mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 14:00:51 +02:00
5a94dfe85a
A body-anchored building's eave juts frontEave voxels past the map boundary; the neighbour-body mask read that overhang as a ring scrap and opened the roof rim into the sky from across the seam. Building placements only scan the body, so their quads now carry an `own` flag the edge keep-rules never touch.
702 lines
24 KiB
Lua
702 lines
24 KiB
Lua
-- Voxel world mode: a building voxelized from its own sprite.
|
|
--
|
|
-- A Game Boy overworld building is a fake-3D projection that packs several
|
|
-- different 3D facings into one flat drawing: the roof is drawn as if seen
|
|
-- from above, the facade as if seen face-on, and the sloped ends as
|
|
-- diagonal silhouettes. Raising the whole footprint as one box (what the
|
|
-- generic volume path does) folds all three into a wall, so a house comes
|
|
-- out as a cube wearing its own elevation.
|
|
--
|
|
-- This module does the other thing: it classifies each BAND of the drawing
|
|
-- by the surface it depicts and applies the matching operation per band --
|
|
-- the pipeline written up in assets/docs/buidling_to_voxel/. Two rules govern it:
|
|
--
|
|
-- 1. Every visible voxel colour is a real texel of the drawing. Nothing
|
|
-- is invented but the geometry the sprite implies and never paints
|
|
-- (undersides, the depth behind the facade), and those wear the
|
|
-- drawing's own four shades.
|
|
-- 2. The sprite is ground truth, not the tile grid. The silhouette, the
|
|
-- taper rate, the eave height and every window are MEASURED off the
|
|
-- pixels; the profile only says which rows are roof and which are
|
|
-- facade.
|
|
--
|
|
-- The pipeline, per template (see data/voxel_heights.lua `buildings`):
|
|
--
|
|
-- read composite the building out of the atlas and flood its
|
|
-- silhouette in from the border through light pixels only --
|
|
-- the black outline and the #555 shading together are the
|
|
-- boundary, and a "not black" test eats the shaded flanks.
|
|
-- measure the topmost drawn row of each column IS the roof's elevation
|
|
-- profile (the drawn taper is the slope); the facade's panes
|
|
-- are the non-black regions its black frames seal off.
|
|
-- build facade rows extrude straight back over the footprint, the
|
|
-- awning band juts past them, panes sink one voxel, and the
|
|
-- roof lays the top-facing rows flat -- level over the
|
|
-- plateau, stepping down the drawn taper at the ends -- then
|
|
-- overwrites the walls it intersects.
|
|
-- emit cull to the shell and merge runs of texel-adjacent faces into
|
|
-- single quads, so a 90k-voxel house ships as ~2k quads.
|
|
--
|
|
-- One model is built per template and stamped at every placement: Red's
|
|
-- and Blue's houses are the same seven-placement drawing, so they cost one
|
|
-- build between them. mods/DRAMATIC_SHAPE/tools/building_voxels.py is the
|
|
-- reference implementation of the same algorithm and prints the voxel and
|
|
-- shell counts this one must agree with.
|
|
--
|
|
-- Purely presentational, like everything else in the mod: the tiles a
|
|
-- building claims keep the collision, warps and triggers they always had.
|
|
|
|
-- the mod namespace (see main.lua): V.data loads a shipped data file
|
|
local V = ...
|
|
|
|
local Budget = V.require("BuildBudget")
|
|
|
|
local Buildings = {}
|
|
|
|
-- The four GB shades, lightest first (same cutoffs as Structures.shadeClass,
|
|
-- which reasons about the same art).
|
|
local WHITE, GREY, DARK, BLACK = 0, 1, 2, 3
|
|
|
|
-- A pane is a window or a doorway: a non-black region the drawing seals
|
|
-- off behind its own black frame. Anything wider or taller than this is a
|
|
-- band of the facade itself -- a siding course, the awning's grey field --
|
|
-- and must stay flush.
