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path: root/game/addons/zylann.hterrain/hterrain_mesher.gd
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@tool

#const HT_Logger = preload("./util/logger.gd")
const HTerrainData = preload("./hterrain_data.gd")

const SEAM_LEFT = 1
const SEAM_RIGHT = 2
const SEAM_BOTTOM = 4
const SEAM_TOP = 8
const SEAM_CONFIG_COUNT = 16


# [seams_mask][lod]
var _mesh_cache := []
var _chunk_size_x := 16
var _chunk_size_y := 16


func configure(chunk_size_x: int, chunk_size_y: int, lod_count: int):
   assert(typeof(chunk_size_x) == TYPE_INT)
   assert(typeof(chunk_size_y) == TYPE_INT)
   assert(typeof(lod_count) == TYPE_INT)
   
   assert(chunk_size_x >= 2 or chunk_size_y >= 2)

   _mesh_cache.resize(SEAM_CONFIG_COUNT)
   
   if chunk_size_x == _chunk_size_x \
   and chunk_size_y == _chunk_size_y and lod_count == len(_mesh_cache):
      return
   
   _chunk_size_x = chunk_size_x
   _chunk_size_y = chunk_size_y

   # TODO Will reduce the size of this cache, but need index buffer swap feature
   for seams in SEAM_CONFIG_COUNT:
      var slot := []
      slot.resize(lod_count)
      _mesh_cache[seams] = slot
      
      for lod in lod_count:
         slot[lod] = make_flat_chunk(_chunk_size_x, _chunk_size_y, 1 << lod, seams)


func get_chunk(lod: int, seams: int) -> Mesh:
   return _mesh_cache[seams][lod] as Mesh


static func make_flat_chunk(quad_count_x: int, quad_count_y: int, stride: int, seams: int) -> Mesh:
   var positions = PackedVector3Array()
   positions.resize((quad_count_x + 1) * (quad_count_y + 1))

   var i = 0
   for y in quad_count_y + 1:
      for x in quad_count_x + 1:
         positions[i] = Vector3(x * stride, 0, y * stride)
         i += 1
      
   var indices := make_indices(quad_count_x, quad_count_y, seams)

   var arrays := []
   arrays.resize(Mesh.ARRAY_MAX);
   arrays[Mesh.ARRAY_VERTEX] = positions
   arrays[Mesh.ARRAY_INDEX] = indices

   var mesh := ArrayMesh.new()
   mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)

   return mesh


# size: chunk size in quads (there are N+1 vertices)
# seams: Bitfield for which seams are present
static func make_indices(chunk_size_x: int, chunk_size_y: int, seams: int) -> PackedInt32Array:
   var output_indices := PackedInt32Array()

   if seams != 0:
      # LOD seams can't be made properly on uneven chunk sizes
      assert(chunk_size_x % 2 == 0 and chunk_size_y % 2 == 0)

   var reg_origin_x := 0
   var reg_origin_y := 0
   var reg_size_x := chunk_size_x
   var reg_size_y := chunk_size_y
   var reg_hstride := 1
   
   if seams & SEAM_LEFT:
      reg_origin_x += 1;
      reg_size_x -= 1;
      reg_hstride += 1

   if seams & SEAM_BOTTOM:
      reg_origin_y += 1
      reg_size_y -= 1

   if seams & SEAM_RIGHT:
      reg_size_x -= 1
      reg_hstride += 1

   if seams & SEAM_TOP:
      reg_size_y -= 1

   # Regular triangles
   var ii := reg_origin_x + reg_origin_y * (chunk_size_x + 1)

   for y in reg_size_y:
      for x in reg_size_x:
         var i00 := ii
         var i10 := ii + 1
         var i01 := ii + chunk_size_x + 1
         var i11 := i01 + 1

         # 01---11
         #  |  /|
         #  | / |
         #  |/  |
         # 00---10

         # This flips the pattern to make the geometry orientation-free.
         # Not sure if it helps in any way though
         var flip = ((x + reg_origin_x) + (y + reg_origin_y) % 2) % 2 != 0

         if flip:
            output_indices.push_back( i00 )
            output_indices.push_back( i10 )
            output_indices.push_back( i01 )

            output_indices.push_back( i10 )
            output_indices.push_back( i11 )
            output_indices.push_back( i01 )

         else:
            output_indices.push_back( i00 )
            output_indices.push_back( i11 )
            output_indices.push_back( i01 )

            output_indices.push_back( i00 )
            output_indices.push_back( i10 )
            output_indices.push_back( i11 )

         ii += 1
      ii += reg_hstride

   # Left seam
   if seams & SEAM_LEFT:

      #     4 . 5
      #     |\  .
      #     | \ .
      #     |  \.
      #  (2)|   3
      #     |  /.
      #     | / .
      #     |/  .
      #     0 . 1

      var i := 0
      var n := chunk_size_y / 2

      for j in n:
         var i0 := i
         var i1 := i + 1
         var i3 := i + chunk_size_x + 2
         var i4 := i + 2 * (chunk_size_x + 1)
         var i5 := i4 + 1

         output_indices.push_back( i0 )
         output_indices.push_back( i3 )
         output_indices.push_back( i4 )

         if j != 0 or (seams & SEAM_BOTTOM) == 0:
            output_indices.push_back( i0 )
            output_indices.push_back( i1 )
            output_indices.push_back( i3 )

         if j != n - 1 or (seams & SEAM_TOP) == 0:
            output_indices.push_back( i3 )
            output_indices.push_back( i5 )
            output_indices.push_back( i4 )

         i = i4

   if seams & SEAM_RIGHT:

