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Diffstat (limited to 'extension/src/MapMesh.cpp')
-rw-r--r-- | extension/src/MapMesh.cpp | 146 |
1 files changed, 146 insertions, 0 deletions
diff --git a/extension/src/MapMesh.cpp b/extension/src/MapMesh.cpp new file mode 100644 index 0000000..2fa6be4 --- /dev/null +++ b/extension/src/MapMesh.cpp @@ -0,0 +1,146 @@ +#include "MapMesh.hpp" + +#include <godot_cpp/templates/vector.hpp> + +using namespace godot; +using namespace OpenVic2; + +void MapMesh::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_aspect_ratio", "ratio"), &MapMesh::set_aspect_ratio); + ClassDB::bind_method(D_METHOD("get_aspect_ratio"), &MapMesh::get_aspect_ratio); + + ClassDB::bind_method(D_METHOD("set_repeat_proportion", "proportion"), &MapMesh::set_repeat_proportion); + ClassDB::bind_method(D_METHOD("get_repeat_proportion"), &MapMesh::get_repeat_proportion); + + ClassDB::bind_method(D_METHOD("set_subdivide_width", "divisions"), &MapMesh::set_subdivide_width); + ClassDB::bind_method(D_METHOD("get_subdivide_width"), &MapMesh::get_subdivide_width); + + ClassDB::bind_method(D_METHOD("set_subdivide_depth", "divisions"), &MapMesh::set_subdivide_depth); + ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &MapMesh::get_subdivide_depth); + + ClassDB::bind_method(D_METHOD("get_core_aabb"), &MapMesh::get_core_aabb); + + 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 int divisions) { + subdivide_w = divisions > 0 ? divisions : 0; + _request_update(); +} + +int MapMesh::get_subdivide_width() const { + return subdivide_w; +} + +void MapMesh::set_subdivide_depth(const int divisions) { + subdivide_d = divisions > 0 ? divisions : 0; + _request_update(); +} + +int 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 }; +} + +Array MapMesh::_create_mesh_array() const { + Array arr; + arr.resize(Mesh::ARRAY_MAX); + + const int vertex_count = (subdivide_w + 2) * (subdivide_d + 2); + const int 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; + + int 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 (int j = 0; j <= subdivide_d + 1; ++j) { + point.x = start_pos.x; + uv.x = -repeat_proportion; + + for (int 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; +} |