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# 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
const H := 0.25
const RECTANGLE: Array[Vector3] = [
Vector3.ZERO, Vector3.RIGHT, Vector3.BACK + Vector3.RIGHT, Vector3.BACK, Vector3.ZERO, Vector3.BACK + Vector3.RIGHT,
]
const UV: Array[Vector2] = [
Vector2.ZERO, Vector2.RIGHT, Vector2.DOWN + Vector2.RIGHT, Vector2.DOWN, Vector2.ZERO, Vector2.DOWN + Vector2.RIGHT,
]
var tiles: Dictionary
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
# floor
for i in range(UV.size()):
st.set_normal(Vector3.UP)
st.set_uv(UV[i] * Vector2(rectangle))
st.add_vertex(RECTANGLE[i] * Vector3(rectangle.x, 0., rectangle.y) + Vector3(rectangle_origin.x, 0., rectangle_origin.y))
# the faces on the side (should be improved...)
# back
for i in range(UV.size()):
st.set_normal(Vector3.BACK)
st.set_uv(UV[i] * Vector2(rectangle.x, H))
st.add_vertex((RECTANGLE[i] * Vector3(rectangle.x, 0., -H)).rotated(Vector3.RIGHT, 0.5 * PI)
+ Vector3(rectangle_origin.x, -H, rectangle_origin.y))
# right
for i in range(UV.size()):
st.set_normal(Vector3.RIGHT)
st.set_uv(UV[i] * Vector2(H, rectangle.y))
st.add_vertex((RECTANGLE[i] * Vector3(H, 0., rectangle.y)).rotated(Vector3.BACK, 0.5 * PI)
+ Vector3(rectangle_origin.x, -H, rectangle_origin.y))
# left
for i in range(UV.size()):
st.set_normal(Vector3.LEFT)
st.set_uv(UV[i] * Vector2(H, rectangle.y))
st.add_vertex((RECTANGLE[i] * Vector3(H, 0., -rectangle.y)).rotated(Vector3.BACK, 0.5 * PI)
+ Vector3(rectangle_origin.x + rectangle.x, -H, rectangle_origin.y + rectangle.y))
# back
for i in range(UV.size()):
st.set_normal(Vector3.BACK)
st.set_uv(UV[i] * Vector2(rectangle.x, H))
st.add_vertex((RECTANGLE[i] * Vector3(-rectangle.x, 0., -H)).rotated(Vector3.RIGHT, 0.5 * PI)
+ Vector3(rectangle_origin.x + rectangle.x, -H, 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()
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