khanat-client/addons/zylann.hterrain/hterrain_mesher.gd

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tool
const Logger = preload("./util/logger.gd")
const SEAM_LEFT = 1
const SEAM_RIGHT = 2
const SEAM_BOTTOM = 4
const SEAM_TOP = 8
const SEAM_CONFIG_COUNT = 16
# [seams_mask][lod]
var _mesh_cache := []
var _chunk_size_x := 16
var _chunk_size_y := 16
func configure(chunk_size_x: int, chunk_size_y: int, lod_count: int):
assert(typeof(chunk_size_x) == TYPE_INT)
assert(typeof(chunk_size_y) == TYPE_INT)
assert(typeof(lod_count) == TYPE_INT)
assert(chunk_size_x >= 2 or chunk_size_y >= 2)
_mesh_cache.resize(SEAM_CONFIG_COUNT)
if chunk_size_x == _chunk_size_x \
and chunk_size_y == _chunk_size_y and lod_count == len(_mesh_cache):
return
_chunk_size_x = chunk_size_x
_chunk_size_y = chunk_size_y
# TODO Will reduce the size of this cache, but need index buffer swap feature
for seams in range(SEAM_CONFIG_COUNT):
var slot = []
slot.resize(lod_count)
_mesh_cache[seams] = slot
for lod in range(lod_count):
slot[lod] = make_flat_chunk(_chunk_size_x, _chunk_size_y, 1 << lod, seams)
func get_chunk(lod: int, seams: int) -> Mesh:
return _mesh_cache[seams][lod] as Mesh
static func make_flat_chunk(quad_count_x: int, quad_count_y: int, stride: int, seams: int) -> Mesh:
var positions = PoolVector3Array()
positions.resize((quad_count_x + 1) * (quad_count_y + 1))
var i = 0
for y in range(quad_count_y + 1):
for x in range(quad_count_x + 1):
positions[i] = Vector3(x * stride, 0, y * stride)
i += 1
var indices = make_indices(quad_count_x, quad_count_y, seams)
var arrays = []
arrays.resize(Mesh.ARRAY_MAX);
arrays[Mesh.ARRAY_VERTEX] = positions
arrays[Mesh.ARRAY_INDEX] = indices
var mesh = ArrayMesh.new()
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
return mesh
# size: chunk size in quads (there are N+1 vertices)
# seams: Bitfield for which seams are present
static func make_indices(chunk_size_x: int, chunk_size_y: int, seams: int) -> PoolIntArray:
var output_indices := PoolIntArray()
if seams != 0:
# LOD seams can't be made properly on uneven chunk sizes
assert(chunk_size_x % 2 == 0 and chunk_size_y % 2 == 0)
var reg_origin_x := 0
var reg_origin_y := 0
var reg_size_x := chunk_size_x
var reg_size_y := chunk_size_y
var reg_hstride := 1
if seams & SEAM_LEFT:
reg_origin_x += 1;
reg_size_x -= 1;
reg_hstride += 1
if seams & SEAM_BOTTOM:
reg_origin_y += 1
reg_size_y -= 1
if seams & SEAM_RIGHT:
reg_size_x -= 1
reg_hstride += 1
if seams & SEAM_TOP:
reg_size_y -= 1
# Regular triangles
var ii := reg_origin_x + reg_origin_y * (chunk_size_x + 1)
for y in range(reg_size_y):
for x in range(reg_size_x):
var i00 := ii
var i10 := ii + 1
var i01 := ii + chunk_size_x + 1
var i11 := i01 + 1
# 01---11
# | /|
# | / |
# |/ |
# 00---10
# This flips the pattern to make the geometry orientation-free.
# Not sure if it helps in any way though
var flip = ((x + reg_origin_x) + (y + reg_origin_y) % 2) % 2 != 0
if flip:
output_indices.push_back( i00 )
output_indices.push_back( i10 )
output_indices.push_back( i01 )
output_indices.push_back( i10 )
output_indices.push_back( i11 )
output_indices.push_back( i01 )
else:
output_indices.push_back( i00 )
output_indices.push_back( i11 )
output_indices.push_back( i01 )
output_indices.push_back( i00 )
output_indices.push_back( i10 )
output_indices.push_back( i11 )
ii += 1
ii += reg_hstride
# Left seam
if seams & SEAM_LEFT:
