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567 lines
19 KiB
C++
567 lines
19 KiB
C++
#ifndef LAYERED_TILE_MAP_LAYER_H
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#define LAYERED_TILE_MAP_LAYER_H
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/*************************************************************************/
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/* layered_tile_map_layer.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "layered_tile_set.h"
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#include "scene/2d/y_sort.h"
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#include "modules/modules_enabled.gen.h"
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#ifdef MODULE_FASTNOISE_ENABLED
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#include "modules/fastnoise/fastnoise_noise_params.h"
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#include "modules/fastnoise/noise.h"
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#endif
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class LayeredTileSetAtlasSource;
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class LayeredTileMap;
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enum LayeredTileMapLayerDataFormat {
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LAYERED_TILE_MAP_LAYER_DATA_FORMAT_0 = 0,
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LAYERED_TILE_MAP_LAYER_DATA_FORMAT_MAX,
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};
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class TerrainConstraint {
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private:
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Ref<LayeredTileSet> tile_set;
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Vector2i base_cell_coords;
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int bit = -1;
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int terrain = -1;
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int priority = 1;
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public:
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bool operator<(const TerrainConstraint &p_other) const {
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if (base_cell_coords == p_other.base_cell_coords) {
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return bit < p_other.bit;
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}
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return base_cell_coords < p_other.base_cell_coords;
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}
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String to_string() const {
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return vformat("Constraint {pos:%s, bit:%d, terrain:%d, priority:%d}", base_cell_coords, bit, terrain, priority);
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}
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Vector2i get_base_cell_coords() const {
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return base_cell_coords;
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}
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bool is_center_bit() const {
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return bit == 0;
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}
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HashMap<Vector2i, LayeredTileSet::CellNeighbor> get_overlapping_coords_and_peering_bits() const;
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void set_terrain(int p_terrain) {
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terrain = p_terrain;
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}
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int get_terrain() const {
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return terrain;
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}
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void set_priority(int p_priority) {
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priority = p_priority;
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}
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int get_priority() const {
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return priority;
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}
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TerrainConstraint(Ref<LayeredTileSet> p_tile_set, const Vector2i &p_position, int p_terrain); // For the center terrain bit
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TerrainConstraint(Ref<LayeredTileSet> p_tile_set, const Vector2i &p_position, const LayeredTileSet::CellNeighbor &p_bit, int p_terrain); // For peering bits
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TerrainConstraint(){};
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};
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#ifdef DEBUG_ENABLED
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class DebugQuadrant;
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#endif // DEBUG_ENABLED
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class RenderingQuadrant;
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struct CellData {
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Vector2i coords;
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LayeredTileMapCell cell;
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#ifdef MODULE_FASTNOISE_ENABLED
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uint8_t rao;
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#endif
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//VertexLights2D
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#ifdef MODULE_VERTEX_LIGHTS_2D_ENABLED
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Color vertex_light_color;
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#endif
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// Debug.
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SelfList<CellData> debug_quadrant_list_element;
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// Rendering.
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Ref<RenderingQuadrant> rendering_quadrant;
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SelfList<CellData> rendering_quadrant_list_element;
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LocalVector<RID> occluders;
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// Physics.
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LocalVector<RID> bodies;
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// Navigation.
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LocalVector<RID> navigation_regions;
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// Scenes.
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String scene;
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// Runtime LayeredTileData cache.
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LayeredTileData *runtime_tile_data_cache = nullptr;
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// List elements.
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SelfList<CellData> dirty_list_element;
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bool operator<(const CellData &p_other) const {
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return coords < p_other.coords;
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}
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// For those, copy everything but SelfList elements.
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void operator=(const CellData &p_other) {
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coords = p_other.coords;
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cell = p_other.cell;
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occluders = p_other.occluders;
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bodies = p_other.bodies;
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navigation_regions = p_other.navigation_regions;
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scene = p_other.scene;
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runtime_tile_data_cache = p_other.runtime_tile_data_cache;
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}
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CellData(const CellData &p_other) :
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debug_quadrant_list_element(this),
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rendering_quadrant_list_element(this),
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dirty_list_element(this) {
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coords = p_other.coords;
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cell = p_other.cell;
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occluders = p_other.occluders;
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bodies = p_other.bodies;
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navigation_regions = p_other.navigation_regions;
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scene = p_other.scene;
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runtime_tile_data_cache = p_other.runtime_tile_data_cache;
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}
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CellData() :
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debug_quadrant_list_element(this),
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rendering_quadrant_list_element(this),
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dirty_list_element(this) {
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}
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};
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// For compatibility reasons, we use another comparator for Y-sorted layers.
