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+/**************************************************************************/
+/* tile_map_layer.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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 TILE_MAP_LAYER_H
+#define TILE_MAP_LAYER_H
+
+#include "scene/2d/tile_map.h"
+#include "scene/resources/tile_set.h"
+
+class TileSetAtlasSource;
+
+class TerrainConstraint {
+private:
+ const TileMap *tile_map = nullptr;
+ Vector2i base_cell_coords;
+ int bit = -1;
+ int terrain = -1;
+
+ int priority = 1;
+
+public:
+ bool operator<(const TerrainConstraint &p_other) const {
+ if (base_cell_coords == p_other.base_cell_coords) {
+ return bit < p_other.bit;
+ }
+ return base_cell_coords < p_other.base_cell_coords;
+ }
+
+ String to_string() const {
+ return vformat("Constraint {pos:%s, bit:%d, terrain:%d, priority:%d}", base_cell_coords, bit, terrain, priority);
+ }
+
+ Vector2i get_base_cell_coords() const {
+ return base_cell_coords;
+ }
+
+ bool is_center_bit() const {
+ return bit == 0;
+ }
+
+ HashMap<Vector2i, TileSet::CellNeighbor> get_overlapping_coords_and_peering_bits() const;
+
+ void set_terrain(int p_terrain) {
+ terrain = p_terrain;
+ }
+
+ int get_terrain() const {
+ return terrain;
+ }
+
+ void set_priority(int p_priority) {
+ priority = p_priority;
+ }
+
+ int get_priority() const {
+ return priority;
+ }
+
+ TerrainConstraint(const TileMap *p_tile_map, const Vector2i &p_position, int p_terrain); // For the center terrain bit
+ TerrainConstraint(const TileMap *p_tile_map, const Vector2i &p_position, const TileSet::CellNeighbor &p_bit, int p_terrain); // For peering bits
+ TerrainConstraint(){};
+};
+
+#ifdef DEBUG_ENABLED
+class DebugQuadrant;
+#endif // DEBUG_ENABLED
+class RenderingQuadrant;
+
+struct CellData {
+ Vector2i coords;
+ TileMapCell cell;
+
+ // Debug.
+ SelfList<CellData> debug_quadrant_list_element;
+
+ // Rendering.
+ Ref<RenderingQuadrant> rendering_quadrant;
+ SelfList<CellData> rendering_quadrant_list_element;
+ LocalVector<RID> occluders;
+
+ // Physics.
+ LocalVector<RID> bodies;
+
+ // Navigation.
+ LocalVector<RID> navigation_regions;
+
+ // Scenes.
+ String scene;
+
+ // Runtime TileData cache.
+ TileData *runtime_tile_data_cache = nullptr;
+
+ // List elements.
+ SelfList<CellData> dirty_list_element;
+
+ bool operator<(const CellData &p_other) const {
+ return coords < p_other.coords;
+ }
+
+ // For those, copy everything but SelfList elements.
+ void operator=(const CellData &p_other) {
+ coords = p_other.coords;
+ cell = p_other.cell;
+ occluders = p_other.occluders;
+ bodies = p_other.bodies;
+ navigation_regions = p_other.navigation_regions;
+ scene = p_other.scene;
+ runtime_tile_data_cache = p_other.runtime_tile_data_cache;
+ }
+
+ CellData(const CellData &p_other) :
+ debug_quadrant_list_element(this),
+ rendering_quadrant_list_element(this),
+ dirty_list_element(this) {
+ coords = p_other.coords;
+ cell = p_other.cell;
+ occluders = p_other.occluders;
+ bodies = p_other.bodies;
+ navigation_regions = p_other.navigation_regions;
+ scene = p_other.scene;
+ runtime_tile_data_cache = p_other.runtime_tile_data_cache;
+ }
+
+ CellData() :
+ debug_quadrant_list_element(this),
+ rendering_quadrant_list_element(this),
+ dirty_list_element(this) {
+ }
+};
+
+// For compatibility reasons, we use another comparator for Y-sorted layers.
