godot/scene/2d/tile_map.cpp

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/*************************************************************************/
/* tile_map.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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. */
/*************************************************************************/
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#include "tile_map.h"
#include "core/io/marshalls.h"
#include "core/math/geometry_2d.h"
#include "core/os/os.h"
void TileMapPattern::set_cell(const Vector2i &p_coords, int p_source_id, const Vector2i p_atlas_coords, int p_alternative_tile) {
ERR_FAIL_COND_MSG(p_coords.x < 0 || p_coords.y < 0, vformat("Cannot set cell with negative coords in a TileMapPattern. Wrong coords: %s", p_coords));
size = size.max(p_coords + Vector2i(1, 1));
pattern[p_coords] = TileMapCell(p_source_id, p_atlas_coords, p_alternative_tile);
}
bool TileMapPattern::has_cell(const Vector2i &p_coords) const {
return pattern.has(p_coords);
}
void TileMapPattern::remove_cell(const Vector2i &p_coords, bool p_update_size) {
ERR_FAIL_COND(!pattern.has(p_coords));
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pattern.erase(p_coords);
if (p_update_size) {
size = Vector2i();
for (Map<Vector2i, TileMapCell>::Element *E = pattern.front(); E; E = E->next()) {
size = size.max(E->key() + Vector2i(1, 1));
}
}
}
int TileMapPattern::get_cell_source_id(const Vector2i &p_coords) const {
ERR_FAIL_COND_V(!pattern.has(p_coords), -1);
return pattern[p_coords].source_id;
}
Vector2i TileMapPattern::get_cell_atlas_coords(const Vector2i &p_coords) const {
ERR_FAIL_COND_V(!pattern.has(p_coords), TileSetAtlasSource::INVALID_ATLAS_COORDS);
return pattern[p_coords].get_atlas_coords();
}
int TileMapPattern::get_cell_alternative_tile(const Vector2i &p_coords) const {
ERR_FAIL_COND_V(!pattern.has(p_coords), TileSetAtlasSource::INVALID_TILE_ALTERNATIVE);
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return pattern[p_coords].alternative_tile;
}
TypedArray<Vector2i> TileMapPattern::get_used_cells() const {
// Returns the cells used in the tilemap.
TypedArray<Vector2i> a;
a.resize(pattern.size());
int i = 0;
for (Map<Vector2i, TileMapCell>::Element *E = pattern.front(); E; E = E->next()) {
Vector2i p(E->key().x, E->key().y);
a[i++] = p;
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}
return a;
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}
Vector2i TileMapPattern::get_size() const {
return size;
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}
void TileMapPattern::set_size(const Vector2i &p_size) {
for (Map<Vector2i, TileMapCell>::Element *E = pattern.front(); E; E = E->next()) {
Vector2i coords = E->key();
if (p_size.x <= coords.x || p_size.y <= coords.y) {
ERR_FAIL_MSG(vformat("Cannot set pattern size to %s, it contains a tile at %s. Size can only be increased.", p_size, coords));
};
}
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size = p_size;
}
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bool TileMapPattern::is_empty() const {
return pattern.is_empty();
};
void TileMapPattern::clear() {
size = Vector2i();
pattern.clear();
};
void TileMapPattern::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_cell", "coords", "source_id", "atlas_coords", "alternative_tile"), &TileMapPattern::set_cell, DEFVAL(-1), DEFVAL(TileSetAtlasSource::INVALID_ATLAS_COORDS), DEFVAL(TileSetAtlasSource::INVALID_TILE_ALTERNATIVE));
ClassDB::bind_method(D_METHOD("has_cell", "coords"), &TileMapPattern::has_cell);
ClassDB::bind_method(D_METHOD("remove_cell", "coords"), &TileMapPattern::remove_cell);
ClassDB::bind_method(D_METHOD("get_cell_source_id", "coords"), &TileMapPattern::get_cell_source_id);
ClassDB::bind_method(D_METHOD("get_cell_atlas_coords", "coords"), &TileMapPattern::get_cell_atlas_coords);
ClassDB::bind_method(D_METHOD("get_cell_alternative_tile", "coords"), &TileMapPattern::get_cell_alternative_tile);
ClassDB::bind_method(D_METHOD("get_used_cells"), &TileMapPattern::get_used_cells);
ClassDB::bind_method(D_METHOD("get_size"), &TileMapPattern::get_size);
ClassDB::bind_method(D_METHOD("set_size", "size"), &TileMapPattern::set_size);
ClassDB::bind_method(D_METHOD("is_empty"), &TileMapPattern::is_empty);
}
Vector2i TileMap::transform_coords_layout(Vector2i p_coords, TileSet::TileOffsetAxis p_offset_axis, TileSet::TileLayout p_from_layout, TileSet::TileLayout p_to_layout) {
// Transform to stacked layout.
Vector2i output = p_coords;
if (p_offset_axis == TileSet::TILE_OFFSET_AXIS_VERTICAL) {
SWAP(output.x, output.y);
}
switch (p_from_layout) {
case TileSet::TILE_LAYOUT_STACKED:
break;
case TileSet::TILE_LAYOUT_STACKED_OFFSET:
if (output.y % 2) {
output.x -= 1;
}
break;
case TileSet::TILE_LAYOUT_STAIRS_RIGHT:
case TileSet::TILE_LAYOUT_STAIRS_DOWN:
if ((p_from_layout == TileSet::TILE_LAYOUT_STAIRS_RIGHT) ^ (p_offset_axis == TileSet::TILE_OFFSET_AXIS_VERTICAL)) {
if (output.y < 0 && bool(output.y % 2)) {
output = Vector2i(output.x + output.y / 2 - 1, output.y);
} else {
output = Vector2i(output.x + output.y / 2, output.y);
}
} else {
if (output.x < 0 && bool(output.x % 2)) {
output = Vector2i(output.x / 2 - 1, output.x + output.y * 2);
} else {
output = Vector2i(output.x / 2, output.x + output.y * 2);
}
}
break;
case TileSet::TILE_LAYOUT_DIAMOND_RIGHT:
case TileSet::TILE_LAYOUT_DIAMOND_DOWN:
if ((p_from_layout == TileSet::TILE_LAYOUT_DIAMOND_RIGHT) ^ (p_offset_axis == TileSet::TILE_OFFSET_AXIS_VERTICAL)) {
if ((output.x + output.y) < 0 && (output.x - output.y) % 2) {
output = Vector2i((output.x + output.y) / 2 - 1, output.y - output.x);
} else {
output = Vector2i((output.x + output.y) / 2, -output.x + output.y);
}
} else {
if ((output.x - output.y) < 0 && (output.x + output.y) % 2) {
output = Vector2i((output.x - output.y) / 2 - 1, output.x + output.y);
} else {
output = Vector2i((output.x - output.y) / 2, output.x + output.y);
}
}
break;
}
switch (p_to_layout) {
case TileSet::TILE_LAYOUT_STACKED:
break;
case TileSet::TILE_LAYOUT_STACKED_OFFSET:
if (output.y % 2) {
output.x += 1;
}
break;
case TileSet::TILE_LAYOUT_STAIRS_RIGHT:
case TileSet::TILE_LAYOUT_STAIRS_DOWN:
if ((p_to_layout == TileSet::TILE_LAYOUT_STAIRS_RIGHT) ^ (p_offset_axis == TileSet::TILE_OFFSET_AXIS_VERTICAL)) {
if (output.y < 0 && (output.y % 2)) {
output = Vector2i(output.x - output.y / 2 + 1, output.y);
} else {
output = Vector2i(output.x - output.y / 2, output.y);
}
} else {
if (output.y % 2) {
if (output.y < 0) {
output = Vector2i(2 * output.x + 1, -output.x + output.y / 2 - 1);
} else {
output = Vector2i(2 * output.x + 1, -output.x + output.y / 2);
}
} else {
output = Vector2i(2 * output.x, -output.x + output.y / 2);
}
}
break;
case TileSet::TILE_LAYOUT_DIAMOND_RIGHT:
case TileSet::TILE_LAYOUT_DIAMOND_DOWN:
if ((p_to_layout == TileSet::TILE_LAYOUT_DIAMOND_RIGHT) ^ (p_offset_axis == TileSet::TILE_OFFSET_AXIS_VERTICAL)) {
if (output.y % 2) {
if (output.y > 0) {
output = Vector2i(output.x - output.y / 2, output.x + output.y / 2 + 1);
} else {
output = Vector2i(output.x - output.y / 2 + 1, output.x + output.y / 2);
}
} else {
output = Vector2i(output.x - output.y / 2, output.x + output.y / 2);
}
} else {
if (output.y % 2) {
if (output.y < 0) {
output = Vector2i(output.x + output.y / 2, -output.x + output.y / 2 - 1);
} else {
output = Vector2i(output.x + output.y / 2 + 1, -output.x + output.y / 2);
}
} else {
output = Vector2i(output.x + output.y / 2, -output.x + output.y / 2);
}
}
break;
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}
if (p_offset_axis == TileSet::TILE_OFFSET_AXIS_VERTICAL) {
SWAP(output.x, output.y);
}
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return output;
}
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int TileMap::get_effective_quadrant_size() const {
// When using YSort, the quadrant size is reduced to 1 to have one CanvasItem per quadrant
if (tile_set.is_valid() && tile_set->is_y_sorting()) {
return 1;
} else {
return quadrant_size;
}
}
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Vector2i TileMap::_coords_to_quadrant_coords(const Vector2i &p_coords) const {
int quadrant_size = get_effective_quadrant_size();
// Rounding down, instead of simply rounding towards zero (truncating)
return Vector2i(
p_coords.x > 0 ? p_coords.x / quadrant_size : (p_coords.x - (quadrant_size - 1)) / quadrant_size,
p_coords.y > 0 ? p_coords.y / quadrant_size : (p_coords.y - (quadrant_size - 1)) / quadrant_size);
}
void TileMap::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
pending_update = true;
_recreate_quadrants();
} break;
case NOTIFICATION_EXIT_TREE: {
_clear_quadrants();
} break;
}
// Transfers the notification to tileset plugins.
