godot/scene/resources/tile_set.h
2021-07-21 12:36:37 +02:00

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28 KiB
C++

/*************************************************************************/
/* tile_set.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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_SET_H
#define TILE_SET_H
#include "core/io/resource.h"
#include "core/object/object.h"
#include "core/templates/local_vector.h"
#include "scene/2d/light_occluder_2d.h"
#include "scene/2d/navigation_region_2d.h"
#include "scene/main/canvas_item.h"
#include "scene/resources/concave_polygon_shape_2d.h"
#include "scene/resources/convex_polygon_shape_2d.h"
#include "scene/resources/packed_scene.h"
#include "scene/resources/physics_material.h"
#include "scene/resources/shape_2d.h"
#ifndef DISABLE_DEPRECATED
#include "scene/resources/shader.h"
#include "scene/resources/texture.h"
#endif
class TileMap;
struct TileMapQuadrant;
class TileSetSource;
class TileSetAtlasSource;
class TileData;
// Forward-declare the plugins.
class TileSetPlugin;
class TileSetPluginAtlasRendering;
class TileSetPluginAtlasPhysics;
class TileSetPluginAtlasNavigation;
class TileSet : public Resource {
GDCLASS(TileSet, Resource);
#ifndef DISABLE_DEPRECATED
private:
struct CompatibilityShapeData {
Vector2i autotile_coords;
bool one_way;
float one_way_margin;
Ref<Shape2D> shape;
Transform2D transform;
};
struct CompatibilityTileData {
String name;
Ref<Texture2D> texture;
Vector2 tex_offset;
Ref<ShaderMaterial> material;
Rect2 region;
int tile_mode = 0;
Color modulate = Color(1, 1, 1);
// Atlas or autotiles data
int autotile_bitmask_mode = 0;
Vector2 autotile_icon_coordinate;
Size2i autotile_tile_size = Size2i(16, 16);
int autotile_spacing = 0;
Map<Vector2i, int> autotile_bitmask_flags;
Map<Vector2i, Ref<OccluderPolygon2D>> autotile_occluder_map;
Map<Vector2i, Ref<NavigationPolygon>> autotile_navpoly_map;
Map<Vector2i, int> autotile_priority_map;
Map<Vector2i, int> autotile_z_index_map;
Vector<CompatibilityShapeData> shapes;
Ref<OccluderPolygon2D> occluder;
Vector2 occluder_offset;
Ref<NavigationPolygon> navigation;
Vector2 navigation_offset;
int z_index = 0;
};
enum CompatibilityTileMode {
COMPATIBILITY_TILE_MODE_SINGLE_TILE = 0,
COMPATIBILITY_TILE_MODE_AUTO_TILE,
COMPATIBILITY_TILE_MODE_ATLAS_TILE,
};
Map<int, CompatibilityTileData *> compatibility_data;
Map<int, int> compatibility_tilemap_mapping_tile_modes;
Map<int, Map<Array, Array>> compatibility_tilemap_mapping;
void _compatibility_conversion();
public:
// Format of output array [source_id, atlas_coords, alternative]
Array compatibility_tilemap_map(int p_tile_id, Vector2i p_coords, bool p_flip_h, bool p_flip_v, bool p_transpose);
#endif // DISABLE_DEPRECATED
public:
static const int INVALID_SOURCE; // -1;
enum CellNeighbor {
CELL_NEIGHBOR_RIGHT_SIDE = 0,
CELL_NEIGHBOR_RIGHT_CORNER,
CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE,
CELL_NEIGHBOR_BOTTOM_RIGHT_CORNER,
CELL_NEIGHBOR_BOTTOM_SIDE,
CELL_NEIGHBOR_BOTTOM_CORNER,
CELL_NEIGHBOR_BOTTOM_LEFT_SIDE,
CELL_NEIGHBOR_BOTTOM_LEFT_CORNER,
CELL_NEIGHBOR_LEFT_SIDE,
CELL_NEIGHBOR_LEFT_CORNER,
CELL_NEIGHBOR_TOP_LEFT_SIDE,
CELL_NEIGHBOR_TOP_LEFT_CORNER,
CELL_NEIGHBOR_TOP_SIDE,
CELL_NEIGHBOR_TOP_CORNER,
CELL_NEIGHBOR_TOP_RIGHT_SIDE,
CELL_NEIGHBOR_TOP_RIGHT_CORNER,
CELL_NEIGHBOR_MAX,
};
static const char *CELL_NEIGHBOR_ENUM_TO_TEXT[];
enum TerrainMode {
TERRAIN_MODE_MATCH_CORNERS_AND_SIDES = 0,
TERRAIN_MODE_MATCH_CORNERS,
TERRAIN_MODE_MATCH_SIDES,
};
enum TileShape {
TILE_SHAPE_SQUARE,
TILE_SHAPE_ISOMETRIC,
TILE_SHAPE_HALF_OFFSET_SQUARE,
TILE_SHAPE_HEXAGON,
};
enum TileLayout {
TILE_LAYOUT_STACKED,
TILE_LAYOUT_STACKED_OFFSET,
TILE_LAYOUT_STAIRS_RIGHT,
TILE_LAYOUT_STAIRS_DOWN,
TILE_LAYOUT_DIAMOND_RIGHT,
TILE_LAYOUT_DIAMOND_DOWN,
};
enum TileOffsetAxis {
TILE_OFFSET_AXIS_HORIZONTAL,
TILE_OFFSET_AXIS_VERTICAL,
};
struct PackedSceneSource {
Ref<PackedScene> scene;
Vector2 offset;
};
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;
private:
// --- TileSet data ---
// Basic shape and layout.