|
|
local RECESS_MAX = 24
|
|
|
|
-- Face shades, matching the rest of the mod's objects: the south face is
|
|
-- the drawing itself and draws at full brightness.
|
|
local SHADE = { top = 0.95, south = 1.0, north = 0.68,
|
|
side = 0.78, bottom = 0.5 }
|
|
|
|
local function keyOf(tx, ty)
|
|
return (ty + 64) * 4096 + (tx + 64)
|
|
end
|
|
|
|
local function shadeOf(r, g, b, a)
|
|
if a == 0 then return WHITE end
|
|
local v = math.min(r, g, b)
|
|
if v <= 0.25 then return BLACK end
|
|
if v <= 0.55 then return DARK end
|
|
if v <= 0.85 then return GREY end
|
|
return WHITE
|
|
end
|
|
|
|
-- The shape profile ships with the mod; absent or broken simply means no
|
|
-- building templates, and every building falls back to the volume path.
|
|
local spec = nil
|
|
local function profile()
|
|
if spec == nil then
|
|
local ok, s = pcall(V.data, "voxel_heights")
|
|
spec = (ok and type(s) == "table") and s or false
|
|
end
|
|
return spec or nil
|
|
end
|
|
|
|
local models = {} -- "<tileset>:<index>" -> prebuilt local quads
|
|
|
|
-- ------------------------------------------------------------------ read --
|
|
|
|
-- Composite the template out of the atlas and flood the silhouette in from
|
|
-- the border. Returns flat arrays indexed y * W + x.
|
|
local function read(t, data, perRow)
|
|
local tiles = t.tiles
|
|
local bh, bw = #tiles, #tiles[1]
|
|
local W, H = bw * 8, bh * 8
|
|
local col, ax, ay = {}, {}, {}
|
|
for sy = 0, H - 1 do
|
|
Budget.tick()
|
|
local row = tiles[math.floor(sy / 8) + 1]
|
|
for sx = 0, W - 1 do
|
|
local tile = row[math.floor(sx / 8) + 1]
|
|
local px = (tile % perRow) * 8 + sx % 8
|
|
local py = math.floor(tile / perRow) * 8 + sy % 8
|
|
local i = sy * W + sx
|
|
ax[i], ay[i] = px, py
|
|
local r, g, b, a = data:getPixel(px, py)
|
|
col[i] = shadeOf(r, g, b, a)
|
|
end
|
|
end
|
|
|
|
local outside = {}
|
|
local queue, n = {}, 0
|
|
local function seed(x, y)
|
|
local i = y * W + x
|
|
if not outside[i] and col[i] <= GREY then
|
|
outside[i] = true
|
|
n = n + 1
|
|
queue[n] = i
|
|
end
|
|
end
|
|
-- The flood comes in from the border, which assumes the drawing is
|
|
-- bounded by its own outline on every side. A drawing trimmed flush to
|
|
-- its art -- one whose base course is a row of brick rather than the
|
|
-- black threshold every other building stands on -- names the sides it
|
|
-- runs off in `seal`, and the flood does not seed there. Without it the
|
|
-- flood climbs in through the light mortar and hollows the wall out.
|
|
local seal = t.seal or ""
|
|
local function sealed(side) return string.find(seal, side, 1, true) ~= nil end
|
|
for x = 0, W - 1 do
|
|
if not sealed("n") then seed(x, 0) end
|
|
if not sealed("s") then seed(x, H - 1) end
|
|
end
|
|
for y = 0, H - 1 do
|
|
if not sealed("w") then seed(0, y) end
|
|
if not sealed("e") then seed(W - 1, y) end
|
|
end
|
|
while n > 0 do
|
|
local i = queue[n]
|
|
n = n - 1
|
|
local x, y = i % W, math.floor(i / W)
|
|
if x + 1 < W then seed(x + 1, y) end
|
|
if x > 0 then seed(x - 1, y) end
|
|
if y + 1 < H then seed(x, y + 1) end
|
|
if y > 0 then seed(x, y - 1) end
|
|
end
|
|
|
|
local inside = {}
|
|
for i = 0, W * H - 1 do inside[i] = not outside[i] end
|
|
return { W = W, H = H, col = col, ax = ax, ay = ay, inside = inside }
|
|
end
|
|
|
|
-- --------------------------------------------------------------- measure --
|
|
|
|
local function measure(sp, t)
|
|
local W, H = sp.W, sp.H
|
|
local roofRows = t.roofRows
|
|
|
|
-- The drawn taper IS the slope: the first drawn row of a column is how
|
|
-- far the roof has stepped down by the time it reaches that column.