if (tile_set.is_valid()) {
for (int i = 0; i < tile_set->get_tile_set_atlas_plugins().size(); i++) {
tile_set->get_tile_set_atlas_plugins()[i]->tilemap_notification(this, p_what);
}
}
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}
Ref<TileSet> TileMap::get_tileset() const {
return tile_set;
}
void TileMap::set_tileset(const Ref<TileSet> &p_tileset) {
if (p_tileset == tile_set) {
return;
}
// Set the tileset, registering to its changes.
if (tile_set.is_valid()) {
tile_set->disconnect("changed", callable_mp(this, &TileMap::_make_all_quadrants_dirty));
tile_set->disconnect("changed", callable_mp(this, &TileMap::_tile_set_changed));
}
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if (!p_tileset.is_valid()) {
_clear_quadrants();
}
tile_set = p_tileset;
if (tile_set.is_valid()) {
tile_set->connect("changed", callable_mp(this, &TileMap::_make_all_quadrants_dirty), varray(true));
tile_set->connect("changed", callable_mp(this, &TileMap::_tile_set_changed));
_recreate_quadrants();
}
emit_signal("changed");
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}
int TileMap::get_quadrant_size() const {
return quadrant_size;
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}
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void TileMap::set_quadrant_size(int p_size) {
ERR_FAIL_COND_MSG(p_size < 1, "TileMapQuadrant size cannot be smaller than 1.");
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quadrant_size = p_size;
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_recreate_quadrants();
emit_signal("changed");
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}
void TileMap::_fix_cell_transform(Transform2D &xform, const TileMapCell &p_cell, const Vector2 &p_offset, const Size2 &p_sc) {
Size2 s = p_sc;
Vector2 offset = p_offset;
// Flip/transpose: update the tile transform.
TileSetSource *source = *tile_set->get_source(p_cell.source_id);
TileSetAtlasSource *atlas_source = Object::cast_to<TileSetAtlasSource>(source);
if (!atlas_source) {
return;
}
TileData *tile_data = Object::cast_to<TileData>(atlas_source->get_tile_data(p_cell.get_atlas_coords(), p_cell.alternative_tile));
if (tile_data->get_transpose()) {
SWAP(xform.elements[0].x, xform.elements[0].y);
SWAP(xform.elements[1].x, xform.elements[1].y);
SWAP(offset.x, offset.y);
SWAP(s.x, s.y);
}
if (tile_data->get_flip_h()) {
xform.elements[0].x = -xform.elements[0].x;
xform.elements[1].x = -xform.elements[1].x;
offset.x = s.x - offset.x;
}
if (tile_data->get_flip_v()) {
xform.elements[0].y = -xform.elements[0].y;
xform.elements[1].y = -xform.elements[1].y;
offset.y = s.y - offset.y;
}
xform.elements[2] += offset;
}
void TileMap::update_dirty_quadrants() {
if (!pending_update) {
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return;
}
if (!is_inside_tree() || !tile_set.is_valid()) {
pending_update = false;
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return;
}
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// Update the coords cache.
for (SelfList<TileMapQuadrant> *q = dirty_quadrant_list.first(); q; q = q->next()) {
q->self()->map_to_world.clear();
q->self()->world_to_map.clear();
for (Set<Vector2i>::Element *E = q->self()->cells.front(); E; E = E->next()) {
Vector2i pk = E->get();
Vector2i pk_world_coords = map_to_world(pk);
q->self()->map_to_world[pk] = pk_world_coords;
q->self()->world_to_map[pk_world_coords] = pk;
}
}
// Call the update_dirty_quadrant method on plugins.
for (int i = 0; i < tile_set->get_tile_set_atlas_plugins().size(); i++) {
tile_set->get_tile_set_atlas_plugins()[i]->update_dirty_quadrants(this, dirty_quadrant_list);
}
// Redraw the debug canvas_items.
RenderingServer *rs = RenderingServer::get_singleton();
for (SelfList<TileMapQuadrant> *q = dirty_quadrant_list.first(); q; q = q->next()) {
rs->canvas_item_clear(q->self()->debug_canvas_item);
Transform2D xform;
xform.set_origin(map_to_world(q->self()->coords * get_effective_quadrant_size()));
rs->canvas_item_set_transform(q->self()->debug_canvas_item, xform);
for (int i = 0; i < tile_set->get_tile_set_atlas_plugins().size(); i++) {
tile_set->get_tile_set_atlas_plugins()[i]->draw_quadrant_debug(this, q->self());
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}
}
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// Clear the list
while (dirty_quadrant_list.first()) {
dirty_quadrant_list.remove(dirty_quadrant_list.first());
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}
pending_update = false;
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_recompute_rect_cache();
}
void TileMap::_recompute_rect_cache() {
// Compute the displayed area of the tilemap.
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#ifdef DEBUG_ENABLED
if (!rect_cache_dirty) {
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return;
}
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Rect2 r_total;
for (Map<Vector2i, TileMapQuadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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Rect2 r;
r.position = map_to_world(E->key() * get_effective_quadrant_size());
r.expand_to(map_to_world((E->key() + Vector2i(1, 0)) * get_effective_quadrant_size()));
r.expand_to(map_to_world((E->key() + Vector2i(1, 1)) * get_effective_quadrant_size()));
r.expand_to(map_to_world((E->key() + Vector2i(0, 1)) * get_effective_quadrant_size()));
if (E == quadrant_map.front()) {
r_total = r;
} else {
r_total = r_total.merge(r);
}
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}
rect_cache = r_total;
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item_rect_changed();
rect_cache_dirty = false;
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#endif
}
Map<Vector2i, TileMapQuadrant>::Element *TileMap::_create_quadrant(const Vector2i &p_qk) {
TileMapQuadrant q;
q.coords = p_qk;
rect_cache_dirty = true;
// Create the debug canvas item.
RenderingServer *rs = RenderingServer::get_singleton();
q.debug_canvas_item = rs->canvas_item_create();
rs->canvas_item_set_z_index(q.debug_canvas_item, RS::CANVAS_ITEM_Z_MAX - 1);
rs->canvas_item_set_parent(q.debug_canvas_item, get_canvas_item());
// Call the create_quadrant method on plugins
if (tile_set.is_valid()) {
for (int i = 0; i < tile_set->get_tile_set_atlas_plugins().size(); i++) {
tile_set->get_tile_set_atlas_plugins()[i]->create_quadrant(this, &q);
}
}
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return quadrant_map.insert(p_qk, q);
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}
void TileMap::_erase_quadrant(Map<Vector2i, TileMapQuadrant>::Element *Q) {
// Remove a quadrant.
TileMapQuadrant *q = &(Q->get());
// Call the cleanup_quadrant method on plugins.
if (tile_set.is_valid()) {
for (int i = 0; i < tile_set->get_tile_set_atlas_plugins().size(); i++) {
tile_set->get_tile_set_atlas_plugins()[i]->cleanup_quadrant(this, q);
}
}
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// Remove the quadrant from the dirty_list if it is there.
if (q->dirty_list_element.in_list()) {
dirty_quadrant_list.remove(&(q->dirty_list_element));
}
// Free the debug canvas item.
RenderingServer *rs = RenderingServer::get_singleton();
rs->free(q->debug_canvas_item);
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quadrant_map.erase(Q);
rect_cache_dirty = true;
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}
void TileMap::_make_all_quadrants_dirty(bool p_update) {
// Make all quandrants dirty, then trigger an update later.
for (Map<Vector2i, TileMapQuadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
if (!E->value().dirty_list_element.in_list()) {
dirty_quadrant_list.add(&E->value().dirty_list_element);
}
}
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if (pending_update) {
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return;
}
pending_update = true;
if (!is_inside_tree()) {
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return;
}
if (p_update) {
call_deferred("update_dirty_quadrants");
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}
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}
void TileMap::_make_quadrant_dirty(Map<Vector2i, TileMapQuadrant>::Element *Q, bool p_update) {
// Make the given quadrant dirty, then trigger an update later.
