tile_map.h 16 KB

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  1. /*************************************************************************/
  2. /* tile_map.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef TILE_MAP_H
  31. #define TILE_MAP_H
  32. #include "scene/2d/node_2d.h"
  33. #include "scene/gui/control.h"
  34. #include "scene/resources/tile_set.h"
  35. class TileSetAtlasSource;
  36. struct TileMapQuadrant {
  37. struct CoordsWorldComparator {
  38. _ALWAYS_INLINE_ bool operator()(const Vector2i &p_a, const Vector2i &p_b) const {
  39. // We sort the cells by their world coords, as it is needed by rendering.
  40. if (p_a.y == p_b.y) {
  41. return p_a.x > p_b.x;
  42. } else {
  43. return p_a.y < p_b.y;
  44. }
  45. }
  46. };
  47. // Dirty list element
  48. SelfList<TileMapQuadrant> dirty_list_element;
  49. // Quadrant layer and coords.
  50. int layer = -1;
  51. Vector2i coords;
  52. // TileMapCells
  53. RBSet<Vector2i> cells;
  54. // We need those two maps to sort by world position for rendering
  55. // This is kind of workaround, it would be better to sort the cells directly in the "cells" set instead.
  56. RBMap<Vector2i, Vector2i> map_to_world;
  57. RBMap<Vector2i, Vector2i, CoordsWorldComparator> world_to_map;
  58. // Debug.
  59. RID debug_canvas_item;
  60. // Rendering.
  61. List<RID> canvas_items;
  62. List<RID> occluders;
  63. // Physics.
  64. List<RID> bodies;
  65. // Navigation.
  66. HashMap<Vector2i, Vector<RID>> navigation_regions;
  67. // Scenes.
  68. HashMap<Vector2i, String> scenes;
  69. // Runtime TileData cache.
  70. HashMap<Vector2i, TileData *> runtime_tile_data_cache;
  71. void operator=(const TileMapQuadrant &q) {
  72. layer = q.layer;
  73. coords = q.coords;
  74. debug_canvas_item = q.debug_canvas_item;
  75. canvas_items = q.canvas_items;
  76. occluders = q.occluders;
  77. bodies = q.bodies;
  78. navigation_regions = q.navigation_regions;
  79. }
  80. TileMapQuadrant(const TileMapQuadrant &q) :
  81. dirty_list_element(this) {
  82. layer = q.layer;
  83. coords = q.coords;
  84. debug_canvas_item = q.debug_canvas_item;
  85. canvas_items = q.canvas_items;
  86. occluders = q.occluders;
  87. bodies = q.bodies;
  88. navigation_regions = q.navigation_regions;
  89. }
  90. TileMapQuadrant() :
  91. dirty_list_element(this) {
  92. }
  93. };
  94. class TileMap : public Node2D {
  95. GDCLASS(TileMap, Node2D);
  96. public:
  97. class TerrainConstraint {
  98. private:
  99. const TileMap *tile_map;
  100. Vector2i base_cell_coords = Vector2i();
  101. int bit = -1;
  102. int terrain = -1;
  103. int priority = 1;
  104. public:
  105. bool operator<(const TerrainConstraint &p_other) const {
  106. if (base_cell_coords == p_other.base_cell_coords) {
  107. return bit < p_other.bit;
  108. }
  109. return base_cell_coords < p_other.base_cell_coords;
  110. }
  111. String to_string() const {
  112. return vformat("Constraint {pos:%s, bit:%d, terrain:%d, priority:%d}", base_cell_coords, bit, terrain, priority);
  113. }
  114. Vector2i get_base_cell_coords() const {
  115. return base_cell_coords;
  116. }
  117. bool is_center_bit() const {
  118. return bit == 0;
  119. }
  120. HashMap<Vector2i, TileSet::CellNeighbor> get_overlapping_coords_and_peering_bits() const;
  121. void set_terrain(int p_terrain) {
  122. terrain = p_terrain;
  123. }
  124. int get_terrain() const {
  125. return terrain;
  126. }
  127. void set_priority(int p_priority) {
  128. priority = p_priority;
  129. }
  130. int get_priority() {
  131. return priority;
  132. }
  133. TerrainConstraint(const TileMap *p_tile_map, const Vector2i &p_position, int p_terrain); // For the center terrain bit
  134. TerrainConstraint(const TileMap *p_tile_map, const Vector2i &p_position, const TileSet::CellNeighbor &p_bit, int p_terrain); // For peering bits
  135. TerrainConstraint(){};
  136. };
  137. enum VisibilityMode {
  138. VISIBILITY_MODE_DEFAULT,
  139. VISIBILITY_MODE_FORCE_SHOW,
  140. VISIBILITY_MODE_FORCE_HIDE,
  141. };
  142. private:
  143. friend class TileSetPlugin;
  144. // A compatibility enum to specify how is the data if formatted.
