Implemented R-Tree
Would like to switch the identifer of the hole to a random string.
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.sconsign.dblite
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.sconsign.dblite
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@@ -13,15 +13,32 @@ enum ExtrudeDirection {
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@export var extrusion_direction: ExtrudeDirection
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@export var depth: float = 0.1
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@export var depth_position_offset: Vector3 = Vector3.ZERO
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@export_category("User Defined Values")
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@export var edge_non_fracture: float = 0.1
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@onready var parentNode = get_node("..")
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var parentNode
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var inner_rtree: RectangleTree
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var outer_polygon: PackedVector2Array
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var inner_polygons: Array[PackedVector2Array]
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var inner_polygons: Holes
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var static_body: StaticBody3D
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func _ready() -> void:
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if Engine.is_editor_hint():
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return
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parentNode = get_node("..")
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inner_polygons = Holes.new()
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inner_rtree = RectangleTree.new()
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outer_polygon = verts2d
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_draw()
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func _exit_tree() -> void:
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if Engine.is_editor_hint():
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return
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inner_rtree.free()
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func _func_godot_apply_properties(entity_properties: Dictionary) -> void:
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meshInstance3d = _find_mesh_body()
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var verticies = meshInstance3d.mesh.surface_get_arrays(0)[Mesh.ARRAY_VERTEX]
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@@ -75,20 +92,12 @@ func _func_godot_apply_properties(entity_properties: Dictionary) -> void:
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var outer_boudary = Geometry2D.convex_hull(verts_2d)
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verts2d = outer_boudary
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func _ready() -> void:
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if Engine.is_editor_hint():
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return
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outer_polygon = verts2d
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_draw()
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func _draw():
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var vector_indexes = GeoPolyTriangulization.triangulate(outer_polygon, inner_polygons)
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var vector_indexes = GeoPolyTriangulization.triangulate(outer_polygon, inner_polygons.get_holes())
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var vectors = []
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vectors.append_array(outer_polygon)
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for ip in inner_polygons:
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vectors.append_array(ip)
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vectors.append_array(inner_polygons.get_hole_verticies())
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var meshGenerator = GeoPolyMesh.new(vector_indexes, vectors, extrusion_direction, depth)
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var commited_mesh = meshGenerator.commit_mesh(meshInstance3d.get_active_material(0))
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@@ -101,24 +110,29 @@ func _draw():
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static_body = _find_static_body()
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func _re_draw():
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meshInstance3d.remove_child(static_body)
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static_body.queue_free()
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var vector_indexes = GeoPolyTriangulization.triangulate(outer_polygon, inner_polygons)
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var vector_indexes = GeoPolyTriangulization.triangulate(outer_polygon, inner_polygons.get_holes())
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var vectors = []
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vectors.append_array(outer_polygon)
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for ip in inner_polygons:
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vectors.append_array(ip)
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vectors.append_array(inner_polygons.get_hole_verticies())
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WorkerThreadPool.add_task(_generate_mesh.bind(vector_indexes, vectors))
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func _deffered_draw(mesh: Mesh, task_id: int):
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if task_id:
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WorkerThreadPool.wait_for_task_completion(task_id)
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meshInstance3d.remove_child(static_body)
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static_body.queue_free()
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meshInstance3d.mesh = mesh
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meshInstance3d.create_trimesh_collision()
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static_body = _find_static_body()
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func _generate_mesh(vector_indexes: PackedInt32Array, vectors: PackedVector2Array):
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var meshGenerator = GeoPolyMesh.new(vector_indexes, vectors, extrusion_direction, depth)
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var commited_mesh = meshGenerator.commit_mesh(meshInstance3d.get_active_material(0))
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meshGenerator.free()
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meshInstance3d.mesh = commited_mesh
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meshInstance3d.create_trimesh_collision()
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static_body = _find_static_body()
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self.call_deferred("_deffered_draw", commited_mesh, WorkerThreadPool.get_caller_task_id())
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func hit(position: Vector3):
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var cutter = Cutter.circleCutter()
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@@ -134,13 +148,18 @@ func hit(position: Vector3):
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# translate the cutter
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var hole_vectors = Transform2D(0, hole_vector2_offset) * cutter
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var draw = _add_hole(hole_vectors)
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var rtree_search = []
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for hv in hole_vectors:
