Now we can generate 3D layouts

This commit is contained in:
2024-12-05 22:00:18 +03:00
parent 770a163c63
commit b427de968f
14 changed files with 1541 additions and 33 deletions

37
.vscode/snippets.code-snippets vendored Normal file
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@@ -0,0 +1,37 @@
{
// Place your streaming_world workspace snippets here. Each snippet is defined under a snippet name and has a scope, prefix, body and
// description. Add comma separated ids of the languages where the snippet is applicable in the scope field. If scope
// is left empty or omitted, the snippet gets applied to all languages. The prefix is what is
// used to trigger the snippet and the body will be expanded and inserted. Possible variables are:
// $1, $2 for tab stops, $0 for the final cursor position, and ${1:label}, ${2:another} for placeholders.
// Placeholders with the same ids are connected.
// Example:
// "Print to console": {
// "scope": "javascript,typescript",
// "prefix": "log",
// "body": [
// "console.log('$1');",
// "$2"
// ],
// "description": "Log output to console"
// }
"cppHeaderGuard": {
"prefix": "hg1",
"body": [
"#ifndef ${TM_FILEPATH/(?:^.*\\\\src\\\\)?(\\w+)\\W?/${1:/upcase}_/g}",
"#define ${TM_FILEPATH/(?:^.*\\\\src\\\\)?(\\w+)\\W?/${1:/upcase}_/g}",
"",
"#endif // ${TM_FILEPATH/(?:^.*\\\\src\\\\)?(\\w+)\\W?/${1:/upcase}_/g}"
]
},
"cppHeaderGuard2": {
"prefix": "hg2",
"body": [
"/* ${TM_FILEPATH} */",
"#ifndef ${TM_FILENAME/(\\w+)\\W?/${1:/upcase}_/g}",
"#define ${TM_FILENAME/(\\w+)\\W?/${1:/upcase}_/g}",
"",
"#endif // ${TM_FILENAME/(\\w+)\\W?/${1:/upcase}_/g}"
]
}
}

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@@ -20,6 +20,7 @@ public = [
[310, "Server Room", { "window": true }],
[311, "Room", { "window": true }]
]
parts_library_path = "res://astream/building-layouts/building-elements-v2.glb"
[commands]
commands = [
[-1, "None"],

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@@ -1,5 +1,6 @@
#include <scene/gui/spin_box.h>
#include <scene/gui/option_button.h>
#include "setup_3d_viewport.h"
#include "building_layout_graph_ui.h"
void BuildingLayoutGraphUI::menu_pressed(int id, Control *button,
@@ -636,6 +637,30 @@ void BuildingLayoutGraphUI::show_command_editor(Control *item,
command_editor->popup_centered();
}
static List<Control *> update_controls;
flecs::entity BuildingLayoutGraphUI::get_current_grid_floor() const
{
flecs::entity grid_e = get_current_grid_layout();
flecs::query<const WorldEditor::components::buildings_layout_grid_floor>
floor_q = grid_e.world()
.query_builder<
const WorldEditor::components::
buildings_layout_grid_floor>()
.with(flecs::ChildOf, grid_e)
.build();
const String &cur_floor = current_grid_floor;
flecs::entity grid_floor_e;
floor_q.each([&grid_floor_e,
cur_floor](flecs::entity fe,
const WorldEditor::components::
buildings_layout_grid_floor) {
if (grid_floor_e.is_valid())
return;
if (fe.name() == cur_floor.ascii().ptr())
grid_floor_e = fe;
});
return grid_floor_e;
}
void BuildingLayoutGraphUI::handle_event(const String &event,
const Vector<Variant> &args)
{
@@ -698,6 +723,8 @@ void BuildingLayoutGraphUI::tree_entered()
"Interior", "", 0, "select_grid_level", Control::SIZE_EXPAND_FILL, Color(1, 0, 0, 1),
MARGIN_RIGHT, 1.0f, MARGIN_BOTTOM, 1.0f,
"color_view_grid",
"Interior 3D",
