specification of region wall texture, ability to have nested regions, unshaded region material
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@ -5,9 +5,15 @@ class_name SpaceRegion
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@export var elevation: float = 0.0
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@export var height: float = 100.0
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@export var wall_texture: Texture2D
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@export var floor_texture: Texture2D
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func generate_geometry(space: Space) -> Node3D:
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return _generate_geometry(space, true)
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func _generate_geometry(space: Space, looked_from_inside: bool) -> Node3D:
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var geometry := MeshInstance3D.new()
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geometry.name = name
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@ -19,46 +25,57 @@ func generate_geometry(space: Space) -> Node3D:
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var vertices = PackedVector3Array()
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var uvs = PackedVector2Array()
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for line in polygon_pairs:
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vertices.append(Vector3(
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line[0][0] * space.unit_scale, elevation * space.unit_scale,
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line[0][1] * space.unit_scale
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))
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vertices.append(Vector3(
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line[1][0] * space.unit_scale, (elevation + height) * space.unit_scale,
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line[1][1] * space.unit_scale,
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))
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vertices.append(Vector3(
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line[1][0] * space.unit_scale, elevation * space.unit_scale,
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line[1][1] * space.unit_scale,
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))
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vertices.append(Vector3(
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line[1][0] * space.unit_scale, (elevation + height) * space.unit_scale,
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line[1][1] * space.unit_scale,
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))
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vertices.append(Vector3(
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line[0][0] * space.unit_scale, elevation * space.unit_scale,
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line[0][1] * space.unit_scale,
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))
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vertices.append(Vector3(
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line[0][0] * space.unit_scale, (elevation + height) * space.unit_scale,
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line[0][1] * space.unit_scale,
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))
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uvs.append(Vector2(0, 1))
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uvs.append(Vector2(1, 0))
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uvs.append(Vector2(1, 1))
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uvs.append(Vector2(1, 0))
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uvs.append(Vector2(0, 1))
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uvs.append(Vector2(0, 0))
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_push_line(space, line, vertices, uvs, looked_from_inside)
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var arrays = Array()
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var arrays := Array()
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arrays.resize(Mesh.ARRAY_MAX)
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arrays[Mesh.ARRAY_VERTEX] = vertices
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arrays[Mesh.ARRAY_TEX_UV] = uvs
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var mesh = ArrayMesh.new()
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var mesh := ArrayMesh.new()
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
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mesh.surface_set_material(0, preload("res://Scenes/Material.tres"))
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var new_material := preload("res://Scenes/RegionMaterial.tres")
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new_material.albedo_texture = wall_texture
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mesh.surface_set_material(0, new_material)
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geometry.mesh = mesh
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for child in get_children():
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if child is SpaceRegion:
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geometry.add_child(child._generate_geometry(space, not looked_from_inside))
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return geometry
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func _push_line(space: Space,
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line: Array,
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vertices: PackedVector3Array,
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uvs: PackedVector2Array,
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looked_from_inside: bool
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):
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var v0 := Vector3(
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line[0][0] * space.unit_scale, elevation * space.unit_scale,
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line[0][1] * space.unit_scale)
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var v1 := Vector3(
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line[1][0] * space.unit_scale, (elevation + height) * space.unit_scale,
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line[1][1] * space.unit_scale)
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var v2 := Vector3(
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line[1][0] * space.unit_scale, elevation * space.unit_scale,
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line[1][1] * space.unit_scale)
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var v3 := Vector3(
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line[0][0] * space.unit_scale, (elevation + height) * space.unit_scale,
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line[0][1] * space.unit_scale)
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if looked_from_inside:
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vertices.append_array([v0, v1, v2, v1, v0, v3])
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else:
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vertices.append_array([v0, v2, v1, v1, v3, v0])
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uvs.append(Vector2(0, 1))
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uvs.append(Vector2(1, 0))
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uvs.append(Vector2(1, 1))
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uvs.append(Vector2(1, 0))
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uvs.append(Vector2(0, 1))
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uvs.append(Vector2(0, 0))
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