@tool extends SpaceEntity ## Classic 2.5D sector beauty. ## class_name SpaceRegion @export var elevation: float = 0.0 @export var height: float = 100.0 @export var wall_texture: Texture2D @export var floor_texture: Texture2D @export var ceiling_texture: Texture2D func generate_geometry(space: Space) -> Node3D: return _generate_geometry(space, true) func _process(delta): if Engine.is_editor_hint(): self.texture = floor_texture func _generate_geometry(space: Space, looked_from_inside: bool) -> Node3D: var geometry := MeshInstance3D.new() geometry.name = name geometry.position = Vector3( position.x * space.unit_scale, 0, position.y * space.unit_scale, ) var mesh := ArrayMesh.new() mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, _generate_wall_arrays(space, looked_from_inside)) var wall_material := StandardMaterial3D.new() wall_material.albedo_texture = wall_texture mesh.surface_set_material(0, wall_material) if (looked_from_inside): mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, _generate_floor_arrays(space)) var floor_material := StandardMaterial3D.new() floor_material.albedo_texture = floor_texture mesh.surface_set_material(1, floor_material) mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, _generate_ceiling_arrays(space)) var ceiling_material := StandardMaterial3D.new() ceiling_material.albedo_texture = ceiling_texture ceiling_material.cull_mode = BaseMaterial3D.CULL_FRONT # todo: Don't require state change mesh.surface_set_material(2, ceiling_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): 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 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)) 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 # 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