+struct CellDataYSortedComparator {
+ _FORCE_INLINE_ bool operator()(const CellData &p_a, const CellData &p_b) const {
+ return p_a.coords.x == p_b.coords.x ? (p_a.coords.y < p_b.coords.y) : (p_a.coords.x > p_b.coords.x);
+ }
+};
+
+#ifdef DEBUG_ENABLED
+class DebugQuadrant : public RefCounted {
+ GDCLASS(DebugQuadrant, RefCounted);
+
+public:
+ Vector2i quadrant_coords;
+ SelfList<CellData>::List cells;
+ RID canvas_item;
+
+ SelfList<DebugQuadrant> dirty_quadrant_list_element;
+
+ // For those, copy everything but SelfList elements.
+ DebugQuadrant(const DebugQuadrant &p_other) :
+ dirty_quadrant_list_element(this) {
+ quadrant_coords = p_other.quadrant_coords;
+ cells = p_other.cells;
+ canvas_item = p_other.canvas_item;
+ }
+
+ DebugQuadrant() :
+ dirty_quadrant_list_element(this) {
+ }
+
+ ~DebugQuadrant() {
+ cells.clear();
+ }
+};
+#endif // DEBUG_ENABLED
+
+class RenderingQuadrant : public RefCounted {
+ GDCLASS(RenderingQuadrant, RefCounted);
+
+public:
+ struct CoordsWorldComparator {
+ _ALWAYS_INLINE_ bool operator()(const Vector2 &p_a, const Vector2 &p_b) const {
+ // We sort the cells by their local coords, as it is needed by rendering.
+ if (p_a.y == p_b.y) {
+ return p_a.x > p_b.x;
+ } else {
+ return p_a.y < p_b.y;
+ }
+ }
+ };
+
+ Vector2i quadrant_coords;
+ SelfList<CellData>::List cells;
+ List<RID> canvas_items;
+ Vector2 canvas_items_position;
+
+ SelfList<RenderingQuadrant> dirty_quadrant_list_element;
+
+ // For those, copy everything but SelfList elements.
+ RenderingQuadrant(const RenderingQuadrant &p_other) :
+ dirty_quadrant_list_element(this) {
+ quadrant_coords = p_other.quadrant_coords;
+ cells = p_other.cells;
+ canvas_items = p_other.canvas_items;
+ }
+
+ RenderingQuadrant() :
+ dirty_quadrant_list_element(this) {
+ }
+
+ ~RenderingQuadrant() {
+ cells.clear();
+ }
+};
+
+class TileMapLayer : public RefCounted {
+ GDCLASS(TileMapLayer, RefCounted);
+
+public:
+ enum DirtyFlags {
+ DIRTY_FLAGS_LAYER_ENABLED = 0,
+ DIRTY_FLAGS_LAYER_MODULATE,
+ DIRTY_FLAGS_LAYER_Y_SORT_ENABLED,
+ DIRTY_FLAGS_LAYER_Y_SORT_ORIGIN,
+ DIRTY_FLAGS_LAYER_Z_INDEX,
+ DIRTY_FLAGS_LAYER_NAVIGATION_ENABLED,
+ DIRTY_FLAGS_LAYER_INDEX_IN_TILE_MAP_NODE,
+ DIRTY_FLAGS_TILE_MAP_IN_TREE,
+ DIRTY_FLAGS_TILE_MAP_IN_CANVAS,
+ DIRTY_FLAGS_TILE_MAP_VISIBILITY,
+ DIRTY_FLAGS_TILE_MAP_XFORM,
+ DIRTY_FLAGS_TILE_MAP_LOCAL_XFORM,
+ DIRTY_FLAGS_TILE_MAP_SELECTED_LAYER,
+ DIRTY_FLAGS_TILE_MAP_LIGHT_MASK,
+ DIRTY_FLAGS_TILE_MAP_MATERIAL,
+ DIRTY_FLAGS_TILE_MAP_USE_PARENT_MATERIAL,
+ DIRTY_FLAGS_TILE_MAP_TEXTURE_FILTER,
+ DIRTY_FLAGS_TILE_MAP_TEXTURE_REPEAT,
+ DIRTY_FLAGS_TILE_MAP_TILE_SET,
+ DIRTY_FLAGS_TILE_MAP_QUADRANT_SIZE,
+ DIRTY_FLAGS_TILE_MAP_COLLISION_ANIMATABLE,
+ DIRTY_FLAGS_TILE_MAP_COLLISION_VISIBILITY_MODE,
+ DIRTY_FLAGS_TILE_MAP_NAVIGATION_VISIBILITY_MODE,
+ DIRTY_FLAGS_TILE_MAP_Y_SORT_ENABLED,
+ DIRTY_FLAGS_TILE_MAP_RUNTIME_UPDATE,
+ DIRTY_FLAGS_MAX,
+ };
+
+private:
+ // Exposed properties.
