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new file mode 100644 index 0000000..79040f1 --- /dev/null +++ b/interior/floors/dungeon_01_interior_floor.res @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:ac5633d27be71198eed3e605daca451838f94a37503772ff56e5ee2177daf2e0 +size 712 diff --git a/interior/tiles/limestone_dungeon/tiling_height.png.import b/interior/floors/dungeon_01_tiles_height.png.import similarity index 53% rename from interior/tiles/limestone_dungeon/tiling_height.png.import rename to interior/floors/dungeon_01_tiles_height.png.import index 7090396..06a4169 100644 --- a/interior/tiles/limestone_dungeon/tiling_height.png.import +++ b/interior/floors/dungeon_01_tiles_height.png.import @@ -3,24 +3,23 @@ importer="texture" type="CompressedTexture2D" uid="uid://didp3nfacohwd" -path.s3tc="res://.godot/imported/tiling_height.png-2ead72b43d4a6de847e50bcbd8e8c7f7.s3tc.ctex" -path.etc2="res://.godot/imported/tiling_height.png-2ead72b43d4a6de847e50bcbd8e8c7f7.etc2.ctex" 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b/interior/floors/interior_floor.gd @@ -0,0 +1,49 @@ +class_name InteriorFloor extends Resource + +@export +var corner_north_east_mesh: Mesh = null + +@export +var corner_north_west_mesh: Mesh = null + +@export +var corner_south_east_mesh: Mesh = null + +@export +var corner_south_west_mesh: Mesh = null + +@export +var edge_east_mesh: Mesh = null + +@export +var edge_north_mesh: Mesh = null + +@export +var edge_south_mesh: Mesh = null + +@export +var edge_west_mesh: Mesh = null + +@export +var endcap_east_mesh: Mesh = null + +@export +var endcap_north_mesh: Mesh = null + +@export +var endcap_south_mesh: Mesh = null + +@export +var endcap_west_mesh: Mesh = null + +@export +var fill_mesh: Mesh = null + +@export +var island_mesh: Mesh = null + +@export +var path_horizontal_mesh: Mesh = null + +@export +var path_vertical_mesh: Mesh = null diff --git a/interior/floors/wood_platforms/tiles.glb b/interior/floors/wood_platforms/tiles.glb new file mode 100644 index 0000000..8eb747c --- /dev/null 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"res://interior/floors/wood_platforms/tiles_endcap_west&edge_west.res" +}, +"tiles_fill&path_horizontal": { +"generate/lightmap_uv": 0, +"generate/lods": 0, +"generate/shadow_meshes": 0, +"lods/normal_merge_angle": 60.0, +"lods/normal_split_angle": 25.0, +"save_to_file/enabled": true, +"save_to_file/make_streamable": "", +"save_to_file/path": "res://interior/floors/wood_platforms/tiles_fill&path_horizontal.res" +}, +"tiles_island": { +"generate/lightmap_uv": 0, +"generate/lods": 0, +"generate/shadow_meshes": 0, +"lods/normal_merge_angle": 60.0, +"lods/normal_split_angle": 25.0, +"save_to_file/enabled": true, +"save_to_file/make_streamable": "", +"save_to_file/path": "res://interior/floors/wood_platforms/tiles_island.res" +}, +"tiles_path_vertical": { +"generate/lightmap_uv": 0, +"generate/lods": 0, +"generate/shadow_meshes": 0, +"lods/normal_merge_angle": 60.0, +"lods/normal_split_angle": 25.0, +"save_to_file/enabled": true, +"save_to_file/make_streamable": "", +"save_to_file/path": "res://interior/floors/wood_platforms/tiles_path_vertical.res" +} +} +} +gltf/embedded_image_handling=1 diff --git a/interior/floors/wood_platforms/tiles_corner_north_east.res b/interior/floors/wood_platforms/tiles_corner_north_east.res new file mode 100644 index 0000000..894731b --- /dev/null +++ b/interior/floors/wood_platforms/tiles_corner_north_east.res @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:c74ba913320212c108bb38a2fecbfe55ec1cabc36b012cc01517c3430a3481ec +size 160796 diff --git a/interior/floors/wood_platforms/tiles_corner_north_west.res b/interior/floors/wood_platforms/tiles_corner_north_west.res new file mode 100644 index 0000000..62e79de --- /dev/null +++ b/interior/floors/wood_platforms/tiles_corner_north_west.res @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:8355918303727263a869434bd6849df9f2427d9442453d79209fa33ba8a5b7e3 +size 160416 diff --git a/interior/floors/wood_platforms/tiles_corner_south_east.res 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b/interior/floors/wood_platforms/tiles_island.res new file mode 100644 index 0000000..4a5d53c --- /dev/null +++ b/interior/floors/wood_platforms/tiles_island.res @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:fcdf8081d7db8cf5e0afa4c57d4555c6be874b9804c98b390fb99522837b506c +size 239722 diff --git a/interior/floors/wood_platforms/tiles_path_vertical.res b/interior/floors/wood_platforms/tiles_path_vertical.res new file mode 100644 index 0000000..866b3f4 --- /dev/null +++ b/interior/floors/wood_platforms/tiles_path_vertical.res @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:ac02e478b058a575ea04145cc36b439fc0b5da0d68ba625e59fd37f76a044818 +size 155872 diff --git a/interior/floors/wood_platforms_interior_floor.res b/interior/floors/wood_platforms_interior_floor.res new file mode 100644 index 0000000..1f5411c --- /dev/null +++ b/interior/floors/wood_platforms_interior_floor.res @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:5cf906f8be3c64752b37a1c05ff408e3df251f1ad2350c7d13b59fee3c15f521 +size 652 diff --git a/interior/interior_map.gd b/interior/interior_map.gd index 09c9b3a..1197733 100644 --- a/interior/interior_map.gd +++ b/interior/interior_map.gd @@ -2,173 +2,200 @@ class_name InteriorMap extends Node3D const _CHUNK_SIZE := 32 +const _HALF_PI := PI / 2 + const _GRID_ORIGIN := Vector2(0.5, 0.5) ## -## Cardinal orientation referencing the direction of a tile. ## +## +enum FloorTile { + ISLAND, + ENDCAP_WEST, + ENDCAP_NORTH, + CORNER_NORTH_WEST, + ENDCAP_EAST, + PATH_HORIZONTAL, + CORNER_NORTH_EAST, + EDGE_NORTH, + ENDCAP_SOUTH, + CORNER_SOUTH_WEST, + PATH_VERTICAL, + EDGE_WEST, + CORNER_SOUTH_EAST, + EDGE_SOUTH, + EDGE_EAST, + FILL, +} + enum Orientation { - NORTH, - EAST, - SOUTH, - WEST, + EAST = 2 ** 0, + SOUTH = 2 ** 1, + WEST = 2 ** 2, + NORTH = 2 ** 3, } ## ## Baked block of meshes making up a segment of the grid. ## class Chunk: - var _floor_meshes: Array[Mesh] = [] + var _coordinates := Vector2i.ZERO - var _floor_orientation := PackedInt32Array() + var _interior_map: InteriorMap = null - var _multi_mesh_instances: Array[MultiMeshInstance] = [] + var _renderables_by_mesh := {} - var _wall_meshes: Array[Mesh] = [] - - var _wall_orientation := PackedInt32Array() - - func _init() -> void: - var buffer_size := _CHUNK_SIZE * _CHUNK_SIZE - - _floor_meshes.resize(buffer_size) - _floor_orientation.resize(buffer_size) - _wall_meshes.resize(buffer_size) - _wall_orientation.resize(buffer_size) + func _init(interior_map: InteriorMap, coordinates: Vector2i) -> void: + _interior_map = interior_map + _coordinates = coordinates ## ## Invalidates the mesh block, re-baking its contents from the current mesh data set. ## - func invalidate(interior_map: InteriorMap, coordinate: Vector2i) -> void: - # TODO: Once this is all lowered into native code, look for ways to parallelize the loops. - for multi_mesh_instance in _multi_mesh_instances: - RenderingServer.free_rid(multi_mesh_instance._instance_rid) - RenderingServer.free_rid(multi_mesh_instance._multimesh_rid) + func invalidate() -> void: + _renderables_by_mesh.clear() - _multi_mesh_instances.clear() + var floor_map := _interior_map._floor_map + var map_size := _interior_map.size + var offset := _coordinates * _CHUNK_SIZE + var positions_by_mesh := {} + var map_area := Rect2i(Vector2.ZERO, map_size) - # Normalize mesh instance data for the chunk. - var transforms_by_mesh := {} - var grid_size := interior_map.size - var half_pi := PI / 2 + for y in _CHUNK_SIZE: + var map_row_offset := (map_size.y * y) - for i in _floor_meshes.size(): - var mesh := _floor_meshes[i] + for x in _CHUNK_SIZE: + var map_coordinates := offset + Vector2i(x, y) - if mesh != null: - if not(mesh in transforms_by_mesh): - transforms_by_mesh[mesh] = [] + if map_area.has_point(map_coordinates): + var interior_floor := floor_map[map_row_offset + map_coordinates.x] - transforms_by_mesh[mesh].append(Transform3D( - Basis.IDENTITY.rotated(Vector3.UP, half_pi * _floor_orientation[i]), Vector3( - (float(coordinate.x * _CHUNK_SIZE) + (i % _CHUNK_SIZE)) - - (float(grid_size.x) * _GRID_ORIGIN.x) + 0.5, 0.0, - (float(coordinate.y * _CHUNK_SIZE) + (i / _CHUNK_SIZE)) - - (float(grid_size.y) * _GRID_ORIGIN.y) + 0.5))) + if interior_floor != null: + var tile := 0 - for i in _wall_meshes.size(): - var mesh := _wall_meshes[i] + for i in Orientation.values().size(): + var map_neighbor := map_coordinates + Vector2i( + roundi(cos(i * PI / 2.0)), roundi(sin(i * PI / 2.0))) - if mesh != null: - if not(mesh in transforms_by_mesh): - transforms_by_mesh[mesh] = [] + if map_area.has_point(map_neighbor): + tile += int(floor_map[(map_size.y * map_neighbor.y) + map_neighbor.x] == interior_floor) * 2 ** i - transforms_by_mesh[mesh].append(Transform3D( - Basis.IDENTITY.rotated(Vector3.UP, half_pi * _wall_orientation[i]), Vector3( - (float(coordinate.x * _CHUNK_SIZE) + (i % _CHUNK_SIZE)) - - (float(grid_size.x) * _GRID_ORIGIN.x) + 0.5, 0.0, - (float(coordinate.y * _CHUNK_SIZE) + (i / _CHUNK_SIZE)) - - (float(grid_size.y) * _GRID_ORIGIN.y) + 0.5))) + var mesh: Mesh = null - # (Re)-bake into multimesh instances for the chunk. - var scenario_rid := interior_map.get_world_3d().scenario - var global_transform := interior_map.global_transform + match tile: + FloorTile.ISLAND: mesh = interior_floor.island_mesh + FloorTile.ENDCAP_WEST: mesh = interior_floor.endcap_west_mesh + FloorTile.ENDCAP_NORTH: mesh = interior_floor.endcap_north_mesh + FloorTile.CORNER_NORTH_WEST: mesh = interior_floor.corner_north_west_mesh + FloorTile.ENDCAP_EAST: mesh = interior_floor.endcap_east_mesh + FloorTile.PATH_HORIZONTAL: mesh = interior_floor.path_horizontal_mesh + FloorTile.CORNER_NORTH_EAST: mesh = interior_floor.corner_north_east_mesh + FloorTile.EDGE_NORTH: mesh = interior_floor.edge_north_mesh + FloorTile.ENDCAP_SOUTH: mesh = interior_floor.endcap_south_mesh + FloorTile.CORNER_SOUTH_WEST: mesh = interior_floor.corner_south_west_mesh + FloorTile.PATH_VERTICAL: mesh = interior_floor.path_vertical_mesh + FloorTile.EDGE_WEST: mesh = interior_floor.edge_west_mesh + FloorTile.CORNER_SOUTH_EAST: mesh = interior_floor.corner_south_east_mesh + FloorTile.EDGE_SOUTH: mesh = interior_floor.edge_south_mesh + FloorTile.EDGE_EAST: mesh = interior_floor.edge_east_mesh + FloorTile.FILL: mesh = interior_floor.fill_mesh - for chunk_mesh in transforms_by_mesh: - var multi_mesh_instance := MultiMeshInstance.new( - scenario_rid, chunk_mesh.get_rid(), transforms_by_mesh[chunk_mesh]) + if