grid_map.h 9.1 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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/3d/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 PhysicsMaterial;
  38. class GridMap : public Node3D {
  39. GDCLASS(GridMap, Node3D);
  40. enum {
  41. MAP_DIRTY_TRANSFORMS = 1,
  42. MAP_DIRTY_INSTANCES = 2,
  43. };
  44. union IndexKey {
  45. struct {
  46. int16_t x;
  47. int16_t y;
  48. int16_t z;
  49. };
  50. uint64_t key = 0;
  51. static uint32_t hash(const IndexKey &p_key) {
  52. return hash_one_uint64(p_key.key);
  53. }
  54. _FORCE_INLINE_ bool operator<(const IndexKey &p_key) const {
  55. return key < p_key.key;
  56. }
  57. _FORCE_INLINE_ bool operator==(const IndexKey &p_key) const {
  58. return key == p_key.key;
  59. }
  60. _FORCE_INLINE_ operator Vector3i() const {
  61. return Vector3i(x, y, z);
  62. }
  63. IndexKey(Vector3i p_vector) {
  64. x = (int16_t)p_vector.x;
  65. y = (int16_t)p_vector.y;
  66. z = (int16_t)p_vector.z;
  67. }
  68. IndexKey() {}
  69. };
  70. /**
  71. * @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.
  72. */
  73. union Cell {
  74. struct {
  75. unsigned int item : 16;
  76. unsigned int rot : 5;
  77. unsigned int layer : 8;
  78. };
  79. uint32_t cell = 0;
  80. };
  81. /**
  82. * @brief An Octant is a prism containing Cells, and possibly belonging to an Area.
  83. * A GridMap can have multiple Octants.
  84. */
  85. struct Octant {
  86. struct NavigationCell {
  87. RID region;
  88. Transform3D xform;
  89. RID navigation_mesh_debug_instance;
  90. uint32_t navigation_layers = 1;
  91. };
  92. struct MultimeshInstance {
  93. RID instance;
  94. RID multimesh;
  95. struct Item {
  96. int index = 0;
  97. Transform3D transform;
  98. IndexKey key;
  99. };
  100. Vector<Item> items; //tools only, for changing visibility
  101. };
  102. Vector<MultimeshInstance> multimesh_instances;
  103. HashSet<IndexKey> cells;
  104. RID collision_debug;
  105. RID collision_debug_instance;
  106. #ifdef DEBUG_ENABLED
  107. RID navigation_debug_edge_connections_instance;
  108. Ref<ArrayMesh> navigation_debug_edge_connections_mesh;
  109. #endif // DEBUG_ENABLED
  110. bool dirty = false;
  111. RID static_body;
  112. HashMap<IndexKey, NavigationCell> navigation_cell_ids;
  113. };
  114. union OctantKey {
  115. struct {
  116. int16_t x;
  117. int16_t y;
  118. int16_t z;
  119. int16_t empty;
  120. };
  121. uint64_t key = 0;
  122. static uint32_t hash(const OctantKey &p_key) {
  123. return hash_one_uint64(p_key.key);
  124. }
  125. _FORCE_INLINE_ bool operator==(const OctantKey &p_key) const {
  126. return key == p_key.key;
  127. }
  128. //OctantKey(const IndexKey& p_k, int p_item) { indexkey=p_k.key; item=p_item; }
  129. OctantKey() {}
  130. };
  131. uint32_t collision_layer = 1;
  132. uint32_t collision_mask = 1;
  133. real_t collision_priority = 1.0;
  134. Ref<PhysicsMaterial> physics_material;
  135. bool bake_navigation = false;
  136. RID map_override;
  137. Transform3D last_transform;
  138. bool _in_tree = false;
  139. Vector3 cell_size = Vector3(2, 2, 2);
  140. int octant_size = 8;
  141. bool center_x = true;
  142. bool center_y = true;
  143. bool center_z = true;
  144. float cell_scale = 1.0;
  145. bool recreating_octants = false;
  146. Ref<MeshLibrary> mesh_library;
  147. HashMap<OctantKey, Octant *, OctantKey> octant_map;
  148. HashMap<IndexKey, Cell, IndexKey> cell_map;
  149. void _recreate_octant_data();
  150. struct BakeLight {
  151. RS::LightType type = RS::LightType::LIGHT_DIRECTIONAL;
  152. Vector3 pos;
  153. Vector3 dir;
  154. float param[RS::LIGHT_PARAM_MAX] = {};
  155. };
  156. _FORCE_INLINE_ Vector3 _octant_get_offset(const OctantKey &p_key) const {
  157. return Vector3(p_key.x, p_key.y, p_key.z) * cell_size * octant_size;
  158. }
  159. void _update_physics_bodies_collision_properties();
