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tile_set_3d.h
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/*************************************************************************/
/* tile_set_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef TILE_SET_3D_H
#define TILE_SET_3D_H
#include "core/io/resource.h"
#include "scene/3d/visual_instance_3d.h"
#include "scene/resources/box_shape_3d.h"
#include "scene/resources/navigation_mesh.h"
#include "scene/resources/packed_scene.h"
#include "core/templates/local_vector.h"
class TileData3D : public Resource {
GDCLASS(TileData3D, Resource);
private:
// Tile
Vector3i span = Vector3i(1, 1, 1);
Ref<Texture2D> preview;
String source;
// Alternative
int alternative_id = -1;
float probability = 1.0;
float internal_probability = 1.0;
void _set_alternative_id(int p_alt_id);
int _get_alternative_id() const;
void _set_internal_probability(float p_internal_prob);
float _get_internal_probability() const;
bool _changed_request = false;
void _update_changed();
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
static void _bind_methods();
void _queue_changed();
public:
void set_span(const Vector3i &p_span);
Vector3i get_span() const;
void set_preview(const Ref<Texture2D> &p_preview);
Ref<Texture2D> get_preview() const;
void set_probability(float p_probability);
float get_probability() const;
void set_source(const String &p_source);
String get_source() const;
TileData3D(){}
~TileData3D(){}
};
class TileData3DMesh : public TileData3D {
GDCLASS(TileData3DMesh, TileData3D);
public:
struct ShapeData {
Ref<Shape3D> shape;
Transform3D local_transform = Transform3D();
};
struct PhysicsLayerTileData3D {
int layer_id = -1;
Vector<ShapeData> shapes;
Vector3 linear_velocity = Vector3();
Vector3 angular_velocity = Vector3();
};
struct NavigationLayerTileData3D {
int layer_id = -1;
Ref<NavigationMesh> navmesh;
Transform3D local_transform;
};
enum LightType {
LIGHT_TYPE_OMNI,
LIGHT_TYPE_SPOT
};
struct LightTileData3D {
Transform3D local_transform = Transform3D();
LightType type = LIGHT_TYPE_OMNI;
float light_range = 5.0;
float attenuation = 1.0;
float spot_angle = 45.0;
float spot_angle_attenuation = 1.0;
RenderingServer::LightOmniShadowMode omni_shadow_mode = RenderingServer::LIGHT_OMNI_SHADOW_CUBE;
Color color = Color(1.0, 1.0, 1.0);
float energy = 1.0;
float indirect_energy = 1.0;
Ref<Texture2D> projector;
float size = 0.0;
bool negative = false;
float specular = 0.5;
bool shadow_enabled = false;
Color shadow_color = Color(0.0, 0.0, 0.0);
float shadow_bias = 0.2;
float shadow_normal_bias = 1.0;
bool shadow_reverse_cull_face = false;
float shadow_transmittance_bias = 0.05;
float shadow_fog_fade = 0.1;
float shadow_blur = 1.0;
};
private:
Ref<Mesh> mesh;
Transform3D mesh_transform = Transform3D();
Ref<Material> material_override;
float transparency = 0.0;
GeometryInstance3D::ShadowCastingSetting cast_shadow = GeometryInstance3D::SHADOW_CASTING_SETTING_ON;
float lod_bias = 1.0;
bool ignore_occlusion_culling = false;
GeometryInstance3D::GIMode gi_mode = GeometryInstance3D::GI_MODE_DISABLED;
GeometryInstance3D::LightmapScale gi_lightmap_scale = GeometryInstance3D::LIGHTMAP_SCALE_1X;
float visibility_range_begin = 0.0;
float visibility_range_begin_margin = 0.0;
float visibility_range_end = 0.0;
float visibility_range_end_margin = 0.0;
GeometryInstance3D::VisibilityRangeFadeMode visibility_range_fade_mode = GeometryInstance3D::VISIBILITY_RANGE_FADE_DISABLED;
PackedVector3Array occlusion_vertices;
PackedInt32Array occlusion_indices;
Vector<PhysicsLayerTileData3D> physics_data;
Vector<NavigationLayerTileData3D> navigation_data;
