grid_map.h 9.5 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 NavigationMesh;
  38. class NavigationMeshSourceGeometryData3D;
  39. class PhysicsMaterial;
  40. class GridMap : public Node3D {
  41. GDCLASS(GridMap, Node3D);
  42. enum {
  43. MAP_DIRTY_TRANSFORMS = 1,
  44. MAP_DIRTY_INSTANCES = 2,
  45. };
  46. union IndexKey {
  47. struct {
  48. int16_t x;
  49. int16_t y;
  50. int16_t z;
  51. };
  52. uint64_t key = 0;
  53. static uint32_t hash(const IndexKey &p_key) {
  54. return hash_one_uint64(p_key.key);
  55. }
  56. _FORCE_INLINE_ bool operator<(const IndexKey &p_key) const {
  57. return key < p_key.key;
  58. }
  59. _FORCE_INLINE_ bool operator==(const IndexKey &p_key) const {
  60. return key == p_key.key;
  61. }
  62. _FORCE_INLINE_ operator Vector3i() const {
  63. return Vector3i(x, y, z);
  64. }
  65. IndexKey(Vector3i p_vector) {
  66. x = (int16_t)p_vector.x;
  67. y = (int16_t)p_vector.y;
  68. z = (int16_t)p_vector.z;
  69. }
  70. IndexKey() {}
  71. };
  72. /**
  73. * @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.
  74. */
  75. union Cell {
  76. struct {
  77. unsigned int item : 16;
  78. unsigned int rot : 5;
  79. unsigned int layer : 8;
  80. };
  81. uint32_t cell = 0;
  82. };
  83. /**
  84. * @brief An Octant is a prism containing Cells, and possibly belonging to an Area.
  85. * A GridMap can have multiple Octants.
  86. */
  87. struct Octant {
  88. struct NavigationCell {
  89. RID region;
  90. Transform3D xform;
  91. RID navigation_mesh_debug_instance;
  92. uint32_t navigation_layers = 1;
  93. };
  94. struct MultimeshInstance {
  95. RID instance;
  96. RID multimesh;
  97. struct Item {
  98. int index = 0;
  99. Transform3D transform;
  100. IndexKey key;
  101. };
  102. Vector<Item> items; //tools only, for changing visibility
  103. };
  104. Vector<MultimeshInstance> multimesh_instances;
  105. HashSet<IndexKey> cells;
  106. RID collision_debug;
  107. RID collision_debug_instance;
  108. #ifdef DEBUG_ENABLED
  109. RID navigation_debug_edge_connections_instance;
  110. Ref<ArrayMesh> navigation_debug_edge_connections_mesh;
  111. #endif // DEBUG_ENABLED
  112. bool dirty = false;
  113. RID static_body;
  114. HashMap<IndexKey, NavigationCell> navigation_cell_ids;
  115. };
  116. union OctantKey {
  117. struct {
  118. int16_t x;
  119. int16_t y;
  120. int16_t z;
  121. int16_t empty;
  122. };
  123. uint64_t key = 0;
  124. static uint32_t hash(const OctantKey &p_key) {
  125. return hash_one_uint64(p_key.key);
  126. }
  127. _FORCE_INLINE_ bool operator==(const OctantKey &p_key) const {
  128. return key == p_key.key;
  129. }
  130. //OctantKey(const IndexKey& p_k, int p_item) { indexkey=p_k.key; item=p_item; }
  131. OctantKey() {}
  132. };
  133. uint32_t collision_layer = 1;
  134. uint32_t collision_mask = 1;
  135. real_t collision_priority = 1.0;
  136. Ref<PhysicsMaterial> physics_material;
  137. bool bake_navigation = false;
  138. RID map_override;
  139. Transform3D last_transform;
  140. bool _in_tree = false;
  141. Vector3 cell_size = Vector3(2, 2, 2);
  142. int octant_size = 8;
  143. bool center_x = true;
  144. bool center_y = true;
  145. bool center_z = true;
  146. float cell_scale = 1.0;
  147. bool recreating_octants = false;
  148. Ref<MeshLibrary> mesh_library;
  149. HashMap<OctantKey, Octant *, OctantKey> octant_map;
  150. HashMap<IndexKey, Cell, IndexKey> cell_map;
  151. void _recreate_octant_data();
  152. struct BakeLight {
  153. RS::LightType type = RS::LightType::LIGHT_DIRECTIONAL;
  154. Vector3 pos;
  155. Vector3 dir;
  156. float param[RS::LIGHT_PARAM_MAX] = {};
  157. };
  158. _FORCE_INLINE_ Vector3 _octant_get_offset(const OctantKey &p_key) const {
  159. return Vector3(p_key.x, p_key.y, p_key.z) * cell_size * octant_size;
  160. }
  161. void _update_physics_bodies_collision_properties();
  162. void _update_physics_bodies_characteristics();
  163. void _octant_enter_world(const OctantKey &p_key);
  164. void _octant_exit_world(const OctantKey &p_key);
