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godot-demo-holes/demo/assets/scripts/environment/destructable/destructable_wall.gd

227 lines
6.8 KiB
GDScript

@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 depth: float = 0.1
@export var depth_position_offset: Vector3 = Vector3.ZERO
@export_category("TrechBroom User Values")
@export var extrusion_direction: ExtrudeDirection
@export var hole_proximity: float
@export var edge_non_fracture: float = 0.1
var parentNode
var inner_rtree: RectangleTree
var outer_polygon: PackedVector2Array
var inner_polygons: Holes
var static_body: StaticBody3D
func _ready() -> void:
if Engine.is_editor_hint():
return
parentNode = get_node("..")
inner_polygons = Holes.new()
inner_rtree = RectangleTree.new()
outer_polygon = verts2d
_draw()
func _exit_tree() -> void:
if Engine.is_editor_hint():
return
inner_rtree.free()
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"]
hole_proximity = entity_properties["hole_proximity"]
edge_non_fracture = entity_properties["edge_non_fractured"]
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 _draw():
var vector_indexes = GeoPolyTriangulization.triangulate(outer_polygon, inner_polygons.get_holes())
var vectors = []
vectors.append_array(outer_polygon)
vectors.append_array(inner_polygons.get_hole_verticies())
var meshGenerator = GeoPolyMesh.new(vector_indexes, vectors, extrusion_direction, depth)
var commited_mesh = meshGenerator.commit_mesh(meshInstance3d.get_active_material(0))
meshGenerator.free()
meshInstance3d.mesh = commited_mesh
meshInstance3d.position += depth_position_offset
meshInstance3d.create_trimesh_collision()
static_body = _find_static_body()
func _re_draw():
var vector_indexes = GeoPolyTriangulization.triangulate(outer_polygon, inner_polygons.get_holes())
var vectors = []
vectors.append_array(outer_polygon)
vectors.append_array(inner_polygons.get_hole_verticies())
WorkerThreadPool.add_task(_generate_mesh.bind(vector_indexes, vectors))
func _deffered_draw(mesh: Mesh, task_id: int):
if task_id:
WorkerThreadPool.wait_for_task_completion(task_id)
meshInstance3d.remove_child(static_body)
static_body.queue_free()
meshInstance3d.mesh = mesh
meshInstance3d.create_trimesh_collision()
static_body = _find_static_body()
func _generate_mesh(vector_indexes: PackedInt32Array, vectors: PackedVector2Array):
var meshGenerator = GeoPolyMesh.new(vector_indexes, vectors, extrusion_direction, depth)
var commited_mesh = meshGenerator.commit_mesh(meshInstance3d.get_active_material(0))
meshGenerator.free()
self.call_deferred("_deffered_draw", commited_mesh, WorkerThreadPool.get_caller_task_id())
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 ids_to_remove = []
var holes_id = []
for vector in new_hole:
holes_id.append_array(inner_rtree.query(vector))
# 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 id in holes_id:
var result = Geometry2D.merge_polygons(merged, inner_polygons.get_hole(id).vectors)
if len(result) == 1:
merged = result[0]
ids_to_remove.append(id)
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]
ids_to_remove.append(id)
for id in ids_to_remove:
inner_rtree.remove(id)
inner_polygons.remove_hole(id)
var hole = inner_polygons.add_hole(merged)
var bound_rect = UTIL.get_bounding_rect(merged)
inner_rtree.add(bound_rect.position, bound_rect.end, hole.hole_id)
var hole_prox_boundary = bound_rect.grow(hole.area * 4)
var prox_holes_ids = inner_rtree.query_rect(hole_prox_boundary.position, hole_prox_boundary.end)
# any holes that are close in proximity convex hull
if len(prox_holes_ids) <= 1: # needs to be length 2 or more because it will always return the hole just created
return true
var proxmity_hole_vectors = []
for id in prox_holes_ids:
proxmity_hole_vectors.append_array(inner_polygons.get_hole(id).vectors)
inner_rtree.remove(id)
inner_polygons.remove_hole(id)
var convex_vectors = Geometry2D.convex_hull(proxmity_hole_vectors)
hole = inner_polygons.add_hole(convex_vectors)
bound_rect = UTIL.get_bounding_rect(convex_vectors)
inner_rtree.add(bound_rect.position, bound_rect.end, hole.hole_id)
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