floor meshing

This commit is contained in:
2024-08-02 03:48:26 +03:00
parent 77892c47e4
commit d9cf3be232
4 changed files with 87 additions and 18 deletions

View File

@ -17,6 +17,28 @@ func _generate_geometry(space: Space, looked_from_inside: bool) -> Node3D:
var geometry := MeshInstance3D.new()
geometry.name = name
var mesh := ArrayMesh.new()
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, _generate_wall_arrays(space, looked_from_inside))
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, _generate_floor_arrays(space))
var wall_material := StandardMaterial3D.new()
wall_material.albedo_texture = wall_texture
mesh.surface_set_material(0, wall_material)
var floor_material := StandardMaterial3D.new()
floor_material.albedo_texture = floor_texture
mesh.surface_set_material(1, floor_material)
geometry.mesh = mesh
for child in get_children():
if child is SpaceRegion:
geometry.add_child(child._generate_geometry(space, not looked_from_inside))
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):
@ -31,22 +53,8 @@ func _generate_geometry(space: Space, looked_from_inside: bool) -> Node3D:
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertices
arrays[Mesh.ARRAY_TEX_UV] = uvs
var mesh := ArrayMesh.new()
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
var new_material := preload("res://Scenes/RegionMaterial.tres")
new_material.albedo_texture = wall_texture
mesh.surface_set_material(0, new_material)
geometry.mesh = mesh
for child in get_children():
if child is SpaceRegion:
geometry.add_child(child._generate_geometry(space, not looked_from_inside))
return geometry
return arrays
func _push_line(space: Space,
@ -79,3 +87,26 @@ func _push_line(space: Space,
uvs.append(Vector2(1, 0))
uvs.append(Vector2(0, 1))
uvs.append(Vector2(0, 0))
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