That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
301 lines
8 KiB
C++
301 lines
8 KiB
C++
/*************************************************************************/
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/* grid_map.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GRID_MAP_H
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#define GRID_MAP_H
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#include "scene/resources/mesh_library.h"
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#include "scene/3d/spatial.h"
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#include "scene/3d/navigation.h"
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#include "scene/resources/multimesh.h"
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//heh heh, godotsphir!! this shares no code and the design is completely different with previous projects i've done..
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//should scale better with hardware that supports instancing
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class BakedLightInstance;
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class GridMap : public Spatial {
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OBJ_TYPE( GridMap, Spatial );
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enum {
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MAP_DIRTY_TRANSFORMS=1,
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MAP_DIRTY_INSTANCES=2,
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};
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union IndexKey {
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struct {
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int16_t x;
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int16_t y;
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int16_t z;
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};
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uint64_t key;
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_FORCE_INLINE_ bool operator<(const IndexKey& p_key) const {
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return key < p_key.key;
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}
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IndexKey() { key=0; }
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};
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/**
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* @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.
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*/
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union Cell {
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struct {
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unsigned int item : 16;
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unsigned int rot:5;
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unsigned int layer:8;
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};
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uint32_t cell;
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Cell() { item=0; rot=0; layer=0; }
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};
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/**
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* @brief An Octant is a prism containing Cells, and possibly belonging to an Area.
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* A GridMap can have multiple Octants.
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*/
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struct Octant {
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struct NavMesh {
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int id;
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Transform xform;
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};
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struct ItemInstances {
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Set<IndexKey> cells;
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Ref<Mesh> mesh;
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Ref<Shape> shape;
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Ref<MultiMesh> multimesh;
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RID multimesh_instance;
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Ref<NavigationMesh> navmesh;
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};
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Ref<Mesh> baked;
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RID bake_instance;
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RID collision_debug;
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RID collision_debug_instance;
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bool dirty;
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RID static_body;
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Map<int,ItemInstances> items;
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Map<IndexKey,NavMesh> navmesh_ids;
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};
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union OctantKey {
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struct {
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int16_t x;
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int16_t y;
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int16_t z;
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int16_t area;
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};
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uint64_t key;
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_FORCE_INLINE_ bool operator<(const OctantKey& p_key) const {
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return key < p_key.key;
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}
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//OctantKey(const IndexKey& p_k, int p_item) { indexkey=p_k.key; item=p_item; }
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OctantKey() { key=0; }
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};
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Transform last_transform;
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bool _in_tree;
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float cell_size;
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int octant_size;
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bool center_x,center_y,center_z;
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bool bake;
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float cell_scale;
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Navigation *navigation;
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bool clip;
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bool clip_above;
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int clip_floor;
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bool baked_lock;
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Vector3::Axis clip_axis;
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/**
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* @brief An Area is something like a room: it has doors, and Octants can choose to belong to it.
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*/
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struct Area {
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String name;
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RID base_portal;
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RID instance;
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IndexKey from;
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IndexKey to;
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struct Portal {
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Transform xform;
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RID instance;
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~Portal();
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};
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Vector<Portal> portals;
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float portal_disable_distance;
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Color portal_disable_color;
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bool exterior_portal;
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Area();
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~Area();
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};
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Ref<MeshLibrary> theme;
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Map<OctantKey,Octant*> octant_map;
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Map<IndexKey,Cell> cell_map;
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Map<int,Area*> area_map;
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void _recreate_octant_data();
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struct BakeLight {
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VS::LightType type;
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Vector3 pos;
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Vector3 dir;
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float param[VS::LIGHT_PARAM_MAX];
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};
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_FORCE_INLINE_ int _find_area(const IndexKey& p_pos) const;
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_FORCE_INLINE_ Vector3 _octant_get_offset(const OctantKey &p_key) const {
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return Vector3(p_key.x,p_key.y,p_key.z)*cell_size*octant_size;
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}
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void _octant_enter_world(const OctantKey &p_key);
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void _octant_enter_tree(const OctantKey &p_key);
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void _octant_exit_world(const OctantKey &p_key);
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void _octant_update(const OctantKey &p_key);
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void _octant_transform(const OctantKey &p_key);
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void _octant_clear_baked(const OctantKey &p_key);
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void _octant_clear_navmesh(const GridMap::OctantKey&);
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void _octant_bake(const OctantKey &p_key,const Ref<TriangleMesh>& p_tmesh=RES(),const Vector<BakeLight> &p_lights=Vector<BakeLight>(),List<Vector3> *r_prebake=NULL);
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bool awaiting_update;
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void _queue_dirty_map();
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void _update_dirty_map_callback();
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void resource_changed(const RES& p_res);
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void _update_areas();
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void _update_area_instances();
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void _clear_internal(bool p_keep_areas=false);
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BakedLightInstance *baked_light_instance;
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bool use_baked_light;
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void _find_baked_light();
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void _baked_light_changed();
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Array _get_baked_light_meshes();
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protected:
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list( List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
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static void _bind_methods();
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public:
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enum {
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INVALID_CELL_ITEM=-1
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};
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void set_theme(const Ref<MeshLibrary>& p_theme);
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Ref<MeshLibrary> get_theme() const;
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void set_cell_size(float p_size);
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float get_cell_size() const;
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void set_octant_size(int p_size);
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int get_octant_size() const;
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void set_center_x(bool p_enable);
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bool get_center_x() const;
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void set_center_y(bool p_enable);
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bool get_center_y() const;
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void set_center_z(bool p_enable);
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bool get_center_z() const;
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void set_cell_item(int p_x,int p_y,int p_z, int p_item,int p_orientation=0);
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int get_cell_item(int p_x,int p_y,int p_z) const;
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int get_cell_item_orientation(int p_x,int p_y,int p_z) const;
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void set_clip(bool p_enabled, bool p_clip_above=true, int p_floor=0, Vector3::Axis p_axis=Vector3::AXIS_X);
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Error create_area(int p_id,const AABB& p_area);
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AABB area_get_bounds(int p_area) const;
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void area_set_exterior_portal(int p_area,bool p_enable);
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void area_set_name(int p_area,const String& p_name);
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String area_get_name(int p_area) const;
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bool area_is_exterior_portal(int p_area) const;
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void area_set_portal_disable_distance(int p_area, float p_distance);
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float area_get_portal_disable_distance(int p_area) const;
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void area_set_portal_disable_color(int p_area, Color p_color);
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Color area_get_portal_disable_color(int p_area) const;
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void get_area_list(List<int> *p_areas) const;
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void erase_area(int p_area);
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int get_unused_area_id() const;
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void set_cell_scale(float p_scale);
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float get_cell_scale() const;
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void set_bake(bool p_bake);
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bool is_baking_enabled() const;
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void bake_geometry();
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void set_use_baked_light(bool p_use);
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bool is_using_baked_light() const;
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void clear();
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GridMap();
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~GridMap();
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};
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#endif // CUBE_GRID_MAP_H
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