270 lines
8.0 KiB
GDScript
270 lines
8.0 KiB
GDScript
class_name InteriorMap extends Node3D
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const _CHUNK_SIZE := 32
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const _HALF_PI := PI / 2
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const _GRID_ORIGIN := Vector2(0.5, 0.5)
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##
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##
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##
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enum FloorTile {
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ISLAND,
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ENDCAP_WEST,
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ENDCAP_NORTH,
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CORNER_NORTH_WEST,
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ENDCAP_EAST,
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PATH_HORIZONTAL,
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CORNER_NORTH_EAST,
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EDGE_NORTH,
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ENDCAP_SOUTH,
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CORNER_SOUTH_WEST,
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PATH_VERTICAL,
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EDGE_WEST,
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CORNER_SOUTH_EAST,
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EDGE_SOUTH,
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EDGE_EAST,
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FILL,
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}
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enum Orientation {
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EAST = 2 ** 0,
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SOUTH = 2 ** 1,
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WEST = 2 ** 2,
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NORTH = 2 ** 3,
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}
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##
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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 _coordinates := Vector2i.ZERO
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var _interior_map: InteriorMap = null
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var _renderables_by_mesh := {}
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func _init(interior_map: InteriorMap, coordinates: Vector2i) -> void:
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_interior_map = interior_map
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_coordinates = coordinates
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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() -> void:
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_renderables_by_mesh.clear()
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var floor_map := _interior_map._floor_map
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var map_size := _interior_map.size
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var offset := _coordinates * _CHUNK_SIZE
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var positions_by_mesh := {}
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var map_area := Rect2i(Vector2.ZERO, map_size)
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for y in _CHUNK_SIZE:
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var map_row_offset := (map_size.y * y)
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for x in _CHUNK_SIZE:
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var map_coordinates := offset + Vector2i(x, y)
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if map_area.has_point(map_coordinates):
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var interior_floor := floor_map[map_row_offset + map_coordinates.x]
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if interior_floor != null:
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var tile := 0
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for i in Orientation.values().size():
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var map_neighbor := map_coordinates + Vector2i(
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roundi(cos(i * PI / 2.0)), roundi(sin(i * PI / 2.0)))
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if map_area.has_point(map_neighbor):
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tile += int(floor_map[(map_size.y * map_neighbor.y) + map_neighbor.x] == interior_floor) * 2 ** i
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var mesh: Mesh = null
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match tile:
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FloorTile.ISLAND: mesh = interior_floor.island_mesh
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FloorTile.ENDCAP_WEST: mesh = interior_floor.endcap_west_mesh
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FloorTile.ENDCAP_NORTH: mesh = interior_floor.endcap_north_mesh
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FloorTile.CORNER_NORTH_WEST: mesh = interior_floor.corner_north_west_mesh
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FloorTile.ENDCAP_EAST: mesh = interior_floor.endcap_east_mesh
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FloorTile.PATH_HORIZONTAL: mesh = interior_floor.path_horizontal_mesh
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FloorTile.CORNER_NORTH_EAST: mesh = interior_floor.corner_north_east_mesh
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FloorTile.EDGE_NORTH: mesh = interior_floor.edge_north_mesh
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FloorTile.ENDCAP_SOUTH: mesh = interior_floor.endcap_south_mesh
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FloorTile.CORNER_SOUTH_WEST: mesh = interior_floor.corner_south_west_mesh
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FloorTile.PATH_VERTICAL: mesh = interior_floor.path_vertical_mesh
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FloorTile.EDGE_WEST: mesh = interior_floor.edge_west_mesh
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FloorTile.CORNER_SOUTH_EAST: mesh = interior_floor.corner_south_east_mesh
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FloorTile.EDGE_SOUTH: mesh = interior_floor.edge_south_mesh
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FloorTile.EDGE_EAST: mesh = interior_floor.edge_east_mesh
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FloorTile.FILL: mesh = interior_floor.fill_mesh
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if mesh != null:
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if not(mesh in positions_by_mesh):
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positions_by_mesh[mesh] = PackedVector2Array()
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positions_by_mesh[mesh].append(Vector2(x, y))
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# (Re)-bake tiles into multimesh instances for the chunk.
