mirror of
https://github.com/Relintai/terraman_2d.git
synced 2024-11-12 10:15:18 +01:00
Added a method to the mesher so it can create terrain mesh collider shapes.
This commit is contained in:
parent
5567c7da33
commit
487fbc65e5
@ -25,6 +25,7 @@ SOFTWARE.
|
||||
#include "core/math/math_funcs.h"
|
||||
|
||||
#include "../../library/terrain_2d_material_cache.h"
|
||||
#include "scene/resources/convex_polygon_shape_2d.h"
|
||||
|
||||
void Terrain2DMesherIsometric::_add_chunk(Ref<Terrain2DChunk> p_chunk) {
|
||||
Ref<Terrain2DChunkDefault> chunk = p_chunk;
|
||||
@ -588,7 +589,7 @@ void Terrain2DMesherIsometric::mesh_walls(Ref<Terrain2DChunkDefault> chunk) {
|
||||
if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_EAST) != 0) {
|
||||
int vc = get_vertex_count();
|
||||
|
||||
_mesh_transform = Transform2D(0, mesh_transform_terrain.xform(Vector2((x + 1)*cell_size_x, (y ) * cell_size_y)));
|
||||
_mesh_transform = Transform2D(0, mesh_transform_terrain.xform(Vector2((x + 1) * cell_size_x, (y)*cell_size_y)));
|
||||
|
||||
Vector2 verts_wall_east[] = {
|
||||
Vector2(-cell_size_x, -cell_size_y),
|
||||
@ -626,6 +627,23 @@ void Terrain2DMesherIsometric::mesh_walls(Ref<Terrain2DChunkDefault> chunk) {
|
||||
}
|
||||
}
|
||||
|
||||
Ref<Shape2D> Terrain2DMesherIsometric::create_terrain_tile_collider_shape(Ref<Terrain2DChunk> chunk) {
|
||||
Ref<ConvexPolygonShape2D> sh;
|
||||
sh.instance();
|
||||
|
||||
Vector<Vector2> points;
|
||||
|
||||
Transform2D mesh_transform_terrain = chunk->mesh_transform_terrain_get();
|
||||
points.push_back(mesh_transform_terrain.xform(Vector2(0, 0)));
|
||||
points.push_back(mesh_transform_terrain.xform(Vector2(_cell_size_x, 0)));
|
||||
points.push_back(mesh_transform_terrain.xform(Vector2(0, _cell_size_y)));
|
||||
points.push_back(mesh_transform_terrain.xform(Vector2(_cell_size_x, _cell_size_y)));
|
||||
|
||||
sh->set_points(points);
|
||||
|
||||
return sh;
|
||||
}
|
||||
|
||||
Terrain2DMesherIsometric::Terrain2DMesherIsometric() {
|
||||
}
|
||||
|
||||
|
@ -46,6 +46,8 @@ public:
|
||||
void mesh_base(Ref<Terrain2DChunkDefault> chunk);
|
||||
void mesh_walls(Ref<Terrain2DChunkDefault> chunk);
|
||||
|
||||
Ref<Shape2D> create_terrain_tile_collider_shape(Ref<Terrain2DChunk> chunk);
|
||||
|
||||
Terrain2DMesherIsometric();
|
||||
~Terrain2DMesherIsometric();
|
||||
|
||||
|
@ -28,6 +28,7 @@ SOFTWARE.
|
||||
|
||||
#include "../world/default/terrain_2d_chunk_default.h"
|
||||
#include "../world/terrain_2d_chunk.h"
|
||||
#include "scene/resources/rectangle_shape_2d.h"
|
||||
|
||||
bool Terrain2DMesher::Vertex::operator==(const Vertex &p_vertex) const {
|
||||
if (vertex != p_vertex.vertex)
|
||||
@ -514,6 +515,15 @@ AABB Terrain2DMesher::calculate_stored_mesh_aabb(const int index) {
|
||||
return aabb;
|
||||
}
|
||||
|
||||
Ref<Shape2D> Terrain2DMesher::create_terrain_tile_collider_shape(Ref<Terrain2DChunk> chunk) {
|
||||
Ref<RectangleShape2D> sh;
|
||||
sh.instance();
|
||||
|
||||
sh->set_extents(Vector2(_cell_size_x, _cell_size_y));
|
||||
|
||||
return sh;
|
||||
}
|
||||
|
||||
void Terrain2DMesher::reset() {
|
||||
_vertices.resize(0);
|
||||
_indices.resize(0);
|
||||
@ -1019,6 +1029,7 @@ void Terrain2DMesher::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("add_indices", "indice"), &Terrain2DMesher::add_indices);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("reset"), &Terrain2DMesher::reset);
|
||||
ClassDB::bind_method(D_METHOD("create_terrain_tile_collider_shape", "chunk"), &Terrain2DMesher::create_terrain_tile_collider_shape);
|
||||
|
||||
//ClassDB::bind_method(D_METHOD("calculate_vertex_ambient_occlusion", "meshinstance_path", "radius", "intensity", "sampleCount"), &Terrain2DMesher::calculate_vertex_ambient_occlusion_path);
|
||||
|
||||
|
@ -56,6 +56,8 @@ include_pool_vector
|
||||
#include "../../mesh_data_resource/mesh_data_resource.h"
|
||||
#endif
|
||||
|
||||
#include "scene/resources/shape_2d.h"
|
||||
|
||||
#include "../library/terrain_2d_library.h"
|
||||
|
||||
class Terrain2DLibrary;
|
||||
@ -159,6 +161,8 @@ public:
|
||||
void build_stored_mesh_into(const int index, RID mesh);
|
||||
AABB calculate_stored_mesh_aabb(const int index);
|
||||
|
||||
virtual Ref<Shape2D> create_terrain_tile_collider_shape(Ref<Terrain2DChunk> chunk);
|
||||
|
||||
PoolVector<Vector2> get_vertices() const;
|
||||
void set_vertices(const PoolVector<Vector2> &values);
|
||||
int get_vertex_count() const;
|
||||
|
Loading…
Reference in New Issue
Block a user