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-rw-r--r--client/map/tiles/floor_mesher.gd86
1 files changed, 86 insertions, 0 deletions
diff --git a/client/map/tiles/floor_mesher.gd b/client/map/tiles/floor_mesher.gd
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+++ b/client/map/tiles/floor_mesher.gd
@@ -0,0 +1,86 @@
+# Hurry Curry! - a game about cooking
+# Copyright 2024 nokoe
+#
+# This program is free software: you can redistribute it and/or modify
+# it under the terms of the GNU Affero General Public License as published by
+# the Free Software Foundation, version 3 of the License only.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU Affero General Public License for more details.
+#
+# You should have received a copy of the GNU Affero General Public License
+# along with this program. If not, see <https://www.gnu.org/licenses/>.
+#
+class_name FloorMesher
+extends Object
+
+
+var tiles: Dictionary
+var instance: MeshInstance3D
+
+func add_tile(pos: Vector2i):
+ tiles[str(pos)] = pos
+
+func flush() -> ArrayMesh:
+ var st := SurfaceTool.new()
+ st.begin(Mesh.PRIMITIVE_TRIANGLES)
+
+ while not tiles.is_empty():
+ var key: String = tiles.keys()[0]
+ var tile_position: Vector2i = tiles[key]
+ var shift := Vector2i.ZERO
+ # move the origin of the rectangle to the upper left corner
+ while true:
+ #if tiles.has(str(tile_position + shift + Vector2i.UP + Vector2i.LEFT)):
+ # shift += Vector2i.UP + Vector2i.LEFT
+ if tiles.has(str(tile_position + shift + Vector2i.UP)):
+ shift += Vector2i.UP
+ elif tiles.has(str(tile_position + shift + Vector2i.LEFT)):
+ shift += Vector2i.LEFT
+ else:
+ break
+
+ var rectangle_origin := tile_position + shift
+ var rectangle := Vector2i.ONE
+
+ # go down as long as possible
+ while tiles.has(str(rectangle_origin + Vector2i(0, rectangle.y))):
+ rectangle.y += 1
+
+ # try to go right as long as possible by checking if whole columns are long enough
+ while true:
+ var column_possible := true
+ for i in range(0, rectangle.y):
+ column_possible = tiles.has(str(rectangle_origin + Vector2i(rectangle.x, i)))
+ if not column_possible: break
+ if column_possible:
+ rectangle.x += 1
+ else: break
+
+ st.set_normal(Vector3.UP)
+ st.set_uv(Vector2.ZERO)
+ st.add_vertex(Vector3(rectangle_origin.x, 0., rectangle_origin.y))
+ st.set_normal(Vector3.UP)
+ st.set_uv(Vector2(rectangle.x, 0.))
+ st.add_vertex(Vector3(rectangle_origin.x + rectangle.x, 0., rectangle_origin.y))
+ st.set_normal(Vector3.UP)
+ st.set_uv(rectangle)
+ st.add_vertex(Vector3(rectangle_origin.x + rectangle.x, 0., rectangle_origin.y + rectangle.y))
+
+ st.set_normal(Vector3.UP)
+ st.set_uv(Vector2(0., rectangle.y))
+ st.add_vertex(Vector3(rectangle_origin.x, 0., rectangle_origin.y + rectangle.y))
+ st.set_normal(Vector3.UP)
+ st.set_uv(Vector2.ZERO)
+ st.add_vertex(Vector3(rectangle_origin.x, 0., rectangle_origin.y))
+ st.set_normal(Vector3.UP)
+ st.set_uv(rectangle)
+ st.add_vertex(Vector3(rectangle_origin.x + rectangle.x, 0., rectangle_origin.y + rectangle.y))
+
+ # remove the rectangle from the "queue"
+ for x in range(rectangle_origin.x, rectangle_origin.x + rectangle.x):
+ for y in range(rectangle_origin.y, rectangle_origin.y + rectangle.y):
+ tiles.erase(str(Vector2i(x, y)))
+ return st.commit()