TileMapQuadrant &q = Q->get();
if (!q.dirty_list_element.in_list()) {
dirty_quadrant_list.add(&q.dirty_list_element);
}
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if (pending_update) {
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return;
}
pending_update = true;
if (!is_inside_tree()) {
return;
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}
if (p_update) {
call_deferred("update_dirty_quadrants");
}
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}
void TileMap::set_cell(const Vector2i &p_coords, int p_source_id, const Vector2i p_atlas_coords, int p_alternative_tile) {
// Set the current cell tile (using integer position).
Vector2i pk(p_coords);
Map<Vector2i, TileMapCell>::Element *E = tile_map.find(pk);
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int source_id = p_source_id;
Vector2i atlas_coords = p_atlas_coords;
int alternative_tile = p_alternative_tile;
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if ((source_id == -1 || atlas_coords == TileSetAtlasSource::INVALID_ATLAS_COORDS || alternative_tile == TileSetAtlasSource::INVALID_TILE_ALTERNATIVE) &&
(source_id != -1 || atlas_coords != TileSetAtlasSource::INVALID_ATLAS_COORDS || alternative_tile != TileSetAtlasSource::INVALID_TILE_ALTERNATIVE)) {
WARN_PRINT("Setting a cell a cell as empty requires both source_id, atlas_coord and alternative_tile to be set to their respective \"invalid\" values. Values were thus changes accordingly.");
source_id = -1;
atlas_coords = TileSetAtlasSource::INVALID_ATLAS_COORDS;
alternative_tile = TileSetAtlasSource::INVALID_TILE_ALTERNATIVE;
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}
if (!E && source_id == -1) {
return; // Nothing to do, the tile is already empty.
}
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// Get the quadrant
Vector2i qk = _coords_to_quadrant_coords(pk);
Map<Vector2i, TileMapQuadrant>::Element *Q = quadrant_map.find(qk);
if (source_id == -1) {
// Erase existing cell in the tile map.
tile_map.erase(pk);
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// Erase existing cell in the quadrant.
ERR_FAIL_COND(!Q);
TileMapQuadrant &q = Q->get();
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q.cells.erase(pk);
// Remove or make the quadrant dirty.
if (q.cells.size() == 0) {
_erase_quadrant(Q);
} else {
_make_quadrant_dirty(Q);
2018-02-24 05:56:48 +00:00
}
used_size_cache_dirty = true;
} else {
if (!E) {
// Insert a new cell in the tile map.
E = tile_map.insert(pk, TileMapCell());
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// Create a new quadrant if needed, then insert the cell if needed.
if (!Q) {
Q = _create_quadrant(qk);
}
TileMapQuadrant &q = Q->get();
q.cells.insert(pk);
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} else {
ERR_FAIL_COND(!Q); // TileMapQuadrant should exist...
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if (E->get().source_id == source_id && E->get().get_atlas_coords() == atlas_coords && E->get().alternative_tile == alternative_tile) {
return; // Nothing changed.
}
}
TileMapCell &c = E->get();
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c.source_id = source_id;
c.set_atlas_coords(atlas_coords);
c.alternative_tile = alternative_tile;
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_make_quadrant_dirty(Q);
used_size_cache_dirty = true;
}
2014-02-10 01:10:30 +00:00
}
int TileMap::get_cell_source_id(const Vector2i &p_coords) const {
// Get a cell source id from position
const Map<Vector2i, TileMapCell>::Element *E = tile_map.find(p_coords);
2014-02-10 01:10:30 +00:00
if (!E) {
return -1;
}
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return E->get().source_id;
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}
Vector2i TileMap::get_cell_atlas_coords(const Vector2i &p_coords) const {
// Get a cell source id from position
const Map<Vector2i, TileMapCell>::Element *E = tile_map.find(p_coords);
2015-01-19 13:07:25 +00:00
if (!E) {
return TileSetAtlasSource::INVALID_ATLAS_COORDS;
}
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return E->get().get_atlas_coords();
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}
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int TileMap::get_cell_alternative_tile(const Vector2i &p_coords) const {
// Get a cell source id from position
const Map<Vector2i, TileMapCell>::Element *E = tile_map.find(p_coords);
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if (!E) {
return TileSetAtlasSource::INVALID_TILE_ALTERNATIVE;
}
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return E->get().alternative_tile;
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}
TileMapPattern *TileMap::get_pattern(TypedArray<Vector2i> p_coords_array) {
ERR_FAIL_COND_V(!tile_set.is_valid(), nullptr);
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TileMapPattern *output = memnew(TileMapPattern);
if (p_coords_array.is_empty()) {
return output;
}
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Vector2i min = Vector2i(p_coords_array[0]);
for (int i = 1; i < p_coords_array.size(); i++) {
min = min.min(p_coords_array[i]);
}
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Vector<Vector2i> coords_in_pattern_array;
coords_in_pattern_array.resize(p_coords_array.size());
Vector2i ensure_positive_offset;
for (int i = 0; i < p_coords_array.size(); i++) {
Vector2i coords = p_coords_array[i];
Vector2i coords_in_pattern = coords - min;
if (tile_set->get_tile_shape() != TileSet::TILE_SHAPE_SQUARE) {
if (tile_set->get_tile_layout() == TileSet::TILE_LAYOUT_STACKED) {
if (tile_set->get_tile_offset_axis() == TileSet::TILE_OFFSET_AXIS_HORIZONTAL && bool(min.y % 2) && bool(coords_in_pattern.y % 2)) {
coords_in_pattern.x -= 1;
if (coords_in_pattern.x < 0) {
ensure_positive_offset.x = 1;
}
} else if (tile_set->get_tile_offset_axis() == TileSet::TILE_OFFSET_AXIS_VERTICAL && bool(min.x % 2) && bool(coords_in_pattern.x % 2)) {
coords_in_pattern.y -= 1;
if (coords_in_pattern.y < 0) {
ensure_positive_offset.y = 1;
}
}
} else if (tile_set->get_tile_layout() == TileSet::TILE_LAYOUT_STACKED_OFFSET) {
if (tile_set->get_tile_offset_axis() == TileSet::TILE_OFFSET_AXIS_HORIZONTAL && bool(min.y % 2) && bool(coords_in_pattern.y % 2)) {
coords_in_pattern.x += 1;
} else if (tile_set->get_tile_offset_axis() == TileSet::TILE_OFFSET_AXIS_VERTICAL && bool(min.x % 2) && bool(coords_in_pattern.x % 2)) {
coords_in_pattern.y += 1;
}
}
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}
coords_in_pattern_array.write[i] = coords_in_pattern;
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}
for (int i = 0; i < coords_in_pattern_array.size(); i++) {
Vector2i coords = p_coords_array[i];
Vector2i coords_in_pattern = coords_in_pattern_array[i];
output->set_cell(coords_in_pattern + ensure_positive_offset, get_cell_source_id(coords), get_cell_atlas_coords(coords), get_cell_alternative_tile(coords));
2014-02-10 01:10:30 +00:00
}
return output;
}
Vector2i TileMap::map_pattern(Vector2i p_position_in_tilemap, Vector2i p_coords_in_pattern, const TileMapPattern *p_pattern) {
ERR_FAIL_COND_V(!p_pattern->has_cell(p_coords_in_pattern), Vector2i());
Vector2i output = p_position_in_tilemap + p_coords_in_pattern;
if (tile_set->get_tile_shape() != TileSet::TILE_SHAPE_SQUARE) {
if (tile_set->get_tile_layout() == TileSet::TILE_LAYOUT_STACKED) {
if (tile_set->get_tile_offset_axis() == TileSet::TILE_OFFSET_AXIS_HORIZONTAL && bool(p_position_in_tilemap.y % 2) && bool(p_coords_in_pattern.y % 2)) {
output.x += 1;
} else if (tile_set->get_tile_offset_axis() == TileSet::TILE_OFFSET_AXIS_VERTICAL && bool(p_position_in_tilemap.x % 2) && bool(p_coords_in_pattern.x % 2)) {
output.y += 1;
}
} else if (tile_set->get_tile_layout() == TileSet::TILE_LAYOUT_STACKED_OFFSET) {
if (tile_set->get_tile_offset_axis() == TileSet::TILE_OFFSET_AXIS_HORIZONTAL && bool(p_position_in_tilemap.y % 2) && bool(p_coords_in_pattern.y % 2)) {
output.x -= 1;
} else if (tile_set->get_tile_offset_axis() == TileSet::TILE_OFFSET_AXIS_VERTICAL && bool(p_position_in_tilemap.x % 2) && bool(p_coords_in_pattern.x % 2)) {
output.y -= 1;
}
}
}
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return output;
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}
void TileMap::set_pattern(Vector2i p_position, const TileMapPattern *p_pattern) {
ERR_FAIL_COND(!tile_set.is_valid());
TypedArray<Vector2i> used_cells = p_pattern->get_used_cells();
for (int i = 0; i < used_cells.size(); i++) {
Vector2i coords = map_pattern(p_position, used_cells[i], p_pattern);
set_cell(coords, p_pattern->get_cell_source_id(coords), p_pattern->get_cell_atlas_coords(coords), p_pattern->get_cell_alternative_tile(coords));
2014-02-10 01:10:30 +00:00
}
}
TileMapCell TileMap::get_cell(const Vector2i &p_coords) const {
if (!tile_map.has(p_coords)) {
return TileMapCell();
} else {
return tile_map.find(p_coords)->get();
}
}
Map<Vector2i, TileMapQuadrant> &TileMap::get_quadrant_map() {
return quadrant_map;
}
void TileMap::fix_invalid_tiles() {
ERR_FAIL_COND_MSG(tile_set.is_null(), "Cannot fix invalid tiles if Tileset is not open.");
for (Map<Vector2i, TileMapCell>::Element *E = tile_map.front(); E; E = E->next()) {
TileSetSource *source = *tile_set->get_source(E->get().source_id);
if (!source || !source->has_tile(E->get().get_atlas_coords()) || !source->has_alternative_tile(E->get().get_atlas_coords(), E->get().alternative_tile)) {
set_cell(E->key(), -1, TileSetAtlasSource::INVALID_ATLAS_COORDS, TileSetAtlasSource::INVALID_TILE_ALTERNATIVE);
}
}
}
void TileMap::_recreate_quadrants() {
// Clear then recreate all quadrants.