|
|
local top = {}
|
|
for x = 0, W - 1 do
|
|
local r = roofRows
|
|
for y = 0, roofRows - 1 do
|
|
if sp.inside[y * W + x] then r = y break end
|
|
end
|
|
top[x] = r
|
|
end
|
|
|
|
local wallH = H - roofRows
|
|
local ytop = wallH - 1 + t.slab
|
|
|
|
-- Side faces must not come out as slabs of outline black: where the
|
|
-- drawing's own pixel is the outline, walk inward for the first painted
|
|
-- colour, which is what the flanks of the real thing would show.
|
|
local interior = {}
|
|
for sy = roofRows, H - 1 do
|
|
for sx = 0, W - 1 do
|
|
local i = sy * W + sx
|
|
local src = i
|
|
if sp.inside[i] and sp.col[i] == BLACK then
|
|
local step = sx < W / 2 and 1 or -1
|
|
for d = 1, 3 do
|
|
local nx = sx + step * d
|
|
if nx >= 0 and nx < W then
|
|
local ni = sy * W + nx
|
|
if sp.inside[ni] and sp.col[ni] ~= BLACK then
|
|
src = ni
|
|
break
|
|
end
|
|
end
|
|
end
|
|
end
|
|
interior[i] = src
|
|
end
|
|
end
|
|
|
|
-- Panes: the facade's non-black pixels split into regions across the
|
|
-- black frames, and a region small enough to be a window or a doorway
|
|
-- sinks a voxel. Frames stay proud, so the pane behind them reads as
|
|
-- glass set into the wall -- and a nested frame (the door's own little
|
|
-- window) layers for free.
|
|
local recess, seen = {}, {}
|
|
for sy = roofRows, H - 1 do
|
|
for sx = 0, W - 1 do
|
|
local i0 = sy * W + sx
|
|
if not seen[i0] and sp.inside[i0] and sp.col[i0] ~= BLACK then
|
|
local cells, stack = {}, { i0 }
|
|
seen[i0] = true
|
|
local x0, x1, y0, y1 = sx, sx, sy, sy
|
|
local function step(nx, ny)
|
|
if nx < 0 or nx >= W or ny < roofRows or ny >= H then return end
|
|
local ni = ny * W + nx
|
|
if not seen[ni] and sp.inside[ni] and sp.col[ni] ~= BLACK then
|
|
seen[ni] = true
|
|
stack[#stack + 1] = ni
|
|
end
|
|
end
|
|
while #stack > 0 do
|
|
local i = table.remove(stack)
|
|
cells[#cells + 1] = i
|
|
local cx, cy = i % W, math.floor(i / W)
|
|
if cx < x0 then x0 = cx end
|
|
if cx > x1 then x1 = cx end
|
|
if cy < y0 then y0 = cy end
|
|
if cy > y1 then y1 = cy end
|
|
step(cx + 1, cy)
|
|
step(cx - 1, cy)
|
|
step(cx, cy + 1)
|
|
step(cx, cy - 1)
|
|
end
|
|
if x1 - x0 < RECESS_MAX and y1 - y0 < RECESS_MAX then
|
|
for _, i in ipairs(cells) do recess[i] = true end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- One representative texel per shade, taken from the building's own art:
|
|
-- the roof's fascia and its undersides are geometry the drawing implies
|
|
-- but never paints, and they must still wear its palette (and pick up
|
|
-- whatever SGB recolouring the atlas carries).
