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Add one-way collision to tile-set/tile-map
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RandomShaper committed Jun 17, 2017
1 parent eeb1d94 commit 2018db0
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Showing 5 changed files with 160 additions and 34 deletions.
21 changes: 21 additions & 0 deletions editor/plugins/tile_set_editor_plugin.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -89,6 +89,9 @@ void TileSetEditor::_import_node(Node *p_node, Ref<TileSet> p_library) {
Vector<Ref<Shape2D> > collisions;
Ref<NavigationPolygon> nav_poly;
Ref<OccluderPolygon2D> occluder;
bool one_way_ok = true;
Variant one_way_dir;
float one_way_max_depth = 0.0f;

for (int j = 0; j < mi->get_child_count(); j++) {

Expand All @@ -114,12 +117,30 @@ void TileSetEditor::_import_node(Node *p_node, Ref<TileSet> p_library) {
}

phys_offset -= sb->get_pos();

if (one_way_ok) {
Vector2 curr_dir = sb->get_one_way_collision_direction();
float curr_max_depth = sb->get_one_way_collision_max_depth();
if (one_way_dir == Variant()) {
one_way_dir = curr_dir;
one_way_max_depth = curr_max_depth;
} else {
if (curr_dir != one_way_dir || curr_max_depth != one_way_max_depth) {
one_way_ok = false;
WARN_PRINT(String("Mismatch in one-way collision parameters for " + child->get_name()).utf8().get_data());
}
}
}
}

if (collisions.size()) {

p_library->tile_set_shapes(id, collisions);
p_library->tile_set_shape_offset(id, -phys_offset);
if (one_way_ok && one_way_dir != Variant()) {
p_library->tile_set_one_way_collision_direction(id, one_way_dir);
p_library->tile_set_one_way_collision_max_depth(id, one_way_max_depth);
}
} else {
p_library->tile_set_shape_offset(id, Vector2());
}
Expand Down
120 changes: 92 additions & 28 deletions scene/2d/tile_map.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -102,7 +102,9 @@ void TileMap::_update_quadrant_space(const RID &p_space) {
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {

Quadrant &q = E->get();
Physics2DServer::get_singleton()->body_set_space(q.body, p_space);
for (int i = q.bodies.size() - 1; i >= 0; i--) {
Physics2DServer::get_singleton()->body_set_space(q.bodies[i], p_space);
}
}
}

Expand All @@ -123,7 +125,9 @@ void TileMap::_update_quadrant_transform() {
Matrix32 xform;
xform.set_origin(q.pos);
xform = global_transform * xform;
Physics2DServer::get_singleton()->body_set_state(q.body, Physics2DServer::BODY_STATE_TRANSFORM, xform);
for (int i = q.bodies.size() - 1; i >= 0; i--) {
Physics2DServer::get_singleton()->body_set_state(q.bodies[i], Physics2DServer::BODY_STATE_TRANSFORM, xform);
}

if (navigation) {
for (Map<PosKey, Quadrant::NavPoly>::Element *E = q.navpoly_ids.front(); E; E = E->next()) {
Expand Down Expand Up @@ -252,6 +256,22 @@ void TileMap::_fix_cell_transform(Matrix32 &xform, const Cell &p_cell, const Vec
xform.elements[2].y += offset.y;
}

namespace {

struct _BodyParams {
Vector2 one_way_direction;
float one_way_max_depth;

bool operator<(const _BodyParams &p_rhs) const {
return p_rhs.one_way_direction < one_way_direction || p_rhs.one_way_max_depth < one_way_max_depth;
}

bool operator==(const _BodyParams &p_rhs) const {
return p_rhs.one_way_direction == one_way_direction && p_rhs.one_way_max_depth == one_way_max_depth;
}
};
}

void TileMap::_update_dirty_quadrants() {

if (!pending_update)
Expand Down Expand Up @@ -290,8 +310,8 @@ void TileMap::_update_dirty_quadrants() {

q.canvas_items.clear();

ps->body_clear_shapes(q.body);
int shape_idx = 0;
Map<_BodyParams, int> params_bodies;
int num_bodies_used = 0;

if (navigation) {
for (Map<PosKey, Quadrant::NavPoly>::Element *E = q.navpoly_ids.front(); E; E = E->next()) {
Expand Down Expand Up @@ -448,8 +468,47 @@ void TileMap::_update_dirty_quadrants() {
tex->draw_rect_region(canvas_item, rect, r, modulate, c.transpose);
}

