Rename TileGrid to Interior

This commit is contained in:
kayomn 2023-01-31 22:33:14 +00:00
parent 647ac60ce7
commit b0a76f5fd3
37 changed files with 80 additions and 80 deletions

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@ -1,4 +1,4 @@
class_name TileGrid extends Node3D class_name Interior extends Node3D
const _CHUNK_SIZE := 32 const _CHUNK_SIZE := 32
@ -39,7 +39,7 @@ class Chunk:
## ##
## Invalidates the mesh block, re-baking its contents from the current mesh data set. ## Invalidates the mesh block, re-baking its contents from the current mesh data set.
## ##
func invalidate(tile_grid: TileGrid, coordinate: Vector2i) -> void: func invalidate(interior: Interior, 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)
@ -49,7 +49,7 @@ class Chunk:
# 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 := tile_grid.size var grid_size := interior.size
var half_pi := PI / 2 var half_pi := PI / 2
for i in _floor_meshes.size(): for i in _floor_meshes.size():
@ -81,8 +81,8 @@ class Chunk:
(float(grid_size.y) * _GRID_ORIGIN.y) + 0.5))) (float(grid_size.y) * _GRID_ORIGIN.y) + 0.5)))
# (Re)-bake into multimesh instances for the chunk. # (Re)-bake into multimesh instances for the chunk.
var scenario_rid := tile_grid.get_world_3d().scenario var scenario_rid := interior.get_world_3d().scenario
var global_transform := tile_grid.global_transform var global_transform := interior.global_transform
for chunk_mesh in transforms_by_mesh: for chunk_mesh in transforms_by_mesh:
var multimesh_instance := MultiMeshInstance.new( var multimesh_instance := MultiMeshInstance.new(
@ -180,7 +180,7 @@ func _notification(what: int) -> void:
## ##
## For clearing a specific region of the mesh grid, see [method fill_mesh]. ## For clearing a specific region of the mesh grid, see [method fill_mesh].
## ##
func clear_tiles(orientation: Orientation, tile: Tile) -> void: func clear_tiles(orientation: Orientation, tile: InteriorTile) -> void:
if tile == null: if tile == null:
for y in size.y: for y in size.y:
for x in size.x: for x in size.x:
@ -195,7 +195,7 @@ func clear_tiles(orientation: Orientation, tile: Tile) -> void:
var mesh := tile.mesh var mesh := tile.mesh
match tile.kind: match tile.kind:
Tile.Kind.FLOOR: InteriorTile.Kind.FLOOR:
for y in size.y: for y in size.y:
for x in size.x: for x in size.x:
var coordinate := Vector2i(x, y) var coordinate := Vector2i(x, y)
@ -203,7 +203,7 @@ func clear_tiles(orientation: Orientation, tile: Tile) -> void:
_get_chunk(coordinate / _CHUNK_SIZE).\ _get_chunk(coordinate / _CHUNK_SIZE).\
set_floor_mesh(coordinate % _CHUNK_SIZE, orientation, mesh) set_floor_mesh(coordinate % _CHUNK_SIZE, orientation, mesh)
Tile.Kind.WALL: InteriorTile.Kind.WALL:
for y in size.y: for y in size.y:
for x in size.x: for x in size.x:
var coordinate := Vector2i(x, y) var coordinate := Vector2i(x, y)
@ -226,7 +226,7 @@ func clear_tiles(orientation: Orientation, tile: Tile) -> void:
## ##
## For clearing the whole of the mesh grid, see [method clear_mesh]. ## For clearing the whole of the mesh grid, see [method clear_mesh].
## ##
func fill_tiles(area: Rect2i, orientation: Orientation, tile: Tile) -> void: func fill_tiles(area: Rect2i, orientation: Orientation, tile: InteriorTile) -> void:
assert(get_area().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()
@ -252,7 +252,7 @@ func fill_tiles(area: Rect2i, orientation: Orientation, tile: Tile) -> void:
orientation = Orientation.NORTH orientation = Orientation.NORTH
match tile.kind: match tile.kind:
Tile.Kind.FLOOR: InteriorTile.Kind.FLOOR:
for y in range(area.position.y, area.end.y): for y in range(area.position.y, area.end.y):
for x in range(area.position.x, area.end.x): for x in range(area.position.x, area.end.x):
var coordinate := Vector2i(x, y) var coordinate := Vector2i(x, y)
@ -263,7 +263,7 @@ func fill_tiles(area: Rect2i, orientation: Orientation, tile: Tile) -> void:
filled_chunks.set_bitv(chunk_coordinate, true) filled_chunks.set_bitv(chunk_coordinate, true)
Tile.Kind.WALL: InteriorTile.Kind.WALL:
for y in range(area.position.y, area.end.y): for y in range(area.position.y, area.end.y):
for x in range(area.position.x, area.end.x): for x in range(area.position.x, area.end.x):
var coordinate := Vector2i(x, y) var coordinate := Vector2i(x, y)
@ -297,7 +297,7 @@ func get_area() -> Rect2i:
## ##
## For bulk-setting many meshes at once, see [method fill_mesh] and [method clear_mesh]. ## For bulk-setting many meshes at once, see [method fill_mesh] and [method clear_mesh].
## ##
func plot_tile(coordinates: Vector2i, orientation: Orientation, tile: Tile) -> void: func plot_tile(coordinates: Vector2i, orientation: Orientation, tile: InteriorTile) -> void:
assert(get_area().has_point(coordinates), "coordinate must be within grid") assert(get_area().has_point(coordinates), "coordinate must be within grid")
var chunk_coordinates := coordinates / _CHUNK_SIZE var chunk_coordinates := coordinates / _CHUNK_SIZE
@ -317,11 +317,11 @@ func plot_tile(coordinates: Vector2i, orientation: Orientation, tile: Tile) -> v
orientation = Orientation.NORTH orientation = Orientation.NORTH
match tile.kind: match tile.kind:
Tile.Kind.FLOOR: InteriorTile.Kind.FLOOR:
chunk.set_floor_mesh(coordinates % _CHUNK_SIZE, orientation, mesh) chunk.set_floor_mesh(coordinates % _CHUNK_SIZE, orientation, mesh)
chunk.invalidate(self, chunk_coordinates) chunk.invalidate(self, chunk_coordinates)
Tile.Kind.WALL: InteriorTile.Kind.WALL:
chunk.set_wall_mesh(coordinates % _CHUNK_SIZE, orientation, mesh) chunk.set_wall_mesh(coordinates % _CHUNK_SIZE, orientation, mesh)
chunk.invalidate(self, chunk_coordinates) chunk.invalidate(self, chunk_coordinates)

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@ -1,4 +1,4 @@
class_name Tile extends Resource class_name InteriorTile extends Resource
## ##
## ##

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