class_name MeshGrid extends Node3D const _CHUNK_SIZE := 32 const _GRID_ORIGIN := Vector2(0.5, 0.5) ## ## ## class Chunk: var multimesh_instances: Array[MultiMeshInstance] = [] var meshes: Array[Mesh] = [] func _init() -> void: meshes.resize(_CHUNK_SIZE * _CHUNK_SIZE) ## ## ## func invalidate(mesh_grid: MeshGrid, coordinate: Vector2i) -> void: # TODO: Once this is all lowered into native code, look for ways to parallelize the loops. for multimesh_instance in multimesh_instances: RenderingServer.free_rid(multimesh_instance._instance_rid) RenderingServer.free_rid(multimesh_instance._multimesh_rid) multimesh_instances.clear() # Normalize mesh instance data for the chunk. var transforms_by_mesh := {} var grid_size := mesh_grid.size for i in meshes.size(): var mesh := 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)))) # Bake into multimesh instances for the chunk. var scenario_rid := mesh_grid.get_world_3d().scenario var global_transform := mesh_grid.global_transform for chunk_mesh in transforms_by_mesh: var multimesh_instance := MultiMeshInstance.new( scenario_rid, chunk_mesh.get_rid(), transforms_by_mesh[chunk_mesh]) multimesh_instance.set_offset(global_transform) multimesh_instances.append(multimesh_instance) ## ## ## func set_mesh(coordinate: Vector2i, mesh: Mesh) -> void: meshes[(_CHUNK_SIZE * coordinate.y) + coordinate.x] = mesh ## ## ## class MultiMeshInstance: var _instance_rid := RID() var _multimesh_rid := RID() func _init(scenario_rid: RID, mesh_rid: RID, transforms: Array) -> 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 set_offset(offset: Transform3D) -> void: RenderingServer.instance_set_transform(_instance_rid, offset) var _chunks: Array[Chunk] = [] var _chunks_size := Vector2i.ZERO ## ## ## @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()) size = value func _get_chunk(chunk_coordinate: Vector2i) -> Chunk: return _chunks[(_chunks_size.x * chunk_coordinate.y) + chunk_coordinate.x] func _notification(what: int) -> void: match what: NOTIFICATION_TRANSFORM_CHANGED: for chunk in _chunks: for multimesh_instance in chunk.multimesh_instances: multimesh_instance.set_offset_transform(global_transform) ## ## ## func clear_mesh(mesh: Mesh) -> void: for y in size.y: for x in size.x: var coordinate := Vector2i(x, y) _get_chunk(coordinate / _CHUNK_SIZE).set_mesh(coordinate % _CHUNK_SIZE, mesh) 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) ## ## ## func fill_mesh(area: Rect2i, mesh: Mesh) -> void: assert(Rect2i(Vector2i.ZERO, size).encloses(area), "area must be within grid") var filled_chunks := BitMap.new() filled_chunks.resize(_chunks_size) 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_mesh(coordinate % _CHUNK_SIZE, mesh) filled_chunks.set_bitv(chunk_coordinate, true) 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) ## ## ## func plot_mesh(coordinate: Vector2i, mesh: Mesh) -> void: assert(Rect2i(Vector2i.ZERO, size).has_point(coordinate), "coordinate must be within grid") var chunk_coordinate := coordinate / _CHUNK_SIZE var chunk := _get_chunk(chunk_coordinate) chunk.set_mesh(coordinate % _CHUNK_SIZE, mesh) chunk.invalidate(self, chunk_coordinate) ## ## Returns [code]world_position[/code] converted into a coordinate aligned with the [MeshGrid]. ## ## Note that [code]world_position[/code] values not within the [MeshGrid] will produce grid ## coordinates outside of the [MeshGrid] bounds as well. ## func world_to_grid(world_position: Vector2) -> Vector2i: return Vector2i((world_position + (Vector2(size) * _GRID_ORIGIN)).floor())