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HexMapChunk.gd
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extends Node
class_name HexMapChunk
var noise : OpenSimplexNoise
var width : int
var height : int
var fill_factor : float
var blend_factor : float
var elevation_step : float
var create_bridges : bool
var subdivide_inner_hex : bool
var perturb_vertices : bool
var noise_scale : float
var noise_amplitude : float
var tiles := []
var st : SurfaceTool
func _init(
_noise : OpenSimplexNoise,
_width : int,
_height : int,
_fill_factor : float,
_elevation_step : float,
_create_bridges : bool,
_subdivide_inner_hex : bool,
_perturb_vertices : bool,
_noise_scale : float,
_noise_amplitude : float
) -> void:
noise = _noise
width = _width
height = _height
fill_factor = _fill_factor
blend_factor = 1.0 - fill_factor
elevation_step = _elevation_step
create_bridges = _create_bridges
subdivide_inner_hex = _subdivide_inner_hex
perturb_vertices = _perturb_vertices
noise_scale = _noise_scale
noise_amplitude = _noise_amplitude
tiles.resize(width * height)
func add_tile(index : int, tile : HexTile) -> void:
tiles[index] = tile
func triangulate() -> ArrayMesh:
st = SurfaceTool.new()
st.begin(Mesh.PRIMITIVE_TRIANGLES)
for tile in tiles:
triangulate_tile(tile)
st.index()
st.generate_normals()
var mesh : ArrayMesh = st.commit()
return mesh
func triangulate_tile(tile : HexTile) -> void:
for direction in HexDirection.values():
triangulate_tile_direction(direction, tile)
func triangulate_tile_direction(direction : int, tile : HexTile) -> void:
var center = tile.position
var v1 = center + get_first_solid_corner(direction)
var v2 = center + get_second_solid_corner(direction)
if subdivide_inner_hex and tile.elevation > 0:
var iv1 : Vector3 = interpolate_local(v1, center, HexConstants.inner_hex_size)
var iv2 : Vector3 = interpolate_local(v2, center, HexConstants.inner_hex_size)
var edge_inner := EdgeVertices.new(iv1, iv2)
var edge_outer := EdgeVertices.new(v1, v2)
triangulate_edge_fan(center, edge_inner, tile)
triangulate_edge_strip(edge_inner, HexConstants.color1, tile.terrain_type_index, edge_outer, HexConstants.color1, tile.terrain_type_index)
if direction <= HexDirection.SE and create_bridges:
triangulate_connection(direction, tile, edge_outer)
else:
var edge_outer := EdgeVertices.new(v1, v2)
triangulate_edge_fan(center, edge_outer, tile)
if direction <= HexDirection.SE:
triangulate_connection(direction, tile, edge_outer)
func triangulate_edge_fan(center : Vector3, edge : EdgeVertices, tile : HexTile) -> void:
var types := Vector3(tile.terrain_type_index, tile.terrain_type_index, tile.terrain_type_index)
add_triangle(center, HexConstants.color1, types, edge.v2, HexConstants.color1, types, edge.v1, HexConstants.color1, types)
add_triangle(center, HexConstants.color1, types, edge.v3, HexConstants.color1, types, edge.v2, HexConstants.color1, types)
add_triangle(center, HexConstants.color1, types, edge.v4, HexConstants.color1, types, edge.v3, HexConstants.color1, types)
func triangulate_connection(direction : int, tile : HexTile, e1 : EdgeVertices):
var neighbor : HexTile = tile.get_neighbor(direction)
if neighbor == null:
return
var bridge = get_bridge(direction)
bridge.y = neighbor.position.y - tile.position.y
var e2 = EdgeVertices.new(e1.v1 + bridge, e1.v4 + bridge)
triangulate_edge_strip(e1, HexConstants.color1, tile.terrain_type_index, e2, HexConstants.color2, neighbor.terrain_type_index)
var next_neighbor = tile.get_neighbor(HexDirection.next(direction))
if direction <= HexDirection.E && next_neighbor != null:
var v5 = e1.v4 + get_bridge(HexDirection.next(direction))
