Level Setup

Integrated with Trenchbroom
This commit is contained in:
2025-11-13 19:04:33 -05:00
parent 14000f0096
commit 9f5183bed2
572 changed files with 15202 additions and 766 deletions

View File

@@ -1,23 +0,0 @@
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)

View File

@@ -1 +0,0 @@
uid://cs057402w7w17

View File

@@ -1,103 +0,0 @@
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

View File

@@ -2,7 +2,7 @@ extends Node
class_name Cutter
static func circleCutter(num_sides = 10, perimerter_length = 0.5) -> PackedVector2Array:
static func circleCutter(num_sides = 8, perimerter_length = 0.1) -> PackedVector2Array:
var line_length: float = perimerter_length/num_sides
var line_angle: float = 360.0/num_sides
var current_angle: float = 0.0

View File

@@ -0,0 +1,180 @@
@tool
class_name DestructableWall extends Node3D
enum ExtrudeDirection {
BACK = 0, # z
RIGHT = 1, # x
UP = 2 # y
}
@export_category("TrechBroom Generated Values")
@export var verts2d: PackedVector2Array
@export var meshInstance3d: MeshInstance3D
@export var extrusion_direction: ExtrudeDirection
@export var depth: float = 0.1
@export var depth_position_offset: Vector3 = Vector3.ZERO
@export var edge_non_fracture: float = 0.1
@onready var parentNode = get_node("..")
var outer_polygon: PackedVector2Array
var inner_polygons: Array[PackedVector2Array]
var static_body: StaticBody3D
func _func_godot_apply_properties(entity_properties: Dictionary) -> void:
meshInstance3d = _find_mesh_body()
var verticies = meshInstance3d.mesh.surface_get_arrays(0)[Mesh.ARRAY_VERTEX]
extrusion_direction = entity_properties["extrude_direction"]
var depth_min: float
var depth_max: float
var verts_2d: PackedVector2Array = []
if extrusion_direction == ExtrudeDirection.BACK:
for vert in verticies:
verts_2d.append(Vector2(vert.x, vert.y))
var d = vert.z
if d > depth_max:
depth_max = d
elif d < depth_min:
depth_min = d
depth = -(abs(depth_min) + abs(depth_max))
depth_position_offset = -(Vector3.BACK * (depth/2))
elif extrusion_direction == ExtrudeDirection.RIGHT:
for vert in verticies:
verts_2d.append(Vector2(vert.z, vert.y))
var d = vert.x
if d > depth_max:
depth_max = d
elif d < depth_min:
depth_min = d
depth = -(abs(depth_min) + abs(depth_max))
depth_position_offset = Vector3.RIGHT * (depth/2)
elif extrusion_direction == ExtrudeDirection.UP:
for vert in verticies:
verts_2d.append(Vector2(vert.x, vert.z))
var d = vert.y
if d > depth_max:
depth_max = d
elif d < depth_min:
depth_min = d
depth = -(abs(depth_min) + abs(depth_max))
depth_position_offset = (Vector3.UP * (depth/2))
var outer_boudary = Geometry2D.convex_hull(verts_2d)
verts2d = outer_boudary
func _ready() -> void:
if Engine.is_editor_hint():
return
outer_polygon = verts2d
_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, extrusion_direction, depth)
var commited_mesh = meshGenerator.commit_mesh(meshInstance3d.get_active_material(0))
meshInstance3d.mesh = commited_mesh
meshInstance3d.position += depth_position_offset
meshInstance3d.create_trimesh_collision()
static_body = _find_static_body()
func _re_draw():
meshInstance3d.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, extrusion_direction, depth)
var commited_mesh = meshGenerator.commit_mesh(meshInstance3d.get_active_material(0))
meshInstance3d.mesh = commited_mesh
meshInstance3d.create_trimesh_collision()
static_body = _find_static_body()
func hit(position: Vector3):
var cutter = Cutter.circleCutter()
var hole_position_offset = meshInstance3d.to_local(position)
var hole_vector2_offset: Vector2
if extrusion_direction == ExtrudeDirection.BACK:
hole_vector2_offset = Vector2(hole_position_offset.x, hole_position_offset.y)
elif extrusion_direction == ExtrudeDirection.RIGHT:
hole_vector2_offset = Vector2(hole_position_offset.z, hole_position_offset.y)
elif extrusion_direction == ExtrudeDirection.UP:
hole_vector2_offset = Vector2(hole_position_offset.x, hole_position_offset.z)
# translate the cutter
var hole_vectors = Transform2D(0, hole_vector2_offset) * cutter
var draw = _add_hole(hole_vectors)
if draw:
_re_draw()
func _add_hole(new_hole: PackedVector2Array) -> bool:
var values_to_remove = []
# validate that the hole is valid
var boundary_polygon = Geometry2D.offset_polygon(outer_polygon, -edge_non_fracture)
var boundary_hole = Geometry2D.intersect_polygons(new_hole, boundary_polygon[0])
if !boundary_hole:
return false
var merged: PackedVector2Array = boundary_hole[0]
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:
inner_polygons.erase(i)
inner_polygons.append(merged)
return true
func _find_static_body():
for child in meshInstance3d.get_children():
if child is StaticBody3D:
return child
func _find_mesh_body():
for child in self.get_children():
if child is MeshInstance3D:
return child

