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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@ -0,0 +1,12 @@
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shader_type spatial;
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render_mode unshaded, blend_add, cull_disabled;
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uniform sampler2D source_texture;
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uniform vec4 modulate: source_color = vec4(1.0);
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void fragment() {
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vec4 source = texture(source_texture, UV);
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ALBEDO = (source.rgb * modulate.rgb);
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ALPHA = source.a;
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}
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@ -0,0 +1,21 @@
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class_name Tile extends Resource
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##
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##
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##
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enum Kind {
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FLOOR,
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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 kind := Kind.FLOOR
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##
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##
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##
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@export
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var mesh: Mesh = null
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@ -1,4 +1,4 @@
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class_name MeshGrid extends Node3D
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class_name TileGrid extends Node3D
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const _CHUNK_SIZE := 32
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@ -8,17 +8,22 @@ const _GRID_ORIGIN := Vector2(0.5, 0.5)
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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 _multimesh_instances: Array[MultiMeshInstance] = []
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var _meshes: Array[Mesh] = []
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var _wall_meshes: Array[Mesh] = []
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func _init() -> void:
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_meshes.resize(_CHUNK_SIZE * _CHUNK_SIZE)
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var buffer_size := _CHUNK_SIZE * _CHUNK_SIZE
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_floor_meshes.resize(buffer_size)
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_wall_meshes.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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##
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func invalidate(mesh_grid: MeshGrid, coordinate: Vector2i) -> void:
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func invalidate(tile_grid: TileGrid, 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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for multimesh_instance in _multimesh_instances:
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RenderingServer.free_rid(multimesh_instance._instance_rid)
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@ -28,10 +33,23 @@ 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 := mesh_grid.size
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var grid_size := tile_grid.size
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for i in _meshes.size():
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var mesh := _meshes[i]
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for i in _floor_meshes.size():
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var mesh := _floor_meshes[i]
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if mesh != null:
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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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for i in _wall_meshes.size():
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var mesh := _wall_meshes[i]
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if mesh != null:
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if not(mesh in transforms_by_mesh):
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@ -44,8 +62,8 @@ class Chunk:
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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 := mesh_grid.get_world_3d().scenario
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var global_transform := mesh_grid.global_transform
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var scenario_rid := tile_grid.get_world_3d().scenario
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var global_transform := tile_grid.global_transform
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for chunk_mesh in transforms_by_mesh:
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var multimesh_instance := MultiMeshInstance.new(
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@ -55,17 +73,27 @@ class Chunk:
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_multimesh_instances.append(multimesh_instance)
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##
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## Sets the mesh location in the chunk at the 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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## [code]mesh[/code].
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##
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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_mesh(coordinates: Vector2i, mesh: Mesh) -> void:
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_meshes[(_CHUNK_SIZE * coordinates.y) + coordinates.x] = mesh
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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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##
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## Sets the wall mesh in the chunk at the location relative [code]coordinatess[/code] to
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## [code]mesh[/code].
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##
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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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##
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## Specialized multi-mesh instance convenience for use within the mesh grid and its chunks.
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## Specialized multi-mesh instance convenience for use within the tile grid and its chunks.
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##
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class MultiMeshInstance:
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var _instance_rid := RID()
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@ -97,7 +125,7 @@ var _chunks: Array[Chunk] = []
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var _chunks_size := Vector2i.ZERO
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##
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## Size of the mesh grid (in engine units).
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## Size of the tile grid (in engine units).
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##
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@export
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var size: Vector2i:
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@ -123,18 +151,40 @@ func _notification(what: int) -> void:
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multimesh_instance.set_offset_transform(global_transform)
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##
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## Clears the entire mesh grid to only contain [code]mesh[/code].
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##
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## [code]null[/code] may be past to [code]mesh[/code] for clearing the mesh grid to nothing.
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## Clears the entirety of the tile grid to only contain [code]tile[/code].
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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_mesh(mesh: Mesh) -> void:
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for y in size.y:
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for x in size.x:
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var coordinate := Vector2i(x, y)
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func clear_tiles(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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var coordinates := Vector2i(x, y)
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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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_get_chunk(coordinate / _CHUNK_SIZE).set_mesh(coordinate % _CHUNK_SIZE, mesh)
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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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else:
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var mesh := tile.mesh
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match tile.kind:
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Tile.Kind.FLOOR:
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for y in size.y:
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for x in size.x:
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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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Tile.Kind.WALL:
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for y in size.y:
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for x in size.x:
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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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for y in _chunks_size.y:
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for x in _chunks_size.x:
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@ -143,9 +193,7 @@ func clear_mesh(mesh: Mesh) -> void:
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_get_chunk(chunk_coordinate).invalidate(self, chunk_coordinate)
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##
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## Clears the region of the mesh grid at [code]area[/code] to only contain [code]mesh[/code].
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##
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## [code]null[/code] may be past to [code]mesh[/code] for filling the region to nothing.
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## Clears the region of the tile grid at [code]area[/code] to only contain [code]tile[/code].