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struct CellDataYSortedComparator {
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_FORCE_INLINE_ bool operator()(const CellData &p_a, const CellData &p_b) const {
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return p_a.coords.x == p_b.coords.x ? (p_a.coords.y < p_b.coords.y) : (p_a.coords.x > p_b.coords.x);
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}
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};
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#ifdef DEBUG_ENABLED
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class DebugQuadrant : public Reference {
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GDCLASS(DebugQuadrant, Reference);
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public:
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Vector2i quadrant_coords;
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SelfList<CellData>::List cells;
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RID canvas_item;
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SelfList<DebugQuadrant> dirty_quadrant_list_element;
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DebugQuadrant() :
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dirty_quadrant_list_element(this) {
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}
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~DebugQuadrant() {
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cells.clear();
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}
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};
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#endif // DEBUG_ENABLED
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class RenderingQuadrant : public Reference {
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GDCLASS(RenderingQuadrant, Reference);
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public:
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struct CoordsWorldComparator {
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_ALWAYS_INLINE_ bool operator()(const Vector2 &p_a, const Vector2 &p_b) const {
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// We sort the cells by their local coords, as it is needed by rendering.
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if (p_a.y == p_b.y) {
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return p_a.x > p_b.x;
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} else {
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return p_a.y < p_b.y;
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}
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}
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};
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Vector2i quadrant_coords;
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SelfList<CellData>::List cells;
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List<RID> canvas_items;
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Vector2 canvas_items_position;
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SelfList<RenderingQuadrant> dirty_quadrant_list_element;
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RenderingQuadrant() :
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dirty_quadrant_list_element(this) {
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}
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~RenderingQuadrant() {
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cells.clear();
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}
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};
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class LayeredTileMapLayer : public YSort {
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GDCLASS(LayeredTileMapLayer, YSort);
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public:
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enum HighlightMode {
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HIGHLIGHT_MODE_DEFAULT,
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HIGHLIGHT_MODE_ABOVE,
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HIGHLIGHT_MODE_BELOW,
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};
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enum DebugVisibilityMode {
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DEBUG_VISIBILITY_MODE_DEFAULT,
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DEBUG_VISIBILITY_MODE_FORCE_SHOW,
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DEBUG_VISIBILITY_MODE_FORCE_HIDE,
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};
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enum DirtyFlags {
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DIRTY_FLAGS_LAYER_ENABLED = 0,
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DIRTY_FLAGS_LAYER_IN_TREE,
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DIRTY_FLAGS_LAYER_IN_CANVAS,
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DIRTY_FLAGS_LAYER_LOCAL_TRANSFORM,
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DIRTY_FLAGS_LAYER_VISIBILITY,
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DIRTY_FLAGS_LAYER_SELF_MODULATE,
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DIRTY_FLAGS_LAYER_Y_SORT_ENABLED,
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DIRTY_FLAGS_LAYER_Y_SORT_ORIGIN,
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DIRTY_FLAGS_LAYER_Z_INDEX,
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DIRTY_FLAGS_LAYER_LIGHT_MASK,
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DIRTY_FLAGS_LAYER_TEXTURE_FILTER,
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DIRTY_FLAGS_LAYER_TEXTURE_REPEAT,
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DIRTY_FLAGS_LAYER_RENDERING_QUADRANT_SIZE,
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DIRTY_FLAGS_LAYER_COLLISION_ENABLED,
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DIRTY_FLAGS_LAYER_USE_KINEMATIC_BODIES,
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DIRTY_FLAGS_LAYER_COLLISION_VISIBILITY_MODE,
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DIRTY_FLAGS_LAYER_NAVIGATION_ENABLED,
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DIRTY_FLAGS_LAYER_NAVIGATION_MAP,
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DIRTY_FLAGS_LAYER_NAVIGATION_VISIBILITY_MODE,
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DIRTY_FLAGS_LAYER_RUNTIME_UPDATE,
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//VertexLights2D
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#ifdef MODULE_VERTEX_LIGHTS_2D_ENABLED
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DIRTY_FLAGS_LAYER_VERTEX_LIGHTS,
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#endif
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#ifdef MODULE_FASTNOISE_ENABLED
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DIRTY_FLAGS_LAYER_RAO,
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#endif
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DIRTY_FLAGS_LAYER_INDEX_IN_TILE_MAP_NODE, // For compatibility.