View File

@@ -5,7 +5,7 @@ class_name GeoPolyMesh
var surface_array = []
var verts = PackedVector3Array()
var uvs = PackedVector3Array()
var uvs = PackedVector2Array()
var normals = PackedVector3Array()
var array_mesh = ArrayMesh.new()
@@ -14,20 +14,35 @@ var _v_points = []
var edges = {}
func _init(vector_indexes: PackedInt32Array, vector_points: PackedVector2Array, depth: float = -0.1):
var depth_vector: Vector3
var extrude_direction: DestructableWall.ExtrudeDirection
func _init(vector_indexes: PackedInt32Array, vector_points: PackedVector2Array, extrude_direction: DestructableWall.ExtrudeDirection, 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
self.extrude_direction = extrude_direction
if extrude_direction == DestructableWall.ExtrudeDirection.BACK:
for point in vector_points:
self._v_points.append(Vector3(point.x, point.y, 0))
depth_vector = Vector3.BACK * depth
elif extrude_direction == DestructableWall.ExtrudeDirection.RIGHT:
for point in vector_points:
self._v_points.append(Vector3(0, point.y, point.x))
depth_vector = -Vector3.RIGHT * depth
elif extrude_direction == DestructableWall.ExtrudeDirection.UP:
for point in vector_points:
self._v_points.append(Vector3(point.x, 0, point.y))
depth_vector = Vector3.DOWN * depth
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)
self._extrude_mesh()
self._draw_sides()
func calculate_area(mesh_vertices: PackedVector2Array) -> float:
var result := 0.0
@@ -85,9 +100,16 @@ func get_loops():
for loop in loops:
var vector2_loop = []
for ind in loop:
vector2_loop.append(self._v_points[ind])
var point = self._v_points[ind]
if extrude_direction == DestructableWall.ExtrudeDirection.BACK:
vector2_loop.append(Vector2(point.x, point.y))
elif extrude_direction == DestructableWall.ExtrudeDirection.RIGHT:
vector2_loop.append(Vector2(point.z, point.y))
elif extrude_direction == DestructableWall.ExtrudeDirection.UP:
vector2_loop.append(Vector2(point.x, point.z))
vector2_loops.append(vector2_loop)
var area = []
for vector2_loop in vector2_loops:
var result = self.calculate_area(vector2_loop)
@@ -117,7 +139,6 @@ func get_loops():
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():
@@ -131,7 +152,7 @@ func get_outline_edge():
func _calc_triangle_normal(a: Vector3, b: Vector3, c: Vector3):
return ((b-a).cross(c-a)).normalized()
func _draw_sides(depth: float):
func _draw_sides():
var loops = get_loops()
for l in loops:
@@ -139,14 +160,42 @@ func _draw_sides(depth: float):
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 v2 = self._v_points[outline_edges_ordered[outline_vector_ind]] + depth_vector
var v3 = self._v_points[outline_edges_ordered[outline_vector_ind + 1]] + depth_vector
#print("v0: ", v0, " v1: ", v1, " v2: ", v2, " v3: ", v3)
var n1 = self._calc_triangle_normal(v2, v1, v0)
self.verts.append_array([v0, v1, v2, v1, v3, v2])
_append_uvs4(v0, v1, v2, v3, n1)
self.normals.append_array([n1, n1, n1, n1, n1, n1])
func _append_uvs4(v0: Vector3, v1: Vector3, v2: Vector3, v3: Vector3, normal: Vector3):
if normal == Vector3.BACK or normal == Vector3.FORWARD:
self.uvs.append_array([Vector2(-v0.x, -v0.y), Vector2(-v1.x, -v1.y), Vector2(-v2.x, -v2.y), Vector2(-v1.x, -v1.y), Vector2(-v3.x, -v3.y), Vector2(-v2.x, -v2.y)])
