184 lines
7.4 KiB
C++
184 lines
7.4 KiB
C++
#pragma once
|
||
|
||
#include <godot_cpp/classes/image.hpp>
|
||
#include <godot_cpp/classes/node3d.hpp>
|
||
#include <godot_cpp/classes/ref.hpp>
|
||
#include <godot_cpp/variant/array.hpp>
|
||
#include <godot_cpp/variant/dictionary.hpp>
|
||
#include <godot_cpp/variant/string.hpp>
|
||
|
||
#include <asset_resolver.h>
|
||
#include <environment.h>
|
||
#include <map_setting.h>
|
||
#include <property.h>
|
||
#include <terrain_files.h>
|
||
#include <texture_set.h>
|
||
|
||
#include <memory>
|
||
#include <cstdint>
|
||
#include <vector>
|
||
|
||
#include "static_object.h"
|
||
|
||
namespace godot {
|
||
class MeshInstance3D;
|
||
}
|
||
|
||
namespace mtgodot {
|
||
|
||
// W1 —— 加载一张 Metin2 户外地图并渲染灰色高度地形。
|
||
// SHINSOO-WORLD-RENDERING.md §8(Metin2World API 契约)/ §9-W1。
|
||
//
|
||
// Metin2World (Node3D)
|
||
// └─ Terrain_000000 (MeshInstance3D) …每区块一个
|
||
//
|
||
// 后续阶段往这里加 splat 材质(W2)、静态对象(W3)、树(W4)、环境(W5)…
|
||
class Metin2World : public godot::Node3D {
|
||
GDCLASS(Metin2World, godot::Node3D)
|
||
|
||
public:
|
||
Metin2World();
|
||
~Metin2World() override;
|
||
|
||
void _ready() override;
|
||
void _process(double delta) override;
|
||
|
||
void set_assets_root(const godot::String &p);
|
||
godot::String get_assets_root() const { return assets_root; }
|
||
void set_map_path(const godot::String &p);
|
||
godot::String get_map_path() const { return map_path; }
|
||
void set_load_radius_tiles(int r) { load_radius = r; }
|
||
int get_load_radius_tiles() const { return load_radius; }
|
||
void set_focus_tile(godot::Vector2i t);
|
||
godot::Vector2i get_focus_tile() const { return godot::Vector2i(focus_tx, focus_ty); }
|
||
void set_auto_load(bool v) { auto_load = v; }
|
||
bool get_auto_load() const { return auto_load; }
|
||
void set_splat_enabled(bool v) { splat_enabled = v; }
|
||
bool get_splat_enabled() const { return splat_enabled; }
|
||
void set_terrain_patches(int n) { terrain_patches = n; }
|
||
int get_terrain_patches() const { return terrain_patches; }
|
||
void set_objects_enabled(bool v) { objects_enabled = v; }
|
||
bool get_objects_enabled() const { return objects_enabled; }
|
||
void set_env_enabled(bool v) { env_enabled = v; }
|
||
bool get_env_enabled() const { return env_enabled; }
|
||
void set_water_enabled(bool v) { water_enabled = v; }
|
||
bool get_water_enabled() const { return water_enabled; }
|
||
// §3.3: static building/tree shadows are already baked into shadowmap.dds, so
|
||
// they don't cast realtime sun shadows by default (avoids double-darkening).
|
||
// Only shadowflag=1 buildings and dynamic actors cast realtime. Flip these on
|
||
// for a modernized look.
|
||
void set_tree_shadows(bool v) { tree_shadows = v; }
|
||
bool get_tree_shadows() const { return tree_shadows; }
|
||
void set_static_shadows(bool v) { static_shadows = v; }
|
||
bool get_static_shadows() const { return static_shadows; }
|
||
void set_stream_budget(int v) { stream_budget = v < 1 ? 1 : v; }
|
||
int get_stream_budget() const { return stream_budget; }
|
||
|
||
bool load_map();
|
||
void unload_map();
|
||
// 流式:把关注点设到某全局米坐标;load_radius_tiles >= 0 时按 3×3(radius) 装/卸区块。
|
||
void set_focus_position(double gx_m, double gz_m);
|
||
godot::Dictionary get_perf() const; // fps / frame ms / draw calls / prims / vram / 节点数
|
||
// 全局米坐标(Godot 空间)下的地表高度;地图外返回 0。
|
||
godot::Vector2 get_map_base_cm() const; // setting.txt BasePosition, in cm
|
||
godot::Vector2i get_map_size_tiles() const;
|
||
double sample_height(double gx_m, double gz_m) const;
|
||
// attr.atr 属性字节(bit0=BLOCK, bit1=WATER…);地图外返回 0。
|
||
int sample_attribute(double gx_m, double gz_m) const;
|
||
bool is_blocked(double gx_m, double gz_m) const { return (sample_attribute(gx_m, gz_m) & 1) != 0; }
|
||
// ClientVS22 InstanceBaseMotion::GetFishingRot 等价:在角色前方 600cm
|
||
// 按当前 heading ±(0..180°,步长 10°) 扫描 ATTRIBUTE_WATER。
|
||
// 返回选中的服务端 heading;没有水面或目标区块未加载时返回 -1。
|
||
double get_fishing_rotation(double gx_m, double gz_m, double heading_deg) const;
|
||
bool can_fishing_position(double gx_m, double gz_m, double heading_deg) const;
|
||
godot::Dictionary get_load_report() const;
|
||
// Area ambience sources from AreaAmbienceData + .pra properties. Audio owns
|
||
// playback; the world only exposes the reference source records.