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DIRTY_FLAGS_LAYER_GROUP_SELECTED_LAYERS,
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DIRTY_FLAGS_LAYER_GROUP_HIGHLIGHT_SELECTED,
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DIRTY_FLAGS_TILE_SET,
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DIRTY_FLAGS_MAX,
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};
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private:
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// Properties.
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HashMap<Vector2i, CellData> tile_map_layer_data;
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bool enabled = true;
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Ref<LayeredTileSet> tile_set;
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HighlightMode highlight_mode = HIGHLIGHT_MODE_DEFAULT;
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int y_sort_origin = 0;
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int rendering_quadrant_size = 16;
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bool collision_enabled = true;
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bool use_kinematic_bodies = false;
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DebugVisibilityMode collision_visibility_mode = DEBUG_VISIBILITY_MODE_DEFAULT;
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bool navigation_enabled = true;
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RID navigation_map_override;
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DebugVisibilityMode navigation_visibility_mode = DEBUG_VISIBILITY_MODE_DEFAULT;
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// Internal.
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HashMap<Vector2i, CellData> tile_map;
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bool pending_update = false;
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// For keeping compatibility with LayeredTileMap.
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LayeredTileMap *tile_map_node = nullptr;
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int layer_index_in_tile_map_node = -1;
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//VertexLights2D
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#ifdef MODULE_VERTEX_LIGHTS_2D_ENABLED
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bool _use_vertex_lights;
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#endif
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//RAO
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#ifdef MODULE_FASTNOISE_ENABLED
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bool _use_rao;
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real_t _rao_strength;
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Ref<FastnoiseNoiseParams> _noise_params;
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Ref<FastNoise> _rao_noise;
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#endif
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// Dirty flag. Allows knowing what was modified since the last update.
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struct {
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bool flags[DIRTY_FLAGS_MAX] = { false };
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SelfList<CellData>::List cell_list;
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} dirty;
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// Rect cache.
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mutable Rect2 rect_cache;
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mutable bool rect_cache_dirty = true;
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mutable Rect2i used_rect_cache;
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mutable bool used_rect_cache_dirty = true;
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// Runtime tile data.
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bool _runtime_update_tile_data_was_cleaned_up = false;
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void _build_runtime_update_tile_data(bool p_force_cleanup);
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void _build_runtime_update_tile_data_for_cell(CellData &r_cell_data, bool p_use_tilemap_for_runtime, bool p_auto_add_to_dirty_list = false);
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bool _runtime_update_needs_all_cells_cleaned_up = false;
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void _clear_runtime_update_tile_data();
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void _clear_runtime_update_tile_data_for_cell(CellData &r_cell_data);
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// Per-system methods.
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#ifdef DEBUG_ENABLED
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HashMap<Vector2i, Ref<DebugQuadrant>> debug_quadrant_map;
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Vector2i _coords_to_debug_quadrant_coords(const Vector2i &p_coords) const;
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bool _debug_was_cleaned_up = false;
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void _debug_update(bool p_force_cleanup);
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void _debug_quadrants_update_cell(CellData &r_cell_data, SelfList<DebugQuadrant>::List &r_dirty_debug_quadrant_list);
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#endif // DEBUG_ENABLED
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HashMap<Vector2i, Ref<RenderingQuadrant>> rendering_quadrant_map;
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bool _rendering_was_cleaned_up = false;
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void _rendering_update(bool p_force_cleanup);
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void _rendering_notification(int p_what);
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void _rendering_quadrants_update_cell(CellData &r_cell_data, SelfList<RenderingQuadrant>::List &r_dirty_rendering_quadrant_list);
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void _rendering_occluders_clear_cell(CellData &r_cell_data);
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void _rendering_occluders_update_cell(CellData &r_cell_data);
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#ifdef DEBUG_ENABLED
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void _rendering_draw_cell_debug(const RID &p_canvas_item, const Vector2 &p_quadrant_pos, const CellData &r_cell_data);
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#endif // DEBUG_ENABLED
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HashMap<RID, Vector2i> bodies_coords; // Mapping for RID to coords.