_clear_quadrants();
for (Map<Vector2i, TileMapCell>::Element *E = tile_map.front(); E; E = E->next()) {
Vector2i qk = _coords_to_quadrant_coords(Vector2i(E->key().x, E->key().y));
Map<Vector2i, TileMapQuadrant>::Element *Q = quadrant_map.find(qk);
if (!Q) {
Q = _create_quadrant(qk);
dirty_quadrant_list.add(&Q->get().dirty_list_element);
}
Vector2i pk = E->key();
Q->get().cells.insert(pk);
_make_quadrant_dirty(Q, false);
}
update_dirty_quadrants();
}
void TileMap::_clear_quadrants() {
// Clear quadrants.
while (quadrant_map.size()) {
_erase_quadrant(quadrant_map.front());
}
// Clear the dirty quadrants list.
while (dirty_quadrant_list.first()) {
dirty_quadrant_list.remove(dirty_quadrant_list.first());
}
}
void TileMap::clear() {
// Remove all tiles.
_clear_quadrants();
tile_map.clear();
used_size_cache_dirty = true;
}
void TileMap::_set_tile_data(const Vector<int> &p_data) {
// Set data for a given tile from raw data.
ERR_FAIL_COND(format > FORMAT_3);
int c = p_data.size();
const int *r = p_data.ptr();
int offset = (format >= FORMAT_2) ? 3 : 2;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
clear();
for (int i = 0; i < c; i += offset) {
const uint8_t *ptr = (const uint8_t *)&r[i];
uint8_t local[12];
for (int j = 0; j < ((format >= FORMAT_2) ? 12 : 8); j++) {
local[j] = ptr[j];
}
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
#ifdef BIG_ENDIAN_ENABLED
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
SWAP(local[0], local[3]);
SWAP(local[1], local[2]);
SWAP(local[4], local[7]);
SWAP(local[5], local[6]);
//TODO: ask someone to check this...
if (FORMAT >= FORMAT_2) {
SWAP(local[8], local[11]);
SWAP(local[9], local[10]);
}
#endif
int16_t x = decode_uint16(&local[0]);
int16_t y = decode_uint16(&local[2]);
if (format == FORMAT_3) {
uint16_t source_id = decode_uint16(&local[4]);
uint16_t atlas_coords_x = decode_uint16(&local[6]);
uint16_t atlas_coords_y = decode_uint32(&local[8]);
uint16_t alternative_tile = decode_uint16(&local[10]);
set_cell(Vector2i(x, y), source_id, Vector2i(atlas_coords_x, atlas_coords_y), alternative_tile);
} else {
uint32_t v = decode_uint32(&local[4]);
v &= (1 << 29) - 1;
// We generate an alternative tile number out of the the flags
// An option should create the alternative in the tileset for compatibility
bool flip_h = v & (1 << 29);
bool flip_v = v & (1 << 30);
bool transpose = v & (1 << 31);
int16_t coord_x = 0;
int16_t coord_y = 0;
if (format == FORMAT_2) {
coord_x = decode_uint16(&local[8]);
coord_y = decode_uint16(&local[10]);
}
int compatibility_alternative_tile = ((int)flip_h) + ((int)flip_v << 1) + ((int)transpose << 2);
if (tile_set.is_valid()) {
v = tile_set->compatibility_get_source_for_tile_id(v);
}
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
set_cell(Vector2i(x, y), v, Vector2i(coord_x, coord_y), compatibility_alternative_tile);
}
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
}
}
Vector<int> TileMap::_get_tile_data() const {
// Export tile data to raw format
Vector<int> data;
data.resize(tile_map.size() * 3);
int *w = data.ptrw();
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
// Save in highest format
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
int idx = 0;
for (const Map<Vector2i, TileMapCell>::Element *E = tile_map.front(); E; E = E->next()) {
uint8_t *ptr = (uint8_t *)&w[idx];
encode_uint16((int16_t)(E->key().x), &ptr[0]);
encode_uint16((int16_t)(E->key().y), &ptr[2]);
encode_uint16(E->get().source_id, &ptr[4]);
encode_uint16(E->get().coord_x, &ptr[6]);
encode_uint16(E->get().coord_y, &ptr[8]);
encode_uint16(E->get().alternative_tile, &ptr[10]);
idx += 3;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
}
return data;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
}
#ifdef TOOLS_ENABLED
Rect2 TileMap::_edit_get_rect() const {
// Return the visible rect of the tilemap
if (pending_update) {
const_cast<TileMap *>(this)->update_dirty_quadrants();
} else {
const_cast<TileMap *>(this)->_recompute_rect_cache();
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
}
return rect_cache;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
}
#endif
2017-10-22 01:42:23 +00:00
bool TileMap::_set(const StringName &p_name, const Variant &p_value) {
if (p_name == "format") {
if (p_value.get_type() == Variant::INT) {
format = (DataFormat)(p_value.operator int64_t()); // Set format used for loading
2017-10-22 01:42:23 +00:00
return true;
}
} else if (p_name == "tile_data") {
if (p_value.is_array()) {
_set_tile_data(p_value);
return true;
}
return false;
}
return false;
}
bool TileMap::_get(const StringName &p_name, Variant &r_ret) const {
if (p_name == "format") {
r_ret = FORMAT_3; // When saving, always save highest format
2017-10-22 01:42:23 +00:00
return true;
} else if (p_name == "tile_data") {
r_ret = _get_tile_data();
return true;
}
return false;
}
void TileMap::_get_property_list(List<PropertyInfo> *p_list) const {
PropertyInfo p(Variant::INT, "format", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL);
2017-10-22 01:42:23 +00:00
p_list->push_back(p);
p = PropertyInfo(Variant::OBJECT, "tile_data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL);
2017-10-22 01:42:23 +00:00
p_list->push_back(p);
}
Vector2 TileMap::map_to_world(const Vector2i &p_pos) const {
// SHOULD RETURN THE CENTER OF THE TILE
ERR_FAIL_COND_V(!tile_set.is_valid(), Vector2());
Vector2 ret = p_pos;
TileSet::TileShape tile_shape = tile_set->get_tile_shape();
TileSet::TileOffsetAxis tile_offset_axis = tile_set->get_tile_offset_axis();
if (tile_shape == TileSet::TILE_SHAPE_HALF_OFFSET_SQUARE || tile_shape == TileSet::TILE_SHAPE_HEXAGON || tile_shape == TileSet::TILE_SHAPE_ISOMETRIC) {
// Technically, those 3 shapes are equivalent, as they are basically half-offset, but with different levels or overlap.
