/*************************************************************************/ /* grid_map.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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_3d.h" #include "scene/3d/node_3d.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 Node3D { GDCLASS(GridMap, Node3D); 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; } _FORCE_INLINE_ operator Vector3i() const { return Vector3i(x, y, z); } IndexKey(Vector3i p_vector) { x = (int16_t)p_vector.x; y = (int16_t)p_vector.y; z = (int16_t)p_vector.z; } 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 { RID region; 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; Navigation3D *navigation; bool clip; bool clip_above; int clip_floor; bool recreating_octants; Vector3::Axis clip_axis; Ref<MeshLibrary> mesh_library; Map<OctantKey, Octant *> octant_map; Map<IndexKey, Cell> cell_map; void _recreate_octant_data(); struct BakeLight { RS::LightType type; Vector3 pos; Vector3 dir; float param[RS::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_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(const Vector3i &p_position, int p_item, int p_rot = 0); int get_cell_item(const Vector3i &p_position) const; int get_cell_item_orientation(const Vector3i &p_position) const; 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_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