"Exterior scene display", Control::SIZE_EXPAND_FILL, "interior_3d_view",
"Exterior",
/* clang-format on */
};
@@ -705,10 +732,11 @@ void BuildingLayoutGraphUI::tree_entered()
ui_field::ui_field_builder(
dlg, dlg,
// "p+={t+={v#{s#!+={}}v#{}v#{}}}",
"t**{v#{s**{p#!**}}v#{o#$p={c**#$}}v#{}}",
"t**{v#{s**{p#!**}}v#{o#$p={c**#$}}v#{lp=#$}v#{}}",
args_data2.data(), args_data2.size(), &save_obj);
assert(save_obj.has("color_view_grid"));
assert(save_obj.has("select_grid_level"));
assert(save_obj.has("interior_3d_view"));
ColorRect *grid_view =
Object::cast_to<ColorRect>(save_obj["color_view_grid"]);
grid_view->connect("draw", this, "draw_2d_grid_view",
@@ -729,6 +757,9 @@ void BuildingLayoutGraphUI::tree_entered()
0)
select_layout(0);
update_graph();
Control *vc =
Object::cast_to<Control>(save_obj["interior_3d_view"]);
setup_3dv = memnew(Setup3DViewport(vc, this));
EditorEvent::get_singleton()->event.add_listener(
this, &BuildingLayoutGraphUI::handle_event);
ItemList *item_list =
@@ -849,6 +880,7 @@ void BuildingLayoutGraphUI::draw_2d_grid_view(Control *draw)
.with(flecs::ChildOf, fe)
.build();
HashMap<String, Color> colors;
colors["corridoor"] = Color(0, 0, 0, 1);
q2.each([&draw, grid_size, disp_size,
&colors](flecs::entity fc,
const WorldEditor::components::
@@ -913,6 +945,31 @@ void BuildingLayoutGraphUI::draw_2d_grid_view(Control *draw)
Color(0, 0, 1, 1),
true);
}
if (fc.has<WorldEditor::components::
internal_wall_west>())
draw->draw_rect(
Rect2(dx, dy, dsize * 0.2f,
dsize),
Color(1, 0.3f, 1, 1), true);
if (fc.has<WorldEditor::components::
internal_wall_east>())
draw->draw_rect(
Rect2(dx + dsize - dsize * 0.2f,
dy, dsize * 0.2f, dsize),
Color(1, 0.3f, 1, 1), true);
if (fc.has<WorldEditor::components::
internal_wall_north>())
draw->draw_rect(Rect2(dx, dy, dsize,
dsize * 0.2f),
Color(1, 0.3f, 1, 1),
true);
if (fc.has<WorldEditor::components::
internal_wall_south>())
draw->draw_rect(
Rect2(dx,
dy + dsize - dsize * 0.2f,
dsize, dsize * 0.2f),
Color(1, 0.3f, 1, 1), true);
if (fc.has<WorldEditor::components::border>())
draw->draw_circle(
Vector2(dx + 0.5f * dsize,
@@ -982,6 +1039,8 @@ void BuildingLayoutGraphUI::select_grid_floor_ob(int id, Control *button,
current_grid_floor = ob->get_item_text(index);
print_line("selected: " + current_grid_floor);
draw->update();
EditorEvent::get_singleton()->event.emit("update_layout_view",
varray());
}
void BuildingLayoutGraphUI::_bind_methods()
{

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@@ -17,6 +17,7 @@
#include "world_editor.h"
#include "building_layout_graph.h"
class Setup3DViewport;
class BuildingLayoutGraphUI : public Object {
GDCLASS(BuildingLayoutGraphUI, Object)
MainTabs *gui;
@@ -25,6 +26,7 @@ class BuildingLayoutGraphUI : public Object {
Button *button;
String current_layout;
String current_grid_floor;
Setup3DViewport *setup_3dv;
public:
BuildingLayoutGraphUI(MainTabs *gui, WindowDialog *dlg)
@@ -51,18 +53,19 @@ public:
e = e->next();
}
}
flecs::entity get_current_layout()
flecs::entity get_current_layout() const
{
assert(current_layout.length() > 0);
return BuildingLayoutGraph::get_singleton()->get_layout(
current_layout);
}
flecs::entity get_current_grid_layout()
flecs::entity get_current_grid_layout() const
{
assert(current_layout.length() > 0);