# 4 . 5
# |\ .
# | \ .
# | \.
# (2)| 3
# | /.
# | / .
# |/ .
# 0 . 1
var i := 0
var n := chunk_size_y / 2
for j in range(n):
var i0 := i
var i1 := i + 1
var i3 := i + chunk_size_x + 2
var i4 := i + 2 * (chunk_size_x + 1)
var i5 := i4 + 1
output_indices.push_back( i0 )
output_indices.push_back( i3 )
output_indices.push_back( i4 )
if j != 0 or (seams & SEAM_BOTTOM) == 0:
output_indices.push_back( i0 )
output_indices.push_back( i1 )
output_indices.push_back( i3 )
if j != n - 1 or (seams & SEAM_TOP) == 0:
output_indices.push_back( i3 )
output_indices.push_back( i5 )
output_indices.push_back( i4 )
i = i4
if seams & SEAM_RIGHT:
# 4 . 5
# . /|
# . / |
# ./ |
# 2 |(3)
# .\ |
# . \ |
# . \|
# 0 . 1
var i := chunk_size_x - 1
var n := chunk_size_y / 2
for j in range(n):
var i0 := i
var i1 := i + 1
var i2 := i + chunk_size_x + 1
var i4 := i + 2 * (chunk_size_x + 1)
var i5 := i4 + 1
output_indices.push_back( i1 )
output_indices.push_back( i5 )
output_indices.push_back( i2 )
if j != 0 or (seams & SEAM_BOTTOM) == 0:
output_indices.push_back( i0 )
output_indices.push_back( i1 )
output_indices.push_back( i2 )
if j != n - 1 or (seams & SEAM_TOP) == 0:
output_indices.push_back( i2 )
output_indices.push_back( i5 )
output_indices.push_back( i4 )
i = i4;
if seams & SEAM_BOTTOM:
# 3 . 4 . 5
# . / \ .
# . / \ .
# ./ \.
# 0-------2
# (1)
var i := 0;
var n := chunk_size_x / 2;
for j in range(n):
var i0 := i
var i2 := i + 2
var i3 := i + chunk_size_x + 1
var i4 := i3 + 1
var i5 := i4 + 1
output_indices.push_back( i0 )
output_indices.push_back( i2 )
output_indices.push_back( i4 )
if j != 0 or (seams & SEAM_LEFT) == 0:
output_indices.push_back( i0 )
output_indices.push_back( i4 )
output_indices.push_back( i3 )
if j != n - 1 or (seams & SEAM_RIGHT) == 0:
output_indices.push_back( i2 )
output_indices.push_back( i5 )
output_indices.push_back( i4 )
i = i2
if seams & SEAM_TOP:
# (4)
# 3-------5
# .\ /.
# . \ / .
# . \ / .
# 0 . 1 . 2
var i := (chunk_size_y - 1) * (chunk_size_x + 1)
var n := chunk_size_x / 2
for j in range(n):
var i0 := i
var i1 := i + 1
var i2 := i + 2
var i3 := i + chunk_size_x + 1
var i5 := i3 + 2
output_indices.push_back( i3 )
output_indices.push_back( i1 )
output_indices.push_back( i5 )
if j != 0 or (seams & SEAM_LEFT) == 0:
output_indices.push_back( i0 )
output_indices.push_back( i1 )
output_indices.push_back( i3 )
if j != n - 1 or (seams & SEAM_RIGHT) == 0:
output_indices.push_back( i1 )
output_indices.push_back( i2 )
output_indices.push_back( i5 )
i = i2
return output_indices
static func get_mesh_size(width: int, height: int) -> Dictionary:
return {
"vertices": width * height,
"triangles": (width - 1) * (height - 1) * 2
}
# Makes a full mesh from a heightmap, without any LOD considerations.
# Using this mesh for rendering is very expensive on large terrains.
# Initially used as a workaround for Godot to use for navmesh generation.
static func make_heightmap_mesh(heightmap: Image, stride: int, scale: Vector3,
logger = null) -> Mesh:
var size_x := heightmap.get_width() / stride
var size_z := heightmap.get_height() / stride
assert(size_x >= 2)
assert(size_z >= 2)
var positions := PoolVector3Array()
positions.resize(size_x * size_z)
heightmap.lock()
var i := 0
for mz in size_z:
for mx in size_x:
var x = mx * stride
var z = mz * stride
var y := heightmap.get_pixel(x, z).r
positions[i] = Vector3(x, y, z) * scale
i += 1
heightmap.unlock()
var indices := make_indices(size_x - 1, size_z - 1, 0)
var arrays := []
arrays.resize(Mesh.ARRAY_MAX);
arrays[Mesh.ARRAY_VERTEX] = positions
arrays[Mesh.ARRAY_INDEX] = indices
if logger != null:
logger.debug(str("Generated mesh has ", len(positions),
" vertices and ", len(indices) / 3, " triangles"))
var mesh := ArrayMesh.new()
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
return mesh