+ String name;
+ bool enabled = true;
+ Color modulate = Color(1, 1, 1, 1);
+ bool y_sort_enabled = false;
+ int y_sort_origin = 0;
+ int z_index = 0;
+ bool navigation_enabled = true;
+ RID navigation_map;
+ bool uses_world_navigation_map = false;
+
+ // Internal.
+ TileMap *tile_map_node = nullptr;
+ int layer_index_in_tile_map_node = -1;
+ RID canvas_item;
+ HashMap<Vector2i, CellData> tile_map;
+
+ // Dirty flag. Allows knowing what was modified since the last update.
+ struct {
+ bool flags[DIRTY_FLAGS_MAX] = { false };
+ SelfList<CellData>::List cell_list;
+ } dirty;
+ bool in_destructor = false;
+
+ // Rect cache.
+ mutable Rect2 rect_cache;
+ mutable bool rect_cache_dirty = true;
+ mutable Rect2i used_rect_cache;
+ mutable bool used_rect_cache_dirty = true;
+
+ // Runtime tile data.
+ bool _runtime_update_tile_data_was_cleaned_up = false;
+ void _build_runtime_update_tile_data();
+ void _build_runtime_update_tile_data_for_cell(CellData &r_cell_data, bool p_auto_add_to_dirty_list = false);
+ void _clear_runtime_update_tile_data();
+
+ // Per-system methods.
+#ifdef DEBUG_ENABLED
+ HashMap<Vector2i, Ref<DebugQuadrant>> debug_quadrant_map;
+ Vector2i _coords_to_debug_quadrant_coords(const Vector2i &p_coords) const;
+ bool _debug_was_cleaned_up = false;
+ void _debug_update();
+ void _debug_quadrants_update_cell(CellData &r_cell_data, SelfList<DebugQuadrant>::List &r_dirty_debug_quadrant_list);
+#endif // DEBUG_ENABLED
+
+ HashMap<Vector2i, Ref<RenderingQuadrant>> rendering_quadrant_map;
+ bool _rendering_was_cleaned_up = false;
+ void _rendering_update();
+ void _rendering_quadrants_update_cell(CellData &r_cell_data, SelfList<RenderingQuadrant>::List &r_dirty_rendering_quadrant_list);
+ void _rendering_occluders_clear_cell(CellData &r_cell_data);
+ void _rendering_occluders_update_cell(CellData &r_cell_data);
+#ifdef DEBUG_ENABLED
+ void _rendering_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data);
+#endif // DEBUG_ENABLED
+
+ HashMap<RID, Vector2i> bodies_coords; // Mapping for RID to coords.
+ bool _physics_was_cleaned_up = false;
+ void _physics_update();
+ void _physics_notify_tilemap_change(DirtyFlags p_what);
+ void _physics_clear_cell(CellData &r_cell_data);
+ void _physics_update_cell(CellData &r_cell_data);
+#ifdef DEBUG_ENABLED
+ void _physics_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data);
+#endif // DEBUG_ENABLED
+
+ bool _navigation_was_cleaned_up = false;
+ void _navigation_update();
+ void _navigation_clear_cell(CellData &r_cell_data);
+ void _navigation_update_cell(CellData &r_cell_data);
+#ifdef DEBUG_ENABLED
+ void _navigation_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data);
+#endif // DEBUG_ENABLED
+
+ bool _scenes_was_cleaned_up = false;
+ void _scenes_update();
+ void _scenes_clear_cell(CellData &r_cell_data);
+ void _scenes_update_cell(CellData &r_cell_data);
+#ifdef DEBUG_ENABLED
+ void _scenes_draw_cell_debug(const RID &p_canvas_item, const Vector2i &p_quadrant_pos, const CellData &r_cell_data);
+#endif // DEBUG_ENABLED
+
+ // Terrains.
+ TileSet::TerrainsPattern _get_best_terrain_pattern_for_constraints(int p_terrain_set, const Vector2i &p_position, const RBSet<TerrainConstraint> &p_constraints, TileSet::TerrainsPattern p_current_pattern);
+ RBSet<TerrainConstraint> _get_terrain_constraints_from_added_pattern(const Vector2i &p_position, int p_terrain_set, TileSet::TerrainsPattern p_terrains_pattern) const;
+ RBSet<TerrainConstraint> _get_terrain_constraints_from_painted_cells_list(const RBSet<Vector2i> &p_painted, int p_terrain_set, bool p_ignore_empty_terrains) const;
+
+public:
+ // TileMap node.