  145. enum DataFormat {
  146. FORMAT_1 = 0,
  147. FORMAT_2,
  148. FORMAT_3
  149. };
  150. mutable DataFormat format = FORMAT_1; // Assume lowest possible format if none is present;
  151. static constexpr float FP_ADJUST = 0.00001;
  152. // Properties.
  153. Ref<TileSet> tile_set;
  154. int quadrant_size = 16;
  155. bool collision_animatable = false;
  156. VisibilityMode collision_visibility_mode = VISIBILITY_MODE_DEFAULT;
  157. VisibilityMode navigation_visibility_mode = VISIBILITY_MODE_DEFAULT;
  158. // Updates.
  159. bool pending_update = false;
  160. // Rect.
  161. Rect2 rect_cache;
  162. bool rect_cache_dirty = true;
  163. Rect2i used_rect_cache;
  164. bool used_rect_cache_dirty = true;
  165. // TileMap layers.
  166. struct TileMapLayer {
  167. String name;
  168. bool enabled = true;
  169. Color modulate = Color(1, 1, 1, 1);
  170. bool y_sort_enabled = false;
  171. int y_sort_origin = 0;
  172. int z_index = 0;
  173. RID canvas_item;
  174. HashMap<Vector2i, TileMapCell> tile_map;
  175. HashMap<Vector2i, TileMapQuadrant> quadrant_map;
  176. SelfList<TileMapQuadrant>::List dirty_quadrant_list;
  177. };
  178. LocalVector<TileMapLayer> layers;
  179. int selected_layer = -1;
  180. // Mapping for RID to coords.
  181. HashMap<RID, Vector2i> bodies_coords;
  182. // Quadrants and internals management.
  183. Vector2i _coords_to_quadrant_coords(int p_layer, const Vector2i &p_coords) const;
  184. HashMap<Vector2i, TileMapQuadrant>::Iterator _create_quadrant(int p_layer, const Vector2i &p_qk);
  185. void _make_quadrant_dirty(HashMap<Vector2i, TileMapQuadrant>::Iterator Q);
  186. void _make_all_quadrants_dirty();
  187. void _queue_update_dirty_quadrants();
  188. void _update_dirty_quadrants();
  189. void _recreate_layer_internals(int p_layer);
  190. void _recreate_internals();
  191. void _erase_quadrant(HashMap<Vector2i, TileMapQuadrant>::Iterator Q);
  192. void _clear_layer_internals(int p_layer);
  193. void _clear_internals();
  194. // Rect caching.
  195. void _recompute_rect_cache();
  196. // Per-system methods.
  197. bool _rendering_quadrant_order_dirty = false;
  198. void _rendering_notification(int p_what);
  199. void _rendering_update_layer(int p_layer);
  200. void _rendering_cleanup_layer(int p_layer);
  201. void _rendering_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list);
  202. void _rendering_create_quadrant(TileMapQuadrant *p_quadrant);
  203. void _rendering_cleanup_quadrant(TileMapQuadrant *p_quadrant);
  204. void _rendering_draw_quadrant_debug(TileMapQuadrant *p_quadrant);
  205. Transform2D last_valid_transform;
  206. Transform2D new_transform;
  207. void _physics_notification(int p_what);
  208. void _physics_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list);
  209. void _physics_cleanup_quadrant(TileMapQuadrant *p_quadrant);
  210. void _physics_draw_quadrant_debug(TileMapQuadrant *p_quadrant);
  211. void _navigation_notification(int p_what);
  212. void _navigation_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list);
  213. void _navigation_cleanup_quadrant(TileMapQuadrant *p_quadrant);
  214. void _navigation_draw_quadrant_debug(TileMapQuadrant *p_quadrant);
  215. void _scenes_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list);
  216. void _scenes_cleanup_quadrant(TileMapQuadrant *p_quadrant);
  217. void _scenes_draw_quadrant_debug(TileMapQuadrant *p_quadrant);
  218. // Terrains.