// square = no overlap, hexagon = 0.25 overlap, isometric = 0.5 overlap
if (tile_offset_axis == TileSet::TILE_OFFSET_AXIS_HORIZONTAL) {
switch (tile_set->get_tile_layout()) {
case TileSet::TILE_LAYOUT_STACKED:
ret = Vector2(ret.x + (Math::posmod(ret.y, 2) == 0 ? 0.0 : 0.5), ret.y);
break;
case TileSet::TILE_LAYOUT_STACKED_OFFSET:
ret = Vector2(ret.x + (Math::posmod(ret.y, 2) == 1 ? 0.0 : 0.5), ret.y);
break;
case TileSet::TILE_LAYOUT_STAIRS_RIGHT:
ret = Vector2(ret.x + ret.y / 2, ret.y);
break;
case TileSet::TILE_LAYOUT_STAIRS_DOWN:
ret = Vector2(ret.x / 2, ret.y * 2 + ret.x);
break;
case TileSet::TILE_LAYOUT_DIAMOND_RIGHT:
ret = Vector2((ret.x + ret.y) / 2, ret.y - ret.x);
break;
case TileSet::TILE_LAYOUT_DIAMOND_DOWN:
ret = Vector2((ret.x - ret.y) / 2, ret.y + ret.x);
break;
}
} else { // TILE_OFFSET_AXIS_VERTICAL
switch (tile_set->get_tile_layout()) {
case TileSet::TILE_LAYOUT_STACKED:
ret = Vector2(ret.x, ret.y + (Math::posmod(ret.x, 2) == 0 ? 0.0 : 0.5));
break;
case TileSet::TILE_LAYOUT_STACKED_OFFSET:
ret = Vector2(ret.x, ret.y + (Math::posmod(ret.x, 2) == 1 ? 0.0 : 0.5));
break;
case TileSet::TILE_LAYOUT_STAIRS_RIGHT:
ret = Vector2(ret.x * 2 + ret.y, ret.y / 2);
break;
case TileSet::TILE_LAYOUT_STAIRS_DOWN:
ret = Vector2(ret.x, ret.y + ret.x / 2);
break;
case TileSet::TILE_LAYOUT_DIAMOND_RIGHT:
ret = Vector2(ret.x + ret.y, (ret.y - ret.x) / 2);
break;
case TileSet::TILE_LAYOUT_DIAMOND_DOWN:
ret = Vector2(ret.x - ret.y, (ret.y + ret.x) / 2);
break;
}
}
}
// Multiply by the overlapping ratio
double overlapping_ratio = 1.0;
if (tile_offset_axis == TileSet::TILE_OFFSET_AXIS_HORIZONTAL) {
if (tile_shape == TileSet::TILE_SHAPE_ISOMETRIC) {
overlapping_ratio = 0.5;
} else if (tile_shape == TileSet::TILE_SHAPE_HEXAGON) {
overlapping_ratio = 0.75;
}
ret.y *= overlapping_ratio;
} else { // TILE_OFFSET_AXIS_VERTICAL
if (tile_shape == TileSet::TILE_SHAPE_ISOMETRIC) {
overlapping_ratio = 0.5;
} else if (tile_shape == TileSet::TILE_SHAPE_HEXAGON) {
overlapping_ratio = 0.75;
}
ret.x *= overlapping_ratio;
}
return (ret + Vector2(0.5, 0.5)) * tile_set->get_tile_size();
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
}
2017-10-22 01:42:23 +00:00
Vector2i TileMap::world_to_map(const Vector2 &p_pos) const {
ERR_FAIL_COND_V(!tile_set.is_valid(), Vector2i());
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
Vector2 ret = p_pos;
ret /= tile_set->get_tile_size();
TileSet::TileShape tile_shape = tile_set->get_tile_shape();
TileSet::TileOffsetAxis tile_offset_axis = tile_set->get_tile_offset_axis();
TileSet::TileLayout tile_layout = tile_set->get_tile_layout();
// Divide by the overlapping ratio
double overlapping_ratio = 1.0;
if (tile_offset_axis == TileSet::TILE_OFFSET_AXIS_HORIZONTAL) {
if (tile_shape == TileSet::TILE_SHAPE_ISOMETRIC) {
overlapping_ratio = 0.5;
} else if (tile_shape == TileSet::TILE_SHAPE_HEXAGON) {
overlapping_ratio = 0.75;
}
ret.y /= overlapping_ratio;
} else { // TILE_OFFSET_AXIS_VERTICAL
if (tile_shape == TileSet::TILE_SHAPE_ISOMETRIC) {
overlapping_ratio = 0.5;
} else if (tile_shape == TileSet::TILE_SHAPE_HEXAGON) {
overlapping_ratio = 0.75;
}
ret.x /= overlapping_ratio;
}
// For each half-offset shape, we check if we are in the corner of the tile, and thus should correct the world position accordingly.
if (tile_shape == TileSet::TILE_SHAPE_HALF_OFFSET_SQUARE || tile_shape == TileSet::TILE_SHAPE_HEXAGON || tile_shape == TileSet::TILE_SHAPE_ISOMETRIC) {
// Technically, those 3 shapes are equivalent, as they are basically half-offset, but with different levels or overlap.
// square = no overlap, hexagon = 0.25 overlap, isometric = 0.5 overlap
if (tile_offset_axis == TileSet::TILE_OFFSET_AXIS_HORIZONTAL) {
// Smart floor of the position
Vector2 raw_pos = ret;
if (Math::posmod(Math::floor(ret.y), 2) ^ (tile_layout == TileSet::TILE_LAYOUT_STACKED_OFFSET)) {
ret = Vector2(Math::floor(ret.x + 0.5) - 0.5, Math::floor(ret.y));
} else {
ret = ret.floor();
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
}
// Compute the tile offset, and if we might the output for a neighbour top tile
Vector2 in_tile_pos = raw_pos - ret;
bool in_top_left_triangle = (in_tile_pos - Vector2(0.5, 0.0)).cross(Vector2(-0.5, 1.0 / overlapping_ratio - 1)) <= 0;
bool in_top_right_triangle = (in_tile_pos - Vector2(0.5, 0.0)).cross(Vector2(0.5, 1.0 / overlapping_ratio - 1)) > 0;
switch (tile_layout) {
case TileSet::TILE_LAYOUT_STACKED:
ret = ret.floor();
if (in_top_left_triangle) {
ret += Vector2i(Math::posmod(Math::floor(ret.y), 2) ? 0 : -1, -1);
} else if (in_top_right_triangle) {
ret += Vector2i(Math::posmod(Math::floor(ret.y), 2) ? 1 : 0, -1);
}
break;
case TileSet::TILE_LAYOUT_STACKED_OFFSET:
ret = ret.floor();
if (in_top_left_triangle) {
ret += Vector2i(Math::posmod(Math::floor(ret.y), 2) ? -1 : 0, -1);
} else if (in_top_right_triangle) {
ret += Vector2i(Math::posmod(Math::floor(ret.y), 2) ? 0 : 1, -1);
}
break;
case TileSet::TILE_LAYOUT_STAIRS_RIGHT:
ret = Vector2(ret.x - ret.y / 2, ret.y).floor();
if (in_top_left_triangle) {
ret += Vector2i(0, -1);
} else if (in_top_right_triangle) {
ret += Vector2i(1, -1);
}
break;
case TileSet::TILE_LAYOUT_STAIRS_DOWN:
ret = Vector2(ret.x * 2, ret.y / 2 - ret.x).floor();
if (in_top_left_triangle) {
ret += Vector2i(-1, 0);
} else if (in_top_right_triangle) {
ret += Vector2i(1, -1);
}
break;
case TileSet::TILE_LAYOUT_DIAMOND_RIGHT:
ret = Vector2(ret.x - ret.y / 2, ret.y / 2 + ret.x).floor();
if (in_top_left_triangle) {
ret += Vector2i(0, -1);
} else if (in_top_right_triangle) {
ret += Vector2i(1, 0);
}
break;
case TileSet::TILE_LAYOUT_DIAMOND_DOWN:
ret = Vector2(ret.x + ret.y / 2, ret.y / 2 - ret.x).floor();
if (in_top_left_triangle) {
ret += Vector2i(-1, 0);
} else if (in_top_right_triangle) {
ret += Vector2i(0, -1);
}
break;
}
} else { // TILE_OFFSET_AXIS_VERTICAL
// Smart floor of the position
Vector2 raw_pos = ret;
if (Math::posmod(Math::floor(ret.x), 2) ^ (tile_layout == TileSet::TILE_LAYOUT_STACKED_OFFSET)) {
ret = Vector2(Math::floor(ret.x), Math::floor(ret.y + 0.5) - 0.5);
} else {
ret = ret.floor();
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
}
// Compute the tile offset, and if we might the output for a neighbour top tile
Vector2 in_tile_pos = raw_pos - ret;
bool in_top_left_triangle = (in_tile_pos - Vector2(0.0, 0.5)).cross(Vector2(1.0 / overlapping_ratio - 1, -0.5)) > 0;
bool in_bottom_left_triangle = (in_tile_pos - Vector2(0.0, 0.5)).cross(Vector2(1.0 / overlapping_ratio - 1, 0.5)) <= 0;
switch (tile_layout) {
case TileSet::TILE_LAYOUT_STACKED:
ret = ret.floor();
if (in_top_left_triangle) {
ret += Vector2i(-1, Math::posmod(Math::floor(ret.x), 2) ? 0 : -1);
} else if (in_bottom_left_triangle) {
ret += Vector2i(-1, Math::posmod(Math::floor(ret.x), 2) ? 1 : 0);
}
break;
case TileSet::TILE_LAYOUT_STACKED_OFFSET:
ret = ret.floor();
if (in_top_left_triangle) {
ret += Vector2i(-1, Math::posmod(Math::floor(ret.x), 2) ? -1 : 0);
} else if (in_bottom_left_triangle) {
ret += Vector2i(-1, Math::posmod(Math::floor(ret.x), 2) ? 0 : 1);
}
break;
case TileSet::TILE_LAYOUT_STAIRS_RIGHT:
ret = Vector2(ret.x / 2 - ret.y, ret.y * 2).floor();
if (in_top_left_triangle) {
ret += Vector2i(0, -1);
} else if (in_bottom_left_triangle) {
ret += Vector2i(-1, 1);
}
break;
case TileSet::TILE_LAYOUT_STAIRS_DOWN:
ret = Vector2(ret.x, ret.y - ret.x / 2).floor();
if (in_top_left_triangle) {
ret += Vector2i(-1, 0);
} else if (in_bottom_left_triangle) {
ret += Vector2i(-1, 1);
}
break;
case TileSet::TILE_LAYOUT_DIAMOND_RIGHT:
ret = Vector2(ret.x / 2 - ret.y, ret.y + ret.x / 2).floor();
if (in_top_left_triangle) {
ret += Vector2i(0, -1);
} else if (in_bottom_left_triangle) {
ret += Vector2i(-1, 0);
}
break;
case TileSet::TILE_LAYOUT_DIAMOND_DOWN:
ret = Vector2(ret.x / 2 + ret.y, ret.y - ret.x / 2).floor();
if (in_top_left_triangle) {
ret += Vector2i(-1, 0);
} else if (in_bottom_left_triangle) {
ret += Vector2i(0, 1);
}
break;
}
}
} else {
ret = (ret + Vector2(0.00005, 0.00005)).floor();
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
}
return Vector2i(ret);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
}
bool TileMap::is_existing_neighbor(TileSet::CellNeighbor p_cell_neighbor) const {
ERR_FAIL_COND_V(!tile_set.is_valid(), false);
TileSet::TileShape shape = tile_set->get_tile_shape();
if (shape == TileSet::TILE_SHAPE_SQUARE) {
return p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_SIDE ||
p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_CORNER ||
p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_SIDE ||
p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_CORNER ||
p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_SIDE ||
p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_LEFT_CORNER ||
p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_SIDE ||
p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_RIGHT_CORNER;
} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC) {
return p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_CORNER ||
p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE ||
p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_CORNER ||
p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE ||
p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_CORNER ||
p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE ||
p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_CORNER ||
p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE;
} else {
if (tile_set->get_tile_offset_axis() == TileSet::TILE_OFFSET_AXIS_HORIZONTAL) {
return p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_SIDE ||
p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE ||
p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE ||
p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_SIDE ||
p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE ||
p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE;
} else {
return p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE ||
p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_SIDE ||
p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE ||
p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE ||
p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_SIDE ||
p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE;
}
}
}
Vector2i TileMap::get_neighbor_cell(const Vector2i &p_coords, TileSet::CellNeighbor p_cell_neighbor) const {
ERR_FAIL_COND_V(!tile_set.is_valid(), p_coords);
TileSet::TileShape shape = tile_set->get_tile_shape();
if (shape == TileSet::TILE_SHAPE_SQUARE) {
switch (p_cell_neighbor) {
case TileSet::CELL_NEIGHBOR_RIGHT_SIDE:
return p_coords + Vector2i(1, 0);
case TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_CORNER:
return p_coords + Vector2i(1, 1);
case TileSet::CELL_NEIGHBOR_BOTTOM_SIDE:
return p_coords + Vector2i(0, 1);
case TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_CORNER:
return p_coords + Vector2i(-1, 1);
case TileSet::CELL_NEIGHBOR_LEFT_SIDE:
return p_coords + Vector2i(-1, 0);
case TileSet::CELL_NEIGHBOR_TOP_LEFT_CORNER:
return p_coords + Vector2i(-1, -1);
case TileSet::CELL_NEIGHBOR_TOP_SIDE:
return p_coords + Vector2i(0, -1);
case TileSet::CELL_NEIGHBOR_TOP_RIGHT_CORNER:
return p_coords + Vector2i(1, -1);
default:
ERR_FAIL_V(p_coords);
}
} else { // Half-offset shapes (square and hexagon)
switch (tile_set->get_tile_layout()) {
case TileSet::TILE_LAYOUT_STACKED: {
if (tile_set->get_tile_offset_axis() == TileSet::TILE_OFFSET_AXIS_HORIZONTAL) {
bool is_offset = p_coords.y % 2;
if ((shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_CORNER) ||
(shape != TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_SIDE)) {
return p_coords + Vector2i(1, 0);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE) {
return p_coords + Vector2i(is_offset ? 1 : 0, 1);
} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_CORNER) {
return p_coords + Vector2i(0, 2);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE) {
return p_coords + Vector2i(is_offset ? 0 : -1, 1);
} else if ((shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_CORNER) ||
(shape != TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_SIDE)) {
return p_coords + Vector2i(-1, 0);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE) {
return p_coords + Vector2i(is_offset ? 0 : -1, -1);
} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_CORNER) {
return p_coords + Vector2i(0, -2);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE) {
return p_coords + Vector2i(is_offset ? 1 : 0, -1);
} else {
ERR_FAIL_V(p_coords);
}
} else {
bool is_offset = p_coords.x % 2;
if ((shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_CORNER) ||
(shape != TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_SIDE)) {
return p_coords + Vector2i(0, 1);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE) {
return p_coords + Vector2i(1, is_offset ? 1 : 0);
} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_CORNER) {
return p_coords + Vector2i(2, 0);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE) {
return p_coords + Vector2i(1, is_offset ? 0 : -1);
} else if ((shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_CORNER) ||
(shape != TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_SIDE)) {
return p_coords + Vector2i(0, -1);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE) {
return p_coords + Vector2i(-1, is_offset ? 0 : -1);
} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_CORNER) {
return p_coords + Vector2i(-2, 0);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE) {
return p_coords + Vector2i(-1, is_offset ? 1 : 0);
} else {
ERR_FAIL_V(p_coords);
}
}
} break;
case TileSet::TILE_LAYOUT_STACKED_OFFSET: {
if (tile_set->get_tile_offset_axis() == TileSet::TILE_OFFSET_AXIS_HORIZONTAL) {
bool is_offset = p_coords.y % 2;
if ((shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_CORNER) ||
(shape != TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_SIDE)) {
return p_coords + Vector2i(1, 0);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE) {
return p_coords + Vector2i(is_offset ? 0 : 1, 1);
} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_CORNER) {
return p_coords + Vector2i(0, 2);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE) {
return p_coords + Vector2i(is_offset ? -1 : 0, 1);
} else if ((shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_CORNER) ||
(shape != TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_SIDE)) {
return p_coords + Vector2i(-1, 0);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE) {
return p_coords + Vector2i(is_offset ? -1 : 0, -1);
} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_CORNER) {
return p_coords + Vector2i(0, -2);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE) {
return p_coords + Vector2i(is_offset ? 0 : 1, -1);
} else {
ERR_FAIL_V(p_coords);
}
} else {
bool is_offset = p_coords.x % 2;
if ((shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_CORNER) ||
(shape != TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_SIDE)) {
return p_coords + Vector2i(0, 1);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE) {
return p_coords + Vector2i(1, is_offset ? 0 : 1);
} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_CORNER) {
return p_coords + Vector2i(2, 0);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE) {
return p_coords + Vector2i(1, is_offset ? -1 : 0);
} else if ((shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_CORNER) ||
(shape != TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_SIDE)) {
return p_coords + Vector2i(0, -1);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE) {
return p_coords + Vector2i(-1, is_offset ? -1 : 0);
} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_CORNER) {
return p_coords + Vector2i(-2, 0);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE) {
return p_coords + Vector2i(-1, is_offset ? 0 : 1);
} else {
ERR_FAIL_V(p_coords);
}
}
} break;
case TileSet::TILE_LAYOUT_STAIRS_RIGHT:
case TileSet::TILE_LAYOUT_STAIRS_DOWN: {
if ((tile_set->get_tile_layout() == TileSet::TILE_LAYOUT_STAIRS_RIGHT) ^ (tile_set->get_tile_offset_axis() == TileSet::TILE_OFFSET_AXIS_VERTICAL)) {
if (tile_set->get_tile_offset_axis() == TileSet::TILE_OFFSET_AXIS_HORIZONTAL) {
if ((shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_CORNER) ||
(shape != TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_SIDE)) {
return p_coords + Vector2i(1, 0);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE) {
return p_coords + Vector2i(0, 1);
} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_CORNER) {
return p_coords + Vector2i(-1, 2);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE) {
return p_coords + Vector2i(-1, 1);
} else if ((shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_CORNER) ||
(shape != TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_SIDE)) {
return p_coords + Vector2i(-1, 0);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE) {
return p_coords + Vector2i(0, -1);
} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_CORNER) {
return p_coords + Vector2i(1, -2);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE) {
return p_coords + Vector2i(1, -1);
} else {
ERR_FAIL_V(p_coords);
}
} else {
if ((shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_CORNER) ||
(shape != TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_SIDE)) {
return p_coords + Vector2i(0, 1);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE) {
return p_coords + Vector2i(1, 0);
} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_CORNER) {
return p_coords + Vector2i(2, -1);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE) {
return p_coords + Vector2i(1, -1);
} else if ((shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_CORNER) ||