Vector<LightTileData3D> lights;
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
static void _bind_methods();
public:
void set_mesh(const Ref<Mesh> &p_mesh);
Ref<Mesh> get_mesh() const;
void set_mesh_transform(const Transform3D &p_transform);
Transform3D get_mesh_transform() const;
void set_material_override(const Ref<Material> &p_material);
Ref<Material> get_material_override() const;
void set_transparency(float p_transparency);
float get_transparency() const;
void set_cast_shadow_mode(GeometryInstance3D::ShadowCastingSetting p_mode);
GeometryInstance3D::ShadowCastingSetting get_cast_shadow_mode() const;
void set_lod_bias(float p_value);
float get_lod_bias() const;
void set_ignore_occlusion_culling(bool p_value);
bool is_ignoring_occlusion_culling() const;
void set_gi_mode(GeometryInstance3D::GIMode p_mode);
GeometryInstance3D::GIMode get_gi_mode() const;
void set_gi_lightmap_scale(GeometryInstance3D::LightmapScale p_scale);
GeometryInstance3D::LightmapScale get_gi_lightmap_scale() const;
void set_visibility_range_begin(float p_value);
float get_visibility_range_begin() const;
void set_visibility_range_begin_margin(float p_value);
float get_visibility_range_begin_margin() const;
void set_visibility_range_end(float p_value);
float get_visibility_range_end() const;
void set_visibility_range_end_margin(float p_value);
float get_visibility_range_end_margin() const;
void set_visibility_range_fade_mode(GeometryInstance3D::VisibilityRangeFadeMode p_mode);
GeometryInstance3D::VisibilityRangeFadeMode get_visibility_range_fade_mode() const;
void set_physics_data_count(int p_count);
int get_physics_data_count() const;
void add_physics_data(int p_index = -1);
void move_physics_data(int p_from_index, int p_to_pos);
void remove_physics_data(int p_index);
int get_physics_layer_index(int p_layer) const;
void set_physics_data_layer_id(int p_index, int p_layer);
int get_physics_data_layer_id(int p_index) const;
void set_physics_data_shape(int p_index, int p_shapei, const Ref<Shape3D> &p_shape);
Ref<Shape3D> get_physics_data_shape(int p_index, int p_shapei) const;
void set_physics_data_shape_transform(int p_index, int p_shapei, const Transform3D &p_transform);
Transform3D get_physics_data_shape_transform(int p_index, int p_shapei) const;
void set_physics_data_linear_velocity(int p_index, const Vector3 &p_linear_velocity);
Vector3 get_physics_data_linear_velocity(int p_index) const;
void set_physics_data_angular_velocity(int p_index, const Vector3 &p_angular_velocity);
Vector3 get_physics_data_angular_velocity(int p_index) const;
void set_physics_data_shapes(int p_index, const Vector<ShapeData> &p_shapes);
Vector<ShapeData> get_physics_data_shapes(int p_index) const;
void _set_physics_data_shapes(int p_index, const Array &p_shapes);
Array _get_physics_data_shapes(int p_index) const;
void set_navigation_data_count(int p_count);
int get_navigation_data_count() const;
int get_navigation_layer_index(int p_layer) const;
void set_navigation_data_layer_id(int p_index, int p_layer);
int get_navigation_data_layer_id(int p_index) const;
void set_navigation_data_navmesh(int p_index, const Ref<NavigationMesh> &p_navmesh);
Ref<NavigationMesh> get_navigation_data_navmesh(int p_index) const;
void set_navigation_data_navmesh_transform(int p_index, const Transform3D &p_transform);
Transform3D get_navigation_data_navmesh_transform(int p_index) const;
void set_light_transform(int p_index, const Transform3D &p_transform);
Transform3D get_light_transform(int p_index) const;
void set_light_type(int p_index, LightType p_type);
LightType get_light_type(int p_index) const;
