cleanup_quadrant(TileMapQuadrant *p_quadrant);
void _physics_draw_quadrant_debug(TileMapQuadrant *p_quadrant);
void _navigation_notification(int p_what);
void _navigation_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list);
void _navigation_cleanup_quadrant(TileMapQuadrant *p_quadrant);
void _navigation_draw_quadrant_debug(TileMapQuadrant *p_quadrant);
void _scenes_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list);
void _scenes_cleanup_quadrant(TileMapQuadrant *p_quadrant);
void _scenes_draw_quadrant_debug(TileMapQuadrant *p_quadrant);
// 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(int p_layer, const RBSet<Vector2i> &p_painted, int p_terrain_set, bool p_ignore_empty_terrains) const;
// Set and get tiles from data arrays.
void _set_tile_data(int p_layer, const Vector<int> &p_data);
Vector<int> _get_tile_data(int p_layer) const;
void _build_runtime_update_tile_data(SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list);
void _tile_set_changed();
bool _tile_set_changed_deferred_update_needed = false;
void _tile_set_changed_deferred_update();
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
void _notification(int p_what);
static void _bind_methods();
public:
static Vector2i transform_coords_layout(const Vector2i &p_coords, TileSet::TileOffsetAxis p_offset_axis, TileSet::TileLayout p_from_layout, TileSet::TileLayout p_to_layout);
enum {
INVALID_CELL = -1
};
#ifdef TOOLS_ENABLED
virtual Rect2 _edit_get_rect() const override;
#endif
void set_tileset(const Ref<TileSet> &p_tileset);
Ref<TileSet> get_tileset() const;
void set_quadrant_size(int p_size);
int get_quadrant_size() const;
static void draw_tile(RID p_canvas_item, const Vector2i &p_position, const Ref<TileSet> p_tile_set, int p_atlas_source_id, const Vector2i &p_atlas_coords, int p_alternative_tile, int p_frame = -1, Color p_modulation = Color(1.0, 1.0, 1.0, 1.0), const TileData *p_tile_data_override = nullptr);
// Layers management.
int get_layers_count() const;
void add_layer(int p_to_pos);
void move_layer(int p_layer, int p_to_pos);
void remove_layer(int p_layer);
void set_layer_name(int p_layer, String p_name);
String get_layer_name(int p_layer) const;
void set_layer_enabled(int p_layer, bool p_visible);
bool is_layer_enabled(int p_layer) const;
void set_layer_modulate(int p_layer, Color p_modulate);
Color get_layer_modulate(int p_layer) const;
void set_layer_y_sort_enabled(int p_layer, bool p_enabled);
bool is_layer_y_sort_enabled(int p_layer) const;
void set_layer_y_sort_origin(int p_layer, int p_y_sort_origin);
int get_layer_y_sort_origin(int p_layer) const;
void set_layer_z_index(int p_layer, int p_z_index);
int get_layer_z_index(int p_layer) const;
void set_selected_layer(int p_layer_id); // For editor use.
int get_selected_layer() const;
void set_collision_animatable(bool p_enabled);
bool is_collision_animatable() const;
// Debug visibility modes.
void set_collision_visibility_mode(VisibilityMode p_show_collision);
VisibilityMode get_collision_visibility_mode();
void set_navigation_visibility_mode(VisibilityMode p_show_navigation);
VisibilityMode get_navigation_visibility_mode();
// Cells accessors.
void set_cell(int p_layer, const Vector2i &p_coords, int p_source_id = -1, const Vector2i p_atlas_coords = TileSetSource::INVALID_ATLAS_COORDS, int p_alternative_tile = 0);
void erase_cell(int p_layer, const Vector2i &p_coords);
int get_cell_source_id(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
Vector2i get_cell_atlas_coords(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
int get_cell_alternative_tile(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
// Helper method to make accessing the data easier.
TileData *get_cell_tile_data(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
// Patterns.
Ref<TileMapPattern> get_pattern(int p_layer, TypedArray<Vector2i> p_coords_array);
Vector2i map_pattern(const Vector2i &p_position_in_tilemap, const Vector2i &p_coords_in_pattern, Ref<TileMapPattern> p_pattern);
void set_pattern(int p_layer, const Vector2i &p_position, const Ref<TileMapPattern> p_pattern);
// Terrains.
HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_constraints(int p_layer, const Vector<Vector2i> &p_to_replace, int p_terrain_set, const RBSet<TerrainConstraint> &p_constraints); // Not exposed.
HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_connect(int p_layer, 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(int p_layer, 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(int p_layer, const Vector<Vector2i> &p_coords_array, int p_terrain_set, TileSet::TerrainsPattern p_terrains_pattern, bool p_ignore_empty_terrains = true); // Not exposed.
void set_cells_terrain_connect(int p_layer, TypedArray<Vector2i> p_cells, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true);
void set_cells_terrain_path(int p_layer, TypedArray<Vector2i> p_path, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true);
// Not exposed to users
TileMapCell get_cell(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
HashMap<Vector2i, TileMapQuadrant> *get_quadrant_map(int p_layer);
int get_effective_quadrant_size(int p_layer) const;
//---
virtual void set_y_sort_enabled(bool p_enable) override;
Vector2 map_to_local(const Vector2i &p_pos) const;
Vector2i local_to_map(const Vector2 &p_pos) const;
bool is_existing_neighbor(TileSet::CellNeighbor p_cell_neighbor) const;
Vector2i get_neighbor_cell(const Vector2i &p_coords, TileSet::CellNeighbor p_cell_neighbor) const;
TypedArray<Vector2i> get_used_cells(int p_layer) const;
Rect2i get_used_rect(); // Not const because of cache
// Override some methods of the CanvasItem class to pass the changes to the quadrants CanvasItems
virtual void set_light_mask(int p_light_mask) override;
virtual void set_material(const Ref<Material> &p_material) override;
virtual void set_use_parent_material(bool p_use_parent_material) override;
virtual void set_texture_filter(CanvasItem::TextureFilter p_texture_filter) override;
virtual void set_texture_repeat(CanvasItem::TextureRepeat p_texture_repeat) override;
// For finding tiles from collision.
Vector2i get_coords_for_body_rid(RID p_physics_body);
// Fixing and clearing methods.
void fix_invalid_tiles();
// Clears tiles from a given layer
void clear_layer(int p_layer);
void clear();
// Force a TileMap update
void force_update(int p_layer = -1);
// Helpers?
TypedArray<Vector2i> get_surrounding_cells(const Vector2i &coords);
void draw_cells_outline(Control *p_control, const RBSet<Vector2i> &p_cells, Color p_color, Transform2D p_transform = Transform2D());
// Virtual function to modify the TileData at runtime
GDVIRTUAL2R(bool, _use_tile_data_runtime_update, int, Vector2i);
GDVIRTUAL3(_tile_data_runtime_update, int, Vector2i, TileData *);
// Configuration warnings.
PackedStringArray get_configuration_warnings() const override;
TileMap();
~TileMap();
};
VARIANT_ENUM_CAST(TileMap::VisibilityMode);
#endif // TILE_MAP_H