+ void set_tile_map(TileMap *p_tile_map);
+ void set_layer_index_in_tile_map_node(int p_index);
+
+ // Rect caching.
+ Rect2 get_rect(bool &r_changed) const;
+
+ // Terrains.
+ HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_constraints(const Vector<Vector2i> &p_to_replace, int p_terrain_set, const RBSet<TerrainConstraint> &p_constraints); // Not exposed.
+ HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_connect(const Vector<Vector2i> &p_coords_array, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true); // Not exposed.
+ HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_path(const Vector<Vector2i> &p_coords_array, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true); // Not exposed.
+ HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_pattern(const Vector<Vector2i> &p_coords_array, int p_terrain_set, TileSet::TerrainsPattern p_terrains_pattern, bool p_ignore_empty_terrains = true); // Not exposed.
+
+ // Not exposed to users.
+ TileMapCell get_cell(const Vector2i &p_coords, bool p_use_proxies = false) const;
+
+ // For TileMap node's use.
+ void set_tile_data(TileMapDataFormat p_format, const Vector<int> &p_data);
+ Vector<int> get_tile_data() const;
+ void notify_tile_map_change(DirtyFlags p_what);
+ void internal_update();
+
+ // --- Exposed in TileMap ---
+
+ // Cells manipulation.
+ void set_cell(const Vector2i &p_coords, int p_source_id = TileSet::INVALID_SOURCE, const Vector2i p_atlas_coords = TileSetSource::INVALID_ATLAS_COORDS, int p_alternative_tile = 0);
+ void erase_cell(const Vector2i &p_coords);
+
+ int get_cell_source_id(const Vector2i &p_coords, bool p_use_proxies = false) const;
+ Vector2i get_cell_atlas_coords(const Vector2i &p_coords, bool p_use_proxies = false) const;
+ int get_cell_alternative_tile(const Vector2i &p_coords, bool p_use_proxies = false) const;
+ TileData *get_cell_tile_data(const Vector2i &p_coords, bool p_use_proxies = false) const; // Helper method to make accessing the data easier.
+ void clear();
+
+ // Patterns.
+ Ref<TileMapPattern> get_pattern(TypedArray<Vector2i> p_coords_array);
+ void set_pattern(const Vector2i &p_position, const Ref<TileMapPattern> p_pattern);
+
+ // Terrains.
+ void set_cells_terrain_connect(TypedArray<Vector2i> p_cells, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true);
+ void set_cells_terrain_path(TypedArray<Vector2i> p_path, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true);
+
+ // Cells usage.
+ TypedArray<Vector2i> get_used_cells() const;
+ TypedArray<Vector2i> get_used_cells_by_id(int p_source_id = TileSet::INVALID_SOURCE, const Vector2i p_atlas_coords = TileSetSource::INVALID_ATLAS_COORDS, int p_alternative_tile = TileSetSource::INVALID_TILE_ALTERNATIVE) const;
+ Rect2i get_used_rect() const;
+
+ // Layer properties.
+ void set_name(String p_name);
+ String get_name() const;
+ void set_enabled(bool p_enabled);
+ bool is_enabled() const;
+ void set_modulate(Color p_modulate);
+ Color get_modulate() const;
+ void set_y_sort_enabled(bool p_y_sort_enabled);
+ bool is_y_sort_enabled() const;
+ void set_y_sort_origin(int p_y_sort_origin);
+ int get_y_sort_origin() const;
+ void set_z_index(int p_z_index);
+ int get_z_index() const;
+ void set_navigation_enabled(bool p_enabled);
+ bool is_navigation_enabled() const;
+ void set_navigation_map(RID p_map);
+ RID get_navigation_map() const;
+
+ // Fixing and clearing methods.
+ void fix_invalid_tiles();
+
+ // Find coords for body.
+ bool has_body_rid(RID p_physics_body) const;
+ Vector2i get_coords_for_body_rid(RID p_physics_body) const; // For finding tiles from collision.
+
+ ~TileMapLayer();
+};
+
+#endif // TILE_MAP_LAYER_H