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bool _physics_was_cleaned_up = false;
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void _physics_update(bool p_force_cleanup);
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void _physics_notification(int p_what);
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void _physics_clear_cell(CellData &r_cell_data);
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void _physics_update_cell(CellData &r_cell_data);
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#ifdef DEBUG_ENABLED
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void _physics_draw_cell_debug(const RID &p_canvas_item, const Vector2 &p_quadrant_pos, const CellData &r_cell_data);
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#endif // DEBUG_ENABLED
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bool _navigation_was_cleaned_up = false;
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void _navigation_update(bool p_force_cleanup);
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void _navigation_notification(int p_what);
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void _navigation_clear_cell(CellData &r_cell_data);
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void _navigation_update_cell(CellData &r_cell_data);
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#ifdef DEBUG_ENABLED
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void _navigation_draw_cell_debug(const RID &p_canvas_item, const Vector2 &p_quadrant_pos, const CellData &r_cell_data);
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#endif // DEBUG_ENABLED
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bool _scenes_was_cleaned_up = false;
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void _scenes_update(bool p_force_cleanup);
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void _scenes_clear_cell(CellData &r_cell_data);
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void _scenes_update_cell(CellData &r_cell_data);
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#ifdef DEBUG_ENABLED
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void _scenes_draw_cell_debug(const RID &p_canvas_item, const Vector2 &p_quadrant_pos, const CellData &r_cell_data);
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#endif // DEBUG_ENABLED
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// Terrains.
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LayeredTileSet::TerrainsPattern _get_best_terrain_pattern_for_constraints(int p_terrain_set, const Vector2i &p_position, const RBSet<TerrainConstraint> &p_constraints, LayeredTileSet::TerrainsPattern p_current_pattern) const;
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RBSet<TerrainConstraint> _get_terrain_constraints_from_added_pattern(const Vector2i &p_position, int p_terrain_set, LayeredTileSet::TerrainsPattern p_terrains_pattern) const;
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RBSet<TerrainConstraint> _get_terrain_constraints_from_painted_cells_list(const RBSet<Vector2i> &p_painted, int p_terrain_set, bool p_ignore_empty_terrains) const;
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void _tile_set_changed();
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void _renamed();
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void _update_notify_local_transform();
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// Internal updates.
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void _queue_internal_update();
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void _deferred_internal_update();
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void _internal_update(bool p_force_cleanup);
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//VertexLights2D
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#ifdef MODULE_VERTEX_LIGHTS_2D_ENABLED
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void _on_vertex_lights_map_changed(RID map);
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#endif
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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// LayeredTileMap node.
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void set_as_tile_map_internal_node(int p_index);
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int get_index_in_tile_map() const {
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return layer_index_in_tile_map_node;
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}
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const HashMap<Vector2i, CellData> &get_tile_map_layer_data() const {
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return tile_map_layer_data;
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}
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// Rect caching.
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Rect2 get_rect(bool &r_changed) const;
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// Terrains.
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HashMap<Vector2i, LayeredTileSet::TerrainsPattern> terrain_fill_constraints(const Vector<Vector2i> &p_to_replace, int p_terrain_set, const RBSet<TerrainConstraint> &p_constraints) const; // Not exposed.
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HashMap<Vector2i, LayeredTileSet::TerrainsPattern> terrain_fill_connect(const Vector<Vector2i> &p_coords_array, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true) const; // Not exposed.
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HashMap<Vector2i, LayeredTileSet::TerrainsPattern> terrain_fill_path(const Vector<Vector2i> &p_coords_array, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true) const; // Not exposed.
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HashMap<Vector2i, LayeredTileSet::TerrainsPattern> terrain_fill_pattern(const Vector<Vector2i> &p_coords_array, int p_terrain_set, LayeredTileSet::TerrainsPattern p_terrains_pattern, bool p_ignore_empty_terrains = true) const; // Not exposed.
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// Not exposed to users.
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LayeredTileMapCell get_cell(const Vector2i &p_coords) const;
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////////////// Exposed functions //////////////
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// --- Cells manipulation ---
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// Generic cells manipulations and data access.
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void set_cell(const Vector2i &p_coords, int p_source_id = LayeredTileSet::INVALID_SOURCE, const Vector2i &p_atlas_coords = LayeredTileSetSource::INVALID_ATLAS_COORDS, int p_alternative_tile = 0);
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void erase_cell(const Vector2i &p_coords);
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void fix_invalid_tiles();
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void clear();
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int get_cell_source_id(const Vector2i &p_coords) const;
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Vector2i get_cell_atlas_coords(const Vector2i &p_coords) const;
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int get_cell_alternative_tile(const Vector2i &p_coords) const;
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LayeredTileData *get_cell_tile_data(const Vector2i &p_coords) const; // Helper method to make accessing the data easier.
