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-rw-r--r--modules/gridmap/grid_map.h54
1 files changed, 34 insertions, 20 deletions
diff --git a/modules/gridmap/grid_map.h b/modules/gridmap/grid_map.h
index 879489fc70..078a1d9de5 100644
--- a/modules/gridmap/grid_map.h
+++ b/modules/gridmap/grid_map.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -38,6 +38,8 @@
//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 PhysicsMaterial;
+
class GridMap : public Node3D {
GDCLASS(GridMap, Node3D);
@@ -54,9 +56,15 @@ class GridMap : public Node3D {
};
uint64_t key = 0;
+ static uint32_t hash(const IndexKey &p_key) {
+ return hash_one_uint64(p_key.key);
+ }
_FORCE_INLINE_ bool operator<(const IndexKey &p_key) const {
return key < p_key.key;
}
+ _FORCE_INLINE_ bool operator==(const IndexKey &p_key) const {
+ return key == p_key.key;
+ }
_FORCE_INLINE_ operator Vector3i() const {
return Vector3i(x, y, z);
@@ -90,6 +98,7 @@ class GridMap : public Node3D {
struct NavMesh {
RID region;
Transform3D xform;
+ RID navmesh_debug_instance;
};
struct MultimeshInstance {
@@ -105,13 +114,13 @@ class GridMap : public Node3D {
};
Vector<MultimeshInstance> multimesh_instances;
- Set<IndexKey> cells;
+ HashSet<IndexKey> cells;
RID collision_debug;
RID collision_debug_instance;
bool dirty = false;
RID static_body;
- Map<IndexKey, NavMesh> navmesh_ids;
+ HashMap<IndexKey, NavMesh> navmesh_ids;
};
union OctantKey {
@@ -124,8 +133,11 @@ class GridMap : public Node3D {
uint64_t key = 0;
- _FORCE_INLINE_ bool operator<(const OctantKey &p_key) const {
- return key < p_key.key;
+ static uint32_t hash(const OctantKey &p_key) {
+ return hash_one_uint64(p_key.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; }
@@ -134,6 +146,7 @@ class GridMap : public Node3D {
uint32_t collision_layer = 1;
uint32_t collision_mask = 1;
+ Ref<PhysicsMaterial> physics_material;
bool bake_navigation = false;
uint32_t navigation_layers = 1;
@@ -147,18 +160,12 @@ class GridMap : public Node3D {
bool center_z = true;
float cell_scale = 1.0;
- bool clip = false;
- bool clip_above = true;
- int clip_floor = 0;
-
bool recreating_octants = false;
- Vector3::Axis clip_axis = Vector3::AXIS_Z;
-
Ref<MeshLibrary> mesh_library;
- Map<OctantKey, Octant *> octant_map;
- Map<IndexKey, Cell> cell_map;
+ HashMap<OctantKey, Octant *, OctantKey> octant_map;
+ HashMap<IndexKey, Cell, IndexKey> cell_map;
void _recreate_octant_data();
@@ -184,7 +191,7 @@ class GridMap : public Node3D {
void _queue_octants_dirty();
void _update_octants_callback();
- void resource_changed(const RES &p_res);
+ void resource_changed(const Ref<Resource> &p_res);
void _clear_internal();
@@ -223,11 +230,19 @@ public:
void set_collision_mask_value(int p_layer_number, bool p_value);
bool get_collision_mask_value(int p_layer_number) const;
+ void set_physics_material(Ref<PhysicsMaterial> p_material);
+ Ref<PhysicsMaterial> get_physics_material() const;
+
+ Array get_collision_shapes() const;
+
void set_bake_navigation(bool p_bake_navigation);
bool is_baking_navigation();
- void set_navigation_layers(uint32_t p_layers);
- uint32_t get_navigation_layers();
+ void set_navigation_layers(uint32_t p_navigation_layers);
+ uint32_t get_navigation_layers() const;
+
+ void set_navigation_layer_value(int p_layer_number, bool p_value);
+ bool get_navigation_layer_value(int p_layer_number) const;
void set_mesh_library(const Ref<MeshLibrary> &p_mesh_library);
Ref<MeshLibrary> get_mesh_library() const;
@@ -252,14 +267,13 @@ public:
Vector3i world_to_map(const Vector3 &p_world_position) const;
Vector3 map_to_world(const Vector3i &p_map_position) 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_used_cells_by_item(int p_item) const;
- Array get_meshes();
+ Array get_meshes() const;
void clear_baked_meshes();
void make_baked_meshes(bool p_gen_lightmap_uv = false, float p_lightmap_uv_texel_size = 0.1);