104 lines
2.8 KiB
GDScript
104 lines
2.8 KiB
GDScript
extends Node
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@export var outer_polygon: PackedVector2Array
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@export var inner_polygons: Array[PackedVector2Array]
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@export var edge_non_fracture: float = 0.1
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@onready var camera: Camera3D = get_node("/root/Node3D/Camera3D")
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@onready var meshInstance = MeshInstance3D.new()
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@onready var parentNode = get_node("..")
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var depth: float:
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set(value):
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if value > 0:
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depth = -value
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depth = value
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var static_body: StaticBody3D
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func _ready() -> void:
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assert(camera, "camera was not found")
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assert(len(outer_polygon) > 2, "outer polygon does not meet the required length")
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camera.connect("wall_hit", _handle_hit_signal)
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self.add_child(meshInstance)
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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 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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var meshGenerator = GeoPolyMesh.new(vector_indexes, vectors)
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var mesh = meshGenerator.commit_mesh()
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meshInstance.mesh = mesh
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meshInstance.create_trimesh_collision()
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static_body = _find_static_body()
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func _re_draw():
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meshInstance.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 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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var meshGenerator = GeoPolyMesh.new(vector_indexes, vectors)
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var mesh = meshGenerator.commit_mesh()
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meshInstance.mesh = mesh
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meshInstance.create_trimesh_collision()
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static_body = _find_static_body()
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func _handle_hit_signal(wall_id: int, position: Vector3, cutter: PackedVector2Array):
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# validate that the hit was to this wall, if not return
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if wall_id != static_body.get_instance_id():
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return
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var hole_position_offset = self.position + position
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var hole_vector2_offset = Vector2(hole_position_offset.x, hole_position_offset.y)
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# translate the cutter
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var hole_vectors = Transform2D(0, hole_vector2_offset) * cutter
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_add_hole(hole_vectors)
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_re_draw()
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func _add_hole(new_hole: PackedVector2Array):
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var values_to_remove = []
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var merged: PackedVector2Array = new_hole
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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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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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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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for i in values_to_remove:
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self.inner_polygons.erase(i)
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inner_polygons.append(merged)
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func _find_static_body():
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for child in meshInstance.get_children():
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if child is StaticBody3D:
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return child
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