|
|
local shadeTexel = {}
|
|
for i = 0, sp.W * sp.H - 1 do
|
|
if sp.inside[i] and not shadeTexel[sp.col[i]] then
|
|
shadeTexel[sp.col[i]] = i
|
|
end
|
|
end
|
|
for s = WHITE, BLACK do
|
|
shadeTexel[s] = shadeTexel[s] or shadeTexel[BLACK] or 0
|
|
end
|
|
|
|
return { top = top, ytop = ytop, D = H,
|
|
recess = recess, interior = interior, shadeTexel = shadeTexel }
|
|
end
|
|
|
|
-- ----------------------------------------------------------------- build --
|
|
|
|
-- The voxel model as a lookup: `at(x, y, z)` is the index of the sprite
|
|
-- pixel that voxel wears, or nil. Build ORDER is expressed as lookup
|
|
-- order -- roof first, so it overwrites the walls it intersects, and walls
|
|
-- are trimmed to its underside so nothing pokes through the surface.
|
|
local function model(sp, pr, t)
|
|
local W, H, D = sp.W, sp.H, pr.D
|
|
local slab, roofRows = t.slab, t.roofRows
|
|
local top, ytop = pr.top, pr.ytop
|
|
|
|
-- The roof's drawn span. A sprite inset from its box (B03) leaves outer
|
|
-- columns undrawn in the roof band; they carry no roof at all, and the
|
|
-- rim treatment belongs to the outermost drawn columns instead of the
|
|
-- box edge.
|
|
local x0d, x1d
|
|
for x = 0, W - 1 do
|
|
if top[x] < roofRows then
|
|
x0d = x0d or x
|
|
x1d = x
|
|
end
|
|
end
|
|
local ledge0, ledge1 = nil, nil
|
|
if t.ledge then ledge0, ledge1 = t.ledge[1], t.ledge[2] end
|
|
|
|
local rz0, rz1 = 0, D - 1 + (t.frontEave or 0)
|
|
local back, front = t.roofBack, t.roofFront
|
|
local cyc0, cyc1 = t.roofCycle[1], t.roofCycle[2]
|
|
local cycN = cyc1 - cyc0 + 1
|
|
|
|
-- Which drawn row lies at depth z. The drawing looks at the roof from
|
|
-- the north, so its top rows ARE the far edge and its bottom rows the
|
|
-- eave over the facade. The band is shallower than the building, so the
|
|
-- rims map one row per voxel and the middle cycles a run whose period is
|
|
-- the course rhythm -- picked up where the north rim left off, which
|
|
-- continues both the course lines and the roof texture seamlessly.
|
|
local roofSy = {}
|
|
for z = rz0, rz1 do
|
|
local df, db = z - rz0, rz1 - z -- from the north / south edge
|
|
if df < back then
|
|
roofSy[z] = df
|
|
elseif db < front then
|
|
roofSy[z] = roofRows - 1 - db
|
|
else
|
|
roofSy[z] = cyc0 + (df - cyc0) % cycN
|
|
end
|
|
end
|
|
|
|
local T = {}
|
|
for x = 0, W - 1 do T[x] = ytop - top[x] end
|
|
|
|
local function at(x, y, z)
|
|
if x < 0 or x >= W then return nil end
|
|
local tx = T[x]
|
|
|
|
-- roof: a solid of constant thickness following the elevation profile
|
|
if top[x] < roofRows
|
|
and y > tx - slab and y <= tx and z >= rz0 and z <= rz1 then
|
|
if y == tx and x > x0d and x < x1d and z > rz0 and z < rz1 then
|
|
-- the surface itself. Clamping the row into the column's first
|
|
-- drawn row keeps the flank battens running down the slope
|
|
-- instead of falling off the silhouette.