TileShape tile_shape = TILE_SHAPE_SQUARE;
TileLayout tile_layout = TILE_LAYOUT_STACKED;
TileOffsetAxis tile_offset_axis = TILE_OFFSET_AXIS_HORIZONTAL;
Size2i tile_size = Size2i(16, 16); //Size2(64, 64);
Vector2 tile_skew = Vector2(0, 0);
// Rendering.
bool y_sorting = false;
bool uv_clipping = false;
struct OcclusionLayer {
uint32_t light_mask = 1;
bool sdf_collision = false;
};
Vector<OcclusionLayer> occlusion_layers;
Ref<ArrayMesh> tile_lines_mesh;
Ref<ArrayMesh> tile_filled_mesh;
bool tile_meshes_dirty = true;
// Physics
struct PhysicsLayer {
uint32_t collision_layer = 1;
uint32_t collision_mask = 1;
Ref<PhysicsMaterial> physics_material;
};
Vector<PhysicsLayer> physics_layers;
// Terrains
struct Terrain {
String name;
Color color;
};
struct TerrainSet {
TerrainMode mode = TERRAIN_MODE_MATCH_CORNERS_AND_SIDES;
Vector<Terrain> terrains;
};
Vector<TerrainSet> terrain_sets;
Map<TerrainMode, Map<CellNeighbor, Ref<ArrayMesh>>> terrain_bits_meshes;
bool terrain_bits_meshes_dirty = true;
// Navigation
struct Navigationlayer {
uint32_t layers = 1;
};
Vector<Navigationlayer> navigation_layers;
// CustomData
struct CustomDataLayer {
String name;
Variant::Type type = Variant::NIL;
};
Vector<CustomDataLayer> custom_data_layers;
Map<String, int> custom_data_layers_by_name;
// Per Atlas source data.
Map<int, Ref<TileSetSource>> sources;
Vector<int> source_ids;
int next_source_id = 0;
// ---------------------
// Plugins themselves.
