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) const _GRID_ORIGIN := Vector2(0.5, 0.5)
## ##
## ## Baked block of meshes making up a segment of the grid.
## ##
class Chunk: class Chunk:
var multimesh_instances: Array[MultiMeshInstance] = [] var _multimesh_instances: Array[MultiMeshInstance] = []
var meshes: Array[Mesh] = [] var _meshes: Array[Mesh] = []
func _init() -> void: 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: func invalidate(mesh_grid: MeshGrid, coordinate: Vector2i) -> void:
# TODO: Once this is all lowered into native code, look for ways to parallelize the loops. # 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._instance_rid)
RenderingServer.free_rid(multimesh_instance._multimesh_rid) RenderingServer.free_rid(multimesh_instance._multimesh_rid)
multimesh_instances.clear() _multimesh_instances.clear()
# Normalize mesh instance data for the chunk. # Normalize mesh instance data for the chunk.
var transforms_by_mesh := {} var transforms_by_mesh := {}
var grid_size := mesh_grid.size var grid_size := mesh_grid.size
for i in meshes.size(): for i in _meshes.size():
var mesh := meshes[i] var mesh := _meshes[i]
if mesh != null: if mesh != null:
if not(mesh in transforms_by_mesh): if not(mesh in transforms_by_mesh):
@ -43,7 +43,7 @@ class Chunk:
(float(coordinate.y * _CHUNK_SIZE) + (i / _CHUNK_SIZE)) - (float(coordinate.y * _CHUNK_SIZE) + (i / _CHUNK_SIZE)) -
(float(grid_size.y) * _GRID_ORIGIN.y)))) (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 scenario_rid := mesh_grid.get_world_3d().scenario
var global_transform := mesh_grid.global_transform var global_transform := mesh_grid.global_transform
@ -52,16 +52,20 @@ class Chunk:
scenario_rid, chunk_mesh.get_rid(), transforms_by_mesh[chunk_mesh]) scenario_rid, chunk_mesh.get_rid(), transforms_by_mesh[chunk_mesh])
multimesh_instance.set_offset(global_transform) 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: func set_mesh(coordinates: Vector2i, mesh: Mesh) -> void:
meshes[(_CHUNK_SIZE * coordinate.y) + coordinate.x] = mesh _meshes[(_CHUNK_SIZE * coordinates.y) + coordinates.x] = mesh
## ##
## ## Specialized multi-mesh instance convenience for use within the mesh grid and its chunks.
## ##
class MultiMeshInstance: class MultiMeshInstance:
var _instance_rid := RID() var _instance_rid := RID()
@ -83,7 +87,7 @@ class MultiMeshInstance:
RenderingServer.multimesh_instance_set_transform(_multimesh_rid, i, transforms[i]) 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: func set_offset(offset: Transform3D) -> void:
RenderingServer.instance_set_transform(_instance_rid, offset) RenderingServer.instance_set_transform(_instance_rid, offset)
@ -93,7 +97,7 @@ var _chunks: Array[Chunk] = []
var _chunks_size := Vector2i.ZERO var _chunks_size := Vector2i.ZERO
## ##
## ## Size of the mesh grid (in engine units).
## ##
@export @export
var size: Vector2i: var size: Vector2i:
@ -108,6 +112,9 @@ var size: Vector2i:
_chunks_size = Vector2i((value / float(_CHUNK_SIZE)).ceil()) _chunks_size = Vector2i((value / float(_CHUNK_SIZE)).ceil())
size = value size = value
func _get_area() -> Rect2i:
return Rect2i(Vector2i.ZERO, size)
func _get_chunk(chunk_coordinate: Vector2i) -> Chunk: func _get_chunk(chunk_coordinate: Vector2i) -> Chunk:
return _chunks[(_chunks_size.x * chunk_coordinate.y) + chunk_coordinate.x] return _chunks[(_chunks_size.x * chunk_coordinate.y) + chunk_coordinate.x]
@ -115,11 +122,15 @@ func _notification(what: int) -> void:
match what: match what:
NOTIFICATION_TRANSFORM_CHANGED: NOTIFICATION_TRANSFORM_CHANGED:
for chunk in _chunks: 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) 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: func clear_mesh(mesh: Mesh) -> void:
for y in size.y: for y in size.y:
@ -135,10 +146,18 @@ func clear_mesh(mesh: Mesh) -> void:
_get_chunk(chunk_coordinate).invalidate(self, chunk_coordinate) _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: 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() 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) _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: ## *Note* that [code]coordinates[/code] *must* be within the area of the of the mesh grid, where
assert(Rect2i(Vector2i.ZERO, size).has_point(coordinate), "coordinate must be within grid") ## [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_coordinates := coordinates / _CHUNK_SIZE
var chunk := _get_chunk(chunk_coordinate) var chunk := _get_chunk(chunk_coordinates)
chunk.set_mesh(coordinate % _CHUNK_SIZE, mesh) chunk.set_mesh(coordinates % _CHUNK_SIZE, mesh)
chunk.invalidate(self, chunk_coordinate) chunk.invalidate(self, chunk_coordinates)
## ##
## Returns [code]world_position[/code] converted into a coordinate aligned with the [MeshGrid]. ## Returns [code]world_position[/code] converted into a coordinate aligned with the [MeshGrid].