FPS Controller

This commit is contained in:
2025-11-13 08:05:46 -05:00
parent c6e4d4f725
commit 14000f0096
177 changed files with 6311 additions and 7 deletions

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extends Camera3D
signal wall_hit(wall_id, position, cutter)
func shoot_ray() -> Dictionary:
var mouse_position = get_viewport().get_mouse_position()
var ray_length = 1000
var from = project_ray_origin(mouse_position)
var to = from + project_ray_normal(mouse_position) * ray_length
var space = get_world_3d().direct_space_state
var ray_query = PhysicsRayQueryParameters3D.new()
ray_query.from = from
ray_query.to = to
var raycast_result = space.intersect_ray(ray_query)
return raycast_result
func _input(event: InputEvent) -> void:
if event.is_action_pressed("left_click"):
var query_result = shoot_ray()
if query_result:
var cutter: PackedVector2Array = Cutter.circleCutter()
wall_hit.emit(query_result["collider_id"], query_result["position"], cutter)

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extends Node
class_name Cutter
static func circleCutter(num_sides = 10, perimerter_length = 0.5) -> PackedVector2Array:
var line_length: float = perimerter_length/num_sides
var line_angle: float = 360.0/num_sides
var current_angle: float = 0.0
var vectors: PackedVector2Array
for i in num_sides:
var vector: Vector2 = Vector2.ZERO
if i == 0:
current_angle += line_angle
vector = Vector2(line_length * cos(deg_to_rad(current_angle)), line_length * sin(deg_to_rad(current_angle)))
vectors.append(vector)
else:
current_angle += line_angle
vector = Vector2(vectors[i-1].x + line_length * cos(deg_to_rad(current_angle)), vectors[i-1].y + line_length * sin(deg_to_rad(current_angle)))
vectors.append(vector)
return vectors

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extends Node
@export var outer_polygon: PackedVector2Array
@export var inner_polygons: Array[PackedVector2Array]
@export var edge_non_fracture: float = 0.1
@onready var camera: Camera3D = get_node("/root/Node3D/Camera3D")
@onready var meshInstance = MeshInstance3D.new()
@onready var parentNode = get_node("..")
var depth: float:
set(value):
if value > 0:
depth = -value
depth = value
var static_body: StaticBody3D
func _ready() -> void:
assert(camera, "camera was not found")
assert(len(outer_polygon) > 2, "outer polygon does not meet the required length")
camera.connect("wall_hit", _handle_hit_signal)
self.add_child(meshInstance)
_draw()
func _draw():
var vector_indexes = GeoPolyTriangulization.triangulate(outer_polygon, inner_polygons)
var vectors = []
vectors.append_array(outer_polygon)
for ip in inner_polygons:
vectors.append_array(ip)
var meshGenerator = GeoPolyMesh.new(vector_indexes, vectors)
var mesh = meshGenerator.commit_mesh()
meshInstance.mesh = mesh
meshInstance.create_trimesh_collision()
static_body = _find_static_body()
func _re_draw():
meshInstance.remove_child(static_body)
static_body.queue_free()
var vector_indexes = GeoPolyTriangulization.triangulate(outer_polygon, inner_polygons)
var vectors = []
vectors.append_array(outer_polygon)
for ip in inner_polygons:
vectors.append_array(ip)
var meshGenerator = GeoPolyMesh.new(vector_indexes, vectors)
var mesh = meshGenerator.commit_mesh()
meshInstance.mesh = mesh
meshInstance.create_trimesh_collision()
static_body = _find_static_body()
func _handle_hit_signal(wall_id: int, position: Vector3, cutter: PackedVector2Array):
# validate that the hit was to this wall, if not return
if wall_id != static_body.get_instance_id():
return
var hole_position_offset = self.position + position
var hole_vector2_offset = Vector2(hole_position_offset.x, hole_position_offset.y)
# translate the cutter
var hole_vectors = Transform2D(0, hole_vector2_offset) * cutter
_add_hole(hole_vectors)
_re_draw()
func _add_hole(new_hole: PackedVector2Array):
var values_to_remove = []
var merged: PackedVector2Array = new_hole
for index in range(len(self.inner_polygons)):
var result = Geometry2D.merge_polygons(merged, self.inner_polygons[index])
if len(result) == 1:
merged = result[0]
values_to_remove.append(self.inner_polygons[index])
elif len(result) > 1:
# need to check that they have no overlapping area if they do clip
var overlap = Geometry2D.intersect_polygons(result[0], result[1])
if len(overlap) != 0:
merged = Geometry2D.clip_polygons(result[0], result[1])[0]
values_to_remove.append(self.inner_polygons[index])
for i in values_to_remove:
self.inner_polygons.erase(i)
inner_polygons.append(merged)
func _find_static_body():
for child in meshInstance.get_children():
if child is StaticBody3D:
return child