Vector<TileSetPlugin *> tile_set_plugins_vector;
void _compute_next_source_id();
void _source_changed();
// Tile proxies
Map<int, int> source_level_proxies;
Map<Array, Array> coords_level_proxies;
Map<Array, Array> alternative_level_proxies;
// Helpers
Vector<Point2> _get_square_corner_or_side_terrain_bit_polygon(Vector2i p_size, TileSet::CellNeighbor p_bit);
Vector<Point2> _get_square_corner_terrain_bit_polygon(Vector2i p_size, TileSet::CellNeighbor p_bit);
Vector<Point2> _get_square_side_terrain_bit_polygon(Vector2i p_size, TileSet::CellNeighbor p_bit);
Vector<Point2> _get_isometric_corner_or_side_terrain_bit_polygon(Vector2i p_size, TileSet::CellNeighbor p_bit);
Vector<Point2> _get_isometric_corner_terrain_bit_polygon(Vector2i p_size, TileSet::CellNeighbor p_bit);
Vector<Point2> _get_isometric_side_terrain_bit_polygon(Vector2i p_size, TileSet::CellNeighbor p_bit);
Vector<Point2> _get_half_offset_corner_or_side_terrain_bit_polygon(Vector2i p_size, TileSet::CellNeighbor p_bit, float p_overlap, TileSet::TileOffsetAxis p_offset_axis);
Vector<Point2> _get_half_offset_corner_terrain_bit_polygon(Vector2i p_size, TileSet::CellNeighbor p_bit, float p_overlap, TileSet::TileOffsetAxis p_offset_axis);
Vector<Point2> _get_half_offset_side_terrain_bit_polygon(Vector2i p_size, TileSet::CellNeighbor p_bit, float p_overlap, TileSet::TileOffsetAxis p_offset_axis);
protected:
static void _bind_methods();
public:
// --- Plugins ---
Vector<TileSetPlugin *> get_tile_set_atlas_plugins() const;
// --- Accessors for TileSet data ---
// -- Shape and layout --
void set_tile_shape(TileShape p_shape);
TileShape get_tile_shape() const;
void set_tile_layout(TileLayout p_layout);
TileLayout get_tile_layout() const;
void set_tile_offset_axis(TileOffsetAxis p_alignment);
TileOffsetAxis get_tile_offset_axis() const;
void set_tile_size(Size2i p_size);
Size2i get_tile_size() const;
// -- Sources management --
int get_next_source_id() const;
int get_source_count() const;
int get_source_id(int p_index) const;
int add_source(Ref<TileSetSource> p_tile_set_source, int p_source_id_override = -1);
void set_source_id(int p_source_id, int p_new_id);
void remove_source(int p_source_id);
bool has_source(int p_source_id) const;
Ref<TileSetSource> get_source(int p_source_id) const;
// Rendering
void set_y_sorting(bool p_y_sort);
bool is_y_sorting() const;
void set_uv_clipping(bool p_uv_clipping);
bool is_uv_clipping() const;
void set_occlusion_layers_count(int p_occlusion_layers_count);
int get_occlusion_layers_count() const;
void set_occlusion_layer_light_mask(int p_layer_index, int p_light_mask);
int get_occlusion_layer_light_mask(int p_layer_index) const;
void set_occlusion_layer_sdf_collision(int p_layer_index, int p_sdf_collision);
bool get_occlusion_layer_sdf_collision(int p_layer_index) const;
// Physics
void set_physics_layers_count(int p_physics_layers_count);
int get_physics_layers_count() const;
void set_physics_layer_collision_layer(int p_layer_index, uint32_t p_layer);
uint32_t get_physics_layer_collision_layer(int p_layer_index) const;
void set_physics_layer_collision_mask(int p_layer_index, uint32_t p_mask);
uint32_t get_physics_layer_collision_mask(int p_layer_index) const;
void set_physics_layer_physics_material(int p_layer_index, Ref<PhysicsMaterial> p_physics_material);
Ref<PhysicsMaterial> get_physics_layer_physics_material(int p_layer_index) const;
// Terrains
void set_terrain_sets_count(int p_terrains_sets_count);
int get_terrain_sets_count() const;
void set_terrain_set_mode(int p_terrain_set, TerrainMode p_terrain_mode);
TerrainMode get_terrain_set_mode(int p_terrain_set) const;
void set_terrains_count(int p_terrain_set, int p_terrains_count);
int get_terrains_count(int p_terrain_set) const;
void set_terrain_name(int p_terrain_set, int p_terrain_index, String p_name);
String get_terrain_name(int p_terrain_set, int p_terrain_index) const;
void set_terrain_color(int p_terrain_set, int p_terrain_index, Color p_color);
Color get_terrain_color(int p_terrain_set, int p_terrain_index) const;
bool is_valid_peering_bit_for_mode(TileSet::TerrainMode p_terrain_mode, TileSet::CellNeighbor p_peering_bit) const;
bool is_valid_peering_bit_terrain(int p_terrain_set, TileSet::CellNeighbor p_peering_bit) const;
// Navigation
void set_navigation_layers_count(int p_navigation_layers_count);
int get_navigation_layers_count() const;
void set_navigation_layer_layers(int p_layer_index, uint32_t p_layers);
uint32_t get_navigation_layer_layers(int p_layer_index) const;
// Custom data
void set_custom_data_layers_count(int p_custom_data_layers_count);
int get_custom_data_layers_count() const;
int get_custom_data_layer_by_name(String p_value) const;
void set_custom_data_name(int p_layer_id, String p_value);
String get_custom_data_name(int p_layer_id) const;
void set_custom_data_type(int p_layer_id, Variant::Type p_value);
Variant::Type get_custom_data_type(int p_layer_id) const;
// Tiles proxies.