void set_light_range(int p_index, float p_range);
float get_light_range(int p_index) const;
void set_light_attenuation(int p_index, float p_attenuation);
float get_light_attenuation(int p_index) const;
void set_light_spot_angle(int p_index, float p_angle);
float get_light_spot_angle(int p_index) const;
void set_light_spot_angle_attenuation(int p_index, float p_angle_attenuation);
float get_light_spot_angle_attenuation(int p_index) const;
void set_light_omni_shadow_mode(int p_index, RenderingServer::LightOmniShadowMode p_mode);
RenderingServer::LightOmniShadowMode get_light_omni_shadow_mode(int p_index) const;
void set_light_color(int p_index, const Color &p_color);
Color get_light_color(int p_index) const;
void set_light_energy(int p_index, float p_energy);
float get_light_energy(int p_index) const;
void set_light_indirect_energy(int p_index, float p_energy);
float get_light_indirect_energy(int p_index) const;
void set_light_projector(int p_index, const Ref<Texture2D> &p_projector);
Ref<Texture2D> get_light_projector(int p_index) const;
void set_light_size(int p_index, float p_size);
float get_light_size(int p_index) const;
void set_light_negative(int p_index, bool p_negative);
bool is_light_negative(int p_index) const;
void set_light_specular(int p_index, float p_specular);
float get_light_specular(int p_index) const;
void set_light_shadow_enabled(int p_index, bool p_enabled);
bool is_light_shadow_enabled(int p_index) const;
void set_light_shadow_color(int p_index, const Color &p_color);
Color get_light_shadow_color(int p_index) const;
void set_light_shadow_bias(int p_index, float p_bias);
float get_light_shadow_bias(int p_index) const;
void set_light_shadow_normal_bias(int p_index, float p_bias);
float get_light_shadow_normal_bias(int p_index) const;
void set_light_shadow_reverse_cull_face(int p_index, bool p_reverse);
bool is_light_shadow_reverse_cull_face(int p_index) const;
void set_light_shadow_transmittance_bias(int p_index, float p_bias);
float get_light_shadow_transmittance_bias(int p_index) const;
void set_light_shadow_fog_fade(int p_index, float p_fade);
float get_light_shadow_fog_fade(int p_index) const;
void set_light_shadow_blur(int p_index, float p_blur);
float get_light_shadow_blur(int p_index) const;
TileData3DMesh(){}
~TileData3DMesh(){}
};
class TileData3DScene : public TileData3D {
GDCLASS(TileData3DScene, TileData3D);
private:
Ref<PackedScene> scene;
bool display_placeholder = false;
protected:
static void _bind_methods();
public:
void set_scene(const Ref<PackedScene> &p_scene);
Ref<PackedScene> get_scene() const;
void set_display_placeholder(bool p_display);
bool is_displaying_placeholder() const;
TileData3DScene(){}
~TileData3DScene(){}
};
class TileSet3D;
class TileSet3DCollection : public Resource {
GDCLASS(TileSet3DCollection, Resource)
friend TileSet3D;
public:
enum CollectionType {
COLLECTION_TYPE_ATLAS = 1,
COLLECTION_TYPE_SCENES
};
struct TileSet3DTileAlternatives {
Map<int, Ref<TileData3D>> tiles;
PackedInt32Array ids;
};
private:
CollectionType type;
Ref<Texture2D> icon;
Map<int, Ref<TileData3D>> tiles;
PackedInt32Array ids;
Map<int, TileSet3DTileAlternatives*> alternatives;
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
TileSet3DCollection();
~TileSet3DCollection();
};
class TileSet3D : public Resource {
GDCLASS(TileSet3D, Resource);
public:
enum TileShape {
TILE_SHAPE_CUBOID,
TILE_SHAPE_HEXAGONAL_PRISM
};
enum TileLayout {
TILE_LAYOUT_FLAT,
TILE_LAYOUT_DIAMOND
};
enum TileOrientation {
TILE_ORIENTATION_ALIGNED,
TILE_ORIENTATION_ROTATED
};
private:
TileShape tile_shape = TILE_SHAPE_CUBOID;
TileLayout tile_layout = TILE_LAYOUT_FLAT;
