godot/scene/resources/world_2d.cpp
Juan Linietsky 33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00

409 lines
12 KiB
C++

/*************************************************************************/
/* world_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "core/project_settings.h"
#include "scene/2d/camera_2d.h"
#include "scene/2d/visibility_notifier_2d.h"
#include "scene/main/viewport.h"
#include "servers/physics_2d_server.h"
#include "servers/visual_server.h"
struct SpatialIndexer2D {
struct CellRef {
int ref;
_FORCE_INLINE_ int inc() {
ref++;
return ref;
}
_FORCE_INLINE_ int dec() {
ref--;
return ref;
}
_FORCE_INLINE_ CellRef() {
ref = 0;
}
};
struct CellKey {
union {
struct {
int32_t x;
int32_t y;
};
uint64_t key;
};
bool operator==(const CellKey &p_key) const { return key == p_key.key; }
_FORCE_INLINE_ bool operator<(const CellKey &p_key) const {
return key < p_key.key;
}
};
struct CellData {
Map<VisibilityNotifier2D *, CellRef> notifiers;
};
Map<CellKey, CellData> cells;
int cell_size;
Map<VisibilityNotifier2D *, Rect2> notifiers;
struct ViewportData {
Map<VisibilityNotifier2D *, uint64_t> notifiers;
Rect2 rect;
};
Map<Viewport *, ViewportData> viewports;
bool changed;
uint64_t pass;
void _notifier_update_cells(VisibilityNotifier2D *p_notifier, const Rect2 &p_rect, bool p_add) {
Point2i begin = p_rect.position;
begin /= cell_size;
Point2i end = p_rect.position + p_rect.size;
end /= cell_size;
for (int i = begin.x; i <= end.x; i++) {
for (int j = begin.y; j <= end.y; j++) {
CellKey ck;
ck.x = i;
ck.y = j;
Map<CellKey, CellData>::Element *E = cells.find(ck);
if (p_add) {
if (!E)
E = cells.insert(ck, CellData());
E->get().notifiers[p_notifier].inc();
} else {
ERR_CONTINUE(!E);
if (E->get().notifiers[p_notifier].dec() == 0) {
E->get().notifiers.erase(p_notifier);
if (E->get().notifiers.empty()) {
cells.erase(E);
}
}
}
}
}
}
void _notifier_add(VisibilityNotifier2D *p_notifier, const Rect2 &p_rect) {
ERR_FAIL_COND(notifiers.has(p_notifier));
notifiers[p_notifier] = p_rect;
_notifier_update_cells(p_notifier, p_rect, true);
changed = true;
}
void _notifier_update(VisibilityNotifier2D *p_notifier, const Rect2 &p_rect) {
Map<VisibilityNotifier2D *, Rect2>::Element *E = notifiers.find(p_notifier);
ERR_FAIL_COND(!E);
if (E->get() == p_rect)
return;
_notifier_update_cells(p_notifier, p_rect, true);
_notifier_update_cells(p_notifier, E->get(), false);
E->get() = p_rect;
changed = true;
}
void _notifier_remove(VisibilityNotifier2D *p_notifier) {
Map<VisibilityNotifier2D *, Rect2>::Element *E = notifiers.find(p_notifier);
ERR_FAIL_COND(!E);
_notifier_update_cells(p_notifier, E->get(), false);
notifiers.erase(p_notifier);
List<Viewport *> removed;
for (Map<Viewport *, ViewportData>::Element *F = viewports.front(); F; F = F->next()) {
Map<VisibilityNotifier2D *, uint64_t>::Element *G = F->get().notifiers.find(p_notifier);
if (G) {
F->get().notifiers.erase(G);
removed.push_back(F->key());
}
}
while (!removed.empty()) {
p_notifier->_exit_viewport(removed.front()->get());
removed.pop_front();
}
changed = true;
}
void _add_viewport(Viewport *p_viewport, const Rect2 &p_rect) {
ERR_FAIL_COND(viewports.has(p_viewport));
ViewportData vd;
vd.rect = p_rect;
viewports[p_viewport] = vd;
changed = true;
}
void _update_viewport(Viewport *p_viewport, const Rect2 &p_rect) {
Map<Viewport *, ViewportData>::Element *E = viewports.find(p_viewport);
ERR_FAIL_COND(!E);
if (E->get().rect == p_rect)
return;
E->get().rect = p_rect;
changed = true;
}
void _remove_viewport(Viewport *p_viewport) {
ERR_FAIL_COND(!viewports.has(p_viewport));
List<VisibilityNotifier2D *> removed;
for (Map<VisibilityNotifier2D *, uint64_t>::Element *E = viewports[p_viewport].notifiers.front(); E; E = E->next()) {
removed.push_back(E->key());
}
while (!removed.empty()) {
removed.front()->get()->_exit_viewport(p_viewport);
removed.pop_front();
}
viewports.erase(p_viewport);
}
void _update() {
if (!changed)
return;
for (Map<Viewport *, ViewportData>::Element *E = viewports.front(); E; E = E->next()) {
Point2i begin = E->get().rect.position;
begin /= cell_size;
Point2i end = E->get().rect.position + E->get().rect.size;
end /= cell_size;
pass++;
List<VisibilityNotifier2D *> added;
List<VisibilityNotifier2D *> removed;
int visible_cells = (end.x - begin.x) * (end.y - begin.y);
if (visible_cells > 10000) {
//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
for (Map<CellKey, CellData>::Element *F = cells.front(); F; F = F->next()) {
const CellKey &ck = F->key();
