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/*************************************************************************/
/* world_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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 "globals.h"
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# include "scene/2d/camera_2d.h"
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# include "scene/2d/visibility_notifier_2d.h"
# include "scene/main/viewport.h"
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# include "servers/physics_2d_server.h"
# include "servers/spatial_sound_2d_server.h"
# include "servers/visual_server.h"
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struct SpatialIndexer2D {
struct CellRef {
int ref ;
_FORCE_INLINE_ int inc ( ) {
ref + + ;
return ref ;
}
_FORCE_INLINE_ int dec ( ) {
ref - - ;
return ref ;
}
_FORCE_INLINE_ CellRef ( ) {
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ref = 0 ;
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}
} ;
struct CellKey {
union {
struct {
int32_t x ;
int32_t y ;
} ;
uint64_t key ;
} ;
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bool operator = = ( const CellKey & p_key ) const { return key = = p_key . key ; }
_FORCE_INLINE_ bool operator < ( const CellKey & p_key ) const {
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return key < p_key . key ;
}
} ;
struct CellData {
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Map < VisibilityNotifier2D * , CellRef > notifiers ;
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} ;
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Map < CellKey , CellData > cells ;
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int cell_size ;
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Map < VisibilityNotifier2D * , Rect2 > notifiers ;
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struct ViewportData {
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Map < VisibilityNotifier2D * , uint64_t > notifiers ;
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Rect2 rect ;
} ;
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Map < Viewport * , ViewportData > viewports ;
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bool changed ;
uint64_t pass ;
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void _notifier_update_cells ( VisibilityNotifier2D * p_notifier , const Rect2 & p_rect , bool p_add ) {
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Point2i begin = p_rect . pos ;
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begin / = cell_size ;
Point2i end = p_rect . pos + p_rect . size ;
end / = cell_size ;
for ( int i = begin . x ; i < = end . x ; i + + ) {
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for ( int j = begin . y ; j < = end . y ; j + + ) {
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CellKey ck ;
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ck . x = i ;
ck . y = j ;
Map < CellKey , CellData > : : Element * E = cells . find ( ck ) ;
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if ( p_add ) {
if ( ! E )
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E = cells . insert ( ck , CellData ( ) ) ;
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E - > get ( ) . notifiers [ p_notifier ] . inc ( ) ;
} else {
ERR_CONTINUE ( ! E ) ;
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if ( E - > get ( ) . notifiers [ p_notifier ] . dec ( ) = = 0 ) {
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E - > get ( ) . notifiers . erase ( p_notifier ) ;
if ( E - > get ( ) . notifiers . empty ( ) ) {
cells . erase ( E ) ;
}
}
}
}
}
}
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void _notifier_add ( VisibilityNotifier2D * p_notifier , const Rect2 & p_rect ) {
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ERR_FAIL_COND ( notifiers . has ( p_notifier ) ) ;
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notifiers [ p_notifier ] = p_rect ;
_notifier_update_cells ( p_notifier , p_rect , true ) ;
changed = true ;
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}
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void _notifier_update ( VisibilityNotifier2D * p_notifier , const Rect2 & p_rect ) {
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Map < VisibilityNotifier2D * , Rect2 > : : Element * E = notifiers . find ( p_notifier ) ;
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ERR_FAIL_COND ( ! E ) ;
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if ( E - > get ( ) = = p_rect )
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return ;
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_notifier_update_cells ( p_notifier , p_rect , true ) ;
_notifier_update_cells ( p_notifier , E - > get ( ) , false ) ;
E - > get ( ) = p_rect ;
changed = true ;
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}
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void _notifier_remove ( VisibilityNotifier2D * p_notifier ) {
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Map < VisibilityNotifier2D * , Rect2 > : : Element * E = notifiers . find ( p_notifier ) ;
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ERR_FAIL_COND ( ! E ) ;
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_notifier_update_cells ( p_notifier , E - > get ( ) , false ) ;
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notifiers . erase ( p_notifier ) ;
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List < Viewport * > removed ;
for ( Map < Viewport * , ViewportData > : : Element * F = viewports . front ( ) ; F ; F = F - > next ( ) ) {
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Map < VisibilityNotifier2D * , uint64_t > : : Element * G = F - > get ( ) . notifiers . find ( p_notifier ) ;
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if ( G ) {
F - > get ( ) . notifiers . erase ( G ) ;
removed . push_back ( F - > key ( ) ) ;
}
}
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while ( ! removed . empty ( ) ) {
