Replace placeholder meshes with tiles for interior map editing
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							| @ -0,0 +1,12 @@ | ||||
| shader_type spatial; | ||||
| render_mode unshaded, blend_add, cull_disabled; | ||||
| 
 | ||||
| uniform sampler2D source_texture; | ||||
| 
 | ||||
| uniform vec4 modulate: source_color = vec4(1.0); | ||||
| 
 | ||||
| void fragment() { | ||||
| 	vec4 source = texture(source_texture, UV); | ||||
| 	ALBEDO = (source.rgb * modulate.rgb); | ||||
| 	ALPHA = source.a; | ||||
| } | ||||
							
								
								
									
										
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								map_editor/tile_cursor.res
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								tiling/tile.gd
									
									
									
									
									
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							| @ -0,0 +1,21 @@ | ||||
| class_name Tile extends Resource | ||||
| 
 | ||||
| ## | ||||
| ## | ||||
| ## | ||||
| enum Kind { | ||||
| 	FLOOR, | ||||
| 	WALL, | ||||
| } | ||||
| 
 | ||||
| ## | ||||
| ## | ||||
| ## | ||||
| @export | ||||
| var kind := Kind.FLOOR | ||||
| 
 | ||||
| ## | ||||
| ## | ||||
| ## | ||||
| @export | ||||
| var mesh: Mesh = null | ||||
| @ -1,4 +1,4 @@ | ||||
| class_name MeshGrid extends Node3D | ||||
| class_name TileGrid extends Node3D | ||||
| 
 | ||||
| const _CHUNK_SIZE := 32 | ||||
| 
 | ||||
| @ -8,17 +8,22 @@ const _GRID_ORIGIN := Vector2(0.5, 0.5) | ||||
| ## Baked block of meshes making up a segment of the grid. | ||||
| ## | ||||
| class Chunk: | ||||
| 	var _floor_meshes: Array[Mesh] = [] | ||||
| 
 | ||||
| 	var _multimesh_instances: Array[MultiMeshInstance] = [] | ||||
| 
 | ||||
| 	var _meshes: Array[Mesh] = [] | ||||
| 	var _wall_meshes: Array[Mesh] = [] | ||||
| 
 | ||||
| 	func _init() -> void: | ||||
| 		_meshes.resize(_CHUNK_SIZE * _CHUNK_SIZE) | ||||
| 		var buffer_size := _CHUNK_SIZE * _CHUNK_SIZE | ||||
| 
 | ||||
| 		_floor_meshes.resize(buffer_size) | ||||
| 		_wall_meshes.resize(buffer_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(tile_grid: TileGrid, 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) | ||||
| @ -28,10 +33,23 @@ class Chunk: | ||||
| 
 | ||||
| 		# Normalize mesh instance data for the chunk. | ||||
| 		var transforms_by_mesh := {} | ||||
| 		var grid_size := mesh_grid.size | ||||
| 		var grid_size := tile_grid.size | ||||
| 
 | ||||
| 		for i in _meshes.size(): | ||||
| 			var mesh := _meshes[i] | ||||
| 		for i in _floor_meshes.size(): | ||||
| 			var mesh := _floor_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)))) | ||||
| 
 | ||||
| 		for i in _wall_meshes.size(): | ||||
| 			var mesh := _wall_meshes[i] | ||||
| 
 | ||||
| 			if mesh != null: | ||||
| 				if not(mesh in transforms_by_mesh): | ||||
| @ -44,8 +62,8 @@ class Chunk: | ||||
| 								(float(grid_size.y) * _GRID_ORIGIN.y)))) | ||||
| 
 | ||||
| 		# (Re)-bake into multimesh instances for the chunk. | ||||
| 		var scenario_rid := mesh_grid.get_world_3d().scenario | ||||
| 		var global_transform := mesh_grid.global_transform | ||||
| 		var scenario_rid := tile_grid.get_world_3d().scenario | ||||
| 		var global_transform := tile_grid.global_transform | ||||
| 
 | ||||
| 		for chunk_mesh in transforms_by_mesh: | ||||
| 			var multimesh_instance := MultiMeshInstance.new( | ||||
| @ -55,17 +73,27 @@ class Chunk: | ||||
| 			_multimesh_instances.append(multimesh_instance) | ||||
| 
 | ||||
| 	## | ||||
| 	## Sets the mesh location in the chunk at the relative [code]coordinatess[/code] to | ||||