void set_source_level_tile_proxy(int p_source_from, int p_source_to);
int get_source_level_tile_proxy(int p_source_from);
bool has_source_level_tile_proxy(int p_source_from);
void remove_source_level_tile_proxy(int p_source_from);
void set_coords_level_tile_proxy(int p_source_from, Vector2i p_coords_from, int p_source_to, Vector2i p_coords_to);
Array get_coords_level_tile_proxy(int p_source_from, Vector2i p_coords_from);
bool has_coords_level_tile_proxy(int p_source_from, Vector2i p_coords_from);
void remove_coords_level_tile_proxy(int p_source_from, Vector2i p_coords_from);
void set_alternative_level_tile_proxy(int p_source_from, Vector2i p_coords_from, int p_alternative_from, int p_source_to, Vector2i p_coords_to, int p_alternative_to);
Array get_alternative_level_tile_proxy(int p_source_from, Vector2i p_coords_from, int p_alternative_from);
bool has_alternative_level_tile_proxy(int p_source_from, Vector2i p_coords_from, int p_alternative_from);
void remove_alternative_level_tile_proxy(int p_source_from, Vector2i p_coords_from, int p_alternative_from);
Array get_source_level_tile_proxies() const;
Array get_coords_level_tile_proxies() const;
Array get_alternative_level_tile_proxies() const;
Array map_tile_proxy(int p_source_from, Vector2i p_coords_from, int p_alternative_from) const;
void cleanup_invalid_tile_proxies();
void clear_tile_proxies();
// Helpers
Vector<Vector2> get_tile_shape_polygon();
void draw_tile_shape(CanvasItem *p_canvas_item, Rect2 p_region, Color p_color, bool p_filled = false, Ref<Texture2D> p_texture = Ref<Texture2D>());
Vector<Point2> get_terrain_bit_polygon(int p_terrain_set, TileSet::CellNeighbor p_bit);
void draw_terrains(CanvasItem *p_canvas_item, Transform2D p_transform, const TileData *p_tile_data);
Vector<Vector<Ref<Texture2D>>> generate_terrains_icons(Size2i p_size);
// Resource management
virtual void reset_state() override;
TileSet();
~TileSet();
};
class TileSetSource : public Resource {
GDCLASS(TileSetSource, Resource);
protected:
const TileSet *tile_set = nullptr;
public:
static const Vector2i INVALID_ATLAS_COORDS; // Vector2i(-1, -1);
static const int INVALID_TILE_ALTERNATIVE; // -1;
// Not exposed.
virtual void set_tile_set(const TileSet *p_tile_set);
virtual void notify_tile_data_properties_should_change(){};
virtual void reset_state() override{};
// Tiles.
virtual int get_tiles_count() const = 0;
virtual Vector2i get_tile_id(int tile_index) const = 0;
virtual bool has_tile(Vector2i p_atlas_coords) const = 0;
// Alternative tiles.
virtual int get_alternative_tiles_count(const Vector2i p_atlas_coords) const = 0;
virtual int get_alternative_tile_id(const Vector2i p_atlas_coords, int p_index) const = 0;
virtual bool has_alternative_tile(const Vector2i p_atlas_coords, int p_alternative_tile) const = 0;
};
class TileSetAtlasSource : public TileSetSource {
GDCLASS(TileSetAtlasSource, TileSetSource);
public:
struct TileAlternativesData {
Vector2i size_in_atlas = Vector2i(1, 1);
Vector2i texture_offset;
Map<int, TileData *> alternatives;
Vector<int> alternatives_ids;
int next_alternative_id = 1;
};
private:
Ref<Texture2D> texture;
Vector2i margins;
Vector2i separation;
Size2i texture_region_size = Size2i(16, 16);
Map<Vector2i, TileAlternativesData> tiles;
Vector<Vector2i> tiles_ids;
Map<Vector2i, Vector2i> _coords_mapping_cache; // Maps any coordinate to the including tile
TileData *_get_atlas_tile_data(Vector2i p_atlas_coords, int p_alternative_tile);
const TileData *_get_atlas_tile_data(Vector2i p_atlas_coords, int p_alternative_tile) const;
void _compute_next_alternative_id(const Vector2i p_atlas_coords);
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;
static void _bind_methods();
public:
// Not exposed.
