Clean up MeshGrid logic

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kayomn 2023-01-27 15:49:56 +00:00
parent 42c3a53b24
commit 499cfe84ef
2 changed files with 55 additions and 27 deletions

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map_editor.scn (Stored with Git LFS)

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@ -5,33 +5,33 @@ const _CHUNK_SIZE := 32
const _GRID_ORIGIN := Vector2(0.5, 0.5)
##
##
## Baked block of meshes making up a segment of the grid.
##
class Chunk:
var multimesh_instances: Array[MultiMeshInstance] = []
var _multimesh_instances: Array[MultiMeshInstance] = []
var meshes: Array[Mesh] = []
var _meshes: Array[Mesh] = []
func _init() -> void:
meshes.resize(_CHUNK_SIZE * _CHUNK_SIZE)
_meshes.resize(_CHUNK_SIZE * _CHUNK_SIZE)
##
##
## Invalidates the mesh block, re-baking its contents from the current mesh data set.
##
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:
for multimesh_instance in _multimesh_instances:
RenderingServer.free_rid(multimesh_instance._instance_rid)
RenderingServer.free_rid(multimesh_instance._multimesh_rid)
multimesh_instances.clear()
_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]
for i in _meshes.size():
var mesh := _meshes[i]
if mesh != null:
if not(mesh in transforms_by_mesh):
@ -43,7 +43,7 @@ class Chunk:
(float(coordinate.y * _CHUNK_SIZE) + (i / _CHUNK_SIZE)) -
(float(grid_size.y) * _GRID_ORIGIN.y))))
# Bake into multimesh instances for the chunk.
# (Re)-bake into multimesh instances for the chunk.
var scenario_rid := mesh_grid.get_world_3d().scenario
var global_transform := mesh_grid.global_transform
@ -52,16 +52,20 @@ class Chunk:
scenario_rid, chunk_mesh.get_rid(), transforms_by_mesh[chunk_mesh])
multimesh_instance.set_offset(global_transform)
multimesh_instances.append(multimesh_instance)
_multimesh_instances.append(multimesh_instance)
##
## Sets the mesh location in the chunk at the relative [code]coordinatess[/code] to
## [code]mesh[/code].
##
## *Note* that [method Chunk.invalidate] must be called at some point after to visually update
## the chunk.
##
func set_mesh(coordinate: Vector2i, mesh: Mesh) -> void:
meshes[(_CHUNK_SIZE * coordinate.y) + coordinate.x] = mesh
func set_mesh(coordinates: Vector2i, mesh: Mesh) -> void:
_meshes[(_CHUNK_SIZE * coordinates.y) + coordinates.x] = mesh
##
##
## Specialized multi-mesh instance convenience for use within the mesh grid and its chunks.
##
class MultiMeshInstance:
var _instance_rid := RID()
@ -83,7 +87,7 @@ class MultiMeshInstance:
RenderingServer.multimesh_instance_set_transform(_multimesh_rid, i, transforms[i])
##
##
## Sets the parent transform of all mesh instances under it to [code]offset[/code].
##
func set_offset(offset: Transform3D) -> void:
RenderingServer.instance_set_transform(_instance_rid, offset)
@ -93,7 +97,7 @@ var _chunks: Array[Chunk] = []
var _chunks_size := Vector2i.ZERO
##
##
## Size of the mesh grid (in engine units).
##
@export
var size: Vector2i:
@ -108,6 +112,9 @@ var size: Vector2i:
_chunks_size = Vector2i((value / float(_CHUNK_SIZE)).ceil())
size = value
func _get_area() -> Rect2i:
return Rect2i(Vector2i.ZERO, size)
func _get_chunk(chunk_coordinate: Vector2i) -> Chunk:
return _chunks[(_chunks_size.x * chunk_coordinate.y) + chunk_coordinate.x]
@ -115,11 +122,15 @@ func _notification(what: int) -> void:
match what:
NOTIFICATION_TRANSFORM_CHANGED:
for chunk in _chunks:
for multimesh_instance in chunk.multimesh_instances:
for multimesh_instance in chunk._multimesh_instances:
multimesh_instance.set_offset_transform(global_transform)
##
## Clears the entire mesh grid to only contain [code]mesh[/code].
##
## [code]null[/code] may be past to [code]mesh[/code] for clearing the mesh grid to nothing.
##
## For clearing a specific region of the mesh grid, see [method fill_mesh].
##
func clear_mesh(mesh: Mesh) -> void:
for y in size.y:
@ -135,10 +146,18 @@ func clear_mesh(mesh: Mesh) -> void:
_get_chunk(chunk_coordinate).invalidate(self, chunk_coordinate)
##
## Clears the region of the mesh grid at [code]area[/code] to only contain [code]mesh[/code].
##
## [code]null[/code] may be past to [code]mesh[/code] for filling the region to nothing.
##
## *Note* that [code]area[/code] *must* be within the area of the of the mesh grid, where
## [code]Vector2i.ZERO[/code] is the top-left and [member size] [code]- 1[/code] is the bottom-
## right.
##
## For clearing the whole of the mesh grid, see [method clear_mesh].
##
func fill_mesh(area: Rect2i, mesh: Mesh) -> void:
assert(Rect2i(Vector2i.ZERO, size).encloses(area), "area must be within grid")
assert(_get_area().encloses(area), "area must be within grid")
var filled_chunks := BitMap.new()
@ -160,16 +179,25 @@ func fill_mesh(area: Rect2i, mesh: Mesh) -> void:
_get_chunk(chunk_coordinate).invalidate(self, chunk_coordinate)
##
## Plots a single mesh at [code]coordinates[/code] to be [code]mesh[/code], overwriting whatever it
## previously contained.
##
## [code]null[/code] may be past to [code]mesh[/code] for clearing the mesh grid to nothing.
##
func plot_mesh(coordinate: Vector2i, mesh: Mesh) -> void:
assert(Rect2i(Vector2i.ZERO, size).has_point(coordinate), "coordinate must be within grid")
## *Note* that [code]coordinates[/code] *must* be within the area of the of the mesh grid, where
## [code]Vector2i.ZERO[/code] is the top-left and [member size] [code]- 1[/code] is the bottom-
## right.
##
## For bulk-setting many meshes at once, see [method fill_mesh] and [method clear_mesh].
##
func plot_mesh(coordinates: Vector2i, mesh: Mesh) -> void:
assert(_get_area().has_point(coordinates), "coordinate must be within grid")
var chunk_coordinate := coordinate / _CHUNK_SIZE
var chunk := _get_chunk(chunk_coordinate)
var chunk_coordinates := coordinates / _CHUNK_SIZE
var chunk := _get_chunk(chunk_coordinates)
chunk.set_mesh(coordinate % _CHUNK_SIZE, mesh)
chunk.invalidate(self, chunk_coordinate)
chunk.set_mesh(coordinates % _CHUNK_SIZE, mesh)
chunk.invalidate(self, chunk_coordinates)
##
## Returns [code]world_position[/code] converted into a coordinate aligned with the [MeshGrid].