add zstd support and fix a bug

This commit is contained in:
Chris Cromer 2022-04-16 14:19:59 -04:00
parent 4f4d6b0a03
commit 9b0102ee44
Signed by: cromer
GPG Key ID: FA91071797BEEEC2
3 changed files with 35 additions and 23 deletions

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@ -84,6 +84,11 @@ func get_import_options(preset):
"default_value": 1, "default_value": 1,
"property_hint": PROPERTY_HINT_LAYERS_2D_PHYSICS "property_hint": PROPERTY_HINT_LAYERS_2D_PHYSICS
}, },
{
"name": "collision_mask",
"default_value": 1,
"property_hint": PROPERTY_HINT_LAYERS_2D_PHYSICS
},
{ {
"name": "embed_internal_images", "name": "embed_internal_images",
"default_value": true if preset == PRESET_PIXEL_ART else false "default_value": true if preset == PRESET_PIXEL_ART else false

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@ -211,12 +211,12 @@ func make_layer(layer, parent, root, data):
var opacity = float(layer.opacity) if "opacity" in layer else 1.0 var opacity = float(layer.opacity) if "opacity" in layer else 1.0
var visible = bool(layer.visible) if "visible" in layer else true var visible = bool(layer.visible) if "visible" in layer else true
var z_index = 0 var z_index = 0
if "properties" in layer and "z_index" in layer.properties: if "properties" in layer and "z_index" in layer.properties:
z_index = layer.properties.z_index z_index = layer.properties.z_index
if layer.type == "tilelayer": if layer.type == "tilelayer":
var layer_size = Vector2(int(layer.width), int(layer.height)) var layer_size = Vector2(int(layer.width), int(layer.height))
var tilemap = TileMap.new() var tilemap = TileMap.new()
@ -231,6 +231,7 @@ func make_layer(layer, parent, root, data):
tilemap.cell_y_sort = true tilemap.cell_y_sort = true
tilemap.cell_tile_origin = TileMap.TILE_ORIGIN_BOTTOM_LEFT tilemap.cell_tile_origin = TileMap.TILE_ORIGIN_BOTTOM_LEFT
tilemap.collision_layer = options.collision_layer tilemap.collision_layer = options.collision_layer
tilemap.collision_mask = options.collision_mask
tilemap.z_index = z_index tilemap.z_index = z_index
var offset = Vector2() var offset = Vector2()
@ -280,7 +281,7 @@ func make_layer(layer, parent, root, data):
var gid = int_id & ~(FLIPPED_HORIZONTALLY_FLAG | FLIPPED_VERTICALLY_FLAG | FLIPPED_DIAGONALLY_FLAG) var gid = int_id & ~(FLIPPED_HORIZONTALLY_FLAG | FLIPPED_VERTICALLY_FLAG | FLIPPED_DIAGONALLY_FLAG)
var cell_x = cell_offset.x + chunk.x + (count % int(chunk.width)) var cell_x = cell_offset.x + chunk.x + (count % int(chunk.width))
var cell_y = cell_offset.y + chunk.y + int(count / chunk.width) var cell_y = cell_offset.y + chunk.y + int(count / chunk.width) + 1
tilemap.set_cell(cell_x, cell_y, gid, flipped_h, flipped_v, flipped_d) tilemap.set_cell(cell_x, cell_y, gid, flipped_h, flipped_v, flipped_d)
count += 1 count += 1
@ -702,26 +703,26 @@ func build_tileset_for_scene(tilesets, source_path, options):
var i = 0 var i = 0
var column = 0 var column = 0
# Needed to look up textures for animations # Needed to look up textures for animations
var tileRegions = [] var tileRegions = []
while i < tilecount: while i < tilecount:
var tilepos = Vector2(x, y) var tilepos = Vector2(x, y)
var region = Rect2(tilepos, tilesize) var region = Rect2(tilepos, tilesize)
tileRegions.push_back(region) tileRegions.push_back(region)
column += 1 column += 1
i += 1 i += 1
x += int(tilesize.x) + spacing x += int(tilesize.x) + spacing
if (columns > 0 and column >= columns) or x >= int(imagesize.x) - margin or (x + int(tilesize.x)) > int(imagesize.x): if (columns > 0 and column >= columns) or x >= int(imagesize.x) - margin or (x + int(tilesize.x)) > int(imagesize.x):
x = margin x = margin
y += int(tilesize.y) + spacing y += int(tilesize.y) + spacing
column = 0 column = 0
i = 0 i = 0
while i < tilecount: while i < tilecount:
var region = tileRegions[i] var region = tileRegions[i]
@ -778,7 +779,7 @@ func build_tileset_for_scene(tilesets, source_path, options):
result.tile_set_texture(gid, image) result.tile_set_texture(gid, image)
if options.apply_offset: if options.apply_offset:
result.tile_set_texture_offset(gid, Vector2(0, -image.get_height())) result.tile_set_texture_offset(gid, Vector2(0, -image.get_height()))
if "tiles" in ts and rel_id in ts.tiles and "objectgroup" in ts.tiles[rel_id] \ if "tiles" in ts and rel_id in ts.tiles and "objectgroup" in ts.tiles[rel_id] \