return BuildingLayoutGraph::get_singleton()->get_grid_layout(
current_layout);
}
flecs::entity get_current_grid_floor() const;
void select_layout(int id)
{
ItemList *item_list =

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@@ -100,9 +100,6 @@ growth_module::growth_module(flecs::world &ecs)
west_id, north_id, east_id, south_id
};
bool outside = false;
#if 0
bool border = false;
#endif
for (i = 0; i < (int)neighbors.size(); i++) {
int id = neighbors[i];
print_line("id=" + itos(id));
@@ -114,31 +111,31 @@ growth_module::growth_module(flecs::world &ecs)
.ptr());
if (!neighbor_e.is_valid()) {
outside = true;
if (id == west_id)
if (id == west_id) {
e.add<WorldEditor::components::
outside_wall_west>();
else if (id == east_id)
e.add<WorldEditor::components::
internal_wall_west>();
} else if (id == east_id) {
e.add<WorldEditor::components::
outside_wall_east>();
else if (id == north_id)
e.add<WorldEditor::components::
internal_wall_east>();
} else if (id == north_id) {
e.add<WorldEditor::components::
outside_wall_north>();
else if (id == south_id)
e.add<WorldEditor::components::
internal_wall_north>();
} else if (id == south_id) {
e.add<WorldEditor::components::
outside_wall_south>();
e.add<WorldEditor::components::
internal_wall_south>();
}
}
#if 0
if (!e.parent()
.get<WorldEditor::components::
buildings_layout_grid_floor>()
->cells.has(id)) {
outside = true;
break;
}
#endif
}
bool border = false;
flecs::log::dbg("outside: %d", outside);
#ifdef MAKE_BORDER
for (i = 0; i < (int)neighbors.size(); i++) {
int id = neighbors[i];
print_line("id=" + itos(id));
@@ -156,10 +153,20 @@ growth_module::growth_module(flecs::world &ecs)
buildings_layout_grid_cell>();
if (cell.type != neighbor_cell->type) {
border = true;
break;
if (id == west_id)
e.add<WorldEditor::components::
internal_wall_west>();
else if (id == east_id)
e.add<WorldEditor::components::
internal_wall_east>();
else if (id == north_id)
e.add<WorldEditor::components::
internal_wall_north>();
else if (id == south_id)
e.add<WorldEditor::components::
internal_wall_south>();
}
}
#endif
if (outside) {
e.add<WorldEditor::components::
outside_wall>();
@@ -168,10 +175,8 @@ growth_module::growth_module(flecs::world &ecs)
} else
e.add<WorldEditor::components::
final_cell>();
#if 0
if (border)
e.add<WorldEditor::components::border>();
#endif
if (border)
e.add<WorldEditor::components::border>();
print_line("outside: " + itos(outside));
print_line("position: " +
(position.operator String()));

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@@ -238,13 +238,6 @@ void region_tree::grow(flecs::entity grid_floor_e, bool limited)
item->region.can_grow_square = false;
state[item]++;
}
#if 0
if () {
item->region.can_grow_square = false;
item->region.can_grow = false;
item->region.complete = true;
}
#endif
grow_count++;
if (item->region.can_grow && state[item] < 7)
queue.push_back(item);

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@@ -0,0 +1,340 @@
/* ~/godot-projects/streaming_world/src/modules/stream/ui/setup_3d_viewport.h */
#ifndef SETUP_3D_VIEWPORT_H_
#define SETUP_3D_VIEWPORT_H_
#undef NDEBUG
#include <cassert>
#include <scene/gui/control.h>
#include <scene/gui/viewport_container.h>
#include <scene/main/viewport.h>
#include <scene/3d/camera.h>
#include <scene/3d/light.h>
#include <scene/3d/mesh_instance.h>
