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/*************************************************************************/
/* 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
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