text: /*************************************************************************/
  /*  grid_map.h                                                           */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                    http://www.godotengine.org                         */
  /*************************************************************************/
  /* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur.                 */
  /*                                                                       */
  /* 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 GRID_MAP_H
  #define GRID_MAP_H
  
  
  #include "scene/resources/mesh_library.h"
  #include "scene/3d/spatial.h"
  #include "scene/resources/multimesh.h"
  
  //heh heh, godotsphir!! this shares no code and the design is completely different with previous projects i've done..
  //should scale better with hardware that supports instancing
  
  
  class BakedLightInstance;
  
  class GridMap : public Spatial {
  
  
  	OBJ_TYPE( GridMap, Spatial );
  
  	enum {
  		MAP_DIRTY_TRANSFORMS=1,
  		MAP_DIRTY_INSTANCES=2,
  	};
  
  	union IndexKey {
  
  		struct {
  			int16_t x;
  			int16_t y;
  			int16_t z;
  		};
  		uint64_t key;
  
  		_FORCE_INLINE_ bool operator<(const IndexKey& p_key) const {
  
  			return key < p_key.key;
  		}
  
  		IndexKey() { key=0; }
  	};
  
  	union Cell {
  
  		struct {
  			unsigned int item : 16;
  			unsigned int rot:5;
  			unsigned int layer:8;
  		};
  		uint32_t cell;
  
  		Cell() { item=0; rot=0; layer=0; }
  	};
  
  	struct Octant {
  
  		struct ItemInstances {
  
  			Set<IndexKey> cells;
  			Ref<Mesh> mesh;
  			Ref<Shape> shape;
  			Ref<MultiMesh> multimesh;
  			RID multimesh_instance;
  
  		};
  
  		Ref<Mesh> baked;
  		RID bake_instance;
  		RID collision_debug;
  		RID collision_debug_instance;
  
  		bool dirty;
  		RID static_body;
  
  		Map<int,ItemInstances> items;
  
  	};
  
  	union OctantKey {
  
  		struct {
  			int16_t x;
  			int16_t y;
  			int16_t z;
  			int16_t area;
  		};
  
  		uint64_t key;
  
  		_FORCE_INLINE_ bool operator<(const OctantKey& p_key) const {
  
  			return key < p_key.key;
  		}
  
  		//OctantKey(const IndexKey& p_k, int p_item) { indexkey=p_k.key; item=p_item; }
  		OctantKey() { key=0; }
  	};
  
  	Transform last_transform;
  
  	bool _in_tree;
  	float cell_size;
  	int octant_size;
  	bool center_x,center_y,center_z;
  	bool bake;
  	float cell_scale;
  
  
  	bool clip;
  	bool clip_above;
  	int clip_floor;
  	bool baked_lock;
  	Vector3::Axis clip_axis;
  
  
  
  	struct Area {
  
  		String name;
  		RID base_portal;
  		RID instance;
  		IndexKey from;
  		IndexKey to;
  		struct Portal {
  			Transform xform;
  			RID instance;
  			~Portal();
  		};
  		Vector<Portal> portals;
  		float portal_disable_distance;
  		Color portal_disable_color;
  		bool exterior_portal;
  
  		Area();
  		~Area();
  	};
  
  	Ref<MeshLibrary> theme;
  
  	Map<OctantKey,Octant*> octant_map;
  	Map<IndexKey,Cell> cell_map;
  	Map<int,Area*> area_map;
  
  
  
  	void _recreate_octant_data();
  
  	struct BakeLight {
  
  		VS::LightType type;
  		Vector3 pos;
  		Vector3 dir;
  		float param[VS::LIGHT_PARAM_MAX];
  	};
  
  	_FORCE_INLINE_ int _find_area(const IndexKey& p_pos) const;
  
  	_FORCE_INLINE_ Vector3 _octant_get_offset(const OctantKey &p_key) const {
  
  		return Vector3(p_key.x,p_key.y,p_key.z)*cell_size*octant_size;
  	}
  
  	void _octant_enter_world(const OctantKey &p_key);
  	void _octant_exit_world(const OctantKey &p_key);
  	void _octant_update(const OctantKey &p_key);
  	void _octant_transform(const OctantKey &p_key);
  	void _octant_clear_baked(const OctantKey &p_key);
  	void _octant_bake(const OctantKey &p_key,const Ref<TriangleMesh>& p_tmesh=RES(),const Vector<BakeLight> &p_lights=Vector<BakeLight>(),List<Vector3> *r_prebake=NULL);
  	bool awaiting_update;
  
  	void _queue_dirty_map();
  	void _update_dirty_map_callback();
  
  	void resource_changed(const RES& p_res);
  
  
  	void _update_areas();
  	void _update_area_instances();
  
  	void _clear_internal(bool p_keep_areas=false);
  
  	BakedLightInstance *baked_light_instance;
  	bool use_baked_light;
  	void _find_baked_light();
  	void _baked_light_changed();
  
  
  	Array _get_baked_light_meshes();
  
  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;
  
  	void _notification(int p_what);
  	static void _bind_methods();
  
  
  public:
  
  	enum {
  		INVALID_CELL_ITEM=-1
  	};
  
  	void set_theme(const Ref<MeshLibrary>& p_theme);
  	Ref<MeshLibrary> get_theme() const;
  
  	void set_cell_size(float p_size);
  	float get_cell_size() const;
  
  	void set_octant_size(int p_size);
  	int get_octant_size() const;
  
  
  	void set_center_x(bool p_enable);
  	bool get_center_x() const;
  	void set_center_y(bool p_enable);
  	bool get_center_y() const;
  	void set_center_z(bool p_enable);
  	bool get_center_z() const;
  
  	void set_cell_item(int p_x,int p_y,int p_z, int p_item,int p_orientation=0);
  	int get_cell_item(int p_x,int p_y,int p_z) const;
  	int get_cell_item_orientation(int p_x,int p_y,int p_z) const;
  
  	void set_clip(bool p_enabled, bool p_clip_above=true, int p_floor=0, Vector3::Axis p_axis=Vector3::AXIS_X);
  
  	Error create_area(int p_id,const AABB& p_area);
  	AABB area_get_bounds(int p_area) const;
  	void area_set_exterior_portal(int p_area,bool p_enable);
  	void area_set_name(int p_area,const String& p_name);
  	String area_get_name(int p_area) const;
  	bool area_is_exterior_portal(int p_area) const;
  	void area_set_portal_disable_distance(int p_area, float p_distance);
  	float area_get_portal_disable_distance(int p_area) const;
  	void area_set_portal_disable_color(int p_area, Color p_color);
  	Color area_get_portal_disable_color(int p_area) const;
  	void get_area_list(List<int> *p_areas) const;
  	void erase_area(int p_area);
  	int get_unused_area_id() const;
  
  	void set_cell_scale(float p_scale);
  	float get_cell_scale() const;
  
  	void set_bake(bool p_bake);
  	bool is_baking_enabled() const;
  
  	void bake_geometry();
  
  	void set_use_baked_light(bool p_use);
  	bool is_using_baked_light() const;
  	void clear();
  
  	GridMap();
  	~GridMap();
  };
  
  #endif // CUBE_GRID_MAP_H
  