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author hop311 <hop3114@gmail.com>2023-11-08 23:24:21 +0100
committer hop311 <hop3114@gmail.com>2023-11-16 00:24:28 +0100
commitbc0b3c61ae0b742da304cada451fba1df72bb0ad (patch)
tree047968e7ea8189ad8391dcabbd09fee1d8cdc30c /extension/src/openvic-extension/classes/MapMesh.cpp
parent72d893d55d26ae9dc6739a853d1773b3cb286123 (diff)
GUI elements -> Godot UI nodes generator
Diffstat (limited to 'extension/src/openvic-extension/classes/MapMesh.cpp')
-rw-r--r--extension/src/openvic-extension/classes/MapMesh.cpp163
1 files changed, 163 insertions, 0 deletions
diff --git a/extension/src/openvic-extension/classes/MapMesh.cpp b/extension/src/openvic-extension/classes/MapMesh.cpp
new file mode 100644
index 0000000..a557105
--- /dev/null
+++ b/extension/src/openvic-extension/classes/MapMesh.cpp
@@ -0,0 +1,163 @@
+#include "MapMesh.hpp"
+
+#include <godot_cpp/templates/vector.hpp>
+
+#include "openvic-extension/utility/ClassBindings.hpp"
+
+using namespace godot;
+using namespace OpenVic;
+
+void MapMesh::_bind_methods() {
+ OV_BIND_METHOD(MapMesh::set_aspect_ratio, { "ratio" });
+ OV_BIND_METHOD(MapMesh::get_aspect_ratio);
+
+ OV_BIND_METHOD(MapMesh::set_repeat_proportion, { "proportion" });
+ OV_BIND_METHOD(MapMesh::get_repeat_proportion);
+
+ OV_BIND_METHOD(MapMesh::set_subdivide_width, { "divisions" });
+ OV_BIND_METHOD(MapMesh::get_subdivide_width);
+
+ OV_BIND_METHOD(MapMesh::set_subdivide_depth, { "divisions" });
+ OV_BIND_METHOD(MapMesh::get_subdivide_depth);
+
+ OV_BIND_METHOD(MapMesh::get_core_aabb);
+ OV_BIND_METHOD(MapMesh::is_valid_uv_coord);
+
+ ADD_PROPERTY(
+ PropertyInfo(Variant::FLOAT, "aspect_ratio", PROPERTY_HINT_NONE, "suffix:m"), "set_aspect_ratio", "get_aspect_ratio"
+ );
+ ADD_PROPERTY(
+ PropertyInfo(Variant::FLOAT, "repeat_proportion", PROPERTY_HINT_NONE, "suffix:m"), "set_repeat_proportion",
+ "get_repeat_proportion"
+ );
+ ADD_PROPERTY(
+ PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_width",
+ "get_subdivide_width"
+ );
+ ADD_PROPERTY(
+ PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_depth",
+ "get_subdivide_depth"
+ );
+}
+
+void MapMesh::_request_update() {
+ // Hack to trigger _update_lightmap_size and _request_update in PrimitiveMesh
+ set_add_uv2(get_add_uv2());
+}
+
+void MapMesh::set_aspect_ratio(const float ratio) {
+ aspect_ratio = ratio;
+ _request_update();
+}
+
+float MapMesh::get_aspect_ratio() const {
+ return aspect_ratio;
+}
+
+void MapMesh::set_repeat_proportion(const float proportion) {
+ repeat_proportion = proportion;
+ _request_update();
+}
+
+float MapMesh::get_repeat_proportion() const {
+ return repeat_proportion;
+}
+
+void MapMesh::set_subdivide_width(const int32_t divisions) {
+ subdivide_w = divisions > 0 ? divisions : 0;
+ _request_update();
+}
+
+int32_t MapMesh::get_subdivide_width() const {
+ return subdivide_w;
+}
+
+void MapMesh::set_subdivide_depth(const int32_t divisions) {
+ subdivide_d = divisions > 0 ? divisions : 0;
+ _request_update();
+}
+
+int32_t MapMesh::get_subdivide_depth() const {
+ return subdivide_d;
+}
+
+AABB MapMesh::get_core_aabb() const {
+ const Vector3 size { aspect_ratio, 0.0f, 1.0f };
+ return AABB { size * -0.5f, size };
+}
+
+bool MapMesh::is_valid_uv_coord(godot::Vector2 const& uv) const {
+ return 0.0f <= uv.y && uv.y <= 1.0f;
+}
+
+Array MapMesh::_create_mesh_array() const {
+ Array arr;
+ arr.resize(Mesh::ARRAY_MAX);
+
+ const int32_t vertex_count = (subdivide_w + 2) * (subdivide_d + 2);
+ const int32_t indice_count = (subdivide_w + 1) * (subdivide_d + 1) * 6;
+
+ PackedVector3Array points;
+ PackedVector3Array normals;
+ PackedFloat32Array tangents;
+ PackedVector2Array uvs;
+ PackedInt32Array indices;
+
+ points.resize(vertex_count);
+ normals.resize(vertex_count);
+ tangents.resize(vertex_count * 4);
+ uvs.resize(vertex_count);
+ indices.resize(indice_count);
+
+ static const Vector3 normal { 0.0f, 1.0f, 0.0f };
+ const Size2 uv_size { 1.0f + 2.0f * repeat_proportion, 1.0f };
+ const Size2 size { aspect_ratio * uv_size.x, uv_size.y }, start_pos = size * -0.5f;
+
+ int32_t point_index = 0, thisrow = 0, prevrow = 0, indice_index = 0;
+ Vector2 subdivide_step { 1.0f / (subdivide_w + 1.0f), 1.0f / (subdivide_d + 1.0f) };
+ Vector3 point { 0.0f, 0.0f, start_pos.y };
+ Vector2 point_step = subdivide_step * size;
+ Vector2 uv {}, uv_step = subdivide_step * uv_size;
+
+ for (int32_t j = 0; j <= subdivide_d + 1; ++j) {
+ point.x = start_pos.x;
+ uv.x = -repeat_proportion;
+
+ for (int32_t i = 0; i <= subdivide_w + 1; ++i) {
+ points[point_index] = point;
+ normals[point_index] = normal;
+ tangents[point_index * 4 + 0] = 1.0f;
+ tangents[point_index * 4 + 1] = 0.0f;
+ tangents[point_index * 4 + 2] = 0.0f;
+ tangents[point_index * 4 + 3] = 1.0f;
+ uvs[point_index] = uv;
+ point_index++;
+
+ if (i > 0 && j > 0) {
+ indices[indice_index + 0] = prevrow + i - 1;
+ indices[indice_index + 1] = prevrow + i;
+ indices[indice_index + 2] = thisrow + i - 1;
+ indices[indice_index + 3] = prevrow + i;
+ indices[indice_index + 4] = thisrow + i;
+ indices[indice_index + 5] = thisrow + i - 1;
+ indice_index += 6;
+ }
+
+ point.x += point_step.x;
+ uv.x += uv_step.x;
+ }
+
+ point.z += point_step.y;
+ uv.y += uv_step.y;
+ prevrow = thisrow;
+ thisrow = point_index;
+ }
+
+ arr[Mesh::ARRAY_VERTEX] = points;
+ arr[Mesh::ARRAY_NORMAL] = normals;
+ arr[Mesh::ARRAY_TANGENT] = tangents;
+ arr[Mesh::ARRAY_TEX_UV] = uvs;
+ arr[Mesh::ARRAY_INDEX] = indices;
+
+ return arr;
+}