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grid_map.h 7.8 KB

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  1. /*************************************************************************/
  2. /* grid_map.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 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 GRID_MAP_H
  31. #define GRID_MAP_H
  32. #include "scene/3d/node_3d.h"
  33. #include "scene/resources/mesh_library.h"
  34. #include "scene/resources/multimesh.h"
  35. //heh heh, godotsphir!! this shares no code and the design is completely different with previous projects i've done..
  36. //should scale better with hardware that supports instancing
  37. class GridMap : public Node3D {
  38. GDCLASS(GridMap, Node3D);
  39. enum {
  40. MAP_DIRTY_TRANSFORMS = 1,
  41. MAP_DIRTY_INSTANCES = 2,
  42. };
  43. union IndexKey {
  44. struct {
  45. int16_t x;
  46. int16_t y;
  47. int16_t z;
  48. };
  49. uint64_t key = 0;
  50. _FORCE_INLINE_ bool operator<(const IndexKey &p_key) const {
  51. return key < p_key.key;
  52. }
  53. _FORCE_INLINE_ operator Vector3i() const {
  54. return Vector3i(x, y, z);
  55. }
  56. IndexKey(Vector3i p_vector) {
  57. x = (int16_t)p_vector.x;
  58. y = (int16_t)p_vector.y;
  59. z = (int16_t)p_vector.z;
  60. }
  61. IndexKey() {}
  62. };
  63. /**
  64. * @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.
  65. */
  66. union Cell {
  67. struct {
  68. unsigned int item : 16;
  69. unsigned int rot : 5;
  70. unsigned int layer : 8;
  71. };
  72. uint32_t cell = 0;
  73. };
  74. /**
  75. * @brief An Octant is a prism containing Cells, and possibly belonging to an Area.
  76. * A GridMap can have multiple Octants.
  77. */
  78. struct Octant {
  79. struct NavMesh {
  80. RID region;
  81. Transform xform;
  82. };
  83. struct MultimeshInstance {
  84. RID instance;
  85. RID multimesh;
  86. struct Item {
  87. int index = 0;
  88. Transform transform;
  89. IndexKey key;
  90. };
  91. Vector<Item> items; //tools only, for changing visibility
  92. };
  93. Vector<MultimeshInstance> multimesh_instances;
  94. Set<IndexKey> cells;
  95. RID collision_debug;
  96. RID collision_debug_instance;
  97. bool dirty = false;
  98. RID static_body;
  99. Map<IndexKey, NavMesh> navmesh_ids;
  100. };
  101. union OctantKey {
  102. struct {
  103. int16_t x;
  104. int16_t y;
  105. int16_t z;
  106. int16_t empty;
  107. };
  108. uint64_t key = 0;
  109. _FORCE_INLINE_ bool operator<(const OctantKey &p_key) const {
  110. return key < p_key.key;
  111. }
  112. //OctantKey(const IndexKey& p_k, int p_item) { indexkey=p_k.key; item=p_item; }
  113. OctantKey() {}
  114. };
  115. uint32_t collision_layer = 1;
  116. uint32_t collision_mask = 1;
  117. bool bake_navigation = false;
  118. uint32_t navigation_layers = 1;
  119. Transform last_transform;
  120. bool _in_tree = false;
  121. Vector3 cell_size = Vector3(2, 2, 2);
  122. int octant_size = 8;
  123. bool center_x = true;
  124. bool center_y = true;
  125. bool center_z = true;
  126. float cell_scale = 1.0;
  127. bool clip = false;
  128. bool clip_above = true;
  129. int clip_floor = 0;
  130. bool recreating_octants = false;
  131. Vector3::Axis clip_axis = Vector3::AXIS_Z;
  132. Ref<MeshLibrary> mesh_library;
  133. Map<OctantKey, Octant *> octant_map;
  134. Map<IndexKey, Cell> cell_map;
  135. void _recreate_octant_data();
  136. struct BakeLight {