  219. TileSet::TerrainsPattern _get_best_terrain_pattern_for_constraints(int p_terrain_set, const Vector2i &p_position, RBSet<TerrainConstraint> p_constraints);
  220. RBSet<TerrainConstraint> _get_terrain_constraints_from_added_pattern(Vector2i p_position, int p_terrain_set, TileSet::TerrainsPattern p_terrains_pattern) const;
  221. RBSet<TerrainConstraint> _get_terrain_constraints_from_cells_list(int p_layer, const RBSet<Vector2i> &p_on_map, int p_terrain_set, bool p_ignore_empty_terrains) const;
  222. // Set and get tiles from data arrays.
  223. void _set_tile_data(int p_layer, const Vector<int> &p_data);
  224. Vector<int> _get_tile_data(int p_layer) const;
  225. void _build_runtime_update_tile_data(SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list);
  226. void _tile_set_changed();
  227. bool _tile_set_changed_deferred_update_needed = false;
  228. void _tile_set_changed_deferred_update();
  229. protected:
  230. bool _set(const StringName &p_name, const Variant &p_value);
  231. bool _get(const StringName &p_name, Variant &r_ret) const;
  232. void _get_property_list(List<PropertyInfo> *p_list) const;
  233. void _notification(int p_what);
  234. static void _bind_methods();
  235. public:
  236. static Vector2i transform_coords_layout(Vector2i p_coords, TileSet::TileOffsetAxis p_offset_axis, TileSet::TileLayout p_from_layout, TileSet::TileLayout p_to_layout);
  237. enum {
  238. INVALID_CELL = -1
  239. };
  240. #ifdef TOOLS_ENABLED
  241. virtual Rect2 _edit_get_rect() const override;
  242. #endif
  243. void set_tileset(const Ref<TileSet> &p_tileset);
  244. Ref<TileSet> get_tileset() const;
  245. void set_quadrant_size(int p_size);
  246. int get_quadrant_size() const;
  247. static void draw_tile(RID p_canvas_item, Vector2i p_position, const Ref<TileSet> p_tile_set, int p_atlas_source_id, Vector2i p_atlas_coords, int p_alternative_tile, int p_frame = -1, Color p_modulation = Color(1.0, 1.0, 1.0, 1.0), const TileData *p_tile_data_override = nullptr);
  248. // Layers management.
  249. int get_layers_count() const;
  250. void add_layer(int p_to_pos);
  251. void move_layer(int p_layer, int p_to_pos);
  252. void remove_layer(int p_layer);
  253. void set_layer_name(int p_layer, String p_name);
  254. String get_layer_name(int p_layer) const;
  255. void set_layer_enabled(int p_layer, bool p_visible);
  256. bool is_layer_enabled(int p_layer) const;
  257. void set_layer_modulate(int p_layer, Color p_modulate);
  258. Color get_layer_modulate(int p_layer) const;
  259. void set_layer_y_sort_enabled(int p_layer, bool p_enabled);
  260. bool is_layer_y_sort_enabled(int p_layer) const;
  261. void set_layer_y_sort_origin(int p_layer, int p_y_sort_origin);
  262. int get_layer_y_sort_origin(int p_layer) const;
  263. void set_layer_z_index(int p_layer, int p_z_index);
  264. int get_layer_z_index(int p_layer) const;
  265. void set_selected_layer(int p_layer_id); // For editor use.
  266. int get_selected_layer() const;
  267. void set_collision_animatable(bool p_enabled);
  268. bool is_collision_animatable() const;
  269. // Debug visibility modes.
  270. void set_collision_visibility_mode(VisibilityMode p_show_collision);
  271. VisibilityMode get_collision_visibility_mode();
  272. void set_navigation_visibility_mode(VisibilityMode p_show_navigation);
  273. VisibilityMode get_navigation_visibility_mode();
  274. // Cells accessors.