  160. void _update_physics_bodies_characteristics();
  161. void _octant_enter_world(const OctantKey &p_key);
  162. void _octant_exit_world(const OctantKey &p_key);
  163. bool _octant_update(const OctantKey &p_key);
  164. void _octant_clean_up(const OctantKey &p_key);
  165. void _octant_transform(const OctantKey &p_key);
  166. #ifdef DEBUG_ENABLED
  167. void _update_octant_navigation_debug_edge_connections_mesh(const OctantKey &p_key);
  168. void _navigation_map_changed(RID p_map);
  169. void _update_navigation_debug_edge_connections();
  170. #endif // DEBUG_ENABLED
  171. bool awaiting_update = false;
  172. void _queue_octants_dirty();
  173. void _update_octants_callback();
  174. #ifndef DISABLE_DEPRECATED
  175. void resource_changed(const Ref<Resource> &p_res);
  176. #endif
  177. void _clear_internal();
  178. Vector3 _get_offset() const;
  179. struct BakedMesh {
  180. Ref<Mesh> mesh;
  181. RID instance;
  182. };
  183. Vector<BakedMesh> baked_meshes;
  184. protected:
  185. bool _set(const StringName &p_name, const Variant &p_value);
  186. bool _get(const StringName &p_name, Variant &r_ret) const;
  187. void _get_property_list(List<PropertyInfo> *p_list) const;
  188. void _notification(int p_what);
  189. void _update_visibility();
  190. static void _bind_methods();
  191. public:
  192. enum {
  193. INVALID_CELL_ITEM = -1
  194. };
  195. void set_collision_layer(uint32_t p_layer);
  196. uint32_t get_collision_layer() const;
  197. void set_collision_mask(uint32_t p_mask);
  198. uint32_t get_collision_mask() const;
  199. void set_collision_layer_value(int p_layer_number, bool p_value);
  200. bool get_collision_layer_value(int p_layer_number) const;
  201. void set_collision_mask_value(int p_layer_number, bool p_value);
  202. bool get_collision_mask_value(int p_layer_number) const;
  203. void set_collision_priority(real_t p_priority);
  204. real_t get_collision_priority() const;
  205. void set_physics_material(Ref<PhysicsMaterial> p_material);
  206. Ref<PhysicsMaterial> get_physics_material() const;
  207. Array get_collision_shapes() const;
  208. void set_bake_navigation(bool p_bake_navigation);
  209. bool is_baking_navigation();
  210. void set_navigation_map(RID p_navigation_map);
  211. RID get_navigation_map() const;
  212. void set_mesh_library(const Ref<MeshLibrary> &p_mesh_library);
  213. Ref<MeshLibrary> get_mesh_library() const;
  214. void set_cell_size(const Vector3 &p_size);
  215. Vector3 get_cell_size() const;
  216. void set_octant_size(int p_size);
  217. int get_octant_size() const;
  218. void set_center_x(bool p_enable);
  219. bool get_center_x() const;
  220. void set_center_y(bool p_enable);
  221. bool get_center_y() const;
  222. void set_center_z(bool p_enable);
  223. bool get_center_z() const;
  224. void set_cell_item(const Vector3i &p_position, int p_item, int p_rot = 0);
  225. int get_cell_item(const Vector3i &p_position) const;
  226. int get_cell_item_orientation(const Vector3i &p_position) const;
  227. Basis get_cell_item_basis(const Vector3i &p_position) const;
  228. Basis get_basis_with_orthogonal_index(int p_index) const;
  229. int get_orthogonal_index_from_basis(const Basis &p_basis) const;
  230. Vector3i local_to_map(const Vector3 &p_local_position) const;
  231. Vector3 map_to_local(const Vector3i &p_map_position) const;
  232. void set_cell_scale(float p_scale);
  233. float get_cell_scale() const;
  234. TypedArray<Vector3i> get_used_cells() const;
  235. TypedArray<Vector3i> get_used_cells_by_item(int p_item) const;
  236. Array get_meshes() const;
  237. void clear_baked_meshes();
  238. void make_baked_meshes(bool p_gen_lightmap_uv = false, float p_lightmap_uv_texel_size = 0.1);
  239. void clear();
  240. Array get_bake_meshes();
  241. RID get_bake_mesh_instance(int p_idx);
  242. GridMap();
  243. ~GridMap();
  244. };
  245. #endif // GRID_MAP_H