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b324ff7ea5
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
159 lines
4.7 KiB
C++
159 lines
4.7 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) 2007-2014 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/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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OBJ_TYPE( TileMap, Node2D );
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Ref<TileSet> tile_set;
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int cell_size;
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int quadrant_size;
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bool center_x,center_y;
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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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bool operator<(const PosKey& pk) const { return key<pk.key; }
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PosKey(int16_t p_x, int16_t p_y) { x=p_x; y=p_y; }
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PosKey() { key=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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};
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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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RID canvas_item;
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RID static_body;
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SelfList<Quadrant> dirty_list;
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VSet<PosKey> cells;
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void operator=(const Quadrant& q) { pos=q.pos; canvas_item=q.canvas_item; static_body=q.static_body; cells=q.cells; }
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Quadrant(const Quadrant& q) : dirty_list(this) { pos=q.pos; canvas_item=q.canvas_item; static_body=q.static_body; cells=q.cells;}
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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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float fp_adjust;
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uint32_t collision_layer;
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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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void _set_tile_data(const DVector<int>& p_data);
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DVector<int> _get_tile_data() 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(int p_size);
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int 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);
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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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Rect2 get_item_rect() const;
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void set_collision_layer_mask(uint32_t p_layer);
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uint32_t get_collision_layer_mask() const;
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void clear();
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TileMap();
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~TileMap();
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};
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#endif // TILE_MAP_H
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