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rtree_search.append_array(inner_rtree.query(hv))
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var draw = _add_hole(hole_vectors, rtree_search)
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if draw:
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_re_draw()
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func _add_hole(new_hole: PackedVector2Array) -> bool:
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var values_to_remove = []
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func _add_hole(new_hole: PackedVector2Array, holes_id: PackedInt32Array) -> bool:
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var ids_to_remove = []
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# validate that the hole is valid
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var boundary_polygon = Geometry2D.offset_polygon(outer_polygon, -edge_non_fracture)
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@@ -150,24 +169,28 @@ func _add_hole(new_hole: PackedVector2Array) -> bool:
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return false
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var merged: PackedVector2Array = boundary_hole[0]
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for index in range(len(self.inner_polygons)):
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var result = Geometry2D.merge_polygons(merged, self.inner_polygons[index])
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for id in holes_id:
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var result = Geometry2D.merge_polygons(merged, inner_polygons.get_hole(id).vectors)
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if len(result) == 1:
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merged = result[0]
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values_to_remove.append(self.inner_polygons[index])
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ids_to_remove.append(id)
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elif len(result) > 1:
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# need to check that they have no overlapping area if they do clip
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var overlap = Geometry2D.intersect_polygons(result[0], result[1])
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if len(overlap) != 0:
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merged = Geometry2D.clip_polygons(result[0], result[1])[0]
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values_to_remove.append(self.inner_polygons[index])
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ids_to_remove.append(id)
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for i in values_to_remove:
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inner_polygons.erase(i)
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for id in ids_to_remove:
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inner_rtree.remove(id)
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inner_polygons.remove_hole(id)
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inner_polygons.append(merged)
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var hole = inner_polygons.add_hole(merged)
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var bound_rect = UTIL.get_bounding_rect(merged)
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inner_rtree.add(bound_rect.position, bound_rect.end, hole.hole_id)
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return true
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34
demo/assets/scripts/environment/destructable/holes.gd
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34
demo/assets/scripts/environment/destructable/holes.gd
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@@ -0,0 +1,34 @@
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extends RefCounted
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class_name Holes
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var holes: Dictionary[int, Hole]
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var counter: int = 0
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func _init() -> void:
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self.holes = {}
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func add_hole(vectors: PackedVector2Array) -> Hole:
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var hole = Hole.new(counter, vectors)
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self.holes[counter] = hole
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counter += 1
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return hole
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func remove_hole(hole_id: int):
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self.holes.erase(hole_id)
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func get_hole(hole_id: int) -> Hole:
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return self.holes[hole_id]
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func get_hole_verticies() -> PackedVector2Array:
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var return_val: PackedVector2Array = []
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for hole in holes.values():
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return_val.append_array(hole.vectors)
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return return_val
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func get_holes() -> Array[PackedVector2Array]:
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var return_val: Array[PackedVector2Array] = []
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for hole in holes.values():
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return_val.append(hole.vectors)
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return return_val
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@@ -0,0 +1 @@
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uid://dt73l1q8fgdyo
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@@ -0,0 +1,10 @@
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extends Resource
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class_name Hole
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var hole_id: int
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var vectors: PackedVector2Array
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func _init(hole_id: int, vectors: PackedVector2Array):
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self.hole_id = hole_id
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self.vectors = vectors
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@@ -0,0 +1 @@
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uid://cqtnb878sls4b
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@@ -14,3 +14,14 @@ static func chunk_array(arr: Array, chunk_size: int) -> Array:
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static func vector2_to_vector3(v: Vector2) -> Vector3:
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return Vector3(v.x, v.y, 0)
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static func get_bounding_rect(vectors: PackedVector2Array) -> Rect2:
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if vectors.is_empty():
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return Rect2()
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var rect := Rect2(vectors[0], Vector2.ZERO) # Initialize with the first point
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for point in vectors:
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rect = rect.expand(point)
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# The 'position' of the Rect2 will be the minimum corner
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return rect
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