|
||
godot::Array get_ambience_sources() const;
|
||
|
||
// 便捷:解一张 DDS 为 Image(HUD 小地图等用;Godot 原生不支持 .dds)。
|
||
godot::Ref<godot::Image> load_dds(const godot::String &path) const;
|
||
// map_path 下某区块目录的绝对路径(HUD 找 minimap.dds 用)。
|
||
godot::String chunk_dir(int tile_x, int tile_y) const;
|
||
|
||
// 构建期用:扫 assets_root 建 AssetResolver 索引,写到 out_path(asset_index.txt)。
|
||
// 打进 PCK 后移动端 build_or_load() 直接装载,不再 std::filesystem 扫盘。
|
||
bool bake_asset_index(const godot::String &out_path);
|
||
|
||
protected:
|
||
static void _bind_methods();
|
||
|
||
private:
|
||
godot::String assets_root;
|
||
godot::String map_path = "OutdoorA1/metin2_map_a1";
|
||
int load_radius = -1; // <0 = 全图
|
||
int focus_tx = 0, focus_ty = 0;
|
||
bool auto_load = true;
|
||
bool splat_enabled = true;
|
||
// §3.5: 每区块地形拆成 N×N patch(各自 MeshInstance),启用逐 patch 视锥剔除 +
|
||
// visibility_range 远距整片剔除。1 = 不拆(旧行为)。必须整除 128。
|
||
int terrain_patches = 4;
|
||
// patch 超过这个距离整片不画(米)。默认 3500 覆盖全图+俯视调试,实际增益来自
|
||
// 逐 patch 视锥剔除;游戏内可调低省远景地形。
|
||
float terrain_patch_view = 3500.0f;
|
||
bool objects_enabled = true;
|
||
bool env_enabled = true;
|
||
bool water_enabled = true;
|
||
bool collision_enabled = true;
|
||
bool tree_shadows = false; // trees: baked in shadowmap.dds -> no realtime cast
|
||
bool static_shadows = false; // shadowflag=0/empty buildings: same
|
||
int water_pieces = 0;
|
||
|
||
fmt::MapSetting setting;
|
||
fmt::TextureSet texture_set;
|
||
fmt::Environment env;
|
||
bool env_ok = false;
|
||
std::shared_ptr<fmt::AssetResolver> resolver;
|
||
fmt::PropertyRegistry registry;
|
||
StaticMeshCache static_cache;
|
||
bool setting_ok = false;
|
||
bool splat_ready = false;
|
||
bool registry_ok = false;
|
||
godot::String last_error;
|
||
int chunks_built = 0, chunks_failed = 0, chunks_splatted = 0;
|
||
int objects_placed = 0, objects_skipped = 0, objects_missing_model = 0;
|
||
int trees_placed = 0, tree_species = 0;
|
||
int native_trees_placed = 0, proxy_trees_placed = 0;
|
||
int objects_mdatr_built = 0;
|
||
godot::Node3D *objects_root = nullptr;
|
||
double build_ms = 0;
|
||
|
||
struct Chunk {
|
||
int tx = 0, ty = 0;
|
||
std::shared_ptr<fmt::HeightMap> hm;
|
||
std::shared_ptr<fmt::AttrMap> am;
|
||
godot::Node3D *root = nullptr; // 该区块的全部场景节点(terrain + water + 对象 + 树)
|
||
int objects = 0, trees = 0;
|
||
};
|
||
struct AmbienceSource {
|
||
int tile_x = 0, tile_y = 0;
|
||
int object_index = 0;
|
||
godot::Vector3 position;
|
||
int range_cm = 0;
|
||
float max_volume_area_percentage = 0.0f;
|
||
float play_interval = 0.0f;
|
||
float play_interval_variation = 0.0f;
|
||
godot::String play_type;
|
||
std::vector<std::string> sounds;
|
||
};
|
||
std::vector<Chunk> chunks;
|
||
std::vector<std::pair<int, int>> stream_queue; // 待建区块
|
||
std::vector<AmbienceSource> ambience_sources;
|
||
int stream_budget = 1; // 每帧最多建几个区块(streaming 时)
|
||
|
||
godot::String map_dir() const;
|
||
bool build_chunk(int tx, int ty);
|
||
void place_chunk_objects(int tx, int ty, godot::Node3D *root, int &n_obj, int &n_tree);
|
||
void place_chunk_ambience(int tx, int ty);
|
||
void unload_chunk(int idx);
|
||
void stream_update();
|
||
const Chunk *chunk_at(int tx, int ty) const;
|
||
};
|
||
|
||
} // namespace mtgodot
|