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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()