123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279 |
- /*************************************************************************/
- /* grid_map.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 GRID_MAP_H
- #define GRID_MAP_H
- #include "scene/3d/navigation.h"
- #include "scene/3d/spatial.h"
- #include "scene/resources/mesh_library.h"
- #include "scene/resources/multimesh.h"
- //heh heh, godotsphir!! this shares no code and the design is completely different with previous projects i've done..
- //should scale better with hardware that supports instancing
- class GridMap : public Spatial {
- GDCLASS(GridMap, Spatial);
- enum {
- MAP_DIRTY_TRANSFORMS = 1,
- MAP_DIRTY_INSTANCES = 2,
- };
- union IndexKey {
- struct {
- int16_t x;
- int16_t y;
- int16_t z;
- };
- uint64_t key;
- _FORCE_INLINE_ bool operator<(const IndexKey &p_key) const {
- return key < p_key.key;
- }
- IndexKey() { key = 0; }
- };
- /**
- * @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.
- */
- union Cell {
- struct {
- unsigned int item : 16;
- unsigned int rot : 5;
- unsigned int layer : 8;
- };
- uint32_t cell;
- Cell() {
- item = 0;
- rot = 0;
- layer = 0;
- }
- };
- /**
- * @brief An Octant is a prism containing Cells, and possibly belonging to an Area.
- * A GridMap can have multiple Octants.
- */
- struct Octant {
- struct NavMesh {
- int id;
- Transform xform;
- };
- struct MultimeshInstance {
- RID instance;
- RID multimesh;
- struct Item {
- int index;
- Transform transform;
- IndexKey key;
- };
- Vector<Item> items; //tools only, for changing visibility
- };
- Vector<MultimeshInstance> multimesh_instances;
- Set<IndexKey> cells;
- RID collision_debug;
- RID collision_debug_instance;
- bool dirty;
- RID static_body;
- Map<IndexKey, NavMesh> navmesh_ids;
- };
- union OctantKey {
- struct {
- int16_t x;
- int16_t y;
- int16_t z;
- int16_t empty;
- };
- uint64_t key;
- _FORCE_INLINE_ bool operator<(const OctantKey &p_key) const {
- return key < p_key.key;
- }
- //OctantKey(const IndexKey& p_k, int p_item) { indexkey=p_k.key; item=p_item; }
- OctantKey() { key = 0; }
- };
- uint32_t collision_layer;
- uint32_t collision_mask;
- Transform last_transform;
- bool _in_tree;
- Vector3 cell_size;
- int octant_size;
- bool center_x, center_y, center_z;
- float cell_scale;
- Navigation *navigation;
- bool clip;
- bool clip_above;
- int clip_floor;
- bool recreating_octants;
- Vector3::Axis clip_axis;
- Ref<MeshLibrary> mesh_library;
- bool use_in_baked_light;
- Map<OctantKey, Octant *> octant_map;
- Map<IndexKey, Cell> cell_map;
- void _recreate_octant_data();
- struct BakeLight {
- VS::LightType type;
- Vector3 pos;
- Vector3 dir;
- float param[VS::LIGHT_PARAM_MAX];
- };
- _FORCE_INLINE_ Vector3 _octant_get_offset(const OctantKey &p_key) const {
- return Vector3(p_key.x, p_key.y, p_key.z) * cell_size * octant_size;
- }
- void _reset_physic_bodies_collision_filters();
- void _octant_enter_world(const OctantKey &p_key);
- void _octant_exit_world(const OctantKey &p_key);
- bool _octant_update(const OctantKey &p_key);
- void _octant_clean_up(const OctantKey &p_key);
- void _octant_transform(const OctantKey &p_key);
- bool awaiting_update;
- void _queue_octants_dirty();
- void _update_octants_callback();
- void resource_changed(const RES &p_res);
- void _clear_internal();
- Vector3 _get_offset() const;
- struct BakedMesh {
- Ref<Mesh> mesh;
- RID instance;
- };
- Vector<BakedMesh> baked_meshes;
- 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);
- void _update_visibility();
- static void _bind_methods();
- public:
- enum {
- INVALID_CELL_ITEM = -1
- };
- void set_collision_layer(uint32_t p_layer);
- uint32_t get_collision_layer() const;
- void set_collision_mask(uint32_t p_mask);
- uint32_t get_collision_mask() const;
- void set_collision_layer_bit(int p_bit, bool p_value);
- bool get_collision_layer_bit(int p_bit) const;
- void set_collision_mask_bit(int p_bit, bool p_value);
- bool get_collision_mask_bit(int p_bit) const;
- void set_mesh_library(const Ref<MeshLibrary> &p_mesh_library);
- Ref<MeshLibrary> get_mesh_library() const;
- void set_use_in_baked_light(bool p_use_baked_light);
- bool get_use_in_baked_light() const;
- void set_cell_size(const Vector3 &p_size);
- Vector3 get_cell_size() const;
- void set_octant_size(int p_size);
- int get_octant_size() const;
- void set_center_x(bool p_enable);
- bool get_center_x() const;
- void set_center_y(bool p_enable);
- bool get_center_y() const;
- void set_center_z(bool p_enable);
- bool get_center_z() const;
- void set_cell_item(int p_x, int p_y, int p_z, int p_item, int p_rot = 0);
- int get_cell_item(int p_x, int p_y, int p_z) const;
- int get_cell_item_orientation(int p_x, int p_y, int p_z) const;
- Vector3 world_to_map(const Vector3 &p_world_pos) const;
- Vector3 map_to_world(int p_x, int p_y, int p_z) const;
- void set_clip(bool p_enabled, bool p_clip_above = true, int p_floor = 0, Vector3::Axis p_axis = Vector3::AXIS_X);
- void set_cell_scale(float p_scale);
- float get_cell_scale() const;
- Array get_used_cells() const;
- Array get_meshes();
- void clear_baked_meshes();
- void make_baked_meshes(bool p_gen_lightmap_uv = false, float p_lightmap_uv_texel_size = 0.1);
- void clear();
- Array get_bake_meshes();
- RID get_bake_mesh_instance(int p_idx);
- GridMap();
- ~GridMap();
- };
- #endif // GRID_MAP_H
|