mesh != null: + if not(mesh in positions_by_mesh): + positions_by_mesh[mesh] = PackedVector2Array() - multi_mesh_instance.set_offset(global_transform) - _multi_mesh_instances.append(multi_mesh_instance) + positions_by_mesh[mesh].append(Vector2(x, y)) - ## - ## Sets the floor 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_floor_mesh(coordinates: Vector2i, orientation: Orientation, mesh: Mesh) -> void: - var index := (_CHUNK_SIZE * coordinates.y) + coordinates.x + # (Re)-bake tiles into multimesh instances for the chunk. + var scenario_rid := _interior_map.get_world_3d().scenario - _floor_orientation[index] = orientation - _floor_meshes[index] = mesh + for mesh in positions_by_mesh: + var positions: PackedVector2Array = positions_by_mesh[mesh] - ## - ## 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, orientation: Orientation, mesh: Mesh) -> void: - var index := (_CHUNK_SIZE * coordinates.y) + coordinates.x + if not(positions.is_empty()): + var position_count := positions.size() + var renderable := Renderable.new(scenario_rid, mesh.get_rid(), position_count) - _wall_orientation[index] = orientation - _wall_meshes[index] = mesh + for i in position_count: + var position := positions[i] + + renderable.set_instance_transform(i, Transform3D(Basis.IDENTITY, Vector3( + ((float(offset.x) + position.x) - (float(map_size.x) * _GRID_ORIGIN.x)) + 0.5, + 0.0, + ((float(offset.y) + position.y) - (float(map_size.y) * _GRID_ORIGIN.y)) + 0.5))) + + _renderables_by_mesh[mesh] = renderable + + func set_transform(transform: Transform3D) -> void: + for mesh in _renderables_by_mesh: + _renderables_by_mesh[mesh].set_transform(transform) + + func set_visible(visible: bool) -> void: + for mesh in _renderables_by_mesh: + _renderables_by_mesh[mesh].set_visible(visible) ## -## Specialized multi-mesh instance convenience for use within the tile grid and its chunks. ## -class MultiMeshInstance: +## +class Renderable: var _instance_rid := RID() var _multimesh_rid := RID() - func _init(scenario_rid: RID, mesh_rid: RID, transforms: Array) -> void: + func _init(scenario_rid: RID, mesh_rid: RID, transform_count: int) -> void: _multimesh_rid = RenderingServer.multimesh_create() _instance_rid = RenderingServer.instance_create2(_multimesh_rid, scenario_rid) RenderingServer.multimesh_set_mesh(_multimesh_rid, mesh_rid) - var transform_count := transforms.size() - RenderingServer.multimesh_allocate_data(_multimesh_rid, transform_count, RenderingServer.MULTIMESH_TRANSFORM_3D, true) - for i in transform_count: - RenderingServer.multimesh_instance_set_transform(_multimesh_rid, i, transforms[i]) + func _notification(what: int) -> void: + match what: + NOTIFICATION_PREDELETE: + RenderingServer.free_rid(_instance_rid) + RenderingServer.free_rid(_multimesh_rid) ## - ## Sets the transform of the instance to [code]offset[/code]. ## - func set_offset(offset: Transform3D) -> void: - RenderingServer.instance_set_transform(_instance_rid, offset) + ## + func set_instance_transform(instance_index: int, transform: Transform3D) -> void: + RenderingServer.multimesh_instance_set_transform(_multimesh_rid, instance_index, transform) ## - ## Sets the visibility of the instance to [code]is_visible[/code]. ## - func set_visible(is_visible: bool) -> void: - RenderingServer.instance_set_visible(_instance_rid, is_visible) + ## + func set_visible(visible: bool) -> void: + RenderingServer.instance_set_visible(_instance_rid, visible) + + ## + ## + ## + func set_transform(transform: Transform3D) -> void: + RenderingServer.instance_set_transform(_instance_rid, transform) var _chunks: Array[Chunk] = [] var _chunks_size := Vector2i.ZERO +var _floor_map: Array[InteriorFloor] = [] + ## ## Size of the tile grid (in engine units). ## @export var size: Vector2i: set(value): - var chunk_size_factor := float(_CHUNK_SIZE) - - _chunks.resize(int(ceilf(value.x / chunk_size_factor) * ceilf(value.y / chunk_size_factor))) - - for i in _chunks.size(): - _chunks[i] = Chunk.new() - _chunks_size = Vector2i((value / float(_CHUNK_SIZE)).ceil()) + + _floor_map.resize(value.x * value.y) + _chunks.resize(_chunks_size.x * _chunks_size.y) + + for y in _chunks_size.y: + for x in _chunks_size.x: + _chunks[(y * _CHUNK_SIZE) + x] = Chunk.new(self, Vector2i(x, y)) + size = value func _get_chunk(chunk_coordinate: Vector2i) -> Chunk: @@ -178,13 +205,11 @@ func _notification(what: int) -> void: match what: NOTIFICATION_TRANSFORM_CHANGED: for chunk in _chunks: - for multi_mesh_instance in chunk._multi_mesh_instances: - multi_mesh_instance.set_offset_transform(global_transform) + chunk.set_transform(global_transform) NOTIFICATION_VISIBILITY_CHANGED: for chunk in _chunks: - for multi_mesh_instance in chunk._multi_mesh_instances: - multi_mesh_instance.set_visible(visible) + chunk.set_visible(visible) ## ## Clears the entirety of the tile grid to only contain tiles of instance [code]tile[/code] pointing @@ -192,46 +217,17 @@ func _notification(what: int) -> void: ## ## For clearing a specific region of the mesh grid, see [method fill_mesh]. ## -func clear_tiles(orientation: Orientation, tile: InteriorTile) -> 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, orientation, null) - chunk.set_wall_mesh(chunk_coordinates, orientation, null) - - else: - var mesh := tile.mesh - - match tile.kind: - InteriorTile.Kind.FLOOR: - 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, orientation, mesh) - - InteriorTile.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, orientation, mesh) +func clear() -> void: + for i in _floor_map.size(): + _floor_map[i] = null for y in _chunks_size.y: for x in _chunks_size.x: - var chunk_coordinate := Vector2i(x, y) - - _get_chunk(chunk_coordinate).invalidate(self, chunk_coordinate) + _get_chunk(Vector2i(x, y)).invalidate() ## ## Clears the region of the tile grid at [code]area[/code] to only contain instances of -## [code]tile[/code] pointing in the orientation of [code]orientation[/code]. +## [code]interior_floor[/code]. ## ## *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- @@ -239,70 +235,25 @@ func clear_tiles(orientation: Orientation, tile: InteriorTile) -> void: ## ## For clearing the whole of the mesh grid, see [method clear_mesh]. ## -func fill_tiles(area: Rect2i, orientation: Orientation, tile: InteriorTile) -> void: - assert(get_area().encloses(area), "area must be within grid") +func fill_floor(area: Rect2i, interior_floor: InteriorFloor) -> void: + assert(Rect2i(Vector2i.ZERO, size).encloses(area), "area must be within grid") var filled_chunks := BitMap.new() 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, orientation, null) - chunk.set_wall_mesh(local_coordinates, orientation, null) - filled_chunks.set_bitv(chunk_coordinates, true) - - else: - var mesh := tile.mesh - - if tile.fixed_orientation: - orientation = Orientation.NORTH - - match tile.kind: - InteriorTile.Kind.FLOOR: - 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_floor_mesh( - coordinate % _CHUNK_SIZE, orientation, mesh) - - filled_chunks.set_bitv(chunk_coordinate, true) - - InteriorTile.