|
|
local sy = roofSy[z]
|
|
if sy < top[x] then sy = top[x] end
|
|
return sy * W + x
|
|
end
|
|
-- The rim reproduces the eave the drawing itself paints under the
|
|
-- roof: a black outline, a shaded fascia, closed by the outline
|
|
-- again. (A GREY fascia band -- what the first cut had -- comes out
|
|
-- WHITE once the atlas is recoloured and turns every sloped end
|
|
-- into a black-and-white zip.) Under the surface it is all shadow.
|
|
local outer = x == x0d or x == x1d or z == rz0 or z == rz1
|
|
if not outer then return pr.shadeTexel[DARK] end
|
|
if y == tx or y == tx - slab + 1 then return pr.shadeTexel[BLACK] end
|
|
return pr.shadeTexel[DARK]
|
|
end
|
|
|
|
-- trimmed: under the slope. A column with no roof over it has no
|
|
-- underside to trim to, and must not be cut away by a profile the
|
|
-- drawing never set.
|
|
if top[x] < roofRows and y > tx - slab then return nil end
|
|
|
|
-- the awning: the band juts two voxels past the walls, front and back
|
|
if ledge0 and (z == -2 or z == -1 or z == D or z == D + 1) then
|
|
local sy = H - 1 - y
|
|
if sy >= ledge0 and sy <= ledge1 and sp.inside[sy * W + x] then
|
|
return sy * W + x
|
|
end
|
|
return nil
|
|
end
|
|
|
|
-- the facade, extruded straight back over the footprint
|
|
if z < 0 or z >= D then return nil end
|
|
local sy = H - 1 - y
|
|
local i = sy * W + x
|
|
if y == 0 and not sp.inside[i] and sy > 0 and sp.inside[i - W] then
|
|
-- the drawing's last row is the ground the building stands on, so
|
|
-- its base course is one row up; without this the walls float a
|
|
-- voxel over their own plot
|
|
sy, i = sy - 1, i - W
|
|
end
|
|
if not sp.inside[i] then return nil end
|
|
if z == D - 1 then
|
|
if pr.recess[i] then return nil end
|
|
return i
|
|
end
|
|
if z == 0 then return i end
|
|
return pr.interior[i]
|
|
end
|
|
|
|
return { at = at, W = W, ytop = ytop,
|
|
zmin = ledge0 and -2 or 0,
|
|
zmax = math.max(rz1, ledge0 and (D + 1) or 0) }
|
|
end
|
|
|
|
-- ------------------------------------------------------------------ emit --
|
|
|
|
-- Cull to the shell and merge. A run of faces collapses into one quad when
|
|
-- its texels are the SAME (a flat-coloured strip, which is most of a side
|
|
-- face) or ADJACENT IN THE ATLAS along the run (the drawing continuing
|
|
-- across the face, which is most of a front face or a roof top). Both keep
|
|
-- every texel exactly where the sprite put it.
|
|
local function emit(m, sp, atlasW, atlasH)
|
|
local W = m.W
|
|
local quads = { voxels = 0, shell = 0 }
|
|
local cell = {} -- (y, z, x) -> sprite pixel index
|
|
|
|
local zmin, zmax, ytop = m.zmin, m.zmax, m.ytop
|
|
local zn = zmax - zmin + 1
|
|
local function ci(x, y, z)
|
|
if x < 0 or x >= W or y < 0 or y > ytop or z < zmin or z > zmax then
|
|
return nil
|
|
end
|
|
return cell[(y * zn + (z - zmin)) * W + x]
|
|
end
|
|
for y = 0, ytop do
|
|
Budget.tick()
|
|
for z = zmin, zmax do
|
|
local base = (y * zn + (z - zmin)) * W
|
|
for x = 0, W - 1 do
|
|
local v = m.at(x, y, z)
|
|
cell[base + x] = v
|
|
if v then quads.voxels = quads.voxels + 1 end
|
|
end
|
|
end
|
|
end
|
|
-- the shell: what survives hidden-face culling. Counted here rather than
|
|
-- derived from the quads because it is the number
|
|
-- tools/building_voxels.py checks this build against.
