A game where you get to play as a slime, made with Godot.
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public partial class Terrain
: StaticBody3D
{
[Export] public Vector2I Size { get; set; } = new(64, 64);
[Export] public float TileSize { get; set; } = 2.0f;
[Export] public Godot.Collections.Array<Texture2D> Textures { get; set; }
// If value at position non-existant => [ 0, 0, 0, 0 ]
// If value at position is float => [ v, v, v, v ]
// If value at position is float[] => value
[Export] public Godot.Collections.Dictionary<Vector2I, Variant> Tiles { get; set; }
Material _editToolMaterial;
Material _terrainMaterial;
public override void _Ready()
{
_editToolMaterial = new StandardMaterial3D {
VertexColorUseAsAlbedo = true,
ShadingMode = BaseMaterial3D.ShadingModeEnum.Unshaded,
DepthDrawMode = BaseMaterial3D.DepthDrawModeEnum.Disabled,
NoDepthTest = true,
};
_terrainMaterial = new StandardMaterial3D {
AlbedoTexture = Textures?.FirstOrDefault(),
};
UpdateMeshAndShape();
}
public bool Contains(TilePos pos)
=> (pos.X >= 0) && (pos.X < Size.X)
&& (pos.Y >= 0) && (pos.Y < Size.Y);
/// <summary> Transforms a 3D position local to the equivalent tile position. </summary>
public TilePos ToTilePos(Vector3 localPos)
=> new(RoundToInt(localPos.X / TileSize + Size.X / 2.0f),
RoundToInt(localPos.Z / TileSize + Size.Y / 2.0f));
public Corners<float> GetCornerHeights(TilePos pos)
=> GetTileRaw(pos) switch {
{ VariantType: Variant.Type.Nil } => default,
{ VariantType: Variant.Type.Float } v => Corners<float>.From((float)v),
{ VariantType: Variant.Type.PackedFloat32Array } v => Corners<float>.From((float[])v),
_ => throw new Exception("Invalid type in Points dictionary"),
};
public void SetCornerHeight(TilePos pos, Corner corner, float value)
=> SetCornerHeights(pos, default(Corners<float?>).With(corner, value));
public void SetCornerHeights(TilePos pos, Corners<float> values)
=> SetCornerHeights(pos, new Corners<float?>(values.TopLeft, values.TopRight, values.BottomRight, values.BottomLeft));
public void SetCornerHeights(TilePos pos, Corners<float?> values)
{
if (!Contains(pos)) return;
var current = GetCornerHeights(pos);
var changed = false;
foreach (var corner in Enum.GetValues<Corner>())
if (values[corner] is float value)
{ current = current.With(corner, value); changed = true; }
if (!changed) return;
if (current.IsZeroApprox()) RemoveTileRaw(pos);
else if (current.IsEqualApprox()) SetTileRaw(pos, current.TopLeft);
else SetTileRaw(pos, current.ToArray());
}
public void SetTileHeight(TilePos pos, float value)
{
if (!Contains(pos)) return;
if (IsZeroApprox(value)) RemoveTileRaw(pos);
else SetTileRaw(pos, value);
}
public void AdjustTileHeight(TilePos pos, float relative)
{
if (relative == 0) return;
if (!Contains(pos)) return;
switch (GetTileRaw(pos)) {
case { VariantType: Variant.Type.Nil }:
SetTileRaw(pos, relative);
break;
case { VariantType: Variant.Type.Float } num:
var newNum = (float)num + relative;
if (IsZeroApprox(newNum)) RemoveTileRaw(pos);
else SetTileRaw(pos, newNum);
break;
case { VariantType: Variant.Type.PackedFloat32Array } nums:
var newNums = (float[])nums;
for (var i = 0; i < 4; i++) newNums[i] += relative;
SetTileRaw(pos, newNums);
break;
default: throw new Exception("Invalid type in Points dictionary");
};
}
public Corners<Vector3> GetCornersPosition(TilePos pos)
{
var heights = GetCornerHeights(pos);
var vx = (pos.X - Size.X / 2.0f) * TileSize;
