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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
275 lines
7.3 KiB
C++
275 lines
7.3 KiB
C++
/*************************************************************************/
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/* grid_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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 GRID_MAP_H
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#define GRID_MAP_H
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#include "scene/3d/navigation.h"
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#include "scene/3d/spatial.h"
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#include "scene/resources/mesh_library.h"
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#include "scene/resources/multimesh.h"
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//heh heh, godotsphir!! this shares no code and the design is completely different with previous projects i've done..
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//should scale better with hardware that supports instancing
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class GridMap : public Spatial {
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GDCLASS(GridMap, Spatial);
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enum {
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MAP_DIRTY_TRANSFORMS = 1,
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MAP_DIRTY_INSTANCES = 2,
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};
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union IndexKey {
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struct {
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int16_t x;
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int16_t y;
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int16_t z;
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};
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uint64_t key;
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_FORCE_INLINE_ bool operator<(const IndexKey &p_key) const {
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return key < p_key.key;
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}
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IndexKey() { key = 0; }
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};
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/**
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* @brief A Cell is a single cell in the cube map space; it is defined by its coordinates and the populating Item, identified by int id.
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*/
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union Cell {
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struct {
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unsigned int item : 16;
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unsigned int rot : 5;
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unsigned int layer : 8;
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};
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uint32_t cell;
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Cell() {
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item = 0;
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rot = 0;
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layer = 0;
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}
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};
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/**
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* @brief An Octant is a prism containing Cells, and possibly belonging to an Area.
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* A GridMap can have multiple Octants.
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*/
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struct Octant {
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struct NavMesh {
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int id;
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Transform xform;
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};
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struct MultimeshInstance {
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RID instance;
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RID multimesh;
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struct Item {
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int index;
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Transform transform;
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IndexKey key;
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};
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Vector<Item> items; //tools only, for changing visibility
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};
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Vector<MultimeshInstance> multimesh_instances;
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Set<IndexKey> cells;
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RID collision_debug;
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RID collision_debug_instance;
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bool dirty;
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RID static_body;
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Map<IndexKey, NavMesh> navmesh_ids;
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};
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union OctantKey {
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struct {
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int16_t x;
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int16_t y;
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int16_t z;
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int16_t empty;
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};
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uint64_t key;
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_FORCE_INLINE_ bool operator<(const OctantKey &p_key) const {
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return key < p_key.key;
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}
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//OctantKey(const IndexKey& p_k, int p_item) { indexkey=p_k.key; item=p_item; }
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OctantKey() { key = 0; }
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};
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uint32_t collision_layer;
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uint32_t collision_mask;
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Transform last_transform;
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bool _in_tree;
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Vector3 cell_size;
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int octant_size;
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bool center_x, center_y, center_z;
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float cell_scale;
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Navigation *navigation;
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bool clip;
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bool clip_above;
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int clip_floor;
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bool recreating_octants;
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Vector3::Axis clip_axis;
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Ref<MeshLibrary> mesh_library;
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Map<OctantKey, Octant *> octant_map;
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Map<IndexKey, Cell> cell_map;
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void _recreate_octant_data();
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struct BakeLight {
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VS::LightType type;
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Vector3 pos;
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Vector3 dir;
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float param[VS::LIGHT_PARAM_MAX];
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};
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_FORCE_INLINE_ Vector3 _octant_get_offset(const OctantKey &p_key) const {
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return Vector3(p_key.x, p_key.y, p_key.z) * cell_size * octant_size;
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}
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void _reset_physic_bodies_collision_filters();
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void _octant_enter_world(const OctantKey &p_key);
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void _octant_exit_world(const OctantKey &p_key);
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bool _octant_update(const OctantKey &p_key);
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void _octant_clean_up(const OctantKey &p_key);
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void _octant_transform(const OctantKey &p_key);
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bool awaiting_update;
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void _queue_octants_dirty();
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void _update_octants_callback();
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void resource_changed(const RES &p_res);
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void _clear_internal();
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Vector3 _get_offset() const;
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struct BakedMesh {
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Ref<Mesh> mesh;
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RID instance;
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};
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Vector<BakedMesh> baked_meshes;
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
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void _update_visibility();
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static void _bind_methods();
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public:
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enum {
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INVALID_CELL_ITEM = -1
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};
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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_layer_bit(int p_bit, bool p_value);
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bool get_collision_layer_bit(int p_bit) const;
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void set_collision_mask_bit(int p_bit, bool p_value);
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bool get_collision_mask_bit(int p_bit) const;
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void set_mesh_library(const Ref<MeshLibrary> &p_mesh_library);
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Ref<MeshLibrary> get_mesh_library() const;
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void set_cell_size(const Vector3 &p_size);
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Vector3 get_cell_size() const;
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void set_octant_size(int p_size);
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int get_octant_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_center_z(bool p_enable);
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bool get_center_z() const;
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void set_cell_item(int p_x, int p_y, int p_z, int p_item, int p_rot = 0);
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int get_cell_item(int p_x, int p_y, int p_z) const;
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int get_cell_item_orientation(int p_x, int p_y, int p_z) const;
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Vector3 world_to_map(const Vector3 &p_world_pos) const;
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Vector3 map_to_world(int p_x, int p_y, int p_z) const;
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void set_clip(bool p_enabled, bool p_clip_above = true, int p_floor = 0, Vector3::Axis p_axis = Vector3::AXIS_X);
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void set_cell_scale(float p_scale);
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float get_cell_scale() const;
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Array get_used_cells() const;
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Array get_meshes();
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void clear_baked_meshes();
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void make_baked_meshes(bool p_gen_lightmap_uv = false, float p_lightmap_uv_texel_size = 0.1);
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void clear();
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Array get_bake_meshes();
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RID get_bake_mesh_instance(int p_idx);
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GridMap();
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~GridMap();
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};
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#endif // GRID_MAP_H
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