|
|
for y = 0, ytop do
|
|
Budget.tick()
|
|
for z = zmin, zmax do
|
|
for x = 0, W - 1 do
|
|
if ci(x, y, z) and not (ci(x + 1, y, z) and ci(x - 1, y, z)
|
|
and ci(x, y + 1, z) and ci(x, y - 1, z)
|
|
and ci(x, y, z + 1) and ci(x, y, z - 1)) then
|
|
quads.shell = quads.shell + 1
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- u/v of a run: `n` texels starting at sprite pixel `i`, stepping along
|
|
-- the atlas when the run is a strip and standing still when it is flat.
|
|
local function uvOf(i, strip, n)
|
|
local x0 = sp.ax[i]
|
|
local y0 = sp.ay[i]
|
|
local x1 = strip and (x0 + n) or (x0 + 1)
|
|
return (x0 + 0.05) / atlasW, (x1 - 0.05) / atlasW,
|
|
(y0 + 0.05) / atlasH, (y0 + 1 - 0.05) / atlasH
|
|
end
|
|
|
|
local function put(c1, c2, c3, c4, uv, shade)
|
|
quads[#quads + 1] = { c1, c2, c3, c4, uv = uv, shade = shade }
|
|
end
|
|
|
|
-- How far a run of exposed faces reaches from `x`, and whether it is a
|
|
-- strip (texels marching along the atlas) or flat (one texel repeated).
|
|
local function runX(y, z, dx, dy, dz, x)
|
|
local i0 = ci(x, y, z)
|
|
local strip, n = nil, 1
|
|
while true do
|
|
local nx = x + n
|
|
local i = ci(nx, y, z)
|
|
if not i or ci(nx + dx, y + dy, z + dz) then break end
|
|
local prev = ci(nx - 1, y, z)
|
|
if sp.ay[i] ~= sp.ay[prev] then break end
|
|
local d = sp.ax[i] - sp.ax[prev]
|
|
if d == 1 then
|
|
if strip == false then break end
|
|
strip = true
|
|
elseif d == 0 then
|
|
if strip == true then break end
|
|
strip = false
|
|
else
|
|
break
|
|
end
|
|
n = n + 1
|
|
end
|
|
return i0, strip == true, n
|
|
end
|
|
|
|
-- ---- faces along +-Z (the facade, the roof's rims): merge along x ----
|
|
for _, d in ipairs({ 1, -1 }) do
|
|
local shade = d == 1 and SHADE.south or SHADE.north
|
|
for y = 0, ytop do
|
|
Budget.tick()
|
|
for z = zmin, zmax do
|
|
local x = 0
|
|
while x < W do
|
|
if ci(x, y, z) and not ci(x, y, z + d) then
|
|
local i, strip, n = runX(y, z, 0, 0, d, x)
|
|
local u0, u1, v0, v1 = uvOf(i, strip, n)
|
|
local zf = d == 1 and (z + 1) or z
|
|
if d == 1 then
|
|
put({ x, y, zf }, { x + n, y, zf },
|
|
{ x + n, y + 1, zf }, { x, y + 1, zf },
|
|
{ { u0, v1 }, { u1, v1 }, { u1, v0 }, { u0, v0 } }, shade)
|
|
else
|
|
put({ x + n, y, zf }, { x, y, zf },
|
|
{ x, y + 1, zf }, { x + n, y + 1, zf },
|
|
{ { u1, v1 }, { u0, v1 }, { u0, v0 }, { u1, v0 } }, shade)
|
|
end
|
|
x = x + n
|
|
else
|
|
x = x + 1
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- ---- faces along +-Y (roof surfaces, undersides): merge along x ----
|
|
for _, d in ipairs({ 1, -1 }) do
|
|
local shade = d == 1 and SHADE.top or SHADE.bottom
|
|
for y = 0, ytop do
|
|
Budget.tick()
|
|
-- the underside of the bottom layer is the ground it stands on
|
|
if not (d == -1 and y == 0) then
|
|
for z = zmin, zmax do
|
|
local x = 0
|
|
while x < W do
|
|
if ci(x, y, z) and not ci(x, y + d, z) then
|
|
local i, strip, n = runX(y, z, 0, d, 0, x)
|
|
local u0, u1, v0, v1 = uvOf(i, strip, n)
|
|
local yf = d == 1 and (y + 1) or y
|
|
if d == 1 then
|
|
put({ x, yf, z }, { x + n, yf, z },
|
|
{ x + n, yf, z + 1 }, { x, yf, z + 1 },
|
|
{ { u0, v0 }, { u1, v0 }, { u1, v1 }, { u0, v1 } }, shade)