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p_notifier - > _exit_viewport ( removed . front ( ) - > get ( ) ) ;
removed . pop_front ( ) ;
}
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changed = true ;
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}
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void _add_viewport ( Viewport * p_viewport , const Rect2 & p_rect ) {
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ERR_FAIL_COND ( viewports . has ( p_viewport ) ) ;
ViewportData vd ;
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vd . rect = p_rect ;
viewports [ p_viewport ] = vd ;
changed = true ;
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}
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void _update_viewport ( Viewport * p_viewport , const Rect2 & p_rect ) {
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Map < Viewport * , ViewportData > : : Element * E = viewports . find ( p_viewport ) ;
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ERR_FAIL_COND ( ! E ) ;
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if ( E - > get ( ) . rect = = p_rect )
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return ;
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E - > get ( ) . rect = p_rect ;
changed = true ;
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}
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void _remove_viewport ( Viewport * p_viewport ) {
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ERR_FAIL_COND ( ! viewports . has ( p_viewport ) ) ;
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List < VisibilityNotifier2D * > removed ;
for ( Map < VisibilityNotifier2D * , uint64_t > : : Element * E = viewports [ p_viewport ] . notifiers . front ( ) ; E ; E = E - > next ( ) ) {
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removed . push_back ( E - > key ( ) ) ;
}
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while ( ! removed . empty ( ) ) {
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removed . front ( ) - > get ( ) - > _exit_viewport ( p_viewport ) ;
removed . pop_front ( ) ;
}
viewports . erase ( p_viewport ) ;
}
void _update ( ) {
if ( ! changed )
return ;
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for ( Map < Viewport * , ViewportData > : : Element * E = viewports . front ( ) ; E ; E = E - > next ( ) ) {
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Point2i begin = E - > get ( ) . rect . pos ;
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begin / = cell_size ;
Point2i end = E - > get ( ) . rect . pos + E - > get ( ) . rect . size ;
end / = cell_size ;
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pass + + ;
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List < VisibilityNotifier2D * > added ;
List < VisibilityNotifier2D * > removed ;
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int visible_cells = ( end . x - begin . x ) * ( end . y - begin . y ) ;
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if ( visible_cells > 10000 ) {
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//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
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for ( Map < CellKey , CellData > : : Element * F = cells . front ( ) ; F ; F = F - > next ( ) ) {
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const CellKey & ck = F - > key ( ) ;
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if ( ck . x < begin . x | | ck . x > end . x )
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continue ;
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if ( ck . y < begin . y | | ck . y > end . y )
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continue ;
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//notifiers in cell
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for ( Map < VisibilityNotifier2D * , CellRef > : : Element * G = F - > get ( ) . notifiers . front ( ) ; G ; G = G - > next ( ) ) {
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Map < VisibilityNotifier2D * , uint64_t > : : Element * H = E - > get ( ) . notifiers . find ( G - > key ( ) ) ;
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if ( ! H ) {
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H = E - > get ( ) . notifiers . insert ( G - > key ( ) , pass ) ;
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added . push_back ( G - > key ( ) ) ;
} else {
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H - > get ( ) = pass ;
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}
}
}
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} else {
//check cells in grid fashion
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for ( int i = begin . x ; i < = end . x ; i + + ) {
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for ( int j = begin . y ; j < = end . y ; j + + ) {
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CellKey ck ;
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ck . x = i ;
ck . y = j ;
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Map < CellKey , CellData > : : Element * F = cells . find ( ck ) ;
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if ( ! F ) {
continue ;
}
//notifiers in cell
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for ( Map < VisibilityNotifier2D * , CellRef > : : Element * G = F - > get ( ) . notifiers . front ( ) ; G ; G = G - > next ( ) ) {
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Map < VisibilityNotifier2D * , uint64_t > : : Element * H = E - > get ( ) . notifiers . find ( G - > key ( ) ) ;
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if ( ! H ) {
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H = E - > get ( ) . notifiers . insert ( G - > key ( ) , pass ) ;
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added . push_back ( G - > key ( ) ) ;
} else {
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H - > get ( ) = pass ;