virtual void set_tile_set(const TileSet *p_tile_set) override;
virtual void notify_tile_data_properties_should_change() override;
virtual void reset_state() override;
// Base properties.
void set_texture(Ref<Texture2D> p_texture);
Ref<Texture2D> get_texture() const;
void set_margins(Vector2i p_margins);
Vector2i get_margins() const;
void set_separation(Vector2i p_separation);
Vector2i get_separation() const;
void set_texture_region_size(Vector2i p_tile_size);
Vector2i get_texture_region_size() const;
// Base tiles.
void create_tile(const Vector2i p_atlas_coords, const Vector2i p_size = Vector2i(1, 1)); // Create a tile if it does not exists, or add alternative tile if it does.
void remove_tile(Vector2i p_atlas_coords); // Remove a tile. If p_tile_key.alternative_tile if different from 0, remove the alternative
virtual bool has_tile(Vector2i p_atlas_coords) const override;
bool can_move_tile_in_atlas(Vector2i p_atlas_coords, Vector2i p_new_atlas_coords = INVALID_ATLAS_COORDS, Vector2i p_new_size = Vector2i(-1, -1)) const;
void move_tile_in_atlas(Vector2i p_atlas_coords, Vector2i p_new_atlas_coords = INVALID_ATLAS_COORDS, Vector2i p_new_size = Vector2i(-1, -1));
Vector2i get_tile_size_in_atlas(Vector2i p_atlas_coords) const;
virtual int get_tiles_count() const override;
virtual Vector2i get_tile_id(int p_index) const override;
Vector2i get_tile_at_coords(Vector2i p_atlas_coords) const;
// Alternative tiles.
int create_alternative_tile(const Vector2i p_atlas_coords, int p_alternative_id_override = -1);
void remove_alternative_tile(const Vector2i p_atlas_coords, int p_alternative_tile);
void set_alternative_tile_id(const Vector2i p_atlas_coords, int p_alternative_tile, int p_new_id);
virtual bool has_alternative_tile(const Vector2i p_atlas_coords, int p_alternative_tile) const override;
int get_next_alternative_tile_id(const Vector2i p_atlas_coords) const;
virtual int get_alternative_tiles_count(const Vector2i p_atlas_coords) const override;
virtual int get_alternative_tile_id(const Vector2i p_atlas_coords, int p_index) const override;
// Get data associated to a tile.
Object *get_tile_data(const Vector2i p_atlas_coords, int p_alternative_tile) const;
// Helpers.
Vector2i get_atlas_grid_size() const;
bool has_tiles_outside_texture();
void clear_tiles_outside_texture();
Rect2i get_tile_texture_region(Vector2i p_atlas_coords) const;
Vector2i get_tile_effective_texture_offset(Vector2i p_atlas_coords, int p_alternative_tile) const;
~TileSetAtlasSource();
};
class TileSetScenesCollectionSource : public TileSetSource {
GDCLASS(TileSetScenesCollectionSource, TileSetSource);
private:
struct SceneData {
Ref<PackedScene> scene;
bool display_placeholder = false;
};
Vector<int> scenes_ids;
Map<int, SceneData> scenes;
int next_scene_id = 1;
void _compute_next_alternative_id();
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;
static void _bind_methods();
public:
// Tiles.
int get_tiles_count() const override;
Vector2i get_tile_id(int p_tile_index) const override;
bool has_tile(Vector2i p_atlas_coords) const override;
// Alternative tiles.
int get_alternative_tiles_count(const Vector2i p_atlas_coords) const override;
int get_alternative_tile_id(const Vector2i p_atlas_coords, int p_index) const override;
bool has_alternative_tile(const Vector2i p_atlas_coords, int p_alternative_tile) const override;
// Scenes sccessors. Lot are similar to "Alternative tiles".
