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#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(float ratio) {
aspect_ratio = ratio;
_request_update();
}
float MapMesh::get_aspect_ratio() const {
return aspect_ratio;
}
void MapMesh::set_repeat_proportion(float proportion) {
repeat_proportion = proportion;
_request_update();
}
float MapMesh::get_repeat_proportion() const {
return repeat_proportion;
}
void MapMesh::set_subdivide_width(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(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;
ERR_FAIL_COND_V(arr.resize(Mesh::ARRAY_MAX) != OK, {});
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;
ERR_FAIL_COND_V(points.resize(vertex_count) != OK, {});
ERR_FAIL_COND_V(normals.resize(vertex_count) != OK, {});
ERR_FAIL_COND_V(tangents.resize(vertex_count * 4) != OK, {});
ERR_FAIL_COND_V(uvs.resize(vertex_count) != OK, {});
ERR_FAIL_COND_V(indices.resize(indice_count) != OK, {});
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] = std::move(points);
arr[Mesh::ARRAY_NORMAL] = std::move(normals);
arr[Mesh::ARRAY_TANGENT] = std::move(tangents);
arr[Mesh::ARRAY_TEX_UV] = std::move(uvs);
arr[Mesh::ARRAY_INDEX] = std::move(indices);
return arr;
}
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