#include "MapMesh.hpp" #include 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); ClassDB::bind_method(D_METHOD("is_valid_uv_coord"), &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; }