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var scenario_rid := _interior_map.get_world_3d().scenario
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for mesh in positions_by_mesh:
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var positions: PackedVector2Array = positions_by_mesh[mesh]
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if not(positions.is_empty()):
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var position_count := positions.size()
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var renderable := Renderable.new(scenario_rid, mesh.get_rid(), position_count)
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for i in position_count:
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var position := positions[i]
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renderable.set_instance_transform(i, Transform3D(Basis.IDENTITY, Vector3(
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((float(offset.x) + position.x) - (float(map_size.x) * _GRID_ORIGIN.x)) + 0.5,
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0.0,
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((float(offset.y) + position.y) - (float(map_size.y) * _GRID_ORIGIN.y)) + 0.5)))
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_renderables_by_mesh[mesh] = renderable
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func set_transform(transform: Transform3D) -> void:
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for mesh in _renderables_by_mesh:
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_renderables_by_mesh[mesh].set_transform(transform)
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func set_visible(visible: bool) -> void:
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for mesh in _renderables_by_mesh:
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_renderables_by_mesh[mesh].set_visible(visible)
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##
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##
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##
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class Renderable:
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var _instance_rid := RID()
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var _multimesh_rid := RID()
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func _init(scenario_rid: RID, mesh_rid: RID, transform_count: int) -> void:
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_multimesh_rid = RenderingServer.multimesh_create()
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_instance_rid = RenderingServer.instance_create2(_multimesh_rid, scenario_rid)
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RenderingServer.multimesh_set_mesh(_multimesh_rid, mesh_rid)
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RenderingServer.multimesh_allocate_data(_multimesh_rid,
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transform_count, RenderingServer.MULTIMESH_TRANSFORM_3D, true)
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func _notification(what: int) -> void:
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match what:
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NOTIFICATION_PREDELETE:
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RenderingServer.free_rid(_instance_rid)
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RenderingServer.free_rid(_multimesh_rid)
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##
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##
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##
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func set_instance_transform(instance_index: int, transform: Transform3D) -> void:
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RenderingServer.multimesh_instance_set_transform(_multimesh_rid, instance_index, transform)
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##
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##
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##
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func set_visible(visible: bool) -> void:
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RenderingServer.instance_set_visible(_instance_rid, visible)
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##
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##
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##
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func set_transform(transform: Transform3D) -> void:
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RenderingServer.instance_set_transform(_instance_rid, transform)
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var _chunks: Array[Chunk] = []
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var _chunks_size := Vector2i.ZERO
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var _floor_map: Array[InteriorFloor] = []
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##
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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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set(value):
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_chunks_size = Vector2i((value / float(_CHUNK_SIZE)).ceil())
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_floor_map.resize(value.x * value.y)
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_chunks.resize(_chunks_size.x * _chunks_size.y)
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for y in _chunks_size.y:
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for x in _chunks_size.x:
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_chunks[(y * _CHUNK_SIZE) + x] = Chunk.new(self, Vector2i(x, y))
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size = value
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func _get_chunk(chunk_coordinate: Vector2i) -> Chunk:
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return _chunks[(_chunks_size.x * chunk_coordinate.y) + chunk_coordinate.x]
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func _notification(what: int) -> void:
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match what:
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NOTIFICATION_TRANSFORM_CHANGED:
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for chunk in _chunks:
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chunk.set_transform(global_transform)
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NOTIFICATION_VISIBILITY_CHANGED:
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for chunk in _chunks:
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chunk.set_visible(visible)
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##
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## Clears the entirety of the tile grid to only contain tiles of instance [code]tile[/code] pointing
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## in the orientation of [code]orientation[/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() -> void:
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for i in _floor_map.size():
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_floor_map[i] = null
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for y in _chunks_size.y:
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for x in _chunks_size.x:
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_get_chunk(Vector2i(x, y)).invalidate()
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##
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## Clears the region of the tile grid at [code]area[/code] to only contain instances of
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## [code]interior_floor[/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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## right.
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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_floor(area: Rect2i, interior_floor: InteriorFloor) -> void:
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assert(Rect2i(Vector2i.ZERO, size).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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_floor_map[(size.y * (y / _CHUNK_SIZE)) + (x / _CHUNK_SIZE)] = interior_floor
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for y in _chunks_size.y:
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for x in _chunks_size.x:
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if filled_chunks.get_bit(x, y):
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_get_chunk(Vector2i(x, y)).invalidate()
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##
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## Plots a single tile at [code]coordinates[/code] to be an instance of [code]interior_floor[/code],
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## overwriting whatever it previously contained.
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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_floor(coordinates: Vector2i, interior_floor: InteriorFloor) -> void:
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assert(Rect2i(Vector2i.ZERO, size).has_point(coordinates), "coordinate must be within grid")
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_floor_map[(size.y * coordinates.y) + coordinates.x] = interior_floor
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_get_chunk(coordinates / _CHUNK_SIZE).invalidate()
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