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extends Node
class_name GeoPolyMesh
var surface_array = []
var verts = PackedVector3Array()
var uvs = PackedVector3Array()
var normals = PackedVector3Array()
var array_mesh = ArrayMesh.new()
var _v_indexes = []
var _v_points = []
var edges = {}
func _init(vector_indexes: PackedInt32Array, vector_points: PackedVector2Array, depth: float = -0.1):
assert(len(vector_indexes) % 3 == 0 && len(vector_indexes) != 0, "Number of vertex points is not divisible by 3, invalid triangle verticies")
surface_array.resize(Mesh.ARRAY_MAX)
self._v_indexes = vector_indexes
for point in vector_points:
self._v_points.append(Vector3(point.x, point.y, 0))
self._pre_process_edges()
self._draw_mesh()
self._extrude_mesh(depth)
self._draw_sides(depth)
func calculate_area(mesh_vertices: PackedVector2Array) -> float:
var result := 0.0
var num_vertices := mesh_vertices.size()
for q in range(num_vertices):
var p = (q - 1 + num_vertices) % num_vertices
result += mesh_vertices[q].cross(mesh_vertices[p])
return result * 0.5
# edges are any verticies that share only on triangle
func _pre_process_edges():
var faces = UTIL.chunk_array(self._v_indexes, 3)
for vertices in faces:
for v_inx in range(len(vertices)):
var vertexA = vertices[v_inx]
var vertexB = vertices[(v_inx+1) % 3]
var min_index = min(vertexA, vertexB)
var max_index = max(vertexA, vertexB)
var edge = self.edges.get([min_index, max_index])
if !edge:
self.edges[[min_index, max_index]] = 1
else:
self.edges[[min_index, max_index]] += 1
func get_loops():
var unvisted_edges = self.get_outline_edge()
var loops = []
while len(unvisted_edges) != 0:
var loop = []
loop.append_array(unvisted_edges.pop_back())
var v_next = loop.back()
while loop[0] != v_next:
for ue_ind in range(len(unvisted_edges)):
var v1 = unvisted_edges[ue_ind][0]
var v2 = unvisted_edges[ue_ind][1]
if v_next == v1:
loop.append(v2)
unvisted_edges.pop_at(ue_ind)
v_next = loop.back()
break
elif v_next == v2:
loop.append(v1)
unvisted_edges.pop_at(ue_ind)
v_next = loop.back()
break
loops.append(loop)
var vector2_loops = []
for loop in loops:
var vector2_loop = []
for ind in loop:
vector2_loop.append(self._v_points[ind])
vector2_loops.append(vector2_loop)
var area = []
for vector2_loop in vector2_loops:
var result = self.calculate_area(vector2_loop)
area.append(result)
# reorder the loops where outer boundary is the first one
var index = 0
var index_value = area[0]
for ind in range(len(area)):
var val = abs(area[ind])
if val > index_value:
index = ind
index_value = val
var bloop = loops.pop_at(index)
var barea = area.pop_at(index)
loops.push_front(bloop)
area.push_front(barea)
# check for CW or CCW
if area[0] > 0: # Outer boundary should be CW, if area is <0 then it is CCW
loops[0].reverse()
for area_index in range(1, len(area)):
var a = area[area_index]
if a < 0: # all inside loops need to rendered in CCW, if + then it is CW
loops[area_index].reverse()
return loops
func get_outline_edge():
var outline_edges = []
for e in self.edges:
var value = self.edges[e]
if value == 1:
outline_edges.append(e)
return outline_edges
func _calc_triangle_normal(a: Vector3, b: Vector3, c: Vector3):
return ((b-a).cross(c-a)).normalized()
func _draw_sides(depth: float):
var loops = get_loops()
for l in loops:
var outline_edges_ordered = l
for outline_vector_ind in range(len(outline_edges_ordered) - 1):
var v0 = self._v_points[outline_edges_ordered[outline_vector_ind]]
var v1 = self._v_points[outline_edges_ordered[outline_vector_ind + 1]]
var v2 = self._v_points[outline_edges_ordered[outline_vector_ind]] + Vector3(0, 0, depth)
