| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406 | /*************************************************************************//*  world_2d.cpp                                                         *//*************************************************************************//*                       This file is part of:                           *//*                           GODOT ENGINE                                *//*                      https://godotengine.org                          *//*************************************************************************//* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 *//* Copyright (c) 2014-2019 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.                *//*************************************************************************/#include "world_2d.h"#include "core/project_settings.h"#include "scene/2d/camera_2d.h"#include "scene/2d/visibility_notifier_2d.h"#include "scene/main/viewport.h"#include "servers/physics_2d_server.h"#include "servers/visual_server.h"struct SpatialIndexer2D {	struct CellRef {		int ref;		_FORCE_INLINE_ int inc() {			ref++;			return ref;		}		_FORCE_INLINE_ int dec() {			ref--;			return ref;		}		_FORCE_INLINE_ CellRef() {			ref = 0;		}	};	struct CellKey {		union {			struct {				int32_t x;				int32_t y;			};			uint64_t key;		};		bool operator==(const CellKey &p_key) const { return key == p_key.key; }		_FORCE_INLINE_ bool operator<(const CellKey &p_key) const {			return key < p_key.key;		}	};	struct CellData {		Map<VisibilityNotifier2D *, CellRef> notifiers;	};	Map<CellKey, CellData> cells;	int cell_size;	Map<VisibilityNotifier2D *, Rect2> notifiers;	struct ViewportData {		Map<VisibilityNotifier2D *, uint64_t> notifiers;		Rect2 rect;	};	Map<Viewport *, ViewportData> viewports;	bool changed;	uint64_t pass;	void _notifier_update_cells(VisibilityNotifier2D *p_notifier, const Rect2 &p_rect, bool p_add) {		Point2i begin = p_rect.position;		begin /= cell_size;		Point2i end = p_rect.position + p_rect.size;		end /= cell_size;		for (int i = begin.x; i <= end.x; i++) {			for (int j = begin.y; j <= end.y; j++) {				CellKey ck;				ck.x = i;				ck.y = j;				Map<CellKey, CellData>::Element *E = cells.find(ck);				if (p_add) {					if (!E)						E = cells.insert(ck, CellData());					E->get().notifiers[p_notifier].inc();				} else {					ERR_CONTINUE(!E);					if (E->get().notifiers[p_notifier].dec() == 0) {						E->get().notifiers.erase(p_notifier);						if (E->get().notifiers.empty()) {							cells.erase(E);						}					}				}			}		}	}	void _notifier_add(VisibilityNotifier2D *p_notifier, const Rect2 &p_rect) {		ERR_FAIL_COND(notifiers.has(p_notifier));		notifiers[p_notifier] = p_rect;		_notifier_update_cells(p_notifier, p_rect, true);		changed = true;	}	void _notifier_update(VisibilityNotifier2D *p_notifier, const Rect2 &p_rect) {		Map<VisibilityNotifier2D *, Rect2>::Element *E = notifiers.find(p_notifier);		ERR_FAIL_COND(!E);		if (E->get() == p_rect)			return;		_notifier_update_cells(p_notifier, p_rect, true);		_notifier_update_cells(p_notifier, E->get(), false);		E->get() = p_rect;		changed = true;	}	void _notifier_remove(VisibilityNotifier2D *p_notifier) {		Map<VisibilityNotifier2D *, Rect2>::Element *E = notifiers.find(p_notifier);		ERR_FAIL_COND(!E);		_notifier_update_cells(p_notifier, E->get(), false);		notifiers.erase(p_notifier);		List<Viewport *> removed;		for (Map<Viewport *, ViewportData>::Element *F = viewports.front(); F; F = F->next()) {			Map<VisibilityNotifier2D *, uint64_t>::Element *G = F->get().notifiers.find(p_notifier);			if (G) {				F->get().notifiers.erase(G);				removed.push_back(F->key());			}		}		while (!removed.empty()) {			p_notifier->_exit_viewport(removed.front()->get());			removed.pop_front();		}		changed = true;	}	void _add_viewport(Viewport *p_viewport, const Rect2 &p_rect) {		ERR_FAIL_COND(viewports.has(p_viewport));		ViewportData vd;		vd.rect = p_rect;		viewports[p_viewport] = vd;		changed = true;	}	void _update_viewport(Viewport *p_viewport, const Rect2 &p_rect) {		Map<Viewport *, ViewportData>::Element *E = viewports.find(p_viewport);		ERR_FAIL_COND(!E);		if (E->get().rect == p_rect)			return;		E->get().rect = p_rect;		changed = true;	}	void _remove_viewport(Viewport *p_viewport) {		ERR_FAIL_COND(!viewports.has(p_viewport));		List<VisibilityNotifier2D *> removed;		for (Map<VisibilityNotifier2D *, uint64_t>::Element *E = viewports[p_viewport].notifiers.front(); E; E = E->next()) {			removed.push_back(E->key());		}		while (!removed.empty()) {			removed.front()->get()->_exit_viewport(p_viewport);			removed.pop_front();		}		viewports.erase(p_viewport);	}	void _update() {		if (!changed)			return;		for (Map<Viewport *, ViewportData>::Element *E = viewports.front(); E; E = E->next()) {			Point2i begin = E->get().rect.position;			begin /= cell_size;			Point2i end = E->get().rect.position + E->get().rect.size;			end /= cell_size;			pass++;			List<VisibilityNotifier2D *> added;			List<VisibilityNotifier2D *> removed;			int