Interior Maps #13
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local_player.scn (Stored with Git LFS)
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local_player.scn (Stored with Git LFS)
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map_editor.scn (Stored with Git LFS)
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map_editor.scn (Stored with Git LFS)
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@ -8,6 +8,12 @@ enum Kind {
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WALL,
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}
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##
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##
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##
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@export
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var fixed_orientation := false
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##
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##
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##
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@ -4,21 +4,37 @@ const _CHUNK_SIZE := 32
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const _GRID_ORIGIN := Vector2(0.5, 0.5)
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##
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##
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##
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enum Orientation {
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NORTH,
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EAST,
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SOUTH,
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WEST,
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}
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##
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## Baked block of meshes making up a segment of the grid.
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##
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class Chunk:
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var _floor_meshes: Array[Mesh] = []
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var _floor_orientation := PackedInt32Array()
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var _multimesh_instances: Array[MultiMeshInstance] = []
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var _wall_meshes: Array[Mesh] = []
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var _wall_orientation := PackedInt32Array()
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func _init() -> void:
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var buffer_size := _CHUNK_SIZE * _CHUNK_SIZE
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_floor_meshes.resize(buffer_size)
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_floor_orientation.resize(buffer_size)
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_wall_meshes.resize(buffer_size)
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_wall_orientation.resize(buffer_size)
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##
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## Invalidates the mesh block, re-baking its contents from the current mesh data set.
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@ -34,6 +50,7 @@ class Chunk:
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# Normalize mesh instance data for the chunk.
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var transforms_by_mesh := {}
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var grid_size := tile_grid.size
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var half_pi := PI / 2
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for i in _floor_meshes.size():
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var mesh := _floor_meshes[i]
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@ -42,11 +59,12 @@ class Chunk:
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if not(mesh in transforms_by_mesh):
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transforms_by_mesh[mesh] = []
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transforms_by_mesh[mesh].append(Transform3D(Basis.IDENTITY, Vector3(
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(float(coordinate.x * _CHUNK_SIZE) + (i % _CHUNK_SIZE)) -
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(float(grid_size.x) * _GRID_ORIGIN.x), 0.0,
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(float(coordinate.y * _CHUNK_SIZE) + (i / _CHUNK_SIZE)) -
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(float(grid_size.y) * _GRID_ORIGIN.y))))
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transforms_by_mesh[mesh].append(Transform3D(
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Basis.IDENTITY.rotated(Vector3.UP, half_pi * _floor_orientation[i]), Vector3(
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(float(coordinate.x * _CHUNK_SIZE) + (i % _CHUNK_SIZE)) -
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(float(grid_size.x) * _GRID_ORIGIN.x), 0.0,
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(float(coordinate.y * _CHUNK_SIZE) + (i / _CHUNK_SIZE)) -
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(float(grid_size.y) * _GRID_ORIGIN.y))))
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for i in _wall_meshes.size():
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var mesh := _wall_meshes[i]
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@ -55,11 +73,12 @@ class Chunk:
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if not(mesh in transforms_by_mesh):
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transforms_by_mesh[mesh] = []
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transforms_by_mesh[mesh].append(Transform3D(Basis.IDENTITY, Vector3(
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(float(coordinate.x * _CHUNK_SIZE) + (i % _CHUNK_SIZE)) -
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(float(grid_size.x) * _GRID_ORIGIN.x), 0.0,
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(float(coordinate.y * _CHUNK_SIZE) + (i / _CHUNK_SIZE)) -
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(float(grid_size.y) * _GRID_ORIGIN.y))))
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transforms_by_mesh[mesh].append(Transform3D(
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Basis.IDENTITY.rotated(Vector3.UP, half_pi * _wall_orientation[i]), Vector3(
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(float(coordinate.x * _CHUNK_SIZE) + (i % _CHUNK_SIZE)) -
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(float(grid_size.x) * _GRID_ORIGIN.x), 0.0,
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(float(coordinate.y * _CHUNK_SIZE) + (i / _CHUNK_SIZE)) -
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(float(grid_size.y) * _GRID_ORIGIN.y))))
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# (Re)-bake into multimesh instances for the chunk.