#include <scene/resources/mesh.h>
#include <scene/resources/mesh_library.h>
#include <scene/resources/packed_scene.h>
#include <scene/resources/primitive_meshes.h>
#include <scene/resources/surface_tool.h>
#include <editor/editor_file_system.h>
#include "building_layout_graph_ui.h"
#include "editor_event.h"
class BuildingLayoutGraphUI;
class Setup3DViewport : public Object {
GDCLASS(Setup3DViewport, Object)
ViewportContainer *wc;
Control *parent;
Viewport *view;
Camera *camera;
DirectionalLight *light;
String current_graph;
int current_floor;
BuildingLayoutGraphUI *base;
MeshInstance *display_mi_exterior, *display_mi_interior;
Ref<MeshLibrary> layout_parts;
protected:
void setup()
{
wc = memnew(ViewportContainer);
view = memnew(Viewport);
light = memnew(DirectionalLight);
view->set_size(parent->get_size() * 0.95f);
Ref<World> use_world;
Ref<Environment> env;
use_world.instance();
env.instance();
env->set_ambient_light_color(Color(0.8, 0.9, 0.9, 1));
env->set_ambient_light_energy(0.6f);
use_world->set_environment(env);
view->set_world(use_world);
view->set_use_own_world(true);
view->set_update_mode(Viewport::UPDATE_WHEN_VISIBLE);
camera = memnew(Camera);
Transform cam_xform =
Transform(Basis(), Vector3(30, 20, 30))
.looking_at(Vector3(), Vector3(0, 1, 0));
camera->set_transform(cam_xform);
camera->set_zfar(1000.0f);
// camera->call_deferred("set_as_top_level", true);
view->call_deferred("add_child", camera);
view->call_deferred("add_child", light);
light->set_translation(Vector3(0, 50, 0));
wc->set_h_size_flags(Control::SIZE_EXPAND_FILL);
wc->set_v_size_flags(Control::SIZE_EXPAND_FILL);
wc->set_custom_minimum_size(view->get_size());
wc->call_deferred("add_child", view);
parent->call_deferred("add_child", wc);
wc->connect("resized", this, "resize");
MeshInstance *base_mi = memnew(MeshInstance);
Ref<CubeMesh> cube;
cube.instance();
cube->set_size(Vector3(100, 1, 100));
base_mi->set_mesh(cube);
base_mi->set_translation(Vector3(0, -0.5, 0));
view->call_deferred("add_child", base_mi);
display_mi_exterior = memnew(MeshInstance);
view->call_deferred("add_child", display_mi_exterior);
display_mi_interior = memnew(MeshInstance);
view->call_deferred("add_child", display_mi_interior);
}
void build_mesh_data()
{
flecs::entity grid_floor_e = base->get_current_grid_floor();
if (!grid_floor_e.is_valid())
return;
flecs::log::dbg("layout is valid");
int grid_size =
grid_floor_e
.get<WorldEditor::components::
buildings_layout_grid_floor>()
->grid_size;
flecs::query<
const WorldEditor::components::buildings_layout_grid_cell>
cells_query =
grid_floor_e.world()
.query_builder<
const WorldEditor::components::
buildings_layout_grid_cell>()
.with(flecs::ChildOf, grid_floor_e)
.build();
Ref<ArrayMesh> layout_mesh_exterior, layout_mesh_interior;
layout_mesh_exterior.instance();
layout_mesh_interior.instance();
SurfaceTool tool_exterior, tool_interior;
Ref<Material> mat_exterior, mat_interior;
layout_mesh_exterior->set_storage_mode(Mesh::STORAGE_MODE_CPU);
layout_mesh_interior->set_storage_mode(Mesh::STORAGE_MODE_CPU);
tool_exterior.create_from(layout_mesh_exterior, 0);
tool_interior.create_from(layout_mesh_interior, 0);
Transform offset(Basis(), Vector3(-grid_size * 4 / 2, 0,
-grid_size * 4 / 2));
cells_query.each([this, grid_size, offset, &tool_exterior,