var vz = (pos.Y - Size.Y / 2.0f) * TileSize;
var half = TileSize / 2;
return new(new(vx - half, heights[Corner.TopLeft ], vz - half),
new(vx + half, heights[Corner.TopRight ], vz - half),
new(vx + half, heights[Corner.BottomRight], vz + half),
new(vx - half, heights[Corner.BottomLeft ], vz + half));
}
Variant GetTileRaw(TilePos pos)
=> (Tiles?.TryGetValue(pos.ToVector2I(), out var result) == true) ? result : default;
void SetTileRaw(TilePos pos, Variant value)
=> (Tiles ??= [])[pos.ToVector2I()] = value;
void RemoveTileRaw(TilePos pos)
=> Tiles?.Remove(pos.ToVector2I());
void UpdateMeshAndShape()
{
var mesh = GetOrCreateMesh("MeshInstance");
var shape = GetOrCreateShape("CollisionShape");
mesh.ClearSurfaces();
mesh.SurfaceBegin(Mesh.PrimitiveType.Triangles);
var points = new List<Vector3>();
void AddPoint(Vector3 pos, Vector2 uv) {
mesh.SurfaceSetUV(uv);
mesh.SurfaceAddVertex(pos);
points.Add(pos);
}
void AddTriangle(Vector3 v1, Vector2 uv1,
Vector3 v2, Vector2 uv2,
Vector3 v3, Vector2 uv3) {
var dir = (v3 - v1).Cross(v2 - v1);
mesh.SurfaceSetNormal(dir.Normalized());
AddPoint(v1, uv1);
AddPoint(v2, uv2);
AddPoint(v3, uv3);
}
for (var x = 0; x < Size.X; x++)
for (var z = 0; z < Size.Y; z++) {
var corners = GetCornersPosition(new(x, z));
// Find the "ideal way" to split the quad for the tile into two triangles.
// This is done by finding the corner with the least variance between its neighboring corners.
var sorted = corners.ToSorted((a, b) => a.Y.CompareTo(b.Y));
var minDiff = Abs(sorted[0].Value.Y - sorted[2].Value.Y); // Difference between lowest and 3rd lowest point.
var maxDiff = Abs(sorted[3].Value.Y - sorted[1].Value.Y); // Difference between highest and 3rd highest point.
var first = sorted[(minDiff > maxDiff) ? 0 : 3].Corner;
if (first is Corner.TopLeft or Corner.BottomRight) {
AddTriangle(corners.TopLeft , new(0.0f, 0.0f),
corners.TopRight , new(1.0f, 0.0f),
corners.BottomLeft , new(0.0f, 1.0f));
AddTriangle(corners.TopRight , new(1.0f, 0.0f),
corners.BottomRight, new(1.0f, 1.0f),
corners.BottomLeft , new(0.0f, 1.0f));
} else {
AddTriangle(corners.TopRight , new(1.0f, 0.0f),
corners.BottomRight, new(1.0f, 1.0f),
corners.TopLeft , new(0.0f, 0.0f));
AddTriangle(corners.BottomRight, new(1.0f, 1.0f),
corners.BottomLeft , new(0.0f, 1.0f),
corners.TopLeft , new(0.0f, 0.0f));
}
}
mesh.SurfaceEnd();
mesh.SurfaceSetMaterial(0, _terrainMaterial);
shape.Data = [.. points];
}
ImmediateMesh GetOrCreateMesh(string name)
{
var meshInstance = (MeshInstance3D)GetNodeOrNull(name);
if (meshInstance == null) {
meshInstance = new() { Name = name, Mesh = new ImmediateMesh() };
AddChild(meshInstance);
meshInstance.Owner = this;
}
return (ImmediateMesh)meshInstance.Mesh;
}
ConcavePolygonShape3D GetOrCreateShape(string name)
{
var collisionShape = (CollisionShape3D)GetNodeOrNull(name);
if (collisionShape == null) {
collisionShape = new() { Name = name, Shape = new ConcavePolygonShape3D() };
AddChild(collisionShape);
collisionShape.Owner = this;
}
return (ConcavePolygonShape3D)collisionShape.Shape;
}
public readonly record struct TilePos(int X, int Y)
{
public TilePos GetNeighbor(Side side)
=> side switch {
Side.Left => new(X - 1, Y),
Side.Top => new(X, Y - 1),
Side.Right => new(X + 1, Y),
Side.Bottom => new(X, Y + 1),
_ => throw new ArgumentException($"Invalid Side value '{side}'", nameof(side)),
};
public TilePos GetNeighbor(Corner corner)
=> corner switch {
Corner.TopLeft => new(X - 1, Y - 1),