v5.y = next_neighbor.elevation * elevation_step
if tile.elevation <= neighbor.elevation:
if tile.elevation <= next_neighbor.elevation:
triangulate_corner(e1.v4, tile, e2.v4, neighbor, v5, next_neighbor)
else:
triangulate_corner(v5, next_neighbor, e1.v4, tile, e2.v4, neighbor)
elif neighbor.elevation <= next_neighbor.elevation:
triangulate_corner(e2.v4, neighbor, v5, next_neighbor, e1.v4, tile)
else:
triangulate_corner(v5, next_neighbor, e1.v4, tile, e2.v4, neighbor)
func triangulate_edge_strip(e1 : EdgeVertices, c1 : Color, type1 : float, e2 : EdgeVertices, c2 : Color, type2 : float):
var types := Vector3(type1, type2, type1)
add_quad(e1.v1, c1, types, e1.v2, c1, types, e2.v1, c2, types, e2.v2, c2, types)
add_quad(e1.v2, c1, types, e1.v3, c1, types, e2.v2, c2, types, e2.v3, c2, types)
add_quad(e1.v3, c1, types, e1.v4, c1, types, e2.v3, c2, types, e2.v4, c2, types)
func triangulate_corner(bottom : Vector3, bottom_tile : HexTile, left : Vector3, left_tile : HexTile, right : Vector3, right_tile : HexTile) -> void:
var types := Vector3(bottom_tile.terrain_type_index, right_tile.terrain_type_index, left_tile.terrain_type_index)
add_triangle(bottom, HexConstants.color1, types, right, HexConstants.color2, types, left, HexConstants.color3, types)
func add_triangle(
v1 : Vector3,
c1 : Color,
t1 : Vector3,
v2 : Vector3,
c2 : Color,
t2 : Vector3,
v3 : Vector3,
c3 : Color,
t3 : Vector3
) -> void:
st.add_uv(Vector2(t1.x, t1.y))
st.add_uv2(Vector2(t1.z, 0.0))
st.add_color(c1)
if perturb_vertices:
st.add_vertex(perturb(v1))
else:
st.add_vertex(v1)
st.add_uv(Vector2(t2.x, t2.y))
st.add_uv2(Vector2(t2.z, 0.0))
st.add_color(c2)
if perturb_vertices:
st.add_vertex(perturb(v2))
else:
st.add_vertex(v2)
st.add_uv(Vector2(t3.x, t3.y))
st.add_uv2(Vector2(t3.z, 0.0))
st.add_color(c3)
if perturb_vertices:
st.add_vertex(perturb(v3))
else:
st.add_vertex(v3)
func add_quad(
v1 : Vector3,
c1 : Color,
t1 : Vector3,
v2 : Vector3,
c2 : Color,
t2 : Vector3,
v3 : Vector3,
c3 : Color,
t3 : Vector3,
v4 : Vector3,
c4 : Color,
t4 : Vector3
) -> void:
add_triangle(v1, c1, t1, v2, c2, t2, v3, c3, t3)
add_triangle(v3, c3, t3, v2, c2, t2, v4, c4, t4)
func get_first_corner(direction : int) -> Vector3:
return HexConstants.corners[direction]
func get_second_corner(direction : int) -> Vector3:
return HexConstants.corners[direction + 1]
func get_first_solid_corner(direction : int) -> Vector3:
return (HexConstants.corners[direction] * fill_factor) if create_bridges else HexConstants.corners[direction]
func get_second_solid_corner(direction : int) -> Vector3:
return (HexConstants.corners[direction + 1] * fill_factor) if create_bridges else HexConstants.corners[direction + 1]
func get_bridge(direction : int) -> Vector3:
return ((HexConstants.corners[direction] + HexConstants.corners[direction + 1]) * blend_factor) if create_bridges else ((HexConstants.corners[direction] + HexConstants.corners[direction + 1]) * 0)
static func interpolate_local(begin : Vector3, end : Vector3, change : float) -> Vector3:
var ret := Vector3(0, 0, 0)
ret.x = (1 - change) * begin.x + change * end.x
ret.y = (1 - change) * begin.y + change * end.y
ret.z = (1 - change) * begin.z + change * end.z
return ret
func perturb(position : Vector3) -> Vector3:
var ret = Vector3(position)
var x_random = noise_amplitude * (noise.get_noise_3d(position.x / noise_scale, position.z / noise_scale, 0.0) * 2.0 - 1.0)
var z_random = noise_amplitude * (noise.get_noise_3d(position.x / noise_scale, 0.0, position.z / noise_scale) * 2.0 - 1.0)
ret.x = position.x + x_random
ret.z = position.z + z_random
return ret