&tool_interior, &mat_exterior, &mat_interior](
flecs::entity e,
const WorldEditor::components::
buildings_layout_grid_cell
&cell) {
int i;
int x = cell.index % grid_size;
int y = 0;
int z = cell.index / grid_size;
Transform base_transform(Basis(),
Vector3(x * 4, 0, z * 4));
int matches = 0;
Vector<Pair<int, Transform> > items_exterior;
Vector<Pair<int, Transform> > items_interior;
struct pmatch {
int mask;
String item;
Basis basis;
Vector3 offset;
bool exterior;
};
struct pmatch match_data[] = {
{ 1, "outside-wall", Basis(), Vector3(0, 0, -2),
true },
{ 2, "outside-wall",
Basis().rotated(Vector3(0, 1, 0), Math_PI),
Vector3(0, 0, 2), true },
{ 4, "outside-wall",
Basis().rotated(Vector3(0, 1, 0),
Math_PI / 2),
Vector3(-2, 0, 0), true },
{ 8, "outside-wall",
Basis().rotated(Vector3(0, 1, 0),
-Math_PI / 2),
Vector3(2, 0, 0), true },
{ 2 | 8, "outside-wall-corner",
Basis().rotated(Vector3(0, 1, 0), Math_PI),
Vector3(2, 0, 2), true },
{ 1 | 4, "outside-wall-corner",
Basis().rotated(Vector3(0, 1, 0), 0),
Vector3(-2, 0, -2), true },
{ 1 | 8, "outside-wall-corner",
Basis().rotated(Vector3(0, 1, 0),
-Math_PI / 2),
Vector3(2, 0, -2), true },
{ 2 | 4, "outside-wall-corner",
Basis().rotated(Vector3(0, 1, 0),
Math_PI / 2),
Vector3(-2, 0, 2), true },
{ 16, "internal-wall", Basis(),
Vector3(0, 0, -2), false },
{ 32, "internal-wall",
Basis().rotated(Vector3(0, 1, 0), Math_PI),
Vector3(0, 0, 2), false },
{ 64, "internal-wall",
Basis().rotated(Vector3(0, 1, 0),
Math_PI / 2),
Vector3(-2, 0, 0), false },
{ 128, "internal-wall",
Basis().rotated(Vector3(0, 1, 0),
-Math_PI / 2),
Vector3(2, 0, 0), false },
};
if (e.has<WorldEditor::components::outside_wall_north>())
matches |= 1;
if (e.has<WorldEditor::components::outside_wall_south>())
matches |= 2;
if (e.has<WorldEditor::components::outside_wall_west>())
matches |= 4;
if (e.has<WorldEditor::components::outside_wall_east>())
matches |= 8;
if (e.has<WorldEditor::components::internal_wall_north>())
matches |= 16;
if (e.has<WorldEditor::components::internal_wall_south>())
matches |= 32;
if (e.has<WorldEditor::components::internal_wall_west>())
matches |= 64;
if (e.has<WorldEditor::components::internal_wall_east>())
matches |= 128;
for (i = 0; i < (int)sizeof(match_data) /
(int)sizeof(match_data[0]);
i++) {
int mask = match_data[i].mask;
if ((matches & mask) == mask) {
int id =
layout_parts->find_item_by_name(
match_data[i].item);
assert(id >= 0);
Transform item_transform;
item_transform.basis =
match_data[i].basis;
item_transform.origin =
match_data[i].offset;
if (match_data[i].exterior)
items_exterior.push_back(
{ id, item_transform });
else
items_interior.push_back(
{ id, item_transform });
}
}
for (i = 0; i < items_exterior.size(); i++) {
Ref<Mesh> mesh = layout_parts->get_item_mesh(
items_exterior[i].first);
assert(mesh.is_valid());
if (!mat_exterior.is_valid())
mat_exterior =
mesh->surface_get_material(0);
tool_exterior.append_from(
mesh, 0,
offset * base_transform *
items_exterior[i].second);
}
for (i = 0; i < items_interior.size(); i++) {
Ref<Mesh> mesh = layout_parts->get_item_mesh(
items_interior[i].first);
assert(mesh.is_valid());
if (!mat_interior.is_valid())
mat_interior =
mesh->surface_get_material(0);
tool_interior.append_from(
mesh, 0,
offset * base_transform *
items_interior[i].second);
}
});