| 	## Sets the floor mesh in the chunk at the location 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(coordinates: Vector2i, mesh: Mesh) -> void: | ||||
| 		_meshes[(_CHUNK_SIZE * coordinates.y) + coordinates.x] = mesh | ||||
| 	func set_floor_mesh(coordinates: Vector2i, mesh: Mesh) -> void: | ||||
| 		_floor_meshes[(_CHUNK_SIZE * coordinates.y) + coordinates.x] = mesh | ||||
| 
 | ||||
| 	## | ||||
| 	## Sets the wall mesh in the chunk at the location 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_wall_mesh(coordinates: Vector2i, mesh: Mesh) -> void: | ||||
| 		_wall_meshes[(_CHUNK_SIZE * coordinates.y) + coordinates.x] = mesh | ||||
| 
 | ||||
| ## | ||||
| ## Specialized multi-mesh instance convenience for use within the mesh grid and its chunks. | ||||
| ## Specialized multi-mesh instance convenience for use within the tile grid and its chunks. | ||||
| ## | ||||
| class MultiMeshInstance: | ||||
| 	var _instance_rid := RID() | ||||
| @ -97,7 +125,7 @@ var _chunks: Array[Chunk] = [] | ||||
| var _chunks_size := Vector2i.ZERO | ||||
| 
 | ||||
| ## | ||||
| ## Size of the mesh grid (in engine units). | ||||
| ## Size of the tile grid (in engine units). | ||||
| ## | ||||
| @export | ||||
| var size: Vector2i: | ||||
| @ -123,18 +151,40 @@ func _notification(what: int) -> void: | ||||
| 					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. | ||||
| ## Clears the entirety of the tile grid to only contain [code]tile[/code]. | ||||
| ## | ||||
| ## For clearing a specific region of the mesh grid, see [method fill_mesh]. | ||||
| ## | ||||
| func clear_mesh(mesh: Mesh) -> void: | ||||
| 	for y in size.y: | ||||
| 		for x in size.x: | ||||
| 			var coordinate := Vector2i(x, y) | ||||
| func clear_tiles(tile: Tile) -> void: | ||||
| 	if tile == null: | ||||
| 		for y in size.y: | ||||
| 			for x in size.x: | ||||
| 				var coordinates := Vector2i(x, y) | ||||
| 				var chunk := _get_chunk(coordinates / _CHUNK_SIZE) | ||||
| 				var chunk_coordinates := coordinates % _CHUNK_SIZE | ||||
| 
 | ||||
| 			_get_chunk(coordinate / _CHUNK_SIZE).set_mesh(coordinate % _CHUNK_SIZE, mesh) | ||||
| 				chunk.set_floor_mesh(chunk_coordinates, null) | ||||
| 				chunk.set_wall_mesh(chunk_coordinates, null) | ||||
| 
 | ||||
| 	else: | ||||
| 		var mesh := tile.mesh | ||||
| 
 | ||||
| 		match tile.kind: | ||||
| 			Tile.Kind.FLOOR: | ||||
| 				for y in size.y: | ||||
| 					for x in size.x: | ||||
| 						var coordinate := Vector2i(x, y) | ||||
| 
 | ||||
| 						_get_chunk(coordinate / _CHUNK_SIZE).\ | ||||
| 							set_floor_mesh(coordinate % _CHUNK_SIZE, mesh) | ||||
| 
 | ||||
| 			Tile.Kind.WALL: | ||||
| 				for y in size.y: | ||||
| 					for x in size.x: | ||||
| 						var coordinate := Vector2i(x, y) | ||||
| 
 | ||||
| 						_get_chunk(coordinate / _CHUNK_SIZE).\ | ||||
| 							set_floor_mesh(coordinate % _CHUNK_SIZE, mesh) | ||||
| 
 | ||||
| 	for y in _chunks_size.y: | ||||
| 		for x in _chunks_size.x: | ||||
| @ -143,9 +193,7 @@ 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. | ||||
| ## Clears the region of the tile grid at [code]area[/code] to only contain [code]tile[/code]. | ||||
| ## | ||||
| ## *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- | ||||
| @ -153,20 +201,46 @@ func clear_mesh(mesh: Mesh) -> void: | ||||
| ## | ||||
| ## For clearing the whole of the mesh grid, see [method clear_mesh]. | ||||
| ## | ||||
| func fill_mesh(area: Rect2i, mesh: Mesh) -> void: | ||||
| func fill_tiles(area: Rect2i, tile: Tile) -> void: | ||||
| 	assert(get_area().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 | ||||
| 	if tile == null: | ||||
| 		for y in range(area.position.y, area.end.y): | ||||