and "objects" in ts.tiles[rel_id].objectgroup: and "objects" in ts.tiles[rel_id].objectgroup:
for object in ts.tiles[rel_id].objectgroup.objects: for object in ts.tiles[rel_id].objectgroup.objects:
@ -803,10 +804,10 @@ func build_tileset_for_scene(tilesets, source_path, options):
result.tile_set_occluder_offset(gid, offset) result.tile_set_occluder_offset(gid, offset)
else: else:
result.tile_add_shape(gid, shape, Transform2D(0, offset), object.type == "one-way") result.tile_add_shape(gid, shape, Transform2D(0, offset), object.type == "one-way")
if "properties" in ts and "custom_material" in ts.properties: if "properties" in ts and "custom_material" in ts.properties:
result.tile_set_material(gid, load(ts.properties.custom_material)) result.tile_set_material(gid, load(ts.properties.custom_material))
if options.custom_properties and options.tile_metadata and "tileproperties" in ts \ if options.custom_properties and options.tile_metadata and "tileproperties" in ts \
and "tilepropertytypes" in ts and rel_id in ts.tileproperties and rel_id in ts.tilepropertytypes: and "tilepropertytypes" in ts and rel_id in ts.tileproperties and rel_id in ts.tilepropertytypes:
tile_meta[gid] = get_custom_properties(ts.tileproperties[rel_id], ts.tilepropertytypes[rel_id]) tile_meta[gid] = get_custom_properties(ts.tileproperties[rel_id], ts.tilepropertytypes[rel_id])
@ -815,7 +816,7 @@ func build_tileset_for_scene(tilesets, source_path, options):
if property in ts.tiles[rel_id]: if property in ts.tiles[rel_id]:
if not gid in tile_meta: tile_meta[gid] = {} if not gid in tile_meta: tile_meta[gid] = {}
tile_meta[gid][property] = ts.tiles[rel_id][property] tile_meta[gid][property] = ts.tiles[rel_id][property]
gid += 1 gid += 1
i += 1 i += 1
@ -1047,13 +1048,19 @@ func is_convex(vertices):
return true return true
# Decompress the data of the layer # Decompress the data of the layer
# Compression argument is a string, either "gzip" or "zlib" # Compression argument is a string, either "gzip", "zlib", or "zstd"
func decompress_layer_data(layer_data, compression, map_size): func decompress_layer_data(layer_data, compression, map_size):
if compression != "gzip" and compression != "zlib": var compression_type = -1
print_error("Unrecognized compression format: %s" % [compression]) match compression:
return ERR_INVALID_DATA "zlib":
compression_type = File.COMPRESSION_DEFLATE
var compression_type = File.COMPRESSION_DEFLATE if compression == "zlib" else File.COMPRESSION_GZIP "gzip":
compression_type = File.COMPRESSION_GZIP
"zstd":
compression_type = File.COMPRESSION_ZSTD
_:
print_error("Unrecognized compression format: %s" % [compression])
return ERR_INVALID_DATA
var expected_size = int(map_size.x) * int(map_size.y) * 4 var expected_size = int(map_size.x) * int(map_size.y) * 4
var raw_data = Marshalls.base64_to_raw(layer_data).decompress(expected_size, compression_type) var raw_data = Marshalls.base64_to_raw(layer_data).decompress(expected_size, compression_type)
@ -1220,7 +1227,7 @@ func validate_layer(layer):
print_error("Invalid data layer property.") print_error("Invalid data layer property.")
return ERR_INVALID_DATA return ERR_INVALID_DATA
if "compression" in layer: if "compression" in layer:
if layer.compression != "gzip" and layer.compression != "zlib": if layer.compression != "gzip" and layer.compression != "zlib" and layer.compression != "zstd":
print_error("Invalid compression type.") print_error("Invalid compression type.")
return ERR_INVALID_DATA return ERR_INVALID_DATA
"imagelayer": "imagelayer":

View File

@ -247,7 +247,7 @@ func parse_tile_data(parser):
var prop_data = parse_properties(parser) var prop_data = parse_properties(parser)
data["properties"] = prop_data.properties data["properties"] = prop_data.properties
data["propertytypes"] = prop_data.propertytypes data["propertytypes"] = prop_data.propertytypes
elif parser.get_node_name() == "animation": elif parser.get_node_name() == "animation":
var frame_list = [] var frame_list = []
var err2 = parser.read() var err2 = parser.read()
@ -265,7 +265,7 @@ func parse_tile_data(parser):
if parser.get_node_name() == "animation": if parser.get_node_name() == "animation":
break break
err2 = parser.read() err2 = parser.read()
data["animation"] = frame_list data["animation"] = frame_list
err = parser.read() err = parser.read()