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PoolVector2iArray get_used_cells() const;
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PoolVector2iArray get_used_cells_by_id(int p_source_id = LayeredTileSet::INVALID_SOURCE, const Vector2i &p_atlas_coords = LayeredTileSetSource::INVALID_ATLAS_COORDS, int p_alternative_tile = LayeredTileSetSource::INVALID_TILE_ALTERNATIVE) const;
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Rect2i get_used_rect() const;
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// Patterns.
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Ref<LayeredTileMapPattern> get_pattern(PoolVector2iArray p_coords_array);
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void set_pattern(const Vector2i &p_position, const Ref<LayeredTileMapPattern> p_pattern);
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// Terrains.
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void set_cells_terrain_connect(PoolVector2iArray p_cells, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true);
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void set_cells_terrain_path(PoolVector2iArray p_path, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true);
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// --- Physics helpers ---
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bool has_body_rid(RID p_physics_body) const;
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Vector2i get_coords_for_body_rid(RID p_physics_body) const; // For finding tiles from collision.
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// --- Runtime ---
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void update_internals();
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void notify_runtime_tile_data_update();
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// --- Shortcuts to methods defined in TileSet ---
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Vector2i map_pattern(const Vector2i &p_position_in_tilemap, const Vector2i &p_coords_in_pattern, Ref<LayeredTileMapPattern> p_pattern);
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PoolVector2iArray get_surrounding_cells(const Vector2i &p_coords);
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Vector2i get_neighbor_cell(const Vector2i &p_coords, LayeredTileSet::CellNeighbor p_cell_neighbor) const;
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Vector2 map_to_local(const Vector2i &p_pos) const;
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Vector2i local_to_map(const Vector2 &p_pos) const;
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// --- Accessors ---
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void set_tile_map_data_from_array(const Vector<uint8_t> &p_data);
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Vector<uint8_t> get_tile_map_data_as_array() const;
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void set_enabled(bool p_enabled);
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bool is_enabled() const;
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void set_tile_set(const Ref<LayeredTileSet> &p_tile_set);
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Ref<LayeredTileSet> get_tile_set() const;
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void set_highlight_mode(HighlightMode p_highlight_mode);
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HighlightMode get_highlight_mode() const;
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virtual void set_self_modulate(const Color &p_self_modulate);
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virtual void set_y_sort_enabled(bool p_y_sort_enabled);
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void set_y_sort_origin(int p_y_sort_origin);
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int get_y_sort_origin() const;
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virtual void set_z_index(int p_z_index);
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virtual void set_light_mask(int p_light_mask);
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void set_rendering_quadrant_size(int p_size);
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int get_rendering_quadrant_size() const;
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void set_collision_enabled(bool p_enabled);
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bool is_collision_enabled() const;
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void set_use_kinematic_bodies(bool p_use_kinematic_bodies);
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bool is_using_kinematic_bodies() const;
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void set_collision_visibility_mode(DebugVisibilityMode p_show_collision);
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DebugVisibilityMode get_collision_visibility_mode() const;
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void set_navigation_enabled(bool p_enabled);
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bool is_navigation_enabled() const;
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void set_navigation_map(RID p_map);
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RID get_navigation_map() const;
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void set_navigation_visibility_mode(DebugVisibilityMode p_show_navigation);
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DebugVisibilityMode get_navigation_visibility_mode() const;
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// Virtual function to modify the LayeredTileData at runtime.
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bool use_tile_data_runtime_update(const Vector2i &p_coords);
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void tile_data_runtime_update(const Vector2i &p_coords, LayeredTileData *p_tile_data);
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//VertexLights2D
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#ifdef MODULE_VERTEX_LIGHTS_2D_ENABLED
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void set_use_vertex_lights(const bool p_use);
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bool get_use_vertex_lights() const;
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#endif
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//RAO
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#ifdef MODULE_FASTNOISE_ENABLED
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void rao_set_use(bool p_rao);
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bool rao_get_use() const;
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void rao_set_strength(const real_t p_strength);
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real_t rao_get_strength() const;
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void rao_set_noise_params(const Ref<FastnoiseNoiseParams> &noise);
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Ref<FastnoiseNoiseParams> rao_get_noise_params();
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void rao_setup_noise(Ref<FastNoise> noise);
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Ref<FastNoise> rao_get_noise();
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void rao_set_noise(const Ref<FastNoise> &noise);
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#endif
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LayeredTileMapLayer();
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~LayeredTileMapLayer();
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};
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VARIANT_ENUM_CAST(LayeredTileMapLayer::DebugVisibilityMode);
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#endif // TILE_MAP_LAYER_H
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