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}
}
}
}
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}
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for ( Map < VisibilityNotifier2D * , uint64_t > : : Element * F = E - > get ( ) . notifiers . front ( ) ; F ; F = F - > next ( ) ) {
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if ( F - > get ( ) ! = pass )
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removed . push_back ( F - > key ( ) ) ;
}
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while ( ! added . empty ( ) ) {
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added . front ( ) - > get ( ) - > _enter_viewport ( E - > key ( ) ) ;
added . pop_front ( ) ;
}
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while ( ! removed . empty ( ) ) {
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E - > get ( ) . notifiers . erase ( removed . front ( ) - > get ( ) ) ;
removed . front ( ) - > get ( ) - > _exit_viewport ( E - > key ( ) ) ;
removed . pop_front ( ) ;
}
}
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changed = false ;
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}
SpatialIndexer2D ( ) {
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pass = 0 ;
changed = false ;
cell_size = 100 ; //should be configurable with GLOBAL_DEF("") i guess
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}
} ;
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void World2D : : _register_viewport ( Viewport * p_viewport , const Rect2 & p_rect ) {
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indexer - > _add_viewport ( p_viewport , p_rect ) ;
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}
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void World2D : : _update_viewport ( Viewport * p_viewport , const Rect2 & p_rect ) {
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indexer - > _update_viewport ( p_viewport , p_rect ) ;
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}
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void World2D : : _remove_viewport ( Viewport * p_viewport ) {
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indexer - > _remove_viewport ( p_viewport ) ;
}
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void World2D : : _register_notifier ( VisibilityNotifier2D * p_notifier , const Rect2 & p_rect ) {
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indexer - > _notifier_add ( p_notifier , p_rect ) ;
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}
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void World2D : : _update_notifier ( VisibilityNotifier2D * p_notifier , const Rect2 & p_rect ) {
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indexer - > _notifier_update ( p_notifier , p_rect ) ;
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}
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void World2D : : _remove_notifier ( VisibilityNotifier2D * p_notifier ) {
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indexer - > _notifier_remove ( p_notifier ) ;
}
void World2D : : _update ( ) {
indexer - > _update ( ) ;
}
RID World2D : : get_canvas ( ) {
return canvas ;
}
RID World2D : : get_space ( ) {
return space ;
}
RID World2D : : get_sound_space ( ) {
return sound_space ;
}
void World2D : : _bind_methods ( ) {
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ObjectTypeDB : : bind_method ( _MD ( " get_canvas " ) , & World2D : : get_canvas ) ;
ObjectTypeDB : : bind_method ( _MD ( " get_space " ) , & World2D : : get_space ) ;
ObjectTypeDB : : bind_method ( _MD ( " get_sound_space " ) , & World2D : : get_sound_space ) ;
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ObjectTypeDB : : bind_method ( _MD ( " get_direct_space_state:Physics2DDirectSpaceState " ) , & World2D : : get_direct_space_state ) ;
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}
Physics2DDirectSpaceState * World2D : : get_direct_space_state ( ) {
return Physics2DServer : : get_singleton ( ) - > space_get_direct_state ( space ) ;
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}
World2D : : World2D ( ) {
canvas = VisualServer : : get_singleton ( ) - > canvas_create ( ) ;
space = Physics2DServer : : get_singleton ( ) - > space_create ( ) ;
sound_space = SpatialSound2DServer : : get_singleton ( ) - > space_create ( ) ;
//set space2D to be more friendly with pixels than meters, by adjusting some constants
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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 ) ) ) ;
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// TODO: Remove this deprecation warning and compatibility code for 2.2 or 3.0
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if ( Globals : : get_singleton ( ) - > get ( " physics_2d/default_density " ) & & ! Globals : : get_singleton ( ) - > get ( " physics_2d/default_linear_damp " ) ) {
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WARN_PRINT ( " Deprecated parameter 'physics_2d/default_density'. It was renamed to 'physics_2d/default_linear_damp', adjusting your project settings accordingly (make sure to adjust scripts that potentially rely on 'physics_2d/default_density'. " ) ;
Globals : : get_singleton ( ) - > set ( " physics_2d/default_linear_damp " , Globals : : get_singleton ( ) - > get ( " physics_2d/default_density " ) ) ;
Globals : : get_singleton ( ) - > set_persisting ( " physics_2d/default_linear_damp " , true ) ;
Globals : : get_singleton ( ) - > set_persisting ( " physics_2d/default_density " , false ) ;
Globals : : get_singleton ( ) - > save ( ) ;
}
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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 ) ;
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}
World2D : : ~ World2D ( ) {
VisualServer : : get_singleton ( ) - > free ( canvas ) ;
Physics2DServer : : get_singleton ( ) - > free ( space ) ;
SpatialSound2DServer : : get_singleton ( ) - > free ( sound_space ) ;
memdelete ( indexer ) ;
}