  275. void set_cell(int p_layer, const Vector2i &p_coords, int p_source_id = -1, const Vector2i p_atlas_coords = TileSetSource::INVALID_ATLAS_COORDS, int p_alternative_tile = 0);
  276. void erase_cell(int p_layer, const Vector2i &p_coords);
  277. int get_cell_source_id(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
  278. Vector2i get_cell_atlas_coords(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
  279. int get_cell_alternative_tile(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
  280. // Helper method to make accessing the data easier.
  281. TileData *get_cell_tile_data(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
  282. // Patterns.
  283. Ref<TileMapPattern> get_pattern(int p_layer, TypedArray<Vector2i> p_coords_array);
  284. Vector2i map_pattern(Vector2i p_position_in_tilemap, Vector2i p_coords_in_pattern, Ref<TileMapPattern> p_pattern);
  285. void set_pattern(int p_layer, Vector2i p_position, const Ref<TileMapPattern> p_pattern);
  286. // Terrains.
  287. HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_constraints(const Vector<Vector2i> &p_to_replace, int p_terrain_set, const RBSet<TerrainConstraint> p_constraints); // Not exposed.
  288. HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_connect(int p_layer, const Vector<Vector2i> &p_coords_array, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true); // Not exposed.
  289. HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_path(int p_layer, const Vector<Vector2i> &p_coords_array, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true); // Not exposed.
  290. HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_pattern(int p_layer, const Vector<Vector2i> &p_coords_array, int p_terrain_set, TileSet::TerrainsPattern p_terrains_pattern, bool p_ignore_empty_terrains = true); // Not exposed.
  291. void set_cells_terrain_connect(int p_layer, TypedArray<Vector2i> p_cells, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true);
  292. void set_cells_terrain_path(int p_layer, TypedArray<Vector2i> p_path, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true);
  293. // Not exposed to users
  294. TileMapCell get_cell(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
  295. HashMap<Vector2i, TileMapQuadrant> *get_quadrant_map(int p_layer);
  296. int get_effective_quadrant_size(int p_layer) const;
  297. //---
  298. virtual void set_y_sort_enabled(bool p_enable) override;
  299. Vector2 map_to_world(const Vector2i &p_pos) const;
  300. Vector2i world_to_map(const Vector2 &p_pos) const;
  301. bool is_existing_neighbor(TileSet::CellNeighbor p_cell_neighbor) const;
  302. Vector2i get_neighbor_cell(const Vector2i &p_coords, TileSet::CellNeighbor p_cell_neighbor) const;
  303. TypedArray<Vector2i> get_used_cells(int p_layer) const;
  304. Rect2 get_used_rect(); // Not const because of cache
  305. // Override some methods of the CanvasItem class to pass the changes to the quadrants CanvasItems
  306. virtual void set_light_mask(int p_light_mask) override;
  307. virtual void set_material(const Ref<Material> &p_material) override;
  308. virtual void set_use_parent_material(bool p_use_parent_material) override;
  309. virtual void set_texture_filter(CanvasItem::TextureFilter p_texture_filter) override;
  310. virtual void set_texture_repeat(CanvasItem::TextureRepeat p_texture_repeat) override;
  311. // For finding tiles from collision.
  312. Vector2i get_coords_for_body_rid(RID p_physics_body);
  313. // Fixing and clearing methods.
  314. void fix_invalid_tiles();
  315. // Clears tiles from a given layer
  316. void clear_layer(int p_layer);
  317. void clear();
  318. // Force a TileMap update
  319. void force_update(int p_layer = -1);
  320. // Helpers?
  321. TypedArray<Vector2i> get_surrounding_tiles(Vector2i coords);
  322. void draw_cells_outline(Control *p_control, RBSet<Vector2i> p_cells, Color p_color, Transform2D p_transform = Transform2D());
  323. // Virtual function to modify the TileData at runtime
  324. GDVIRTUAL2R(bool, _use_tile_data_runtime_update, int, Vector2i);
  325. GDVIRTUAL3(_tile_data_runtime_update, int, Vector2i, TileData *);
  326. // Configuration warnings.
  327. TypedArray<String> get_configuration_warnings() const override;
  328. TileMap();
  329. ~TileMap();
  330. };
  331. VARIANT_ENUM_CAST(TileMap::VisibilityMode);
  332. #endif // TILE_MAP_H