feat: switched to having a scene for chunks

This commit is contained in:
Sara Gerretsen 2025-11-22 14:30:45 +01:00
parent 10cb371b45
commit 49b65a7ade
4 changed files with 31 additions and 46 deletions

View file

@ -4,6 +4,7 @@
#include "core/object/class_db.h"
#include "core/object/object.h"
#include "core/templates/local_vector.h"
#include "scene/resources/packed_scene.h"
#include "scene/resources/surface_tool.h"
#include "terrain_editor/macros.h"
#include "terrain_editor/terrain_chunk.h"
@ -18,16 +19,15 @@ void TerrainMeshGenerator::_bind_methods() {
BIND_HPROPERTY(Variant::OBJECT, vertex_color_gradient, PROPERTY_HINT_RESOURCE_TYPE, "Gradient");
BIND_PROPERTY(Variant::FLOAT, color_gradient_start_height);
BIND_PROPERTY(Variant::FLOAT, color_gradient_end_height);
BIND_PROPERTY(Variant::FLOAT, chunk_size);
BIND_PROPERTY(Variant::INT, lod1_detail);
BIND_PROPERTY(Variant::INT, chunk_count);
BIND_HPROPERTY(Variant::OBJECT, material, PROPERTY_HINT_RESOURCE_TYPE, "Material");
BIND_HPROPERTY(Variant::OBJECT, chunk_scene, PROPERTY_HINT_RESOURCE_TYPE, "PackedScene");
ADD_SIGNAL(MethodInfo(sig_primitives_changed));
ADD_SIGNAL(MethodInfo(sig_primitive_list_changed, PropertyInfo(Variant::ARRAY, "array", PROPERTY_HINT_ARRAY_TYPE, vformat("%s/%s:TerrainPrimitive", Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE))));
ClassDB::bind_method(D_METHOD("generate_grid", "area", "out_mesh", "side_points"), &self_type::generate_grid);
}
void TerrainMeshGenerator::ready() {
this->thread.instantiate();
if (this->chunks.is_empty()) {
rebuild_chunks();
}
@ -52,15 +52,19 @@ void TerrainMeshGenerator::rebuild_chunks() {
chunk->queue_free();
}
this->chunks.clear();
Vector3 origin{ -Vector3{ (float)chunks_per_side, 0, (float)chunks_per_side } * this->chunk_size / 2 };
if (!this->chunk_scene.is_valid()) {
return;
}
for (size_t chunk_y{ 0 }; chunk_y < this->chunks_per_side; ++chunk_y) {
for (size_t chunk_x{ 0 }; chunk_x < this->chunks_per_side; ++chunk_x) {
TerrainChunk *chunk{ memnew(TerrainChunk) };
chunk->set_size(this->chunk_size);
chunk->set_lod1_detail(this->lod1_detail);
chunk->set_material_override(this->material);
TerrainChunk *chunk{ cast_to<TerrainChunk>(this->chunk_scene->instantiate()) };
if (!chunk) {
print_error("Attempt to rebuild chunks when no chunk scene is set");
return;
}
Vector3 const origin{ -Vector3{ (float)chunks_per_side, 0, (float)chunks_per_side } * chunk->get_size() / 2 };
this->chunks.push_back(chunk);
Vector3 offset{ Vector3{ (float)chunk_x, 0.f, (float)chunk_y } * this->chunk_size };
Vector3 offset{ Vector3{ (float)chunk_x, 0.f, (float)chunk_y } * chunk->get_size() };
chunk->set_position(origin + offset);
add_child(chunk);
}
@ -194,23 +198,6 @@ float TerrainMeshGenerator::get_color_gradient_end_height() const {
return this->color_gradient_end_height;
}
void TerrainMeshGenerator::set_chunk_size(float size) {
this->chunk_size = size;
rebuild_chunks();
}
float TerrainMeshGenerator::get_chunk_size() const {
return this->chunk_size;
}
void TerrainMeshGenerator::set_lod1_detail(int detail) {
if (detail != this->lod1_detail) {
this->lod1_detail = detail;
rebuild_chunks();
}
}
int TerrainMeshGenerator::get_lod1_detail() const {
return this->lod1_detail;
}
void TerrainMeshGenerator::set_chunk_count(int num) {
if (num != this->chunks_per_side) {
this->chunks_per_side = num;
@ -222,13 +209,12 @@ int TerrainMeshGenerator::get_chunk_count() const {
return this->chunks_per_side;
}
void TerrainMeshGenerator::set_material(Ref<Material> material) {
this->material = material;
for (TerrainChunk *chunk : this->chunks) {
chunk->set_material_override(material);
void TerrainMeshGenerator::set_chunk_scene(Ref<PackedScene> scene) {
if (!scene.is_valid() || scene->get_state()->get_node_type(0) == TerrainChunk::get_class_static()) {
this->chunk_scene = scene;
}
}
Ref<Material> TerrainMeshGenerator::get_material() const {
return this->material;
Ref<PackedScene> TerrainMeshGenerator::get_chunk_scene() const {
return this->chunk_scene;
}

View file

@ -2,6 +2,9 @@
#include "core/math/color.h"
#include "core/object/object.h"
#include "core/os/semaphore.h"
#include "core/os/thread.h"
#include "core/templates/hash_map.h"
#include "core/variant/callable.h"
#include "scene/main/node.h"
#include "scene/resources/gradient.h"
@ -33,14 +36,10 @@ public:
float get_color_gradient_start_height() const;
void set_color_gradient_end_height(float value);
float get_color_gradient_end_height() const;
void set_chunk_size(float size);
float get_chunk_size() const;
void set_lod1_detail(int detail);
int get_lod1_detail() const;
void set_chunk_count(int num);
int get_chunk_count() const;
void set_material(Ref<Material> material);
Ref<Material> get_material() const;
void set_chunk_scene(Ref<PackedScene> scene);
Ref<PackedScene> get_chunk_scene() const;
private:
Vector<Ref<TerrainPrimitive>> primitives{};
@ -48,11 +47,9 @@ private:
Ref<Gradient> vertex_color_gradient{};
float color_gradient_start_height{ 0.f };
float color_gradient_end_height{ 10.f };
float chunk_size{ 100.f };
int lod1_detail{ 25 };
int chunks_per_side{ 10 };
Ref<PackedScene> chunk_scene{};
Vector<TerrainChunk *> chunks{};
Ref<Material> material{};
private:
Callable generation_changed{ callable_mp(this, &self_type::on_configuration_changed) };