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var scenario_rid := tile_grid.get_world_3d().scenario
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@ -79,8 +98,11 @@ class Chunk:
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## *Note* that [method Chunk.invalidate] must be called at some point after to visually update
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## the chunk.
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##
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func set_floor_mesh(coordinates: Vector2i, mesh: Mesh) -> void:
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_floor_meshes[(_CHUNK_SIZE * coordinates.y) + coordinates.x] = mesh
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func set_floor_mesh(coordinates: Vector2i, orientation: Orientation, mesh: Mesh) -> void:
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var index := (_CHUNK_SIZE * coordinates.y) + coordinates.x
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_floor_orientation[index] = orientation
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_floor_meshes[index] = mesh
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##
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## Sets the wall mesh in the chunk at the location relative [code]coordinatess[/code] to
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@ -89,8 +111,11 @@ class Chunk:
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## *Note* that [method Chunk.invalidate] must be called at some point after to visually update
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## the chunk.
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##
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func set_wall_mesh(coordinates: Vector2i, mesh: Mesh) -> void:
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_wall_meshes[(_CHUNK_SIZE * coordinates.y) + coordinates.x] = mesh
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func set_wall_mesh(coordinates: Vector2i, orientation: Orientation, mesh: Mesh) -> void:
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var index := (_CHUNK_SIZE * coordinates.y) + coordinates.x
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_wall_orientation[index] = orientation
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_wall_meshes[index] = mesh
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##
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## Specialized multi-mesh instance convenience for use within the tile grid and its chunks.
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@ -155,7 +180,7 @@ func _notification(what: int) -> void:
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##
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## For clearing a specific region of the mesh grid, see [method fill_mesh].
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##
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func clear_tiles(tile: Tile) -> void:
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func clear_tiles(orientation: Orientation, tile: Tile) -> void:
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if tile == null:
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for y in size.y:
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for x in size.x:
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@ -163,8 +188,8 @@ func clear_tiles(tile: Tile) -> void:
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var chunk := _get_chunk(coordinates / _CHUNK_SIZE)
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var chunk_coordinates := coordinates % _CHUNK_SIZE
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chunk.set_floor_mesh(chunk_coordinates, null)
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chunk.set_wall_mesh(chunk_coordinates, null)
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chunk.set_floor_mesh(chunk_coordinates, orientation, null)
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chunk.set_wall_mesh(chunk_coordinates, orientation, null)
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else:
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var mesh := tile.mesh
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@ -176,7 +201,7 @@ func clear_tiles(tile: Tile) -> void:
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var coordinate := Vector2i(x, y)
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_get_chunk(coordinate / _CHUNK_SIZE).\
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set_floor_mesh(coordinate % _CHUNK_SIZE, mesh)
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set_floor_mesh(coordinate % _CHUNK_SIZE, orientation, mesh)
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Tile.Kind.WALL:
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for y in size.y:
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@ -184,7 +209,7 @@ func clear_tiles(tile: Tile) -> void:
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var coordinate := Vector2i(x, y)
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_get_chunk(coordinate / _CHUNK_SIZE).\
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set_floor_mesh(coordinate % _CHUNK_SIZE, mesh)
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set_floor_mesh(coordinate % _CHUNK_SIZE, orientation, mesh)
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for y in _chunks_size.y:
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for x in _chunks_size.x:
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@ -201,7 +226,7 @@ func clear_tiles(tile: Tile) -> void:
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##
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## For clearing the whole of the mesh grid, see [method clear_mesh].