(shape != TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_SIDE)) {
return p_coords + Vector2i(0, -1);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE) {
return p_coords + Vector2i(-1, 0);
} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_CORNER) {
return p_coords + Vector2i(-2, 1);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE) {
return p_coords + Vector2i(-1, 1);
} else {
ERR_FAIL_V(p_coords);
}
}
} else {
if (tile_set->get_tile_offset_axis() == TileSet::TILE_OFFSET_AXIS_HORIZONTAL) {
if ((shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_CORNER) ||
(shape != TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_SIDE)) {
return p_coords + Vector2i(2, -1);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE) {
return p_coords + Vector2i(1, 0);
} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_CORNER) {
return p_coords + Vector2i(0, 1);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE) {
return p_coords + Vector2i(-1, 1);
} else if ((shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_CORNER) ||
(shape != TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_SIDE)) {
return p_coords + Vector2i(-2, 1);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE) {
return p_coords + Vector2i(-1, 0);
} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_CORNER) {
return p_coords + Vector2i(0, -1);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE) {
return p_coords + Vector2i(1, -1);
} else {
ERR_FAIL_V(p_coords);
}
} else {
if ((shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_CORNER) ||
(shape != TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_SIDE)) {
return p_coords + Vector2i(-1, 2);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE) {
return p_coords + Vector2i(0, 1);
} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_CORNER) {
return p_coords + Vector2i(1, 0);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE) {
return p_coords + Vector2i(1, -1);
} else if ((shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_CORNER) ||
(shape != TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_SIDE)) {
return p_coords + Vector2i(1, -2);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE) {
return p_coords + Vector2i(0, -1);
} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_CORNER) {
return p_coords + Vector2i(-1, 0);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE) {
return p_coords + Vector2i(-1, 1);
} else {
ERR_FAIL_V(p_coords);
}
}
}
} break;
case TileSet::TILE_LAYOUT_DIAMOND_RIGHT:
case TileSet::TILE_LAYOUT_DIAMOND_DOWN: {
if ((tile_set->get_tile_layout() == TileSet::TILE_LAYOUT_DIAMOND_RIGHT) ^ (tile_set->get_tile_offset_axis() == TileSet::TILE_OFFSET_AXIS_VERTICAL)) {
if (tile_set->get_tile_offset_axis() == TileSet::TILE_OFFSET_AXIS_HORIZONTAL) {
if ((shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_CORNER) ||
(shape != TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_SIDE)) {
return p_coords + Vector2i(1, 1);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE) {
return p_coords + Vector2i(0, 1);
} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_CORNER) {
return p_coords + Vector2i(-1, 1);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE) {
return p_coords + Vector2i(-1, 0);
} else if ((shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_CORNER) ||
(shape != TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_SIDE)) {
return p_coords + Vector2i(-1, -1);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE) {
return p_coords + Vector2i(0, -1);
} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_CORNER) {
return p_coords + Vector2i(1, -1);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE) {
return p_coords + Vector2i(1, 0);
} else {
ERR_FAIL_V(p_coords);
}
} else {
if ((shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_CORNER) ||
(shape != TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_SIDE)) {
return p_coords + Vector2i(1, 1);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE) {
return p_coords + Vector2i(1, 0);
} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_CORNER) {
return p_coords + Vector2i(1, -1);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE) {
return p_coords + Vector2i(0, -1);
} else if ((shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_CORNER) ||
(shape != TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_SIDE)) {
return p_coords + Vector2i(-1, -1);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE) {
return p_coords + Vector2i(-1, 0);
} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_CORNER) {
return p_coords + Vector2i(-1, 1);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE) {
return p_coords + Vector2i(0, 1);
} else {
ERR_FAIL_V(p_coords);
}
}
} else {
if (tile_set->get_tile_offset_axis() == TileSet::TILE_OFFSET_AXIS_HORIZONTAL) {
if ((shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_CORNER) ||
(shape != TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_SIDE)) {
return p_coords + Vector2i(1, -1);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE) {
return p_coords + Vector2i(1, 0);
} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_CORNER) {
return p_coords + Vector2i(1, 1);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE) {
return p_coords + Vector2i(0, 1);
} else if ((shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_CORNER) ||
(shape != TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_SIDE)) {
return p_coords + Vector2i(-1, 1);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE) {
return p_coords + Vector2i(-1, 0);
} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_CORNER) {
return p_coords + Vector2i(-1, -1);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE) {
return p_coords + Vector2i(0, -1);
} else {
ERR_FAIL_V(p_coords);
}
} else {
if ((shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_CORNER) ||
(shape != TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_SIDE)) {
return p_coords + Vector2i(-1, 1);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE) {
return p_coords + Vector2i(0, 1);
} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_RIGHT_CORNER) {
return p_coords + Vector2i(1, 1);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE) {
return p_coords + Vector2i(1, 0);
} else if ((shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_CORNER) ||
(shape != TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_SIDE)) {
return p_coords + Vector2i(1, -1);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE) {
return p_coords + Vector2i(0, -1);
} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC && p_cell_neighbor == TileSet::CELL_NEIGHBOR_LEFT_CORNER) {
return p_coords + Vector2i(-1, -1);
} else if (p_cell_neighbor == TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE) {
return p_coords + Vector2i(-1, 0);
} else {
ERR_FAIL_V(p_coords);
}
}
}
} break;
default:
ERR_FAIL_V(p_coords);
}
}
}
TypedArray<Vector2i> TileMap::get_used_cells() const {
// Returns the cells used in the tilemap.
TypedArray<Vector2i> a;
a.resize(tile_map.size());
int i = 0;
for (Map<Vector2i, TileMapCell>::Element *E = tile_map.front(); E; E = E->next()) {
Vector2i p(E->key().x, E->key().y);
a[i++] = p;
}
return a;
}
Rect2 TileMap::get_used_rect() { // Not const because of cache
// Return the rect of the currently used area
if (used_size_cache_dirty) {
if (tile_map.size() > 0) {
used_size_cache = Rect2(tile_map.front()->key().x, tile_map.front()->key().y, 0, 0);
for (Map<Vector2i, TileMapCell>::Element *E = tile_map.front(); E; E = E->next()) {
used_size_cache.expand_to(Vector2(E->key().x, E->key().y));
}
used_size_cache.size += Vector2(1, 1);
} else {
used_size_cache = Rect2();
}
used_size_cache_dirty = false;
}
return used_size_cache;
}
// --- Override some methods of the CanvasItem class to pass the changes to the quadrants CanvasItems ---
void TileMap::set_light_mask(int p_light_mask) {
// Occlusion: set light mask.
CanvasItem::set_light_mask(p_light_mask);
for (Map<Vector2i, TileMapQuadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
for (List<RID>::Element *F = E->get().canvas_items.front(); F; F = F->next()) {
RenderingServer::get_singleton()->canvas_item_set_light_mask(F->get(), get_light_mask());
}
}
}
void TileMap::set_material(const Ref<Material> &p_material) {
// Set material for the whole tilemap.
CanvasItem::set_material(p_material);
// Update material for the whole tilemap.
for (Map<Vector2i, TileMapQuadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
TileMapQuadrant &q = E->get();
for (List<RID>::Element *F = q.canvas_items.front(); F; F = F->next()) {
RS::get_singleton()->canvas_item_set_use_parent_material(F->get(), get_use_parent_material() || get_material().is_valid());
}
}
}
void TileMap::set_use_parent_material(bool p_use_parent_material) {
// Set use_parent_material for the whole tilemap.