RID body;
_BodyParams params = { tile_set->tile_get_one_way_collision_direction(c.id), tile_set->tile_get_one_way_collision_max_depth(c.id) };
Map<_BodyParams, int>::Element *B = params_bodies.find(params);
if (!B) {
if (q.bodies.size() > num_bodies_used) {
// recycle one already existent
body = q.bodies[num_bodies_used];
// reset it
ps->body_clear_shapes(body);
} else {
// create a new one
body = Physics2DServer::get_singleton()->body_create(use_kinematic ? Physics2DServer::BODY_MODE_KINEMATIC : Physics2DServer::BODY_MODE_STATIC);
Physics2DServer::get_singleton()->body_attach_object_instance_ID(body, get_instance_ID());
Physics2DServer::get_singleton()->body_set_layer_mask(body, collision_layer);
Physics2DServer::get_singleton()->body_set_collision_mask(body, collision_mask);
Physics2DServer::get_singleton()->body_set_param(body, Physics2DServer::BODY_PARAM_FRICTION, friction);
Physics2DServer::get_singleton()->body_set_param(body, Physics2DServer::BODY_PARAM_BOUNCE, bounce);
q.bodies.push_back(body);
}

// initialize to match current quadrant
Matrix32 xform;
xform.set_origin(q.pos);
if (is_inside_tree()) {
xform = get_global_transform() * xform;
RID space = get_world_2d()->get_space();
Physics2DServer::get_singleton()->body_set_space(body, space);
}
Physics2DServer::get_singleton()->body_set_state(body, Physics2DServer::BODY_STATE_TRANSFORM, xform);

// bookkeep
params_bodies[params] = num_bodies_used;
num_bodies_used++;
} else {
// take the one already set up for this tile's parameters
body = q.bodies[B->get()];
}

Vector<Ref<Shape2D> > shapes = tile_set->tile_get_shapes(c.id);

int shape_idx = ps->body_get_shape_count(body);
for (int i = 0; i < shapes.size(); i++) {

Ref<Shape2D> shape = shapes[i];
Expand All @@ -465,8 +524,10 @@ void TileMap::_update_dirty_quadrants() {
vs->canvas_item_add_set_transform(debug_canvas_item, xform);
shape->draw(debug_canvas_item, debug_collision_color);
}
ps->body_add_shape(q.body, shape->get_rid(), xform);
ps->body_set_shape_metadata(q.body, shape_idx++, Vector2(E->key().x, E->key().y));
ps->body_add_shape(body, shape->get_rid(), xform);
ps->body_set_shape_metadata(body, shape_idx++, Vector2(E->key().x, E->key().y));
ps->body_set_one_way_collision_direction(body, params.one_way_direction);
ps->body_set_one_way_collision_max_depth(body, params.one_way_max_depth);
}
}

Expand Down Expand Up @@ -511,6 +572,14 @@ void TileMap::_update_dirty_quadrants() {
}
}

// keep just as many bodies as needed
for (int i = num_bodies_used; i < q.bodies.size(); i++) {
ps->free(q.bodies[i]);
}
q.bodies.resize(params_bodies.size());

//OS::get_singleton()->print("body count: %d (%d)\n", q.bodies.size(), params_bodies.size());

dirty_quadrant_list.remove(dirty_quadrant_list.first());
quadrant_order_dirty = true;
}
Expand Down Expand Up @@ -577,8 +646,6 @@ void TileMap::_recompute_rect_cache() {

Map<TileMap::PosKey, TileMap::Quadrant>::Element *TileMap::_create_quadrant(const PosKey &p_qk) {

Matrix32 xform;
//xform.set_origin(Point2(p_qk.x,p_qk.y)*cell_size*quadrant_size);
Quadrant q;
q.pos = _map_to_world(p_qk.x * _get_quadrant_size(), p_qk.y * _get_quadrant_size());
q.pos += get_cell_draw_offset();
Expand All @@ -587,22 +654,7 @@ Map<TileMap::PosKey, TileMap::Quadrant>::Element *TileMap::_create_quadrant(cons
else if (tile_origin == TILE_ORIGIN_BOTTOM_LEFT)
q.pos.y += cell_size.y;

xform.set_origin(q.pos);
// q.canvas_item = VisualServer::get_singleton()->canvas_item_create();
q.body = Physics2DServer::get_singleton()->body_create(use_kinematic ? Physics2DServer::BODY_MODE_KINEMATIC : Physics2DServer::BODY_MODE_STATIC);
Physics2DServer::get_singleton()->body_attach_object_instance_ID(q.body, get_instance_ID());
Physics2DServer::get_singleton()->body_set_layer_mask(q.body, collision_layer);
Physics2DServer::get_singleton()->body_set_collision_mask(q.body, collision_mask);
Physics2DServer::get_singleton()->body_set_param(q.body, Physics2DServer::BODY_PARAM_FRICTION, friction);
Physics2DServer::get_singleton()->body_set_param(q.body, Physics2DServer::BODY_PARAM_BOUNCE, bounce);

if (is_inside_tree()) {
xform = get_global_transform() * xform;
RID space = get_world_2d()->get_space();
Physics2DServer::get_singleton()->body_set_space(q.body, space);
}