int get_scene_tiles_count() { return get_alternative_tiles_count(Vector2i()); }
int get_scene_tile_id(int p_index) { return get_alternative_tile_id(Vector2i(), p_index); };
bool has_scene_tile_id(int p_id) { return has_alternative_tile(Vector2i(), p_id); };
int create_scene_tile(Ref<PackedScene> p_packed_scene = Ref<PackedScene>(), int p_id_override = -1);
void set_scene_tile_id(int p_id, int p_new_id);
void set_scene_tile_scene(int p_id, Ref<PackedScene> p_packed_scene);
Ref<PackedScene> get_scene_tile_scene(int p_id) const;
void set_scene_tile_display_placeholder(int p_id, bool p_packed_scene);
bool get_scene_tile_display_placeholder(int p_id) const;
void remove_scene_tile(int p_id);
int get_next_scene_tile_id() const;
};
class TileData : public Object {
GDCLASS(TileData, Object);
private:
const TileSet *tile_set = nullptr;
bool allow_transform = true;
// Rendering
bool flip_h = false;
bool flip_v = false;
bool transpose = false;
Vector2i tex_offset = Vector2i();
Ref<ShaderMaterial> material = Ref<ShaderMaterial>();
Color modulate = Color(1.0, 1.0, 1.0, 1.0);
int z_index = 0;
int y_sort_origin = 0;
Vector<Ref<OccluderPolygon2D>> occluders;
// Physics
struct PhysicsLayerTileData {
struct PolygonShapeTileData {
LocalVector<Vector2> polygon;
LocalVector<Ref<ConvexPolygonShape2D>> shapes;
bool one_way = false;
float one_way_margin = 1.0;
};
Vector<PolygonShapeTileData> polygons;
};
Vector<PhysicsLayerTileData> physics;
// TODO add support for areas.
// Terrain
int terrain_set = -1;
int terrain_peering_bits[16] = { -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 };
// Navigation
Vector<Ref<NavigationPolygon>> navigation;
// Misc
double probability = 1.0;
// Custom data
Vector<Variant> custom_data;
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;
static void _bind_methods();
public:
// Not exposed.
void set_tile_set(const TileSet *p_tile_set);
void notify_tile_data_properties_should_change();
void reset_state();
void set_allow_transform(bool p_allow_transform);
bool is_allowing_transform() const;
// Rendering
void set_flip_h(bool p_flip_h);
bool get_flip_h() const;
void set_flip_v(bool p_flip_v);
bool get_flip_v() const;
void set_transpose(bool p_transpose);
bool get_transpose() const;
void set_texture_offset(Vector2i p_texture_offset);
Vector2i get_texture_offset() const;
void tile_set_material(Ref<ShaderMaterial> p_material);
Ref<ShaderMaterial> tile_get_material() const;
void set_modulate(Color p_modulate);
Color get_modulate() const;
void set_z_index(int p_z_index);
int get_z_index() const;
void set_y_sort_origin(int p_y_sort_origin);
int get_y_sort_origin() const;
void set_occluder(int p_layer_id, Ref<OccluderPolygon2D> p_occluder_polygon);
Ref<OccluderPolygon2D> get_occluder(int p_layer_id) const;
// Physics
int get_collision_polygons_count(int p_layer_id) const;
void set_collision_polygons_count(int p_layer_id, int p_shapes_count);
void add_collision_polygon(int p_layer_id);
void remove_collision_polygon(int p_layer_id, int p_polygon_index);
void set_collision_polygon_points(int p_layer_id, int p_polygon_index, Vector<Vector2> p_polygon);
Vector<Vector2> get_collision_polygon_points(int p_layer_id, int p_polygon_index) const;
void set_collision_polygon_one_way(int p_layer_id, int p_polygon_index, bool p_one_way);
bool is_collision_polygon_one_way(int p_layer_id, int p_polygon_index) const;
void set_collision_polygon_one_way_margin(int p_layer_id, int p_polygon_index, float p_one_way_margin);
float get_collision_polygon_one_way_margin(int p_layer_id, int p_polygon_index) const;
int get_collision_polygon_shapes_count(int p_layer_id, int p_polygon_index) const;
Ref<ConvexPolygonShape2D> get_collision_polygon_shape(int p_layer_id, int p_polygon_index, int shape_index) const;
// Terrain
void set_terrain_set(int p_terrain_id);
int get_terrain_set() const;
void set_peering_bit_terrain(TileSet::CellNeighbor p_peering_bit, int p_terrain_id);
int get_peering_bit_terrain(TileSet::CellNeighbor p_peering_bit) const;
bool is_valid_peering_bit_terrain(TileSet::CellNeighbor p_peering_bit) const;
// Navigation
void set_navigation_polygon(int p_layer_id, Ref<NavigationPolygon> p_navigation_polygon);
Ref<NavigationPolygon> get_navigation_polygon(int p_layer_id) const;
// Misc
void set_probability(float p_probability);
float get_probability() const;
// Custom data.