Corner.TopRight => new(X + 1, Y - 1),
Corner.BottomRight => new(X + 1, Y + 1),
Corner.BottomLeft => new(X - 1, Y + 1),
_ => throw new ArgumentException($"Invalid Corner value '{corner}'", nameof(corner)),
};
public static TilePos From(Vector2I value) => new(value.X, value.Y);
public Vector2I ToVector2I() => new(X, Y);
}
public readonly record struct Corners<T>
(T TopLeft, T TopRight, T BottomRight, T BottomLeft)
{
public T this[Corner corner] {
get => corner switch {
Corner.TopLeft => TopLeft,
Corner.TopRight => TopRight,
Corner.BottomRight => BottomRight,
Corner.BottomLeft => BottomLeft,
_ => throw new ArgumentException($"Invalid Corner value '{corner}'", nameof(corner)),
};
init { switch (corner) {
case Corner.TopLeft : TopLeft = value; break;
case Corner.TopRight : TopRight = value; break;
case Corner.BottomRight : BottomRight = value; break;
case Corner.BottomLeft : BottomLeft = value; break;
default: throw new ArgumentException($"Invalid Corner value '{corner}'", nameof(corner));
} }
}
public static Corners<T> From(T value) => new()
{ TopLeft = value, TopRight = value, BottomRight = value, BottomLeft = value };
public static Corners<T> From(T[] values) => new()
{ TopLeft = values[0], TopRight = values[1], BottomRight = values[2], BottomLeft = values[3] };
public Corners<T> With(Corner corner, T value)
=> new((corner == Corner.TopLeft) ? value : TopLeft,
(corner == Corner.TopRight) ? value : TopRight,
(corner == Corner.BottomRight) ? value : BottomRight,
(corner == Corner.BottomLeft) ? value : BottomLeft);
public T[] ToArray()
=> [ TopLeft, TopRight, BottomRight, BottomLeft ];
public (Corner Corner, T Value)[] ToSorted(Comparison<T> comparison)
{
var result = new (Corner Corner, T Value)[] {
(Corner.TopLeft , TopLeft ),
(Corner.TopRight , TopRight ),
(Corner.BottomRight , BottomRight),
(Corner.BottomLeft , BottomLeft ),
};
Array.Sort(result, (a, b) => comparison(a.Value, b.Value));
return result;
}
}
}
public static class CornersExtensions
{
public static bool IsZeroApprox(this Terrain.Corners<float> self)
=> Mathf.IsZeroApprox(self.TopLeft) && Mathf.IsZeroApprox(self.TopRight)
&& Mathf.IsZeroApprox(self.BottomRight) && Mathf.IsZeroApprox(self.BottomLeft);
public static bool IsEqualApprox(this Terrain.Corners<float> self)
=> Mathf.IsEqualApprox(self.TopLeft, self.TopRight)
&& Mathf.IsEqualApprox(self.TopLeft, self.BottomRight)
&& Mathf.IsEqualApprox(self.TopLeft, self.BottomLeft);
}
// TODO: Put this in a different file.
public static class TerrainExtensions
{
public static (Corner, Corner) GetCorners(this Side side)
=> side switch {
Side.Left => (Corner.TopLeft, Corner.BottomLeft),
Side.Top => (Corner.TopLeft, Corner.TopRight),
Side.Right => (Corner.TopRight, Corner.BottomRight),
Side.Bottom => (Corner.BottomLeft, Corner.BottomRight),
_ => throw new ArgumentException($"Invalid Side value '{side}'", nameof(side)),
};
public static Side GetOpposite(this Side side)
=> side switch {
Side.Left => Side.Right,
Side.Top => Side.Bottom,
Side.Right => Side.Left,
Side.Bottom => Side.Top,
_ => throw new ArgumentException($"Invalid Side value '{side}'", nameof(side)),
};
public static Corner GetOpposite(this Corner corner)
=> corner switch {
Corner.TopLeft => Corner.BottomRight,
Corner.TopRight => Corner.BottomLeft,
Corner.BottomRight => Corner.TopLeft,
Corner.BottomLeft => Corner.TopRight,
_ => throw new ArgumentException($"Invalid Corner value '{corner}'", nameof(corner)),
};
}