return
elif normal == Vector3.RIGHT or normal == Vector3.LEFT:
self.uvs.append_array([Vector2(-v0.z, -v0.y), Vector2(-v1.z, -v1.y), Vector2(-v2.z, -v2.y), Vector2(-v1.z, -v1.y), Vector2(-v3.z, -v3.y), Vector2(-v2.z, -v2.y)])
return
elif normal == Vector3.UP or normal == Vector3.DOWN:
self.uvs.append_array([Vector2(-v0.x, -v0.z), Vector2(-v1.x, -v1.z), Vector2(-v2.x, -v2.z), Vector2(-v1.x, -v1.z), Vector2(-v3.x, -v3.z), Vector2(-v2.x, -v2.z)])
return
self.uvs.append_array([Vector2(-v0.x, -v0.y), Vector2(-v1.x, -v1.y), Vector2(-v2.x, -v2.y), Vector2(-v1.x, -v1.y), Vector2(-v3.x, -v3.y), Vector2(-v2.x, -v2.y)])
func _append_uvs3(v0: Vector3, v1: Vector3, v2: Vector3, normal: Vector3):
if normal == Vector3.BACK or normal == Vector3.FORWARD:
self.uvs.append_array([Vector2(-v0.x, -v0.y), Vector2(-v1.x, -v1.y), Vector2(-v2.x, -v2.y)])
return
elif normal == Vector3.RIGHT or normal == Vector3.LEFT:
self.uvs.append_array([Vector2(-v0.z, -v0.y), Vector2(-v1.z, -v1.y), Vector2(-v2.z, -v2.y)])
return
elif normal == Vector3.UP or normal == Vector3.DOWN:
self.uvs.append_array([Vector2(-v0.x, -v0.z), Vector2(-v1.x, -v1.z), Vector2(-v2.x, -v2.z)])
return
self.uvs.append_array([Vector2(-v0.x, -v0.y), Vector2(-v1.x, -v1.y), Vector2(-v2.x, -v2.y)])
# front face
func _draw_mesh():
var vector3A = self._v_points[self._v_indexes[0]]
@@ -155,7 +204,10 @@ func _draw_mesh():
var normal = self._calc_triangle_normal(vector3C, vector3B, vector3A)
self.verts.append_array([vector3A, vector3B, vector3C])
_append_uvs3(vector3A, vector3B, vector3C, normal)
self.normals.append_array([normal, normal, normal])
# insert each front face into the mesh "clockwise"
@@ -164,38 +216,44 @@ func _draw_mesh():
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])
_append_uvs3(vector3A, vector3B, vector3C, normal)
self.normals.append_array([normal, normal, normal])
#
## back face
func _extrude_mesh(depth: float):
func _extrude_mesh():
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))
vector3A = self._v_points[self._v_indexes[len(self._v_indexes) - 1]] + depth_vector
vector3B = self._v_points[self._v_indexes[len(self._v_indexes) - 2]] + depth_vector
vector3C = self._v_points[self._v_indexes[len(self._v_indexes) - 3]] + depth_vector
self.verts.append_array([vector3A, vector3B, vector3C])
_append_uvs3(vector3A, vector3B, vector3C, normal)
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))
vector3A = self._v_points[self._v_indexes[index]] + depth_vector
vector3B = self._v_points[self._v_indexes[index-1]] + depth_vector
vector3C = self._v_points[self._v_indexes[index-2]] + depth_vector
self.verts.append_array([vector3A, vector3B, vector3C])
_append_uvs3(vector3A, vector3B, vector3C, normal)
self.normals.append_array([normal, normal, normal])
func commit_mesh() -> Mesh:
func commit_mesh(mat) -> Mesh:
surface_array[Mesh.ARRAY_VERTEX] = verts
surface_array[Mesh.ARRAY_NORMAL] = normals
#surface_array[Mesh.ARRAY_TEX_UV] = uvs
surface_array[Mesh.ARRAY_TEX_UV] = uvs
#print("VERTS: ", self.verts)
array_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, surface_array)
array_mesh.surface_set_material(0, mat)
return array_mesh