| 			for x in range(area.position.x, area.end.x): | ||||
| 				var coordinates := Vector2i(x, y) | ||||
| 				var chunk_coordinates := coordinates / _CHUNK_SIZE | ||||
| 				var chunk := _get_chunk(coordinates / _CHUNK_SIZE) | ||||
| 				var local_coordinates := coordinates % _CHUNK_SIZE | ||||
| 
 | ||||
| 			_get_chunk(chunk_coordinate).set_mesh(coordinate % _CHUNK_SIZE, mesh) | ||||
| 			filled_chunks.set_bitv(chunk_coordinate, true) | ||||
| 				chunk.set_floor_mesh(local_coordinates, null) | ||||
| 				chunk.set_wall_mesh(local_coordinates, null) | ||||
| 				filled_chunks.set_bitv(chunk_coordinates, true) | ||||
| 
 | ||||
| 	else: | ||||
| 		var mesh := tile.mesh | ||||
| 
 | ||||
| 		match tile.kind: | ||||
| 			Tile.Kind.FLOOR: | ||||
| 				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_floor_mesh(coordinate % _CHUNK_SIZE, mesh) | ||||
| 						filled_chunks.set_bitv(chunk_coordinate, true) | ||||
| 
 | ||||
| 			Tile.Kind.WALL: | ||||
| 				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_wall_mesh(coordinate % _CHUNK_SIZE, mesh) | ||||
| 						filled_chunks.set_bitv(chunk_coordinate, true) | ||||
| 
 | ||||
| 	for y in _chunks_size.y: | ||||
| 		for x in _chunks_size.x: | ||||
| @ -175,35 +249,43 @@ func fill_mesh(area: Rect2i, mesh: Mesh) -> void: | ||||
| 
 | ||||
| 				_get_chunk(chunk_coordinate).invalidate(self, chunk_coordinate) | ||||
| 
 | ||||
| ## | ||||
| ## | ||||
| ## | ||||
| func get_area() -> Rect2i: | ||||
| 	return Rect2i(Vector2i.ZERO, size) | ||||
| 
 | ||||
| ## | ||||
| ## Plots a single mesh at [code]coordinates[/code] to be [code]mesh[/code], overwriting whatever it | ||||
| ## Plots a single tile at [code]coordinates[/code] to be [code]tile[/code], overwriting whatever it | ||||
| ## previously contained. | ||||
| ## | ||||
| ## [code]null[/code] may be past to [code]mesh[/code] for clearing the mesh grid to nothing. | ||||
| ## | ||||
| ## *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: | ||||
| func plot_tile(coordinates: Vector2i, tile: Tile) -> void: | ||||
| 	assert(get_area().has_point(coordinates), "coordinate must be within grid") | ||||
| 
 | ||||
| 	var chunk_coordinates := coordinates / _CHUNK_SIZE | ||||
| 	var chunk := _get_chunk(chunk_coordinates) | ||||
| 
 | ||||
| 	chunk.set_mesh(coordinates % _CHUNK_SIZE, mesh) | ||||
| 	chunk.invalidate(self, chunk_coordinates) | ||||
| 	if tile == null: | ||||
| 		var local_coordinates := coordinates % _CHUNK_SIZE | ||||
| 
 | ||||
| ## | ||||
| ## Returns [code]world_position[/code] converted into a coordinate aligned with the [MeshGrid]. | ||||
| ## | ||||
| ## Note that [code]world_position[/code] values not within the [MeshGrid] will produce grid | ||||
| ## 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()) | ||||
| 		chunk.set_floor_mesh(local_coordinates, null) | ||||
| 		chunk.set_wall_mesh(local_coordinates, null) | ||||
| 		chunk.invalidate(self, chunk_coordinates) | ||||
| 
 | ||||
| 	else: | ||||
| 		var mesh := tile.mesh | ||||
| 
 | ||||
| 		match tile.kind: | ||||
| 			Tile.Kind.FLOOR: | ||||
| 				chunk.set_floor_mesh(coordinates % _CHUNK_SIZE, mesh) | ||||
| 				chunk.invalidate(self, chunk_coordinates) | ||||
| 
 | ||||
| 			Tile.Kind.WALL: | ||||
| 				chunk.set_wall_mesh(coordinates % _CHUNK_SIZE, mesh) | ||||
| 				chunk.invalidate(self, chunk_coordinates) | ||||
							
								
								
									
										
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							| @ -0,0 +1,36 @@ | ||||
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							| @ -0,0 +1,36 @@ | ||||
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