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##
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## *Note* that [code]area[/code] *must* be within the area of the of the mesh grid, where
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## [code]Vector2i.ZERO[/code] is the top-left and [member size] [code]- 1[/code] is the bottom-
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@ -153,20 +201,46 @@ func clear_mesh(mesh: Mesh) -> 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_mesh(area: Rect2i, mesh: Mesh) -> void:
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func fill_tiles(area: Rect2i, 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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filled_chunks.resize(_chunks_size)
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for y in range(area.position.y, area.end.y):
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for x in range(area.position.x, area.end.x):
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var coordinate := Vector2i(x, y)
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var chunk_coordinate := coordinate / _CHUNK_SIZE
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if tile == null:
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for y in range(area.position.y, area.end.y):
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for x in range(area.position.x, area.end.x):
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var coordinates := Vector2i(x, y)
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var chunk_coordinates := coordinates / _CHUNK_SIZE
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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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_get_chunk(chunk_coordinate).set_mesh(coordinate % _CHUNK_SIZE, mesh)
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filled_chunks.set_bitv(chunk_coordinate, true)
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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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filled_chunks.set_bitv(chunk_coordinates, true)
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else:
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var mesh := tile.mesh
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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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for x in range(area.position.x, area.end.x):
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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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filled_chunks.set_bitv(chunk_coordinate, true)
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Tile.Kind.WALL:
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for y in range(area.position.y, area.end.y):
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for x in range(area.position.x, area.end.x):
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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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filled_chunks.set_bitv(chunk_coordinate, true)
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for y in _chunks_size.y:
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for x in _chunks_size.x:
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@ -175,35 +249,43 @@ func fill_mesh(area: Rect2i, mesh: Mesh) -> void:
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_get_chunk(chunk_coordinate).invalidate(self, chunk_coordinate)
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##
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##
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##
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func get_area() -> Rect2i:
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return Rect2i(Vector2i.ZERO, size)
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##
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## Plots a single mesh at [code]coordinates[/code] to be [code]mesh[/code], overwriting whatever it
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## Plots a single tile at [code]coordinates[/code] to be [code]tile[/code], overwriting whatever it
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## previously contained.
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##
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## [code]null[/code] may be past to [code]mesh[/code] for clearing the mesh grid to nothing.
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##
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## *Note* that [code]coordinates[/code] *must* be within the area of the of the mesh grid, where
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## [code]Vector2i.ZERO[/code] is the top-left and [member size] [code]- 1[/code] is the bottom-
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## right.
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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_mesh(coordinates: Vector2i, mesh: Mesh) -> void:
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func plot_tile(coordinates: Vector2i, 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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var chunk := _get_chunk(chunk_coordinates)
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chunk.set_mesh(coordinates % _CHUNK_SIZE, mesh)
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chunk.invalidate(self, chunk_coordinates)
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if tile == null:
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var local_coordinates := coordinates % _CHUNK_SIZE
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##
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## Returns [code]world_position[/code] converted into a coordinate aligned with the [MeshGrid].
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##
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## Note that [code]world_position[/code] values not within the [MeshGrid] will produce grid
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## coordinates outside of the [MeshGrid] bounds as well.
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##
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func world_to_grid(world_position: Vector2) -> Vector2i:
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return Vector2i((world_position + (Vector2(size) * _GRID_ORIGIN)).floor())
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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.invalidate(self, chunk_coordinates)
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else:
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var mesh := tile.mesh
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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.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.invalidate(self, chunk_coordinates)
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@ -0,0 +1,36 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://3m7gvnsmb4g"
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||||
path.s3tc="res://.godot/imported/hole_albedo.png-397908bd54a00ad5ae5c4ebd2e6a6712.s3tc.ctex"
|
||||
path.etc2="res://.godot/imported/hole_albedo.png-397908bd54a00ad5ae5c4ebd2e6a6712.etc2.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc", "etc2"],
|
||||
"vram_texture": true
|
||||
}
|
||||
|
||||
[deps]
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||||
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||||
source_file="res://tiling/tiles/limestone_dungeon/hole_albedo.png"
|
||||
dest_files=["res://.godot/imported/hole_albedo.png-397908bd54a00ad5ae5c4ebd2e6a6712.s3tc.ctex", "res://.godot/imported/hole_albedo.png-397908bd54a00ad5ae5c4ebd2e6a6712.etc2.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/bptc_ldr=0
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=true
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=0
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@ -0,0 +1,36 @@
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|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://c8p7qvcrfsio7"
|
||||
path.s3tc="res://.godot/imported/hole_height.png-33e0c22a7ec549d3b4415f6535e75389.s3tc.ctex"
|
||||
path.etc2="res://.godot/imported/hole_height.png-33e0c22a7ec549d3b4415f6535e75389.etc2.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc", "etc2"],
|
||||
"vram_texture": true
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://tiling/tiles/limestone_dungeon/hole_height.png"
|
||||
dest_files=["res://.godot/imported/hole_height.png-33e0c22a7ec549d3b4415f6535e75389.s3tc.ctex", "res://.godot/imported/hole_height.png-33e0c22a7ec549d3b4415f6535e75389.etc2.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/bptc_ldr=0
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=true
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=0
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@ -0,0 +1,36 @@
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|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://c4eby3i7q2wts"
|
||||
path.s3tc="res://.godot/imported/hole_normal.png-48d612f86efe0b8b5c20262f0d4e848a.s3tc.ctex"
|
||||
path.etc2="res://.godot/imported/hole_normal.png-48d612f86efe0b8b5c20262f0d4e848a.etc2.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc", "etc2"],
|
||||
"vram_texture": true
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://tiling/tiles/limestone_dungeon/hole_normal.png"
|
||||
dest_files=["res://.godot/imported/hole_normal.png-48d612f86efe0b8b5c20262f0d4e848a.s3tc.ctex", "res://.godot/imported/hole_normal.png-48d612f86efe0b8b5c20262f0d4e848a.etc2.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/bptc_ldr=0
|
||||
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Loading…
Reference in New Issue