var v3 = self._v_points[outline_edges_ordered[outline_vector_ind + 1]]+ Vector3(0, 0, depth)
var n1 = self._calc_triangle_normal(v2, v1, v0)
self.verts.append_array([v0, v1, v2, v1, v3, v2])
self.normals.append_array([n1, n1, n1, n1, n1, n1])
# front face
func _draw_mesh():
var vector3A = self._v_points[self._v_indexes[0]]
var vector3B = self._v_points[self._v_indexes[1]]
var vector3C = self._v_points[self._v_indexes[2]]
var normal = self._calc_triangle_normal(vector3C, vector3B, vector3A)
self.verts.append_array([vector3A, vector3B, vector3C])
self.normals.append_array([normal, normal, normal])
# insert each front face into the mesh "clockwise"
for index in range(3, len(self._v_indexes) - 1, 3):
vector3A = self._v_points[self._v_indexes[index]]
vector3B = self._v_points[self._v_indexes[index+1]]
vector3C = self._v_points[self._v_indexes[index+2]]
self.verts.append_array([vector3A, vector3B, vector3C])
self.normals.append_array([normal, normal, normal])
#
## back face
func _extrude_mesh(depth: float):
var vector3A = self._v_points[self._v_indexes[len(self._v_indexes) - 1]]
var vector3B = self._v_points[self._v_indexes[len(self._v_indexes) - 2]]
var vector3C = self._v_points[self._v_indexes[len(self._v_indexes) - 3]]
var normal = self._calc_triangle_normal(vector3C, vector3B, vector3A)
vector3A = self._v_points[self._v_indexes[len(self._v_indexes) - 1]] - (normal * Vector3(depth, depth, depth))
vector3B = self._v_points[self._v_indexes[len(self._v_indexes) - 2]] - (normal * Vector3(depth, depth, depth))
vector3C = self._v_points[self._v_indexes[len(self._v_indexes) - 3]] - (normal * Vector3(depth, depth, depth))
self.verts.append_array([vector3A, vector3B, vector3C])
self.normals.append_array([normal, normal, normal])
# insert each back face into the mesh "counter-clockwise" extruded
for index in range(len(self._v_indexes) - 4, -1, -3):
vector3A = self._v_points[self._v_indexes[index]] - (normal * Vector3(depth, depth, depth))
vector3B = self._v_points[self._v_indexes[index-1]] - (normal * Vector3(depth, depth, depth))
vector3C = self._v_points[self._v_indexes[index-2]] - (normal * Vector3(depth, depth, depth))
self.verts.append_array([vector3A, vector3B, vector3C])
self.normals.append_array([normal, normal, normal])
func commit_mesh() -> Mesh:
surface_array[Mesh.ARRAY_VERTEX] = verts
surface_array[Mesh.ARRAY_NORMAL] = normals
#surface_array[Mesh.ARRAY_TEX_UV] = uvs
#print("VERTS: ", self.verts)
array_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, surface_array)
return array_mesh

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extends Node
# provides all the utility functions for generating
# a triangulized Polygon with holes
class_name GeoPolyTriangulization
# returns all triangles generated by ear clipping the outer and inner polygons
static func triangulate(outer_polygon: PackedVector2Array, inner_polygons: Array[PackedVector2Array]) -> PackedInt32Array:
var triag = Triangulization.new()
var result = triag.triangulate_with_holes(outer_polygon, inner_polygons)
return result

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extends Object
class_name UTIL
# chunks array into 'chunk_size' pieces
static func chunk_array(arr: Array, chunk_size: int) -> Array:
var result_chunks = []
var i = 0
while i < arr.size():
var chunk = arr.slice(i, i + chunk_size)
result_chunks.append(chunk)
i += chunk_size
return result_chunks
static func vector2_to_vector3(v: Vector2) -> Vector3:
return Vector3(v.x, v.y, 0)

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