Physics2DServer::get_singleton()->body_set_state(q.body, Physics2DServer::BODY_STATE_TRANSFORM, xform);

rect_cache_dirty = true;
quadrant_order_dirty = true;
Expand All @@ -612,7 +664,11 @@ Map<TileMap::PosKey, TileMap::Quadrant>::Element *TileMap::_create_quadrant(cons
void TileMap::_erase_quadrant(Map<PosKey, Quadrant>::Element *Q) {

Quadrant &q = Q->get();
Physics2DServer::get_singleton()->free(q.body);
for (int i = 0; i < q.bodies.size(); i++) {
Physics2DServer::get_singleton()->free(q.bodies[i]);
}
q.bodies.clear();

for (List<RID>::Element *E = q.canvas_items.front(); E; E = E->next()) {

VisualServer::get_singleton()->free(E->get());
Expand Down Expand Up @@ -865,7 +921,9 @@ void TileMap::set_collision_layer(uint32_t p_layer) {
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {

Quadrant &q = E->get();
Physics2DServer::get_singleton()->body_set_layer_mask(q.body, collision_layer);
for (int i = q.bodies.size() - 1; i >= 0; i--) {
Physics2DServer::get_singleton()->body_set_layer_mask(q.bodies[i], collision_layer);
}
}
}

Expand All @@ -875,7 +933,9 @@ void TileMap::set_collision_mask(uint32_t p_mask) {
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {

Quadrant &q = E->get();
Physics2DServer::get_singleton()->body_set_collision_mask(q.body, collision_mask);
for (int i = q.bodies.size() - 1; i >= 0; i--) {
Physics2DServer::get_singleton()->body_set_collision_mask(q.bodies[i], collision_mask);
}
}
}

Expand Down Expand Up @@ -917,7 +977,9 @@ void TileMap::set_collision_friction(float p_friction) {
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {

Quadrant &q = E->get();
Physics2DServer::get_singleton()->body_set_param(q.body, Physics2DServer::BODY_PARAM_FRICTION, p_friction);
for (int i = q.bodies.size() - 1; i >= 0; i--) {
Physics2DServer::get_singleton()->body_set_param(q.bodies[i], Physics2DServer::BODY_PARAM_FRICTION, p_friction);
}
}
}

Expand All @@ -932,7 +994,9 @@ void TileMap::set_collision_bounce(float p_bounce) {
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {

Quadrant &q = E->get();
Physics2DServer::get_singleton()->body_set_param(q.body, Physics2DServer::BODY_PARAM_BOUNCE, p_bounce);
for (int i = q.bodies.size() - 1; i >= 0; i--) {
Physics2DServer::get_singleton()->body_set_param(q.bodies[i], Physics2DServer::BODY_PARAM_BOUNCE, p_bounce);
}
}
}
float TileMap::get_collision_bounce() const {
Expand Down
8 changes: 4 additions & 4 deletions scene/2d/tile_map.h
Original file line number Diff line number Diff line change
Expand Up @@ -109,7 +109,7 @@ class TileMap : public Node2D {

Vector2 pos;
List<RID> canvas_items;
RID body;
Vector<RID> bodies;

SelfList<Quadrant> dirty_list;

Expand All @@ -131,7 +131,7 @@ class TileMap : public Node2D {
void operator=(const Quadrant &q) {
pos = q.pos;
canvas_items = q.canvas_items;
body = q.body;
bodies = q.bodies;
cells = q.cells;
navpoly_ids = q.navpoly_ids;
occluder_instances = q.occluder_instances;
Expand All @@ -140,7 +140,7 @@ class TileMap : public Node2D {
: dirty_list(this) {
pos = q.pos;
canvas_items = q.canvas_items;
body = q.body;
bodies = q.bodies;
cells = q.cells;
occluder_instances = q.occluder_instances;
navpoly_ids = q.navpoly_ids;
Expand Down Expand Up @@ -232,7 +232,7 @@ class TileMap : public Node2D {

void set_collision_mask(uint32_t p_mask);
uint32_t get_collision_mask() const;

void set_collision_layer_bit(int p_bit, bool p_value);
bool get_collision_layer_bit(int p_bit) const;