CanvasItem::set_use_parent_material(p_use_parent_material);
// Update use_parent_material for the whole tilemap.
for (Map<Vector2i, TileMapQuadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
TileMapQuadrant &q = E->get();
for (List<RID>::Element *F = q.canvas_items.front(); F; F = F->next()) {
RS::get_singleton()->canvas_item_set_use_parent_material(F->get(), get_use_parent_material() || get_material().is_valid());
}
}
}
void TileMap::set_texture_filter(TextureFilter p_texture_filter) {
// Set a default texture filter for the whole tilemap
CanvasItem::set_texture_filter(p_texture_filter);
for (Map<Vector2i, TileMapQuadrant>::Element *F = quadrant_map.front(); F; F = F->next()) {
TileMapQuadrant &q = F->get();
for (List<RID>::Element *E = q.canvas_items.front(); E; E = E->next()) {
RenderingServer::get_singleton()->canvas_item_set_default_texture_filter(E->get(), RS::CanvasItemTextureFilter(p_texture_filter));
_make_quadrant_dirty(F);
}
}
}
void TileMap::set_texture_repeat(CanvasItem::TextureRepeat p_texture_repeat) {
// Set a default texture repeat for the whole tilemap
CanvasItem::set_texture_repeat(p_texture_repeat);
for (Map<Vector2i, TileMapQuadrant>::Element *F = quadrant_map.front(); F; F = F->next()) {
TileMapQuadrant &q = F->get();
for (List<RID>::Element *E = q.canvas_items.front(); E; E = E->next()) {
RenderingServer::get_singleton()->canvas_item_set_default_texture_repeat(E->get(), RS::CanvasItemTextureRepeat(p_texture_repeat));
_make_quadrant_dirty(F);
}
}
}
TypedArray<Vector2i> TileMap::get_surrounding_tiles(Vector2i coords) {
if (!tile_set.is_valid()) {
return TypedArray<Vector2i>();
}
TypedArray<Vector2i> around;
TileSet::TileShape shape = tile_set->get_tile_shape();
if (shape == TileSet::TILE_SHAPE_SQUARE) {
around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_RIGHT_SIDE));
around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_BOTTOM_SIDE));
around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_LEFT_SIDE));
around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_TOP_SIDE));
} else if (shape == TileSet::TILE_SHAPE_ISOMETRIC) {
around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE));
around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE));
around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE));
around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE));
} else {
if (tile_set->get_tile_offset_axis() == TileSet::TILE_OFFSET_AXIS_HORIZONTAL) {
around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_RIGHT_SIDE));
around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE));
around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE));
around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_LEFT_SIDE));
around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE));
around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE));
} else {
around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_BOTTOM_RIGHT_SIDE));
around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_BOTTOM_SIDE));
around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_BOTTOM_LEFT_SIDE));
around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_TOP_LEFT_SIDE));
around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_TOP_SIDE));
around.push_back(get_neighbor_cell(coords, TileSet::CELL_NEIGHBOR_TOP_RIGHT_SIDE));
}
}
return around;
}
void TileMap::draw_cells_outline(Control *p_control, Set<Vector2i> p_cells, Color p_color, Transform2D p_transform) {
if (!tile_set.is_valid()) {
return;
}
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
// Create a set.
Vector2i tile_size = tile_set->get_tile_size();
Vector<Vector2> uvs;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
if (tile_set->get_tile_shape() == TileSet::TILE_SHAPE_SQUARE) {
uvs.append(Vector2(1.0, 0.0));
uvs.append(Vector2(1.0, 1.0));
uvs.append(Vector2(0.0, 1.0));
uvs.append(Vector2(0.0, 0.0));
} else {
float overlap = 0.0;
switch (tile_set->get_tile_shape()) {
case TileSet::TILE_SHAPE_ISOMETRIC:
overlap = 0.5;
break;
case TileSet::TILE_SHAPE_HEXAGON:
overlap = 0.25;
break;
case TileSet::TILE_SHAPE_HALF_OFFSET_SQUARE:
overlap = 0.0;
break;
default:
break;
}
uvs.append(Vector2(1.0, overlap));
uvs.append(Vector2(1.0, 1.0 - overlap));
uvs.append(Vector2(0.5, 1.0));
uvs.append(Vector2(0.0, 1.0 - overlap));
uvs.append(Vector2(0.0, overlap));
uvs.append(Vector2(0.5, 0.0));
if (tile_set->get_tile_offset_axis() == TileSet::TILE_OFFSET_AXIS_VERTICAL) {
for (int i = 0; i < uvs.size(); i++) {
uvs.write[i] = Vector2(uvs[i].y, uvs[i].x);
}
}
}
2014-02-10 01:10:30 +00:00
for (Set<Vector2i>::Element *E = p_cells.front(); E; E = E->next()) {
Vector2 top_left = map_to_world(E->get()) - tile_size / 2;
TypedArray<Vector2i> surrounding_tiles = get_surrounding_tiles(E->get());
for (int i = 0; i < surrounding_tiles.size(); i++) {
if (!p_cells.has(surrounding_tiles[i])) {
p_control->draw_line(p_transform.xform(top_left + uvs[i] * tile_size), p_transform.xform(top_left + uvs[(i + 1) % uvs.size()] * tile_size), p_color);
}
}
}
}
2014-02-10 01:10:30 +00:00
void TileMap::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_tileset", "tileset"), &TileMap::set_tileset);
ClassDB::bind_method(D_METHOD("get_tileset"), &TileMap::get_tileset);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
ClassDB::bind_method(D_METHOD("set_quadrant_size", "size"), &TileMap::set_quadrant_size);
ClassDB::bind_method(D_METHOD("get_quadrant_size"), &TileMap::get_quadrant_size);
2014-02-10 01:10:30 +00:00
ClassDB::bind_method(D_METHOD("set_cell", "coords", "source_id", "atlas_coords", "alternative_tile"), &TileMap::set_cell, DEFVAL(-1), DEFVAL(TileSetAtlasSource::INVALID_ATLAS_COORDS), DEFVAL(TileSetAtlasSource::INVALID_TILE_ALTERNATIVE));
ClassDB::bind_method(D_METHOD("get_cell_source_id", "coords"), &TileMap::get_cell_source_id);
ClassDB::bind_method(D_METHOD("get_cell_atlas_coords", "coords"), &TileMap::get_cell_atlas_coords);
ClassDB::bind_method(D_METHOD("get_cell_alternative_tile", "coords"), &TileMap::get_cell_alternative_tile);
2018-02-24 05:56:48 +00:00
ClassDB::bind_method(D_METHOD("fix_invalid_tiles"), &TileMap::fix_invalid_tiles);
ClassDB::bind_method(D_METHOD("get_surrounding_tiles", "coords"), &TileMap::get_surrounding_tiles);
ClassDB::bind_method(D_METHOD("clear"), &TileMap::clear);
2014-02-10 01:10:30 +00:00
ClassDB::bind_method(D_METHOD("get_used_cells"), &TileMap::get_used_cells);
ClassDB::bind_method(D_METHOD("get_used_rect"), &TileMap::get_used_rect);
ClassDB::bind_method(D_METHOD("map_to_world", "map_position"), &TileMap::map_to_world);
ClassDB::bind_method(D_METHOD("world_to_map", "world_position"), &TileMap::world_to_map);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
ClassDB::bind_method(D_METHOD("get_neighbor_cell", "coords", "neighbor"), &TileMap::get_neighbor_cell);
2014-02-10 01:10:30 +00:00
ClassDB::bind_method(D_METHOD("update_dirty_quadrants"), &TileMap::update_dirty_quadrants);
ClassDB::bind_method(D_METHOD("_set_tile_data"), &TileMap::_set_tile_data);
ClassDB::bind_method(D_METHOD("_get_tile_data"), &TileMap::_get_tile_data);
2014-02-10 01:10:30 +00:00
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "tile_set", PROPERTY_HINT_RESOURCE_TYPE, "TileSet"), "set_tileset", "get_tileset");
ADD_PROPERTY(PropertyInfo(Variant::INT, "cell_quadrant_size", PROPERTY_HINT_RANGE, "1,128,1"), "set_quadrant_size", "get_quadrant_size");
ADD_PROPERTY_DEFAULT("format", FORMAT_1);
ADD_SIGNAL(MethodInfo("changed"));
}
void TileMap::_tile_set_changed() {
emit_signal("changed");
_make_all_quadrants_dirty(true);
2014-02-10 01:10:30 +00:00
}
TileMap::TileMap() {
rect_cache_dirty = true;
used_size_cache_dirty = true;
pending_update = false;
quadrant_size = 16;
format = FORMAT_1; // Assume lowest possible format if none is present
set_notify_transform(true);
set_notify_local_transform(false);
2014-02-10 01:10:30 +00:00
}
TileMap::~TileMap() {
if (tile_set.is_valid()) {
tile_set->disconnect("changed", callable_mp(this, &TileMap::_tile_set_changed));
}
_clear_quadrants();
2014-02-10 01:10:30 +00:00
}