TileOrientation tile_orientation = TILE_ORIENTATION_ALIGNED;
Vector3 cell_size = Vector3(1, 1, 1);
bool cell_center_x = true;
bool cell_center_y = true;
bool cell_center_z = true;
Vector3::Axis axis_main = Vector3::AXIS_Y;
bool axis_invert_x = false;
bool axis_invert_y = false;
bool axis_invert_z = false;
Map<int, Ref<TileSet3DCollection>> collections;
PackedInt32Array collections_ids;
bool _changed_requested = false;
Set<int> _changed_collections;
mutable int _cached_id = -1;
mutable Ref<TileSet3DCollection> _cached_collection = nullptr;
void _set_collection_count(int p_count);
void _set_cached_collection(int p_id) const;
void _queue_changed();
void _queue_collection_changed(int p_idx);
void _update_changed();
void _update_collection_changed();
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
static void _bind_methods();
public:
void set_tile_shape(TileShape p_shape);
TileShape get_tile_shape() const;
void set_tile_orientation(TileOrientation p_orientation);
TileOrientation get_tile_orientation() const;
void set_tile_layout(TileLayout p_layout);
TileLayout get_tile_layout() const;
void set_cell_size(const Vector3 &p_size);
Vector3 get_cell_size() const;
void set_cell_center_x(bool p_center);
bool is_cell_centered_x() const;
void set_cell_center_y(bool p_center);
bool is_cell_centered_y() const;
void set_cell_center_z(bool p_center);
bool is_cell_centered_z() const;
void set_main_axis(Vector3::Axis p_main);
Vector3::Axis get_main_axis() const;
void set_axis_invert_x(bool p_invert);
bool is_axis_inverted_x() const;
void set_axis_invert_y(bool p_invert);
bool is_axis_inverted_y() const;
void set_axis_invert_z(bool p_invert);
bool is_axis_inverted_z() const;
void clear();
int get_collection_count() const;
void add_collection(const Ref<TileSet3DCollection> &p_collection, int p_id, int p_pos = -1);
int create_collection(TileSet3DCollection::CollectionType p_type, int p_id_override = -1);
int get_next_collection_id(int p_initial = -1, int p_inc = 0) const;
void remove_collection(int p_id);
Ref<TileSet3DCollection> get_collection(int p_id) const;
int get_collection_index(int p_id) const;
void set_collection_name(int p_id, const String &p_name);
String get_collection_name(int p_id) const;
void set_collection_id(int p_index, int p_new_id, bool p_force = true);
int get_collection_id(int p_index) const;
bool has_collection_id(int p_id) const;
TileSet3DCollection::CollectionType get_collection_type(int p_id) const;
void set_collection_icon(int p_id, const Ref<Texture2D> &p_icon);
Ref<Texture2D> get_collection_icon(int p_id) const;
int get_collection_tile_count(int p_id, bool p_include_alternatives = false) const;
int add_collection_tile(int p_collection_id, Ref<TileData3D> p_tile, int p_id_override = -1, int p_pos = -1);
Ref<TileData3D> get_collection_tile(int p_collection_id, int p_tile_id, int p_alt_id = -1) const;
int get_collection_tile_id(int p_collection_id, int p_tile_index);
int add_collection_alternative_tile(int p_collection_id, int p_base_id, Ref<TileData3D> p_tile, int p_id_override = -1, int p_pos = -1);
int get_next_tile_id(int p_collection_id, int p_initial = -1, int p_inc = 0) const;
int get_next_alternative_tile_id(int p_collection_id, int p_base_id, int p_initial = -1, int p_inc = 0) const;
int get_collection_alternatives_count(int p_collection_id, int p_base_id);
TileSet3D();
~TileSet3D();
};
VARIANT_ENUM_CAST(TileData3DMesh::LightType)
VARIANT_ENUM_CAST(TileSet3DCollection::CollectionType);
VARIANT_ENUM_CAST(TileSet3D::TileShape);
VARIANT_ENUM_CAST(TileSet3D::TileOrientation);
VARIANT_ENUM_CAST(TileSet3D::TileLayout);
#endif // TILE_SET_3D_H