if (ck.x < begin.x || ck.x > end.x)
continue;
if (ck.y < begin.y || ck.y > end.y)
continue;
//notifiers in cell
for (Map<VisibilityNotifier2D *, CellRef>::Element *G = F->get().notifiers.front(); G; G = G->next()) {
Map<VisibilityNotifier2D *, uint64_t>::Element *H = E->get().notifiers.find(G->key());
if (!H) {
H = E->get().notifiers.insert(G->key(), pass);
added.push_back(G->key());
} else {
H->get() = pass;
}
}
}
} else {
//check cells in grid fashion
for (int i = begin.x; i <= end.x; i++) {
for (int j = begin.y; j <= end.y; j++) {
CellKey ck;
ck.x = i;
ck.y = j;
Map<CellKey, CellData>::Element *F = cells.find(ck);
if (!F) {
continue;
}
//notifiers in cell
for (Map<VisibilityNotifier2D *, CellRef>::Element *G = F->get().notifiers.front(); G; G = G->next()) {
Map<VisibilityNotifier2D *, uint64_t>::Element *H = E->get().notifiers.find(G->key());
if (!H) {
H = E->get().notifiers.insert(G->key(), pass);
added.push_back(G->key());
} else {
H->get() = pass;
}
}
}
}
}
for (Map<VisibilityNotifier2D *, uint64_t>::Element *F = E->get().notifiers.front(); F; F = F->next()) {
if (F->get() != pass)
removed.push_back(F->key());
}
while (!added.empty()) {
added.front()->get()->_enter_viewport(E->key());
added.pop_front();
}
while (!removed.empty()) {
E->get().notifiers.erase(removed.front()->get());
removed.front()->get()->_exit_viewport(E->key());
removed.pop_front();
}
}
changed = false;
}
SpatialIndexer2D() {
pass = 0;
changed = false;
cell_size = 100; //should be configurable with GLOBAL_DEF("") i guess
}
};
void World2D::_register_viewport(Viewport *p_viewport, const Rect2 &p_rect) {
indexer->_add_viewport(p_viewport, p_rect);
}
void World2D::_update_viewport(Viewport *p_viewport, const Rect2 &p_rect) {
indexer->_update_viewport(p_viewport, p_rect);
}
void World2D::_remove_viewport(Viewport *p_viewport) {
indexer->_remove_viewport(p_viewport);
}
void World2D::_register_notifier(VisibilityNotifier2D *p_notifier, const Rect2 &p_rect) {
indexer->_notifier_add(p_notifier, p_rect);
}
void World2D::_update_notifier(VisibilityNotifier2D *p_notifier, const Rect2 &p_rect) {
indexer->_notifier_update(p_notifier, p_rect);
}
void World2D::_remove_notifier(VisibilityNotifier2D *p_notifier) {
indexer->_notifier_remove(p_notifier);
}
void World2D::_update() {
indexer->_update();
}
RID World2D::get_canvas() {
return canvas;
}
RID World2D::get_space() {
return space;
}
void World2D::get_viewport_list(List<Viewport *> *r_viewports) {
for (Map<Viewport *, SpatialIndexer2D::ViewportData>::Element *E = indexer->viewports.front(); E; E = E->next()) {
r_viewports->push_back(E->key());
}
}
void World2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_canvas"), &World2D::get_canvas);
ClassDB::bind_method(D_METHOD("get_space"), &World2D::get_space);
ClassDB::bind_method(D_METHOD("get_direct_space_state"), &World2D::get_direct_space_state);
ADD_PROPERTY(PropertyInfo(Variant::_RID, "canvas", PROPERTY_HINT_NONE, "", 0), "", "get_canvas");
ADD_PROPERTY(PropertyInfo(Variant::_RID, "space", PROPERTY_HINT_NONE, "", 0), "", "get_space");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "direct_space_state", PROPERTY_HINT_RESOURCE_TYPE, "Physics2DDirectSpaceState", 0), "", "get_direct_space_state");
}
Physics2DDirectSpaceState *World2D::get_direct_space_state() {
return Physics2DServer::get_singleton()->space_get_direct_state(space);
}
World2D::World2D() {
canvas = VisualServer::get_singleton()->canvas_create();
space = Physics2DServer::get_singleton()->space_create();
//set space2D to be more friendly with pixels than meters, by adjusting some constants
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)));
Physics2DServer::get_singleton()->area_set_param(space, Physics2DServer::AREA_PARAM_LINEAR_DAMP, GLOBAL_DEF("physics/2d/default_linear_damp", 0.1));
ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/default_linear_damp", PropertyInfo(Variant::FLOAT, "physics/2d/default_linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"));
Physics2DServer::get_singleton()->area_set_param(space, Physics2DServer::AREA_PARAM_ANGULAR_DAMP, GLOBAL_DEF("physics/2d/default_angular_damp", 1.0));
ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/default_angular_damp", PropertyInfo(Variant::FLOAT, "physics/2d/default_angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"));
indexer = memnew(SpatialIndexer2D);
}
World2D::~World2D() {
VisualServer::get_singleton()->free(canvas);
Physics2DServer::get_singleton()->free(space);
memdelete(indexer);
}