Expand Down
34 changes: 34 additions & 0 deletions scene/resources/tile_set.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -59,6 +59,10 @@ bool TileSet::_set(const StringName &p_name, const Variant &p_value) {
tile_set_shape(id, p_value);
else if (what == "shapes")
_tile_set_shapes(id, p_value);
else if (what == "one_way_collision_direction")
tile_set_one_way_collision_direction(id, p_value);
else if (what == "one_way_collision_max_depth")
tile_set_one_way_collision_max_depth(id, p_value);
else if (what == "occluder")
tile_set_light_occluder(id, p_value);
else if (what == "occluder_offset")
Expand Down Expand Up @@ -103,6 +107,10 @@ bool TileSet::_get(const StringName &p_name, Variant &r_ret) const {
r_ret = tile_get_shape(id);
else if (what == "shapes")
r_ret = _tile_get_shapes(id);
else if (what == "one_way_collision_direction")
r_ret = tile_get_one_way_collision_direction(id);
else if (what == "one_way_collision_max_depth")
r_ret = tile_get_one_way_collision_max_depth(id);
else if (what == "occluder")
r_ret = tile_get_light_occluder(id);
else if (what == "occluder_offset")
Expand Down Expand Up @@ -136,6 +144,8 @@ void TileSet::_get_property_list(List<PropertyInfo> *p_list) const {
p_list->push_back(PropertyInfo(Variant::VECTOR2, pre + "shape_offset"));
p_list->push_back(PropertyInfo(Variant::OBJECT, pre + "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D", PROPERTY_USAGE_EDITOR));
p_list->push_back(PropertyInfo(Variant::ARRAY, pre + "shapes", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
p_list->push_back(PropertyInfo(Variant::VECTOR2, pre + "one_way_collision_direction"));
p_list->push_back(PropertyInfo(Variant::REAL, pre + "one_way_collision_max_depth"));
}
}

Expand Down Expand Up @@ -340,6 +350,30 @@ Array TileSet::_tile_get_shapes(int p_id) const {
return arr;
}

void TileSet::tile_set_one_way_collision_direction(int p_id, Vector2 p_direction) {

ERR_FAIL_COND(!tile_map.has(p_id));
tile_map[p_id].one_way_collision_direction = p_direction;
}

Vector2 TileSet::tile_get_one_way_collision_direction(int p_id) const {

ERR_FAIL_COND_V(!tile_map.has(p_id), Vector2());
return tile_map[p_id].one_way_collision_direction;
}

void TileSet::tile_set_one_way_collision_max_depth(int p_id, float p_max_depth) {

ERR_FAIL_COND(!tile_map.has(p_id));
tile_map[p_id].one_way_collision_max_depth = p_max_depth;
}

float TileSet::tile_get_one_way_collision_max_depth(int p_id) const {

ERR_FAIL_COND_V(!tile_map.has(p_id), 0.0f);
return tile_map[p_id].one_way_collision_max_depth;
}

Array TileSet::_get_tiles_ids() const {

Array arr;
Expand Down
11 changes: 9 additions & 2 deletions scene/resources/tile_set.h
Original file line number Diff line number Diff line change
Expand Up @@ -48,16 +48,17 @@ class TileSet : public Resource {
Vector2 shape_offset;
Rect2i region;
Vector<Ref<Shape2D> > shapes;
Vector2 one_way_collision_direction;
float one_way_collision_max_depth;
Vector2 occluder_offset;
Ref<OccluderPolygon2D> occluder;
Vector2 navigation_polygon_offset;
Ref<NavigationPolygon> navigation_polygon;
Ref<CanvasItemMaterial> material;
Color modulate;

// Default modulate for back-compat
explicit Data()
: modulate(1, 1, 1) {}
: one_way_collision_max_depth(0.0f), modulate(1, 1, 1) {}
};

Map<int, Data> tile_map;
Expand Down Expand Up @@ -114,6 +115,12 @@ class TileSet : public Resource {
void tile_set_shapes(int p_id, const Vector<Ref<Shape2D> > &p_shapes);
Vector<Ref<Shape2D> > tile_get_shapes(int p_id) const;

void tile_set_one_way_collision_direction(int p_id, Vector2 p_direction);
Vector2 tile_get_one_way_collision_direction(int p_id) const;

void tile_set_one_way_collision_max_depth(int p_id, float p_max_depth);
float tile_get_one_way_collision_max_depth(int p_id) const;

void remove_tile(int p_id);

bool has_tile(int p_id) const;
Expand Down

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