Interior Maps #13

Merged
kayomn merged 30 commits from interior-maps into main 2023-02-01 01:16:16 +01:00
35 changed files with 650 additions and 49 deletions
Showing only changes of commit a175b22377 - Show all commits

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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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@ -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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tiling/tile.gd Normal file
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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

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@ -1,4 +1,4 @@
class_name MeshGrid extends Node3D class_name TileGrid extends Node3D
const _CHUNK_SIZE := 32 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. ## Baked block of meshes making up a segment of the grid.
## ##
class Chunk: class Chunk:
var _floor_meshes: Array[Mesh] = []
var _multimesh_instances: Array[MultiMeshInstance] = [] var _multimesh_instances: Array[MultiMeshInstance] = []
var _meshes: Array[Mesh] = [] var _wall_meshes: Array[Mesh] = []
func _init() -> void: 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. ## 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. # 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)
@ -28,10 +33,23 @@ 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 := mesh_grid.size var grid_size := tile_grid.size
for i in _meshes.size(): for i in _floor_meshes.size():
var mesh := _meshes[i] 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 mesh != null:
if not(mesh in transforms_by_mesh): if not(mesh in transforms_by_mesh):
@ -44,8 +62,8 @@ class Chunk:
(float(grid_size.y) * _GRID_ORIGIN.y)))) (float(grid_size.y) * _GRID_ORIGIN.y))))
# (Re)-bake into multimesh instances for the chunk. # (Re)-bake into multimesh instances for the chunk.
var scenario_rid := mesh_grid.get_world_3d().scenario var scenario_rid := tile_grid.get_world_3d().scenario
var global_transform := mesh_grid.global_transform var global_transform := tile_grid.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(
@ -55,17 +73,27 @@ class Chunk:
_multimesh_instances.append(multimesh_instance) _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]. ## [code]mesh[/code].
## ##
## *Note* that [method Chunk.invalidate] must be called at some point after to visually update ## *Note* that [method Chunk.invalidate] must be called at some point after to visually update
## the chunk. ## the chunk.
## ##
func set_mesh(coordinates: Vector2i, mesh: Mesh) -> void: func set_floor_mesh(coordinates: Vector2i, mesh: Mesh) -> void:
_meshes[(_CHUNK_SIZE * coordinates.y) + coordinates.x] = mesh _floor_meshes[(_CHUNK_SIZE * coordinates.y) + coordinates.x] = mesh
## ##
## Specialized multi-mesh instance convenience for use within the mesh grid and its chunks. ## 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 tile grid and its chunks.
## ##
class MultiMeshInstance: class MultiMeshInstance:
var _instance_rid := RID() var _instance_rid := RID()
@ -97,7 +125,7 @@ var _chunks: Array[Chunk] = []
var _chunks_size := Vector2i.ZERO var _chunks_size := Vector2i.ZERO
## ##
## Size of the mesh grid (in engine units). ## Size of the tile grid (in engine units).
## ##
@export @export
var size: Vector2i: var size: Vector2i:
@ -123,18 +151,40 @@ func _notification(what: int) -> void:
multimesh_instance.set_offset_transform(global_transform) multimesh_instance.set_offset_transform(global_transform)
## ##
## Clears the entire mesh grid to only contain [code]mesh[/code]. ## Clears the entirety of the tile grid to only contain [code]tile[/code].
##
## [code]null[/code] may be past to [code]mesh[/code] for clearing the mesh grid to nothing.
## ##
## 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_mesh(mesh: Mesh) -> void: 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
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 y in size.y:
for x in size.x: for x in size.x:
var coordinate := Vector2i(x, y) var coordinate := Vector2i(x, y)
_get_chunk(coordinate / _CHUNK_SIZE).set_mesh(coordinate % _CHUNK_SIZE, mesh) _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 y in _chunks_size.y:
for x in _chunks_size.x: for x in _chunks_size.x:
@ -143,9 +193,7 @@ func clear_mesh(mesh: Mesh) -> void:
_get_chunk(chunk_coordinate).invalidate(self, chunk_coordinate) _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]. ## Clears the region of the tile grid at [code]area[/code] to only contain [code]tile[/code].
##
## [code]null[/code] may be past to [code]mesh[/code] for filling the region to nothing.
## ##
## *Note* that [code]area[/code] *must* be within the area of the of the mesh grid, where ## *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- ## [code]Vector2i.ZERO[/code] is the top-left and [member size] [code]- 1[/code] is the bottom-
@ -153,19 +201,45 @@ func clear_mesh(mesh: Mesh) -> 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_mesh(area: Rect2i, mesh: Mesh) -> void: func fill_tiles(area: Rect2i, tile: Tile) -> 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()
filled_chunks.resize(_chunks_size) filled_chunks.resize(_chunks_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
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 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)
var chunk_coordinate := coordinate / _CHUNK_SIZE var chunk_coordinate := coordinate / _CHUNK_SIZE
_get_chunk(chunk_coordinate).set_mesh(coordinate % _CHUNK_SIZE, mesh) _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) filled_chunks.set_bitv(chunk_coordinate, true)
for y in _chunks_size.y: for y in _chunks_size.y:
@ -175,35 +249,43 @@ func fill_mesh(area: Rect2i, mesh: Mesh) -> void:
_get_chunk(chunk_coordinate).invalidate(self, chunk_coordinate) _get_chunk(chunk_coordinate).invalidate(self, chunk_coordinate)
##
##
##
func get_area() -> Rect2i: func get_area() -> Rect2i:
return Rect2i(Vector2i.ZERO, size) 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. ## 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 ## *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- ## [code]Vector2i.ZERO[/code] is the top-left and [member size] [code]- 1[/code] is the bottom-
## right. ## right.
## ##
## 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_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") assert(get_area().has_point(coordinates), "coordinate must be within grid")
var chunk_coordinates := coordinates / _CHUNK_SIZE var chunk_coordinates := coordinates / _CHUNK_SIZE
var chunk := _get_chunk(chunk_coordinates) var chunk := _get_chunk(chunk_coordinates)
chunk.set_mesh(coordinates % _CHUNK_SIZE, mesh) if tile == null:
var local_coordinates := coordinates % _CHUNK_SIZE
chunk.set_floor_mesh(local_coordinates, null)
chunk.set_wall_mesh(local_coordinates, null)
chunk.invalidate(self, chunk_coordinates) chunk.invalidate(self, chunk_coordinates)
## else:
## Returns [code]world_position[/code] converted into a coordinate aligned with the [MeshGrid]. var mesh := tile.mesh
##
## Note that [code]world_position[/code] values not within the [MeshGrid] will produce grid match tile.kind:
## coordinates outside of the [MeshGrid] bounds as well. Tile.Kind.FLOOR:
## chunk.set_floor_mesh(coordinates % _CHUNK_SIZE, mesh)
func world_to_grid(world_position: Vector2) -> Vector2i: chunk.invalidate(self, chunk_coordinates)
return Vector2i((world_position + (Vector2(size) * _GRID_ORIGIN)).floor())
Tile.Kind.WALL:
chunk.set_wall_mesh(coordinates % _CHUNK_SIZE, mesh)
chunk.invalidate(self, chunk_coordinates)

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