View File

@@ -0,0 +1,27 @@
@tool
class_name MovingPlatform extends AnimatableBody3D
@export var move_distance: float = 2.0
@export var move_time: float = 2.0
@export var move_direction: Vector3 = Vector3(0, 1, 0)
var start_position: Vector3
var end_position: Vector3
var platform_tween: Tween
func _func_godot_apply_properties(entity_properties: Dictionary) -> void:
move_direction = entity_properties["move_direction"] as Vector3
move_time = entity_properties["move_time"] as float
move_distance = entity_properties["move_distance"] as float
func _ready() -> void:
if not Engine.is_editor_hint():
start_position = global_position
end_position = start_position + (move_direction.normalized() * move_distance)
_start_movement()
func _start_movement():
platform_tween = create_tween()
platform_tween.set_loops()
platform_tween.tween_property(self, "global_position", end_position, move_time)
platform_tween.tween_property(self, "global_position", start_position, move_time)

View File

@@ -0,0 +1 @@
uid://br22sm42ks1m0

View File

@@ -56,7 +56,6 @@ func update_camera_rotation(input: Vector2) -> void:
rotation.z = 0.0
func update_camera_height(delta: float, direction: int) -> void:
if position.y >= crouch_offset and position.y <= DEFAULT_HEIGHT:
position.y = clampf(position.y + (crouch_speed * direction) * delta, crouch_offset, DEFAULT_HEIGHT)

View File

@@ -53,6 +53,8 @@ const MAX_SCREEN_SHAKE: float = 0.5
func _process(delta: float) -> void:
calc_view_offset(delta)
func get_camera_center():
return self.get_viewport().get_size() / 2
func calc_view_offset(delta: float):
assert(player, "player is not attached to camera effects script")

View File

@@ -1,5 +1,7 @@
class_name PlayerController extends CharacterBody3D
signal hit_static_body(rid, position)
@export var debug: bool = false
@export_category("References")
@export var camera: CameraController
@@ -30,6 +32,21 @@ var speed: float = 0.0
var current_fall_velocity: float
var previous_velocity: Vector3
func _input(event: InputEvent) -> void:
if event.is_action_pressed("left_click"):
var center = camera_effects.get_camera_center()
var ray_orgin = camera_effects.project_ray_origin(center)
var ray_end = ray_orgin + camera_effects.project_ray_normal(center) * 1000
var new_intersection = PhysicsRayQueryParameters3D.create(ray_orgin, ray_end)
var query = get_world_3d().direct_space_state.intersect_ray(new_intersection)
if query:
var collider = query["collider"]
var wall = collider.get_parent().get_parent()
if wall and wall is DestructableWall:
wall.hit(query["position"])
func _physics_process(delta: float) -> void:
previous_velocity = self.velocity
@@ -67,28 +84,22 @@ func update_rotation(rotation_input) -> void:
func sprint() -> void:
sprint_modifier = sprint_speed
func walk() -> void:
sprint_modifier = 0.0
func stand() -> void:
crouch_modifier = 0.0
standing_collision.disabled = false
crouching_collision.disabled = true
func crouch() -> void:
crouch_modifier = crouch_speed
standing_collision.disabled = true
crouching_collision.disabled = false
func jump() -> void:
velocity.y += jump_velocity
func check_fall_speed() -> bool:
if current_fall_velocity < fall_velocity_threashold:
current_fall_velocity = 0.0