|
|
else
|
|
put({ x, yf, z + 1 }, { x + n, yf, z + 1 },
|
|
{ x + n, yf, z }, { x, yf, z },
|
|
{ { u0, v1 }, { u1, v1 }, { u1, v0 }, { u0, v0 } }, shade)
|
|
end
|
|
x = x + n
|
|
else
|
|
x = x + 1
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- ---- faces along +-X (the flanks): merge along z, one texel each ----
|
|
for _, d in ipairs({ 1, -1 }) do
|
|
for y = 0, ytop do
|
|
for x = 0, W - 1 do
|
|
local z = zmin
|
|
while z <= zmax do
|
|
local i = ci(x, y, z)
|
|
if i and not ci(x + d, y, z) then
|
|
local n = 1
|
|
while z + n <= zmax do
|
|
local j = ci(x, y, z + n)
|
|
if j ~= i or ci(x + d, y, z + n) then break end
|
|
n = n + 1
|
|
end
|
|
local u0, u1, v0, v1 = uvOf(i, false, n)
|
|
local xf = d == 1 and (x + 1) or x
|
|
if d == 1 then
|
|
put({ xf, y, z + n }, { xf, y, z },
|
|
{ xf, y + 1, z }, { xf, y + 1, z + n },
|
|
{ { u0, v1 }, { u1, v1 }, { u1, v0 }, { u0, v0 } },
|
|
SHADE.side)
|
|
else
|
|
put({ xf, y, z }, { xf, y, z + n },
|
|
{ xf, y + 1, z + n }, { xf, y + 1, z },
|
|
{ { u0, v1 }, { u1, v1 }, { u1, v0 }, { u0, v0 } },
|
|
SHADE.side)
|
|
end
|
|
z = z + n
|
|
else
|
|
z = z + 1
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
return quads
|
|
end
|
|
|
|
-- ------------------------------------------------------------- placement --
|
|
|
|
-- Does the template's tile grid sit at (tx, ty)?
|
|
local function matches(S, t, tx, ty)
|
|
local tiles = t.tiles
|
|
for r = 1, #tiles do
|
|
local row = tiles[r]
|
|
for c = 1, #row do
|
|
if S.tileAt[keyOf(tx + c - 1, ty + r - 1)] ~= row[c] then
|
|
return false
|
|
end
|
|
end
|
|
end
|
|
return true
|
|
end
|
|
|
|
-- Find every placement of every template for this map's tileset, build one
|
|
-- model per template, and stamp it. Returns nothing; the quads land in
|
|
-- S.objectQuads and the tiles are claimed so the volume path never boxes a
|
|
-- building this module has already modelled.
|
|
function Buildings.build(S, map, data, perRow)
|
|
if not data then return end
|
|
local tileset = map.tileset
|
|
local s = profile()
|
|
local list = s and s.buildings and s.buildings[tileset.id]
|
|
if not list then return end
|
|
|
|
local atlasW = tileset.imageWidth or 128
|
|
local atlasH = tileset.imageHeight or 48
|
|
local tw, th = map.def.width * 4, map.def.height * 4
|
|
local quads = S.objectQuads
|
|
|
|
for index, t in ipairs(list) do
|
|
if type(t.tiles) == "table" and #t.tiles > 0 then
|
|
local bh, bw = #t.tiles, #t.tiles[1]
|
|
local first = t.tiles[1][1]
|
|
local built = nil
|
|
for ty = 0, th - bh do
|
|
Budget.tick()
|
|
for tx = 0, tw - bw do
|
|
if S.tileAt[keyOf(tx, ty)] == first and matches(S, t, tx, ty) then
|
|
if not built then
|
|
local key = tileset.id .. ":" .. index
|
|
if not models[key] then
|
|
local sp = read(t, data, perRow)
|
|
local pr = measure(sp, t)
|
|
models[key] = emit(model(sp, pr, t), sp, atlasW, atlasH)
|
|
end
|
|
built = models[key]
|
|
end
|
|
Buildings.stamp(S, map, built, tx, ty, bw, bh)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- One placement: claim its tiles (so the detector leaves them alone and
|
|
-- the mesher paints ground under them) and copy the model into place.
