Files
godot-demo-holes/demo/scripts/test.gd
Collin Campbell 35a1706e58 Mesh Generation GDSCript
This concludes the mesh generation of walls. We can now put holes into
walls deterministically.
2025-11-07 09:10:22 -05:00

43 lines
1.1 KiB
GDScript

extends Node
@onready var p1 = $Polygon2D
@onready var p2 = $Polygon2D2
@onready var p3 = $Polygon2D3
@onready var meshInstance = MeshInstance3D.new()
var lines = []
func _process(delta: float) -> void:
for l in lines:
DebugDraw3D.draw_lines(l, Color.DARK_RED)
meshInstance.rotate(Vector3.UP, (0.9 * delta))
meshInstance.rotate(Vector3.RIGHT, (0.9 * delta))
func _ready() -> void:
var p1_vectors = [Vector2(4, 0), Vector2(4, 4), Vector2(0, 4), Vector2(0, 0)]
var p2_vectors = [Vector2(0, 2), Vector2(0, 1), Vector2(2, 1), Vector2(2, 2)]
var p3_vectors = [Vector2(2, 2), Vector2(2, 1), Vector2(4, 1), Vector2(4, 2)]
p2_vectors.reverse()
p3_vectors.reverse()
p1.polygon = p1_vectors
p2.polygon = p2_vectors
p3.polygon = p3_vectors
p2.color = Color(1, 0, 1)
var trianglizationInstance = GeoPolyTriangulization.new(p1, [p2, p3], -0.001)
var vector_indexes = trianglizationInstance.triangulate()
print(vector_indexes)
var vectors_points = trianglizationInstance.vectors
var meshGenerator = GeoPolyMesh.new(vector_indexes, vectors_points)
var mesh = meshGenerator.commit_mesh()
meshInstance.mesh = mesh
add_child(meshInstance)