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##
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func fill_tiles(area: Rect2i, tile: Tile) -> void:
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func fill_tiles(area: Rect2i, orientation: Orientation, tile: Tile) -> void:
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assert(get_area().encloses(area), "area must be within grid")
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var filled_chunks := BitMap.new()
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@ -216,13 +241,16 @@ func fill_tiles(area: Rect2i, tile: Tile) -> void:
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var chunk := _get_chunk(coordinates / _CHUNK_SIZE)
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var local_coordinates := coordinates % _CHUNK_SIZE
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chunk.set_floor_mesh(local_coordinates, null)
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chunk.set_wall_mesh(local_coordinates, null)
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chunk.set_floor_mesh(local_coordinates, orientation, null)
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chunk.set_wall_mesh(local_coordinates, orientation, null)
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filled_chunks.set_bitv(chunk_coordinates, true)
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else:
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var mesh := tile.mesh
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if tile.fixed_orientation:
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orientation = Orientation.NORTH
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match tile.kind:
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Tile.Kind.FLOOR:
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for y in range(area.position.y, area.end.y):
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@ -230,7 +258,9 @@ func fill_tiles(area: Rect2i, tile: Tile) -> void:
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var coordinate := Vector2i(x, y)
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var chunk_coordinate := coordinate / _CHUNK_SIZE
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_get_chunk(chunk_coordinate).set_floor_mesh(coordinate % _CHUNK_SIZE, mesh)
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_get_chunk(chunk_coordinate).set_floor_mesh(
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coordinate % _CHUNK_SIZE, orientation, mesh)
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filled_chunks.set_bitv(chunk_coordinate, true)
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Tile.Kind.WALL:
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@ -239,7 +269,9 @@ func fill_tiles(area: Rect2i, tile: Tile) -> void:
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var coordinate := Vector2i(x, y)
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var chunk_coordinate := coordinate / _CHUNK_SIZE
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_get_chunk(chunk_coordinate).set_wall_mesh(coordinate % _CHUNK_SIZE, mesh)
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_get_chunk(chunk_coordinate).set_wall_mesh(
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coordinate % _CHUNK_SIZE, orientation, mesh)
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filled_chunks.set_bitv(chunk_coordinate, true)
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for y in _chunks_size.y:
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@ -265,7 +297,7 @@ func get_area() -> Rect2i:
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##
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## For bulk-setting many meshes at once, see [method fill_mesh] and [method clear_mesh].
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##
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func plot_tile(coordinates: Vector2i, tile: Tile) -> void:
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func plot_tile(coordinates: Vector2i, orientation: Orientation, tile: Tile) -> void:
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assert(get_area().has_point(coordinates), "coordinate must be within grid")
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var chunk_coordinates := coordinates / _CHUNK_SIZE
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@ -274,18 +306,21 @@ func plot_tile(coordinates: Vector2i, tile: Tile) -> void:
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if tile == null:
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var local_coordinates := coordinates % _CHUNK_SIZE
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chunk.set_floor_mesh(local_coordinates, null)
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chunk.set_wall_mesh(local_coordinates, null)
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chunk.set_floor_mesh(local_coordinates, orientation, null)
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chunk.set_wall_mesh(local_coordinates, orientation, null)
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chunk.invalidate(self, chunk_coordinates)
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else:
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var mesh := tile.mesh
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if tile.fixed_orientation:
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orientation = Orientation.NORTH
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match tile.kind:
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Tile.Kind.FLOOR:
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chunk.set_floor_mesh(coordinates % _CHUNK_SIZE, mesh)
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chunk.set_floor_mesh(coordinates % _CHUNK_SIZE, orientation, mesh)
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chunk.invalidate(self, chunk_coordinates)
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Tile.Kind.WALL:
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chunk.set_wall_mesh(coordinates % _CHUNK_SIZE, mesh)
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chunk.set_wall_mesh(coordinates % _CHUNK_SIZE, orientation, mesh)
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chunk.invalidate(self, chunk_coordinates)
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BIN
tiling/tiles/dungeon_01_tiling_tile.res (Stored with Git LFS)
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tiling/tiles/dungeon_01_tiling_tile.res (Stored with Git LFS)
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