You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
187 lines
6.5 KiB
187 lines
6.5 KiB
[Tool] |
|
public partial class Terrain |
|
: StaticBody3D |
|
{ |
|
[Export] public float TileSize { get; set; } = 2.0f; |
|
[Export] public float TileStep { get; set; } = 0.5f; |
|
|
|
[Export] public TerrainData Data { get; set; } = new(); |
|
|
|
[Export] public ShaderMaterial Material { get; set; } |
|
|
|
public override void _Ready() |
|
=> UpdateMeshAndShape(); |
|
|
|
public void UpdateMeshAndShape() |
|
{ |
|
var mesh = GetOrCreateMesh("MeshInstance"); |
|
var shape = GetOrCreateShape("CollisionShape"); |
|
|
|
mesh.ClearSurfaces(); |
|
mesh.SurfaceBegin(Mesh.PrimitiveType.Triangles); |
|
var points = new List<Vector3>(); // for CollisionShape |
|
|
|
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); |
|
} |
|
|
|
// TODO: Don't hardcode. |
|
var stone_texture = 3; |
|
// These are floats to ensure floating point division is used when calling 'SurfaceSetColor'. |
|
var num_textures = 4.0f; |
|
var num_blend_textures = 7.0f; |
|
|
|
void SetTexture(int primary, int secondary = 1, int blend = 0) |
|
=> mesh.SurfaceSetColor(new( |
|
(primary - 1) / num_textures, |
|
(secondary - 1) / num_textures, |
|
blend / num_blend_textures |
|
)); |
|
|
|
foreach (var (chunkPos, chunk) in Data.Chunks) { |
|
var offset = TerrainChunk.ToTileOffset(chunkPos); |
|
for (var x = 0; x < TerrainChunk.Size; x++) |
|
for (var z = 0; z < TerrainChunk.Size; z++) { |
|
var pos = new TilePos(x, z) + offset; |
|
var tile = chunk[pos]; |
|
if (tile.IsDefault) continue; |
|
|
|
var corners = ToPositions(pos, tile); |
|
|
|
SetTexture(tile.TexturePrimary, tile.TextureSecondary, tile.TextureBlend); |
|
|
|
var sorted = new (Corner Corner, float Height)[] { |
|
(Corner.TopLeft , tile.Height.TopLeft ), |
|
(Corner.TopRight , tile.Height.TopRight ), |
|
(Corner.BottomRight, tile.Height.BottomRight), |
|
(Corner.BottomLeft , tile.Height.BottomLeft ), |
|
}; |
|
Array.Sort(sorted, (a, b) => a.Height.CompareTo(b.Height)); |
|
|
|
// 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 minDiff = Abs(sorted[0].Height - sorted[2].Height); // Difference between lowest and 3rd lowest point. |
|
var maxDiff = Abs(sorted[3].Height - sorted[1].Height); // 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)); |
|
} |
|
|
|
// Set stone texture for walls. |
|
SetTexture(stone_texture); |
|
|
|
void DrawWall(TilePos nbrPos, Side side) { |
|
var nbrTile = Data.GetTileOrDefault(nbrPos); |
|
var nbrCorners = ToPositions(nbrPos, nbrTile); |
|
|
|
var (c1, c2) = side.GetCorners(); |
|
var (c3, c4) = side.GetOpposite().GetCorners(); |
|
|
|
var corner1 = corners[c1]; // "TopRight" |
|
var corner2 = corners[c2]; // "TopLeft" |
|
var corner3 = nbrCorners[c3]; // "BottomLeft" |
|
var corner4 = nbrCorners[c4]; // "BottomRight" |
|
|
|
var equal1 = IsEqualApprox(corner1.Y, corner4.Y); |
|
var equal2 = IsEqualApprox(corner2.Y, corner3.Y); |
|
|
|
switch (equal1, equal2) { |
|
case (true, true): |
|
// Both corners are connected, no wall needed. |
|
break; |
|
case (true, false): |
|
AddTriangle(corner1, new(1.0f, corner1.Y / TileSize), |
|
corner3, new(0.0f, corner3.Y / TileSize), |
|
corner2, new(0.0f, corner2.Y / TileSize)); |
|
break; |
|
case (false, true): |
|
AddTriangle(corner1, new(1.0f, corner1.Y / TileSize), |
|
corner4, new(1.0f, corner4.Y / TileSize), |
|
corner2, new(0.0f, corner2.Y / TileSize)); |
|
break; |
|
case (false, false): |
|
// FIXME: In some configurations this creates a shape we don't want. |
|
// Need to find a way to detect this, and switch the way triangles make up a quad. |
|
AddTriangle(corner1, new(1.0f, corner1.Y / TileSize), |
|
corner4, new(1.0f, corner4.Y / TileSize), |
|
corner2, new(0.0f, corner2.Y / TileSize)); |
|
AddTriangle(corner2, new(0.0f, corner2.Y / TileSize), |
|
corner4, new(1.0f, corner4.Y / TileSize), |
|
corner3, new(0.0f, corner3.Y / TileSize)); |
|
break; |
|
} |
|
} |
|
|
|
DrawWall(pos + (1, 0), Side.Right); |
|
DrawWall(pos + (0, 1), Side.Bottom); |
|
} |
|
} |
|
|
|
mesh.SurfaceEnd(); |
|
mesh.SurfaceSetMaterial(0, Material); |
|
|
|
shape.Data = [.. points]; |
|
} |
|
|
|
|
|
public 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; |
|
} |
|
|
|
public 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 Corners<Vector3> ToPositions(TilePos pos) |
|
=> ToPositions(pos, Data.GetTileOrDefault(pos)); |
|
|
|
public Corners<Vector3> ToPositions(TilePos pos, Tile tile) |
|
{ |
|
var x = pos.X * TileSize; |
|
var z = pos.Z * TileSize; |
|
return new(new(x , tile.Height.TopLeft * TileStep, z ), |
|
new(x + TileSize, tile.Height.TopRight * TileStep, z ), |
|
new(x + TileSize, tile.Height.BottomRight * TileStep, z + TileSize), |
|
new(x , tile.Height.BottomLeft * TileStep, z + TileSize)); |
|
} |
|
}
|
|
|