visible_cells = (end.x - begin.x) * (end.y - begin.y);			if (visible_cells > 10000) {				//well you zoomed out a lot, it's your problem. To avoid freezing in the for loops below, we'll manually check cell by cell				for (Map<CellKey, CellData>::Element *F = cells.front(); F; F = F->next()) {					const CellKey &ck = F->key();					if (ck.x < begin.x || ck.x > end.x)						continue;					if (ck.y < begin.y || ck.y > end.y)						continue;					//notifiers in cell					for (Map<VisibilityNotifier2D *, CellRef>::Element *G = F->get().notifiers.front(); G; G = G->next()) {						Map<VisibilityNotifier2D *, uint64_t>::Element *H = E->get().notifiers.find(G->key());						if (!H) {							H = E->get().notifiers.insert(G->key(), pass);							added.push_back(G->key());						} else {							H->get() = pass;						}					}				}			} else {				//check cells in grid fashion				for (int i = begin.x; i <= end.x; i++) {					for (int j = begin.y; j <= end.y; j++) {						CellKey ck;						ck.x = i;						ck.y = j;						Map<CellKey, CellData>::Element *F = cells.find(ck);						if (!F) {							continue;						}						//notifiers in cell						for (Map<VisibilityNotifier2D *, CellRef>::Element *G = F->get().notifiers.front(); G; G = G->next()) {							Map<VisibilityNotifier2D *, uint64_t>::Element *H = E->get().notifiers.find(G->key());							if (!H) {								H = E->get().notifiers.insert(G->key(), pass);								added.push_back(G->key());							} else {								H->get() = pass;							}						}					}				}			}			for (Map<VisibilityNotifier2D *, uint64_t>::Element *F = E->get().notifiers.front(); F; F = F->next()) {				if (F->get() != pass)					removed.push_back(F->key());			}			while (!added.empty()) {				added.front()->get()->_enter_viewport(E->key());				added.pop_front();			}			while (!removed.empty()) {				E->get().notifiers.erase(removed.front()->get());				removed.front()->get()->_exit_viewport(E->key());				removed.pop_front();			}		}		changed = false;	}	SpatialIndexer2D() {		pass = 0;		changed = false;		cell_size = 100; //should be configurable with GLOBAL_DEF("") i guess	}};void World2D::_register_viewport(Viewport *p_viewport, const Rect2 &p_rect) {	indexer->_add_viewport(p_viewport, p_rect);}void World2D::_update_viewport(Viewport *p_viewport, const Rect2 &p_rect) {	indexer->_update_viewport(p_viewport, p_rect);}void World2D::_remove_viewport(Viewport *p_viewport) {	indexer->_remove_viewport(p_viewport);}void World2D::_register_notifier(VisibilityNotifier2D *p_notifier, const Rect2 &p_rect) {	indexer->_notifier_add(p_notifier, p_rect);}void World2D::_update_notifier(VisibilityNotifier2D *p_notifier, const Rect2 &p_rect) {	indexer->_notifier_update(p_notifier, p_rect);}void World2D::_remove_notifier(VisibilityNotifier2D *p_notifier) {	indexer->_notifier_remove(p_notifier);}void World2D::_update() {	indexer->_update();}RID World2D::get_canvas() {	return canvas;}RID World2D::get_space() {	return space;}void World2D::get_viewport_list(List<Viewport *> *r_viewports) {	for (Map<Viewport *, SpatialIndexer2D::ViewportData>::Element *E = indexer->viewports.front(); E; E = E->next()) {		r_viewports->push_back(E->key());	}}void World2D::_bind_methods() {	ClassDB::bind_method(D_METHOD("get_canvas"), &World2D::get_canvas);	ClassDB::bind_method(D_METHOD("get_space"), &World2D::get_space);	ClassDB::bind_method(D_METHOD("get_direct_space_state"), &World2D::get_direct_space_state);	ADD_PROPERTY(PropertyInfo(Variant::_RID, "canvas", PROPERTY_HINT_NONE, "", 0), "", "get_canvas");	ADD_PROPERTY(PropertyInfo(Variant::_RID, "space", PROPERTY_HINT_NONE, "", 0), "", "get_space");	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "direct_space_state", PROPERTY_HINT_RESOURCE_TYPE, "Physics2DDirectSpaceState", 0), "", "get_direct_space_state");}Physics2DDirectSpaceState *World2D::get_direct_space_state() {	return Physics2DServer::get_singleton()->space_get_direct_state(space);}World2D::World2D() {	canvas = VisualServer::get_singleton()->canvas_create();	space = Physics2DServer::get_singleton()->space_create();	//set space2D to be more friendly with pixels than meters, by adjusting some constants	Physics2DServer::get_singleton()->space_set_active(space, true);	Physics2DServer::get_singleton()->area_set_param(space, Physics2DServer::AREA_PARAM_GRAVITY, GLOBAL_DEF("physics/2d/default_gravity", 98));	Physics2DServer::get_singleton()->area_set_param(space, Physics2DServer::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_DEF("physics/2d/default_gravity_vector", Vector2(0, 1)));	Physics2DServer::get_singleton()->area_set_param(space, Physics2DServer::AREA_PARAM_LINEAR_DAMP, GLOBAL_DEF("physics/2d/default_linear_damp", 0.1));	Physics2DServer::get_singleton()->area_set_param(space, Physics2DServer::AREA_PARAM_ANGULAR_DAMP, GLOBAL_DEF("physics/2d/default_angular_damp", 1));	indexer = memnew(SpatialIndexer2D);}World2D::~World2D() {	VisualServer::get_singleton()->free(canvas);	Physics2DServer::get_singleton()->free(space);	memdelete(indexer);}
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