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, orientation, mesh) - - filled_chunks.set_bitv(chunk_coordinate, true) + for y in range(area.position.y, area.end.y): + for x in range(area.position.x, area.end.x): + _floor_map[(size.y * (y / _CHUNK_SIZE)) + (x / _CHUNK_SIZE)] = interior_floor for y in _chunks_size.y: for x in _chunks_size.x: if filled_chunks.get_bit(x, y): - var chunk_coordinate := Vector2i(x, y) - - _get_chunk(chunk_coordinate).invalidate(self, chunk_coordinate) + _get_chunk(Vector2i(x, y)).invalidate() ## -## Returns the area of the interior map based on its current size. -## -func get_area() -> Rect2i: - return Rect2i(Vector2i.ZERO, size) - -## -## Plots a single tile at [code]coordinates[/code] to be an instance of [code]tile[/code] pointing -## in the orientation of [code]orientation[/code], overwriting whatever it previously contained. +## Plots a single tile at [code]coordinates[/code] to be an instance of [code]interior_floor[/code], +## overwriting whatever it previously contained. ## ## *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- @@ -310,30 +261,9 @@ func get_area() -> Rect2i: ## ## For bulk-setting many meshes at once, see [method fill_mesh] and [method clear_mesh]. ## -func plot_tile(coordinates: Vector2i, orientation: Orientation, tile: InteriorTile) -> void: - assert(get_area().has_point(coordinates), "coordinate must be within grid") +func plot_floor(coordinates: Vector2i, interior_floor: InteriorFloor) -> void: + assert(Rect2i(Vector2i.ZERO, size).has_point(coordinates), "coordinate must be within grid") - var chunk_coordinates := coordinates / _CHUNK_SIZE - var chunk := _get_chunk(chunk_coordinates) + _floor_map[(size.y * coordinates.y) + coordinates.x] = interior_floor - if tile == null: - var local_coordinates := coordinates % _CHUNK_SIZE - - chunk.set_floor_mesh(local_coordinates, orientation, null) - chunk.set_wall_mesh(local_coordinates, orientation, null) - chunk.invalidate(self, chunk_coordinates) - - else: - var mesh := tile.mesh - - if tile.fixed_orientation: - orientation = Orientation.NORTH - - match tile.kind: - InteriorTile.Kind.FLOOR: - chunk.set_floor_mesh(coordinates % _CHUNK_SIZE, orientation, mesh) - chunk.invalidate(self, chunk_coordinates) - - InteriorTile.Kind.WALL: - chunk.set_wall_mesh(coordinates % _CHUNK_SIZE, orientation, mesh) - chunk.invalidate(self, chunk_coordinates) + _get_chunk(coordinates / _CHUNK_SIZE).invalidate() diff --git a/interior/interior_tile.gd b/interior/interior_tile.gd deleted file mode 100644 index 7668d34..0000000 --- a/interior/interior_tile.gd +++ /dev/null @@ -1,29 +0,0 @@ -class_name InteriorTile extends Resource - -## -## Identifier for the kind of interior tile. -## -enum Kind { - FLOOR, - WALL, -} - -## -## Flag for determining if the tile is affected by orientations specified in an [InteriorMap]. -## -@export -var fixed_orientation := false - -## -## See [enum Kind]. -## -## Interior tiles of different kinds will not conflict when placing them. -## -@export -var kind := Kind.FLOOR - -## -## Used to visualize the interior tile. -## -@export -var mesh: Mesh = null diff --git a/interior/tiles/dungeon_01_pipehole_tile.res b/interior/tiles/dungeon_01_pipehole_tile.res deleted file mode 100644 index d1614cc..0000000 --- a/interior/tiles/dungeon_01_pipehole_tile.res +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:4fb7fb7cdf138b9a7842d505894dbc1ece8f08a287fae299e98ebf261a25ed98 -size 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