WIP: Streamline Interiors System #16

Draft
kayomn wants to merge 6 commits from interiors-overhaul into main
105 changed files with 1147 additions and 743 deletions

2
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"save_to_file/make_streamable": "",
"save_to_file/path": "res://interior/base/dungeon_01/tiles_endcap_west.res"
},
"tiles_fill": {
"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/base/dungeon_01/tiles_fill.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/base/dungeon_01/tiles_island.res"
},
"tiles_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,
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"save_to_file/path": "res://interior/base/dungeon_01/tiles_path_horizontal.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/base/dungeon_01/tiles_path_vertical.res"
}
}
}
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@ -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

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importer="scene"
importer_version=1
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path="res://.godot/imported/tiles.glb-06c35114c4978742b880d24bfe15f3d9.scn"
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source_file="res://interior/floors/wood_platforms/tiles.glb"
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meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=false
animation/remove_immutable_tracks=true
import_script/path=""
_subresources={
"meshes": {
"tiles_corner_north_east": {
"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_corner_north_east.res"
},
"tiles_corner_north_west": {
"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_corner_north_west.res"
},
"tiles_corner_south_east": {
"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_corner_south_east.res"
},
"tiles_corner_south_west": {
"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_corner_south_west.res"
},
"tiles_endcap_east&edge_east": {
"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_endcap_east&edge_east.res"
},
"tiles_endcap_north&edge_north": {
"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_endcap_north&edge_north.res"
},
"tiles_endcap_south&edge_south": {
"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_endcap_south&edge_south.res"
},
"tiles_endcap_west&edge_west": {
"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_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"
}
}
}
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@ -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()

View File

@ -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

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