  137. RS::LightType type = RS::LightType::LIGHT_DIRECTIONAL;
  138. Vector3 pos;
  139. Vector3 dir;
  140. float param[RS::LIGHT_PARAM_MAX] = {};
  141. };
  142. _FORCE_INLINE_ Vector3 _octant_get_offset(const OctantKey &p_key) const {
  143. return Vector3(p_key.x, p_key.y, p_key.z) * cell_size * octant_size;
  144. }
  145. void _reset_physic_bodies_collision_filters();
  146. void _octant_enter_world(const OctantKey &p_key);
  147. void _octant_exit_world(const OctantKey &p_key);
  148. bool _octant_update(const OctantKey &p_key);
  149. void _octant_clean_up(const OctantKey &p_key);
  150. void _octant_transform(const OctantKey &p_key);
  151. bool awaiting_update = false;
  152. void _queue_octants_dirty();
  153. void _update_octants_callback();
  154. void resource_changed(const RES &p_res);
  155. void _clear_internal();
  156. Vector3 _get_offset() const;
  157. struct BakedMesh {
  158. Ref<Mesh> mesh;
  159. RID instance;
  160. };
  161. Vector<BakedMesh> baked_meshes;
  162. protected:
  163. bool _set(const StringName &p_name, const Variant &p_value);
  164. bool _get(const StringName &p_name, Variant &r_ret) const;
  165. void _get_property_list(List<PropertyInfo> *p_list) const;
  166. void _notification(int p_what);
  167. void _update_visibility();
  168. static void _bind_methods();
  169. public:
  170. enum {
  171. INVALID_CELL_ITEM = -1
  172. };
  173. void set_collision_layer(uint32_t p_layer);
  174. uint32_t get_collision_layer() const;
  175. void set_collision_mask(uint32_t p_mask);
  176. uint32_t get_collision_mask() const;
  177. void set_collision_layer_bit(int p_bit, bool p_value);
  178. bool get_collision_layer_bit(int p_bit) const;
  179. void set_collision_mask_bit(int p_bit, bool p_value);
  180. bool get_collision_mask_bit(int p_bit) const;
  181. void set_bake_navigation(bool p_bake_navigation);
  182. bool is_baking_navigation();
  183. void set_navigation_layers(uint32_t p_layers);
  184. uint32_t get_navigation_layers();
  185. void set_mesh_library(const Ref<MeshLibrary> &p_mesh_library);
  186. Ref<MeshLibrary> get_mesh_library() const;
  187. void set_cell_size(const Vector3 &p_size);
  188. Vector3 get_cell_size() const;
  189. void set_octant_size(int p_size);
  190. int get_octant_size() const;
  191. void set_center_x(bool p_enable);
  192. bool get_center_x() const;
  193. void set_center_y(bool p_enable);
  194. bool get_center_y() const;
  195. void set_center_z(bool p_enable);
  196. bool get_center_z() const;
  197. void set_cell_item(const Vector3i &p_position, int p_item, int p_rot = 0);
  198. int get_cell_item(const Vector3i &p_position) const;
  199. int get_cell_item_orientation(const Vector3i &p_position) const;
  200. Vector3i world_to_map(const Vector3 &p_world_position) const;
  201. Vector3 map_to_world(const Vector3i &p_map_position) const;
  202. void set_clip(bool p_enabled, bool p_clip_above = true, int p_floor = 0, Vector3::Axis p_axis = Vector3::AXIS_X);
  203. void set_cell_scale(float p_scale);
  204. float get_cell_scale() const;
  205. Array get_used_cells() const;
  206. Array get_meshes();
  207. void clear_baked_meshes();
  208. void make_baked_meshes(bool p_gen_lightmap_uv = false, float p_lightmap_uv_texel_size = 0.1);
  209. void clear();
  210. Array get_bake_meshes();
  211. RID get_bake_mesh_instance(int p_idx);
  212. GridMap();
  213. ~GridMap();
  214. };
  215. #endif // GRID_MAP_H