GodotSectors/Scripts/Space/SpaceRegion.gd

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@tool
extends SpaceEntity
## Classic 2.5D sector beauty.
##
class_name SpaceRegion
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# TODO: Make evelation and height be against the parent.
@export var elevation: float = 0.0
@export var height: float = 100.0
@export var wall_texture: Texture2D
@export var floor_texture: Texture2D
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@export var ceiling_texture: Texture2D
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@export var top_texture: Texture2D
var _is_convex_cache: bool
func generate_geometry(space: Space) -> Node3D:
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return _generate_geometry(space, true, null)
func _process(delta):
if Engine.is_editor_hint():
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self.texture = top_texture if top_texture else floor_texture
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func _generate_geometry(space: Space,
looked_from_inside: bool,
parent_region: SpaceRegion
) -> Node3D:
var geometry := MeshInstance3D.new()
geometry.name = name
geometry.position = Vector3(
position.x * space.unit_scale,
0,
position.y * space.unit_scale,
)
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var mesh := ArrayMesh.new()
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var surface_count: int = 0
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, _generate_wall_arrays(space, looked_from_inside))
surface_count += 1
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var wall_material := StandardMaterial3D.new()
wall_material.albedo_texture = wall_texture
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mesh.surface_set_material(surface_count - 1, wall_material)
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if (looked_from_inside):
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, _generate_floor_arrays(space))
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surface_count += 1
var floor_material := StandardMaterial3D.new()
floor_material.albedo_texture = floor_texture
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mesh.surface_set_material(surface_count - 1, floor_material)
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, _generate_ceiling_arrays(space))
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surface_count += 1
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var ceiling_material := StandardMaterial3D.new()
ceiling_material.albedo_texture = ceiling_texture
ceiling_material.cull_mode = BaseMaterial3D.CULL_FRONT # todo: Don't require state change
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mesh.surface_set_material(surface_count - 1, ceiling_material)
if parent_region and not parent_region._is_convex_cache:
if parent_region.height > height:
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, _generate_ceiling_arrays(space))
surface_count += 1
var top_material := StandardMaterial3D.new()
top_material.albedo_texture = top_texture
mesh.surface_set_material(surface_count - 1, top_material)
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geometry.mesh = mesh
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_is_convex_cache = is_convex()
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for child in get_children():
if child is SpaceRegion:
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geometry.add_child(child._generate_geometry(space, not looked_from_inside, self))
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geometry.create_trimesh_collision()
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return geometry
func _generate_wall_arrays(space: Space, looked_from_inside: bool) -> Array:
var polygon = self.polygon
var polygon_pairs = Array()
for i in range(-1, polygon.size() - 1):
polygon_pairs.append([polygon[i], polygon[i+1]])
var vertices = PackedVector3Array()
var uvs = PackedVector2Array()
for line in polygon_pairs:
_push_line(space, line, vertices, uvs, looked_from_inside)
var arrays := Array()
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertices
arrays[Mesh.ARRAY_TEX_UV] = uvs
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return arrays
func _push_line(space: Space,
line: Array,
vertices: PackedVector3Array,
uvs: PackedVector2Array,
looked_from_inside: bool
