Files
etazhi/level_mesh.gd
T
2026-11-01 16:00:46 +03:00

157 lines
6.3 KiB
GDScript

@tool
extends Polygon2D
var _hash: int
@export var _floor_mesh: MeshInstance3D
@export var _wall_mesh: MeshInstance3D
@export var _scale: float = 0.1
@export var _seed: int
func _ready() -> void:
if (script_changed.connect(_geometry_update) != OK):
push_error("Cannot connect _geometry_update")
# No idea how to make it getter, but whatever.
func _process(_delta: float) -> void:
var h := Array(polygon).hash() + hash(_scale) + hash(_seed)
if h != _hash:
_geometry_update()
_hash = h
func _geometry_update() -> void:
print("Rebuilding level: ", name)
if polygon.size() <= 2: return
_prepare_polygons()
_prepare_mesh()
func _prepare_polygons() -> void:
var polys := Geometry2D.triangulate_delaunay(polygon)
var pickled := Array()
for i in polys.size() / 3:
pickled.push_back(PackedInt32Array([polys[i * 3 + 0], polys[i * 3 + 1], polys[i * 3 + 2]]))
polygons = pickled
_fix_polygons()
func _fix_polygons() -> void:
# Outside triangles are in reversed winding, find and eliminate.
var new := Array()
for poly in polygons as Array[PackedInt32Array]:
var ab := polygon[poly[1]] - polygon[poly[0]]
var ac := polygon[poly[2]] - polygon[poly[0]]
if (ab.x * ac.y - ab.y * ac.x) * 0.5 <= 0:
# Fix winding as well.
new.push_back(PackedInt32Array([poly[2],poly[1],poly[0]]))
polygons = new
func _prepare_mesh() -> void:
_prepare_floor_mesh()
_prepare_wall_mesh()
_prepare_floor_collision()
_prepare_wall_collision()
func _prepare_floor_mesh() -> void:
var m := ImmediateMesh.new()
m.surface_begin(Mesh.PRIMITIVE_LINES)
for poly in polygons as Array[PackedInt32Array]:
m.surface_add_vertex(Vector3(polygon[poly[0]].x * _scale, 0, polygon[poly[0]].y * _scale))
m.surface_add_vertex(Vector3(polygon[poly[1]].x * _scale, 0, polygon[poly[1]].y * _scale))
m.surface_add_vertex(Vector3(polygon[poly[2]].x * _scale, 0, polygon[poly[2]].y * _scale))
m.surface_end()
m.surface_begin(Mesh.PRIMITIVE_TRIANGLES)
for poly in polygons as Array[PackedInt32Array]:
m.surface_set_uv(Vector2(polygon[poly[0]].x * _scale, polygon[poly[0]].y * _scale))
m.surface_add_vertex(Vector3(polygon[poly[0]].x * _scale, 0, polygon[poly[0]].y * _scale))
m.surface_set_uv(Vector2(polygon[poly[1]].x * _scale, polygon[poly[1]].y * _scale))
m.surface_add_vertex(Vector3(polygon[poly[1]].x * _scale, 0, polygon[poly[1]].y * _scale))
m.surface_set_uv(Vector2(polygon[poly[2]].x * _scale, polygon[poly[2]].y * _scale))
m.surface_add_vertex(Vector3(polygon[poly[2]].x * _scale, 0, polygon[poly[2]].y * _scale))
m.surface_end()