Array arr_exterior = tool_exterior.commit_to_arrays();
layout_mesh_exterior->add_surface_from_arrays(
Mesh::PRIMITIVE_TRIANGLES, arr_exterior, Array(),
Mesh::ARRAY_COMPRESS_DEFAULT);
if (!mat_exterior.is_valid()) {
Ref<SpatialMaterial> spmat;
spmat.instance();
spmat->set_albedo(Color(1.0f, 0.6f, 0.6f));
mat_exterior = spmat;
}
Array arr_interior = tool_interior.commit_to_arrays();
layout_mesh_interior->add_surface_from_arrays(
Mesh::PRIMITIVE_TRIANGLES, arr_interior, Array(),
Mesh::ARRAY_COMPRESS_DEFAULT);
if (!mat_interior.is_valid()) {
Ref<SpatialMaterial> spmat;
spmat.instance();
spmat->set_albedo(Color(1.0f, 0.6f, 0.6f));
mat_interior = spmat;
}
layout_mesh_exterior->surface_set_material(0, mat_exterior);
display_mi_exterior->hide();
display_mi_exterior->set_mesh(layout_mesh_exterior);
layout_mesh_exterior->set_storage_mode(
Mesh::STORAGE_MODE_CPU_AND_GPU);
display_mi_exterior->show();
layout_mesh_interior->surface_set_material(0, mat_interior);
display_mi_interior->hide();
display_mi_interior->set_mesh(layout_mesh_interior);
layout_mesh_interior->set_storage_mode(
Mesh::STORAGE_MODE_CPU_AND_GPU);
display_mi_interior->show();
}
void resize()
{
wc->update();
view->set_size(wc->get_size());
}
static void _bind_methods()
{
ClassDB::bind_method(D_METHOD("setup"),
&Setup3DViewport::setup);
ClassDB::bind_method(D_METHOD("resize"),
&Setup3DViewport::resize);
}
void update_layout(const String &event, const Vector<Variant> &args)
{
if (event == "update_layout_view") {
build_mesh_data();
flecs::log::dbg("mesh updated");
}
}
void create_mesh_library(const Ref<PackedScene> &scene)
{
Node *sroot = scene->instance();
if (!layout_parts.is_valid())
layout_parts.instance();
List<Node *> queue;
queue.push_back(sroot);
while (!queue.empty()) {
int i;
Node *item = queue.front()->get();
queue.pop_front();
MeshInstance *mi = Object::cast_to<MeshInstance>(item);
if (mi) {
String mesh_name = mi->get_name();
Ref<ArrayMesh> mesh = mi->get_mesh();
mesh->set_storage_mode(Mesh::STORAGE_MODE_CPU);
int id =
layout_parts->get_last_unused_item_id();
layout_parts->create_item(id);
layout_parts->set_item_name(id, mesh_name);
layout_parts->set_item_mesh(id, mesh);
}
for (i = 0; i < item->get_child_count(); i++)
queue.push_back(item->get_child(i));
}
sroot->queue_delete();
}
public:
Setup3DViewport(Control *parent, BuildingLayoutGraphUI *base)
: Object()
, parent(parent)
, base(base)
{
ConfigFile config;
Error err = config.load("res://astream/building_layout.conf");
assert(err == OK);
String library_scene_path =
config.get_value("rooms", "parts_library_path");
Ref<PackedScene> library_scene = ResourceLoader::load(
library_scene_path, "PackedScene", true);
assert(library_scene.is_valid());
create_mesh_library(library_scene);
parent->connect("ready", this, "setup");
if (parent->is_node_ready())
setup();
EditorEvent::get_singleton()->event.add_listener(
this, &Setup3DViewport::update_layout);
}
};
#endif // SETUP_3D_VIEWPORT_H_

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@@ -127,6 +127,10 @@ public:
struct outside_wall_west {};
struct outside_wall_north {};
struct outside_wall_south {};
struct internal_wall_east {};
struct internal_wall_west {};
struct internal_wall_north {};
struct internal_wall_south {};
struct corridoor {};
struct buildings_layout_grid_floor {
Set<int> cells;