):
var v0 := Vector3(
line[0][0] * space.unit_scale, elevation * space.unit_scale,
line[0][1] * space.unit_scale)
var v1 := Vector3(
line[1][0] * space.unit_scale, (elevation + height) * space.unit_scale,
line[1][1] * space.unit_scale)
var v2 := Vector3(
line[1][0] * space.unit_scale, elevation * space.unit_scale,
line[1][1] * space.unit_scale)
var v3 := Vector3(
line[0][0] * space.unit_scale, (elevation + height) * space.unit_scale,
line[0][1] * space.unit_scale)
if looked_from_inside:
vertices.append_array([v0, v1, v2, v1, v0, v3])
else:
vertices.append_array([v0, v2, v1, v1, v3, v0])
uvs.append(Vector2(0, 1))
uvs.append(Vector2(1, 0))
uvs.append(Vector2(1, 1))
uvs.append(Vector2(1, 0))
uvs.append(Vector2(0, 1))
uvs.append(Vector2(0, 0))
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func _generate_floor_arrays(space: Space) -> Array:
var triangulation := Geometry2D.triangulate_polygon(self.polygon)
var vertices := PackedVector3Array()
var uvs := PackedVector2Array()
vertices.resize(triangulation.size())
uvs.resize(triangulation.size())
for i in range(triangulation.size()):
vertices[i] = Vector3(
self.polygon[triangulation[i]].x * space.unit_scale,
elevation * space.unit_scale,
self.polygon[triangulation[i]].y * space.unit_scale,
)
uvs[i] = self.polygon[triangulation[i]] * space.unit_scale
var arrays := Array()
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertices
arrays[Mesh.ARRAY_TEX_UV] = uvs
return arrays
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# todo: Reuse triangulation with the floor
func _generate_ceiling_arrays(space: Space) -> Array:
var triangulation := Geometry2D.triangulate_polygon(self.polygon)
var vertices := PackedVector3Array()
var uvs := PackedVector2Array()
vertices.resize(triangulation.size())
uvs.resize(triangulation.size())
for i in range(triangulation.size()):
vertices[i] = Vector3(
self.polygon[triangulation[i]].x * space.unit_scale,
(elevation + height) * space.unit_scale,
self.polygon[triangulation[i]].y * space.unit_scale,
)
uvs[i] = self.polygon[triangulation[i]] * space.unit_scale
var arrays := Array()
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertices
arrays[Mesh.ARRAY_TEX_UV] = uvs
return arrays
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## Check whether region polygon forms a convex geometry.
##
## Based on: https://math.stackexchange.com/a/1745427
func is_convex() -> bool:
if self.polygon.size() < 3:
return false
var wSign: float = 0 # First nonzero orientation (positive or negative)
var xSign: float = 0
var xFirstSign: float = 0 # Sign of first nonzero edge vector x
var xFlips: float = 0 # Number of sign changes in x
var ySign: float = 0
var yFirstSign: float = 0 # Sign of first nonzero edge vector y
var yFlips: float = 0 # Number of sign changes in y
var curr: Vector2 = self.polygon[-2] # Second-to-last vertex
var next: Vector2 = self.polygon[-1] # Last vertex
for v in self.polygon: # Each vertex, in order
var prev: Vector2 = curr # Previous vertex
curr = next # Current vertex
next = v # Next vertex
# Previous edge vector ("before"):
var bx: float = curr.x - prev.x
var by: float = curr.y - prev.y
# Next edge vector ("after"):
var ax: float = next.x - curr.x
var ay: float = next.y - curr.y
# Calculate sign flips using the next edge vector ("after"),
# recording the first sign.
if ax > 0:
if xSign == 0:
xFirstSign = +1
elif xSign < 0:
xFlips = xFlips + 1
xSign = +1
elif ax < 0:
if xSign == 0:
xFirstSign = -1
elif xSign > 0:
xFlips = xFlips + 1
xSign = -1
if xFlips > 2:
return false
if ay > 0:
if ySign == 0:
yFirstSign = +1
elif ySign < 0:
yFlips = yFlips + 1
ySign = +1
elif ay < 0:
if ySign == 0:
yFirstSign = -1
elif ySign > 0:
yFlips = yFlips + 1
ySign = -1
if yFlips > 2:
return false
# Find out the orientation of this pair of edges,
# and ensure it does not differ from previous ones.
var w := bx * ay - ax * by
if (wSign == 0) and (w != 0):
wSign = w
elif (wSign > 0) and (w < 0):
return false
elif (wSign < 0) and (w > 0):
return false
# Final/wraparound sign flips:
if (xSign != 0) and (xFirstSign != 0) and (xSign != xFirstSign):
xFlips = xFlips + 1
if (ySign != 0) and (yFirstSign != 0) and (ySign != yFirstSign):
yFlips = yFlips + 1
# Concave polygons have two sign flips along each axis.
if (xFlips != 2) or (yFlips != 2):
return false
# This is a convex polygon.
return true