|
|
function Buildings.stamp(S, map, quads, tx, ty, bw, bh)
|
|
local shape = { class = "building", h = 0, art = "building",
|
|
flat = false, authored = true }
|
|
|
|
-- the ground the building stands on: the commonest flat tile around its
|
|
-- feet, so a house on a path keeps its path
|
|
local votes, best, bestN = {}, nil, 0
|
|
local function vote(x, y)
|
|
local k = keyOf(x, y)
|
|
local ns = S.shapeAt[k]
|
|
if ns and ns.flat and ns.class ~= "void" then
|
|
local tile = S.tileAt[k]
|
|
votes[tile] = (votes[tile] or 0) + 1
|
|
if votes[tile] > bestN then best, bestN = tile, votes[tile] end
|
|
end
|
|
end
|
|
for c = 0, bw - 1 do
|
|
vote(tx + c, ty - 1)
|
|
vote(tx + c, ty + bh)
|
|
end
|
|
for r = 0, bh - 1 do
|
|
vote(tx - 1, ty + r)
|
|
vote(tx + bw, ty + r)
|
|
end
|
|
|
|
for r = 0, bh - 1 do
|
|
for c = 0, bw - 1 do
|
|
local k = keyOf(tx + c, ty + r)
|
|
S.shapeAt[k] = shape
|
|
S.skip[k] = true
|
|
S.ground[k] = best or false
|
|
end
|
|
end
|
|
|
|
local mx, mz = tx * 8, ty * 8
|
|
local out = S.objectQuads
|
|
for _, q in ipairs(quads) do
|
|
out[#out + 1] = {
|
|
{ q[1][1] + mx, q[1][2], q[1][3] + mz },
|
|
{ q[2][1] + mx, q[2][2], q[2][3] + mz },
|
|
{ q[3][1] + mx, q[3][2], q[3][3] + mz },
|
|
{ q[4][1] + mx, q[4][2], q[4][3] + mz },
|
|
uv = q.uv, shade = q.shade,
|
|
-- placements only ever scan the BODY, so a building is always this
|
|
-- map's own structure: the mesher's edge keep-rules must not eat
|
|
-- the parts that poke past the boundary (an edge-row house's eave
|
|
-- juts frontEave voxels into the neighbour's airspace, and the
|
|
-- neighbour-body mask read that overhang as a ring scrap -- which
|
|
-- opened the roof rim into the sky from across the seam)
|
|
own = true,
|
|
}
|
|
end
|
|
end
|
|
|
|
-- What the models built so far cost, keyed "<tileset>:<index>": the voxel
|
|
-- and shell counts tools/building_voxels.py checks this implementation
|
|
-- against (Stage 5 of the methodology), and the quad count that ships.
|
|
function Buildings.stats()
|
|
local out = {}
|
|
for key, quads in pairs(models) do
|
|
out[key] = { voxels = quads.voxels, shell = quads.shell,
|
|
quads = #quads }
|
|
end
|
|
return out
|
|
end
|
|
|
|
-- Drop the prebuilt models (hot reload, or a mod shadowing the profile).
|
|
function Buildings.invalidate()
|
|
spec = nil
|
|
models = {}
|
|
end
|
|
|
|
return Buildings
|