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