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godot-demo-holes/demo/assets/scripts/environment/destructable/destructable_wall.gd
Collin Campbell 1fa5551ba7 Memory Leak Fixed
Have to free the mesh generator after we process our mesh.
2025-11-20 13:50:47 -05:00

184 lines
5.1 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 extrusion_direction: ExtrudeDirection
@export var depth: float = 0.1
@export var depth_position_offset: Vector3 = Vector3.ZERO
@export var edge_non_fracture: float = 0.1
@onready var parentNode = get_node("..")
var outer_polygon: PackedVector2Array
var inner_polygons: Array[PackedVector2Array]
var static_body: StaticBody3D
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"]
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 _ready() -> void:
if Engine.is_editor_hint():
return
outer_polygon = verts2d
_draw()
func _draw():
var vector_indexes = GeoPolyTriangulization.triangulate(outer_polygon, inner_polygons)
var vectors = []
vectors.append_array(outer_polygon)
for ip in inner_polygons:
vectors.append_array(ip)
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():
meshInstance3d.remove_child(static_body)
static_body.queue_free()
var vector_indexes = GeoPolyTriangulization.triangulate(outer_polygon, inner_polygons)
var vectors = []
vectors.append_array(outer_polygon)
for ip in inner_polygons:
vectors.append_array(ip)
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.create_trimesh_collision()
static_body = _find_static_body()
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 values_to_remove = []
# 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 index in range(len(self.inner_polygons)):
var result = Geometry2D.merge_polygons(merged, self.inner_polygons[index])
if len(result) == 1:
merged = result[0]
values_to_remove.append(self.inner_polygons[index])
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]
values_to_remove.append(self.inner_polygons[index])
for i in values_to_remove:
inner_polygons.erase(i)
inner_polygons.append(merged)
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