  165. bool _octant_update(const OctantKey &p_key);
  166. void _octant_clean_up(const OctantKey &p_key);
  167. void _octant_transform(const OctantKey &p_key);
  168. #ifdef DEBUG_ENABLED
  169. void _update_octant_navigation_debug_edge_connections_mesh(const OctantKey &p_key);
  170. void _navigation_map_changed(RID p_map);
  171. void _update_navigation_debug_edge_connections();
  172. #endif // DEBUG_ENABLED
  173. bool awaiting_update = false;
  174. void _queue_octants_dirty();
  175. void _update_octants_callback();
  176. #ifndef DISABLE_DEPRECATED
  177. void resource_changed(const Ref<Resource> &p_res);
  178. #endif
  179. void _clear_internal();
  180. Vector3 _get_offset() const;
  181. struct BakedMesh {
  182. Ref<Mesh> mesh;
  183. RID instance;
  184. };
  185. Vector<BakedMesh> baked_meshes;
  186. protected:
  187. bool _set(const StringName &p_name, const Variant &p_value);
  188. bool _get(const StringName &p_name, Variant &r_ret) const;
  189. void _get_property_list(List<PropertyInfo> *p_list) const;
  190. void _notification(int p_what);
  191. void _update_visibility();
  192. static void _bind_methods();
  193. public:
  194. enum {
  195. INVALID_CELL_ITEM = -1
  196. };
  197. void set_collision_layer(uint32_t p_layer);
  198. uint32_t get_collision_layer() const;
  199. void set_collision_mask(uint32_t p_mask);
  200. uint32_t get_collision_mask() const;
  201. void set_collision_layer_value(int p_layer_number, bool p_value);
  202. bool get_collision_layer_value(int p_layer_number) const;
  203. void set_collision_mask_value(int p_layer_number, bool p_value);
  204. bool get_collision_mask_value(int p_layer_number) const;
  205. void set_collision_priority(real_t p_priority);
  206. real_t get_collision_priority() const;
  207. void set_physics_material(Ref<PhysicsMaterial> p_material);
  208. Ref<PhysicsMaterial> get_physics_material() const;
  209. Array get_collision_shapes() const;
  210. void set_bake_navigation(bool p_bake_navigation);
  211. bool is_baking_navigation();
  212. void set_navigation_map(RID p_navigation_map);
  213. RID get_navigation_map() const;
  214. void set_mesh_library(const Ref<MeshLibrary> &p_mesh_library);
  215. Ref<MeshLibrary> get_mesh_library() const;
  216. void set_cell_size(const Vector3 &p_size);
  217. Vector3 get_cell_size() const;
  218. void set_octant_size(int p_size);
  219. int get_octant_size() const;
  220. void set_center_x(bool p_enable);
  221. bool get_center_x() const;
  222. void set_center_y(bool p_enable);
  223. bool get_center_y() const;
  224. void set_center_z(bool p_enable);
  225. bool get_center_z() const;
  226. void set_cell_item(const Vector3i &p_position, int p_item, int p_rot = 0);
  227. int get_cell_item(const Vector3i &p_position) const;
  228. int get_cell_item_orientation(const Vector3i &p_position) const;
  229. Basis get_cell_item_basis(const Vector3i &p_position) const;
  230. Basis get_basis_with_orthogonal_index(int p_index) const;
  231. int get_orthogonal_index_from_basis(const Basis &p_basis) const;
  232. Vector3i local_to_map(const Vector3 &p_local_position) const;
  233. Vector3 map_to_local(const Vector3i &p_map_position) const;
  234. void set_cell_scale(float p_scale);
  235. float get_cell_scale() const;
  236. TypedArray<Vector3i> get_used_cells() const;
  237. TypedArray<Vector3i> get_used_cells_by_item(int p_item) const;
  238. Array get_meshes() const;
  239. void clear_baked_meshes();
  240. void make_baked_meshes(bool p_gen_lightmap_uv = false, float p_lightmap_uv_texel_size = 0.1);
  241. void clear();
  242. Array get_bake_meshes();
  243. RID get_bake_mesh_instance(int p_idx);
  244. private:
  245. static Callable _navmesh_source_geometry_parsing_callback;
  246. static RID _navmesh_source_geometry_parser;
  247. public:
  248. static void navmesh_parse_init();
  249. static void navmesh_parse_source_geometry(const Ref<NavigationMesh> &p_navigation_mesh, Ref<NavigationMeshSourceGeometryData3D> p_source_geometry_data, Node *p_node);
  250. GridMap();
  251. ~GridMap();
  252. };
  253. #endif // GRID_MAP_H