Files
godot-demo-holes/demo/scripts/destructable_wall.gd
2025-11-10 08:53:02 -05:00

104 lines
2.8 KiB
GDScript

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