Refactor code quality and squash bugs in MeshGrid

This commit is contained in:
kayomn 2023-01-27 14:15:59 +00:00
parent f87cc4f996
commit 42c3a53b24
4 changed files with 133 additions and 69 deletions

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map_editor.scn (Stored with Git LFS)

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map_editor/camera_boundary_mesh.res (Stored with Git LFS)

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@ -1,25 +1,78 @@
class_name MeshGrid extends Node3D
const _CELL_COUNT := 8
const _CHUNK_SIZE := 32
class _Chunk:
var multimesh_instances: Array[_MultimeshInstance] = []
const _GRID_ORIGIN := Vector2(0.5, 0.5)
##
##
##
class Chunk:
var multimesh_instances: Array[MultiMeshInstance] = []
var meshes: Array[Mesh] = []
func _init() -> void:
self.meshes.resize(_CELL_COUNT * _CELL_COUNT)
meshes.resize(_CHUNK_SIZE * _CHUNK_SIZE)
class _MultimeshInstance:
##
##
##
func invalidate(mesh_grid: MeshGrid, coordinate: Vector2i) -> void:
# TODO: Once this is all lowered into native code, look for ways to parallelize the loops.
for multimesh_instance in multimesh_instances:
RenderingServer.free_rid(multimesh_instance._instance_rid)
RenderingServer.free_rid(multimesh_instance._multimesh_rid)
multimesh_instances.clear()
# Normalize mesh instance data for the chunk.
var transforms_by_mesh := {}
var grid_size := mesh_grid.size
for i in meshes.size():
var mesh := meshes[i]
if mesh != null:
if not(mesh in transforms_by_mesh):
transforms_by_mesh[mesh] = []
transforms_by_mesh[mesh].append(Transform3D(Basis.IDENTITY, Vector3(
(float(coordinate.x * _CHUNK_SIZE) + (i % _CHUNK_SIZE)) -
(float(grid_size.x) * _GRID_ORIGIN.x), 0.0,
(float(coordinate.y * _CHUNK_SIZE) + (i / _CHUNK_SIZE)) -
(float(grid_size.y) * _GRID_ORIGIN.y))))
# Bake into multimesh instances for the chunk.
var scenario_rid := mesh_grid.get_world_3d().scenario
var global_transform := mesh_grid.global_transform
for chunk_mesh in transforms_by_mesh:
var multimesh_instance := MultiMeshInstance.new(
scenario_rid, chunk_mesh.get_rid(), transforms_by_mesh[chunk_mesh])
multimesh_instance.set_offset(global_transform)
multimesh_instances.append(multimesh_instance)
##
##
##
func set_mesh(coordinate: Vector2i, mesh: Mesh) -> void:
meshes[(_CHUNK_SIZE * coordinate.y) + coordinate.x] = mesh
##
##
##
class MultiMeshInstance:
var _instance_rid := RID()
var _multimesh_rid := RID()
func _init(scenario_rid: RID, mesh: Mesh, transforms: Array) -> void:
func _init(scenario_rid: RID, mesh_rid: RID, transforms: Array) -> void:
_multimesh_rid = RenderingServer.multimesh_create()
_instance_rid = RenderingServer.instance_create2(_multimesh_rid, scenario_rid)
RenderingServer.multimesh_set_mesh(_multimesh_rid, mesh.get_rid())
RenderingServer.multimesh_set_mesh(_multimesh_rid, mesh_rid)
var transform_count := transforms.size()
@ -29,88 +82,94 @@ class _MultimeshInstance:
for i in transform_count:
RenderingServer.multimesh_instance_set_transform(_multimesh_rid, i, transforms[i])
var _chunks: Array[_Chunk] = []
##
##
##
func set_offset(offset: Transform3D) -> void:
RenderingServer.instance_set_transform(_instance_rid, offset)
var _grid_origin := Vector2(0.5, 0.5)
var _chunks: Array[Chunk] = []
var _chunks_size := Vector2i.ZERO
##
## The number of horizontal and vertical cells in the current grid.
##
## Setting this value will result in the current grid data being completely overwritten to return
## it to a sensible default.
##
@export
var size: Vector2i:
set(value):
self._chunks.resize(int(ceil((value.x * value.y) / float(_CELL_COUNT))))
var chunk_size_factor := float(_CHUNK_SIZE)
for i in self._chunks.size():
self._chunks[i] = _Chunk.new()
_chunks.resize(int(ceilf(value.x / chunk_size_factor) * ceilf(value.y / chunk_size_factor)))
for i in _chunks.size():
_chunks[i] = Chunk.new()
_chunks_size = Vector2i((value / float(_CHUNK_SIZE)).ceil())
size = value
func _get_chunk(chunk_coordinate: Vector2i) -> Chunk:
return _chunks[(_chunks_size.x * chunk_coordinate.y) + chunk_coordinate.x]
func _notification(what: int) -> void:
match what:
NOTIFICATION_TRANSFORM_CHANGED:
for chunk in _chunks:
for multimesh_instance in chunk.multimesh_instances:
RenderingServer.instance_set_transform(
multimesh_instance._instance_rid, multimesh_instance.global_transform)