      #     4 . 5
      #     .  /|
      #     . / |
      #     ./  |
      #     2   |(3)
      #     .\  |
      #     . \ |
      #     .  \|
      #     0 . 1

      var i := chunk_size_x - 1
      var n := chunk_size_y / 2

      for j in n:

         var i0 := i
         var i1 := i + 1
         var i2 := i + chunk_size_x + 1
         var i4 := i + 2 * (chunk_size_x + 1)
         var i5 := i4 + 1

         output_indices.push_back( i1 )
         output_indices.push_back( i5 )
         output_indices.push_back( i2 )

         if j != 0 or (seams & SEAM_BOTTOM) == 0:
            output_indices.push_back( i0 )
            output_indices.push_back( i1 )
            output_indices.push_back( i2 )

         if j != n - 1 or (seams & SEAM_TOP) == 0:
            output_indices.push_back( i2 )
            output_indices.push_back( i5 )
            output_indices.push_back( i4 )

         i = i4;

   if seams & SEAM_BOTTOM:

      #  3 . 4 . 5
      #  .  / \  .
      #  . /   \ .
      #  ./     \.
      #  0-------2
      #     (1)

      var i := 0;
      var n := chunk_size_x / 2;
      
      for j in n:

         var i0 := i
         var i2 := i + 2
         var i3 := i + chunk_size_x + 1
         var i4 := i3 + 1
         var i5 := i4 + 1

         output_indices.push_back( i0 )
         output_indices.push_back( i2 )
         output_indices.push_back( i4 )

         if j != 0 or (seams & SEAM_LEFT) == 0:
            output_indices.push_back( i0 )
            output_indices.push_back( i4 )
            output_indices.push_back( i3 )

         if j != n - 1 or (seams & SEAM_RIGHT) == 0:
            output_indices.push_back( i2 )
            output_indices.push_back( i5 )
            output_indices.push_back( i4 )

         i = i2

   if seams & SEAM_TOP:

      #     (4)
      #  3-------5
      #  .\     /.
      #  . \   / .
      #  .  \ /  .
      #  0 . 1 . 2

      var i := (chunk_size_y - 1) * (chunk_size_x + 1)
      var n := chunk_size_x / 2

      for j in n:

         var i0 := i
         var i1 := i + 1
         var i2 := i + 2
         var i3 := i + chunk_size_x + 1
         var i5 := i3 + 2

         output_indices.push_back( i3 )
         output_indices.push_back( i1 )
         output_indices.push_back( i5 )

         if j != 0 or (seams & SEAM_LEFT) == 0:
            output_indices.push_back( i0 )
            output_indices.push_back( i1 )
            output_indices.push_back( i3 )

         if j != n - 1 or (seams & SEAM_RIGHT) == 0:
            output_indices.push_back( i1 )
            output_indices.push_back( i2 )
            output_indices.push_back( i5 )

         i = i2

   return output_indices


static func get_mesh_size(width: int, height: int) -> Dictionary:
   return {
      "vertices": width * height,
      "triangles": (width - 1) * (height - 1) * 2
   }


# Makes a full mesh from a heightmap, without any LOD considerations.
# Using this mesh for rendering is very expensive on large terrains.
# Initially used as a workaround for Godot to use for navmesh generation.
static func make_heightmap_mesh(heightmap: Image, stride: int, scale: Vector3, 
   logger = null) -> Mesh:
   
   var size_x := heightmap.get_width() / stride
   var size_z := heightmap.get_height() / stride

   assert(size_x >= 2)
   assert(size_z >= 2)
   
   var positions := PackedVector3Array()
   positions.resize(size_x * size_z)
   
   var i := 0
   
   if heightmap.get_format() == Image.FORMAT_RH or heightmap.get_format() == Image.FORMAT_RF:
      for mz in size_z:
         for mx in size_x:
            var x := mx * stride
            var z := mz * stride
            var y := heightmap.get_pixel(x, z).r
            positions[i] = Vector3(x, y, z) * scale
            i += 1

   elif heightmap.get_format() == Image.FORMAT_RGB8:
      for mz in size_z:
         for mx in size_x:
            var x := mx * stride
            var z := mz * stride
            var c := heightmap.get_pixel(x, z)
            var y := HTerrainData.decode_height_from_rgb8_unorm(c)
            positions[i] = Vector3(x, y, z) * scale
            i += 1
            
   else:
      logger.error("Unknown heightmap format!")
      return null
   
   var indices := make_indices(size_x - 1, size_z - 1, 0)

   var arrays := []
   arrays.resize(Mesh.ARRAY_MAX);
   arrays[Mesh.ARRAY_VERTEX] = positions
   arrays[Mesh.ARRAY_INDEX] = indices
   
   if logger != null:
      logger.debug(str("Generated mesh has ", len(positions),
         " vertices and ", len(indices) / 3, " triangles"))

   var mesh := ArrayMesh.new()
   mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
   
   return mesh