void set_custom_data(String p_layer_name, Variant p_value);
Variant get_custom_data(String p_layer_name) const;
void set_custom_data_by_layer_id(int p_layer_id, Variant p_value);
Variant get_custom_data_by_layer_id(int p_layer_id) const;
};
#include "scene/2d/tile_map.h"
class TileSetPlugin : public Object {
GDCLASS(TileSetPlugin, Object);
public:
// Tilemap updates.
virtual void tilemap_notification(TileMap *p_tile_map, int p_what){};
virtual void update_dirty_quadrants(TileMap *p_tile_map, SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list){};
virtual void create_quadrant(TileMap *p_tile_map, TileMapQuadrant *p_quadrant){};
virtual void cleanup_quadrant(TileMap *p_tile_map, TileMapQuadrant *p_quadrant){};
virtual void draw_quadrant_debug(TileMap *p_tile_map, TileMapQuadrant *p_quadrant){};
};
class TileSetPluginAtlasRendering : public TileSetPlugin {
GDCLASS(TileSetPluginAtlasRendering, TileSetPlugin);
private:
static constexpr float fp_adjust = 0.00001;
bool quadrant_order_dirty = false;
public:
// Tilemap updates
virtual void tilemap_notification(TileMap *p_tile_map, int p_what) override;
virtual void update_dirty_quadrants(TileMap *p_tile_map, SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list) override;
virtual void create_quadrant(TileMap *p_tile_map, TileMapQuadrant *p_quadrant) override;
virtual void cleanup_quadrant(TileMap *p_tile_map, TileMapQuadrant *p_quadrant) override;
virtual void draw_quadrant_debug(TileMap *p_tile_map, TileMapQuadrant *p_quadrant) override;
// Other.
static void draw_tile(RID p_canvas_item, Vector2i p_position, const Ref<TileSet> p_tile_set, int p_atlas_source_id, Vector2i p_atlas_coords, int p_alternative_tile, Color p_modulation = Color(1.0, 1.0, 1.0, 1.0));
};
class TileSetPluginAtlasPhysics : public TileSetPlugin {
GDCLASS(TileSetPluginAtlasPhysics, TileSetPlugin);
public:
// Tilemap updates
virtual void tilemap_notification(TileMap *p_tile_map, int p_what) override;
virtual void update_dirty_quadrants(TileMap *p_tile_map, SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list) override;
virtual void create_quadrant(TileMap *p_tile_map, TileMapQuadrant *p_quadrant) override;
virtual void cleanup_quadrant(TileMap *p_tile_map, TileMapQuadrant *p_quadrant) override;
virtual void draw_quadrant_debug(TileMap *p_tile_map, TileMapQuadrant *p_quadrant) override;
};
class TileSetPluginAtlasNavigation : public TileSetPlugin {
GDCLASS(TileSetPluginAtlasNavigation, TileSetPlugin);
public:
// Tilemap updates
virtual void tilemap_notification(TileMap *p_tile_map, int p_what) override;
virtual void update_dirty_quadrants(TileMap *p_tile_map, SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list) override;
virtual void cleanup_quadrant(TileMap *p_tile_map, TileMapQuadrant *p_quadrant) override;
virtual void draw_quadrant_debug(TileMap *p_tile_map, TileMapQuadrant *p_quadrant) override;
};
class TileSetPluginScenesCollections : public TileSetPlugin {
GDCLASS(TileSetPluginScenesCollections, TileSetPlugin);
public:
// Tilemap updates
virtual void update_dirty_quadrants(TileMap *p_tile_map, SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list) override;
virtual void cleanup_quadrant(TileMap *p_tile_map, TileMapQuadrant *p_quadrant) override;
virtual void draw_quadrant_debug(TileMap *p_tile_map, TileMapQuadrant *p_quadrant) override;
};
VARIANT_ENUM_CAST(TileSet::CellNeighbor);
VARIANT_ENUM_CAST(TileSet::TerrainMode);
VARIANT_ENUM_CAST(TileSet::TileShape);
VARIANT_ENUM_CAST(TileSet::TileLayout);
VARIANT_ENUM_CAST(TileSet::TileOffsetAxis);
#endif // TILE_SET_H