Interior Maps #13
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@ -41,9 +41,9 @@ class Chunk:
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##
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##
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func invalidate(interior_map: InteriorMap, coordinate: Vector2i) -> void:
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func invalidate(interior_map: InteriorMap, coordinate: Vector2i) -> void:
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# TODO: Once this is all lowered into native code, look for ways to parallelize the loops.
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# TODO: Once this is all lowered into native code, look for ways to parallelize the loops.
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for multimesh_instance in _multimesh_instances:
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for multi_mesh_instance in _multimesh_instances:
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RenderingServer.free_rid(multimesh_instance._instance_rid)
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RenderingServer.free_rid(multi_mesh_instance._instance_rid)
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RenderingServer.free_rid(multimesh_instance._multimesh_rid)
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RenderingServer.free_rid(multi_mesh_instance._multimesh_rid)
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_multimesh_instances.clear()
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_multimesh_instances.clear()
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@ -85,11 +85,11 @@ class Chunk:
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var global_transform := interior_map.global_transform
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var global_transform := interior_map.global_transform
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for chunk_mesh in transforms_by_mesh:
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for chunk_mesh in transforms_by_mesh:
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var multimesh_instance := MultiMeshInstance.new(
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var multi_mesh_instance := MultiMeshInstance.new(
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scenario_rid, chunk_mesh.get_rid(), transforms_by_mesh[chunk_mesh])
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scenario_rid, chunk_mesh.get_rid(), transforms_by_mesh[chunk_mesh])
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multimesh_instance.set_offset(global_transform)
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multi_mesh_instance.set_offset(global_transform)
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_multimesh_instances.append(multimesh_instance)
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_multimesh_instances.append(multi_mesh_instance)
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##
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##
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## Sets the floor mesh in the chunk at the location relative [code]coordinatess[/code] to
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## Sets the floor mesh in the chunk at the location relative [code]coordinatess[/code] to
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@ -140,11 +140,17 @@ class MultiMeshInstance:
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RenderingServer.multimesh_instance_set_transform(_multimesh_rid, i, transforms[i])
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RenderingServer.multimesh_instance_set_transform(_multimesh_rid, i, transforms[i])
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##
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##
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## Sets the parent transform of all mesh instances under it to [code]offset[/code].
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## Sets the transform of the instance to [code]offset[/code].
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##
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##
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func set_offset(offset: Transform3D) -> void:
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func set_offset(offset: Transform3D) -> void:
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RenderingServer.instance_set_transform(_instance_rid, offset)
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RenderingServer.instance_set_transform(_instance_rid, offset)
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##
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## Sets the visibility of the instance to [code]is_visible[/code].
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##
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func set_visible(is_visible: bool) -> void:
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RenderingServer.instance_set_visible(_instance_rid, is_visible)
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var _chunks: Array[Chunk] = []
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var _chunks: Array[Chunk] = []
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var _chunks_size := Vector2i.ZERO
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var _chunks_size := Vector2i.ZERO
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@ -172,8 +178,13 @@ func _notification(what: int) -> void:
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match what:
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match what:
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NOTIFICATION_TRANSFORM_CHANGED:
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NOTIFICATION_TRANSFORM_CHANGED:
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for chunk in _chunks:
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for chunk in _chunks:
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for multimesh_instance in chunk._multimesh_instances:
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for multi_mesh_instance in chunk._multimesh_instances:
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multimesh_instance.set_offset_transform(global_transform)
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multi_mesh_instance.set_offset_transform(global_transform)
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kayomn marked this conversation as resolved
Outdated
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NOTIFICATION_VISIBILITY_CHANGED:
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for chunk in _chunks:
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for multi_mesh_instance in chunk._multimesh_instances:
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multi_mesh_instance.set_visible(visible)
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##
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##
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## Clears the entirety of the tile grid to only contain tiles of instance [code]tile[/code] pointing
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## Clears the entirety of the tile grid to only contain tiles of instance [code]tile[/code] pointing
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