multimesh_instance.set_offset_transform(global_transform)
##
## Sets the cell at [code]coordinate[/code] to display [code]mesh[/code].
##
## Note that this function assumes [code]coordinate[/code] is within the bounds of the grid
## coordinate space.
##
## Note that changes to a cell result in the chunk it resides in being completely regenerated as
## part of its modification, and therefore has an implicitly higher overhead to other setter
## operations defined by [MeshGrid].
func clear_mesh(mesh: Mesh) -> void:
for y in size.y:
for x in size.x:
var coordinate := Vector2i(x, y)
_get_chunk(coordinate / _CHUNK_SIZE).set_mesh(coordinate % _CHUNK_SIZE, mesh)
for y in _chunks_size.y:
for x in _chunks_size.x:
var chunk_coordinate := Vector2i(x, y)
_get_chunk(chunk_coordinate).invalidate(self, chunk_coordinate)
##
func set_mesh(coordinate: Vector2i, mesh: Mesh) -> void:
##
##
func fill_mesh(area: Rect2i, mesh: Mesh) -> void:
assert(Rect2i(Vector2i.ZERO, size).encloses(area), "area must be within grid")
var filled_chunks := BitMap.new()
filled_chunks.resize(_chunks_size)
for y in range(area.position.y, area.end.y):
for x in range(area.position.x, area.end.x):
var coordinate := Vector2i(x, y)
var chunk_coordinate := coordinate / _CHUNK_SIZE
_get_chunk(chunk_coordinate).set_mesh(coordinate % _CHUNK_SIZE, mesh)
filled_chunks.set_bitv(chunk_coordinate, true)
for y in _chunks_size.y:
for x in _chunks_size.x:
if filled_chunks.get_bit(x, y):
var chunk_coordinate := Vector2i(x, y)
_get_chunk(chunk_coordinate).invalidate(self, chunk_coordinate)
##
##
##
func plot_mesh(coordinate: Vector2i, mesh: Mesh) -> void:
assert(Rect2i(Vector2i.ZERO, size).has_point(coordinate), "coordinate must be within grid")
# TODO: Once this is all lowered into native code, look for ways to parallelize the loops.
var chunk_coordinate := coordinate / _CELL_COUNT
var cell_coordinate := coordinate % _CELL_COUNT
var chunk := _chunks[(size.x * chunk_coordinate.y) + chunk_coordinate.x]
var chunk_meshes := chunk.meshes
var chunk_coordinate := coordinate / _CHUNK_SIZE
var chunk := _get_chunk(chunk_coordinate)
chunk_meshes[(_CELL_COUNT * cell_coordinate.y) + cell_coordinate.x] = mesh
# Invalide any existing baked multimeshes in the chunk.
for multimesh_instance in chunk.multimesh_instances:
RenderingServer.free_rid(multimesh_instance._instance_rid)
RenderingServer.free_rid(multimesh_instance._multimesh_rid)
chunk.multimesh_instances.clear()
# Normalize mesh instance data for the chunk.
var mesh_transform_sets := {}
for i in chunk_meshes.size():
var chunk_mesh := chunk_meshes[i]
if chunk_mesh != null:
if not(chunk_mesh in mesh_transform_sets):
mesh_transform_sets[chunk_mesh] = []
mesh_transform_sets[chunk_mesh].push_back(Transform3D(Basis.IDENTITY, Vector3(
(float(chunk_coordinate.x * _CELL_COUNT) + (i % _CELL_COUNT)) -
(float(size.x) * _grid_origin.x), 0.0,
(float(chunk_coordinate.y * _CELL_COUNT) + (i / _CELL_COUNT)) -
(float(size.y) * _grid_origin.y))))
# Bake into multimesh instances for the chunk.
var scenario_rid := get_world_3d().scenario
for chunk_mesh in mesh_transform_sets:
var multimesh_instance :=\
_MultimeshInstance.new(scenario_rid, chunk_mesh, mesh_transform_sets[chunk_mesh])
RenderingServer.instance_set_transform(multimesh_instance._instance_rid, global_transform)
chunk.multimesh_instances.push_back(multimesh_instance)
chunk.set_mesh(coordinate % _CHUNK_SIZE, mesh)
chunk.invalidate(self, chunk_coordinate)
##
## Returns [code]world_position[/code] converted into a coordinate aligned with the [MeshGrid].
@ -119,4 +178,4 @@ func set_mesh(coordinate: Vector2i, mesh: Mesh) -> void:
## coordinates outside of the [MeshGrid] bounds as well.
##
func world_to_grid(world_position: Vector2) -> Vector2i:
return Vector2i((world_position + (Vector2(size) * _grid_origin)).floor())
return Vector2i((world_position + (Vector2(size) * _GRID_ORIGIN)).floor())

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@ -23,6 +23,7 @@ LocalPlayer="*res://local_player.scn"
[debug]
gdscript/warnings/integer_division=0
gdscript/warnings/assert_always_true=0
gdscript/warnings/assert_always_false=0
@ -80,6 +81,10 @@ editor_paint={
]
}
[physics]
common/physics_ticks_per_second=30
[rendering]
lights_and_shadows/directional_shadow/soft_shadow_filter_quality=3