_floor_mesh.mesh = m
# TODO: Make last segment UV stretch to edge, tiling it.
func _prepare_wall_mesh() -> void:
var m := ImmediateMesh.new()
m.surface_begin(Mesh.PRIMITIVE_TRIANGLES)
var x := 0
var rng := RandomNumberGenerator.new()
var dy := rng.randf_range(-1.0, 1.0)
var ndy := rng.randf_range(-1.0, 1.0)
rng.seed = _seed
for ld in polygon.size():
var nd := (ld + 1) % polygon.size()
var nnd := (ld + 2) % polygon.size()
var nx := x + polygon[ld].distance_to(polygon[nd])
# Middle displacement
var depth := Vector3(-(polygon[nd].y - polygon[ld].y) * _scale, 0, (polygon[nd].x - polygon[ld].x) * _scale) * 0.2
var depth2 := Vector3(-(polygon[nnd].y - polygon[nd].y) * _scale, 0, (polygon[nnd].x - polygon[nd].x) * _scale) * 0.2
# Lower half
m.surface_set_uv(Vector2(x * _scale, 0))
m.surface_add_vertex(Vector3(polygon[ld].x * _scale, 0, polygon[ld].y * _scale))
m.surface_set_uv(Vector2(nx * _scale, 0))
m.surface_add_vertex(Vector3(polygon[nd].x * _scale, 0, polygon[nd].y * _scale))
m.surface_set_uv(Vector2(x * _scale, 3))
m.surface_add_vertex(Vector3(polygon[ld].x * _scale, 2 + dy, polygon[ld].y * _scale) + depth)
m.surface_set_uv(Vector2(nx * _scale, 0))
m.surface_add_vertex(Vector3(polygon[nd].x * _scale, 0, polygon[nd].y * _scale))
m.surface_set_uv(Vector2(nx * _scale, 3))
m.surface_add_vertex(Vector3(polygon[nd].x * _scale, 2 + ndy, polygon[nd].y * _scale) + depth2)
m.surface_set_uv(Vector2(x * _scale, 3))
m.surface_add_vertex(Vector3(polygon[ld].x * _scale, 2 + dy, polygon[ld].y * _scale) + depth)
# Upper half
m.surface_set_uv(Vector2(x * _scale, 0))
m.surface_add_vertex(Vector3(polygon[ld].x * _scale, 2 + dy, polygon[ld].y * _scale) + depth)
m.surface_set_uv(Vector2(nx * _scale, 0))
m.surface_add_vertex(Vector3(polygon[nd].x * _scale, 2 + ndy, polygon[nd].y * _scale) + depth2)
m.surface_set_uv(Vector2(x * _scale, 3))
m.surface_add_vertex(Vector3(polygon[ld].x * _scale, 5, polygon[ld].y * _scale))
m.surface_set_uv(Vector2(nx * _scale, 0))
m.surface_add_vertex(Vector3(polygon[nd].x * _scale, 2 + ndy, polygon[nd].y * _scale) + depth2)
m.surface_set_uv(Vector2(nx * _scale, 3))
m.surface_add_vertex(Vector3(polygon[nd].x * _scale, 5, polygon[nd].y * _scale))
m.surface_set_uv(Vector2(x * _scale, 3))
m.surface_add_vertex(Vector3(polygon[ld].x * _scale, 5, polygon[ld].y * _scale))
dy = ndy
ndy = rng.randf_range(-1.0, 1.0)
m.surface_end()
_wall_mesh.mesh = m
func _prepare_floor_collision() -> void:
if _floor_mesh.get_node_or_null("FloorMesh_col"):
_floor_mesh.remove_child(_floor_mesh.get_node("FloorMesh_col"))
_floor_mesh.create_convex_collision()
(_floor_mesh.get_node("FloorMesh_col") as StaticBody3D).set_collision_layer_value(2, 1)
func _prepare_wall_collision() -> void:
if _wall_mesh.get_node_or_null("WallMesh_col"):
_wall_mesh.remove_child(_wall_mesh.get_node("WallMesh_col"))
_wall_mesh.create_trimesh_collision()
_wall_mesh.get_node("WallMesh_col").get_node("CollisionShape3D").shape.backface_collision = true
(_wall_mesh.get_node("WallMesh_col") as StaticBody3D).set_collision_layer_value(3, 1)
#var shape := ConcavePolygonShape3D.new()
#shape.backface_collision = true
#var faces := PackedVector3Array()
#for ld in polygon.size():
#var nd := (ld + 1) % polygon.size()
#faces.push_back(Vector3(polygon[ld].x * _scale, 0, polygon[ld].y * _scale))
#faces.push_back(Vector3(polygon[nd].x * _scale, 0, polygon[nd].y * _scale))
#faces.push_back(Vector3(polygon[ld].x * _scale, 5, polygon[ld].y * _scale))
#faces.push_back(Vector3(polygon[nd].x * _scale, 0, polygon[nd].y * _scale))
#faces.push_back(Vector3(polygon[nd].x * _scale, 5, polygon[nd].y * _scale))
#faces.push_back(Vector3(polygon[ld].x * _scale, 5, polygon[ld].y * _scale))
#shape.set_faces(faces)
#(_wall_mesh.get_node("Area3D").get_node("CollisionShape3D") as CollisionShape3D).shape = shape