support doors on subdiv grid

This commit is contained in:
Nitwel 2024-04-29 18:12:45 +02:00
parent 5671a34bd3
commit 4451f5c5b8
2 changed files with 109 additions and 1 deletions

View File

@ -63,7 +63,15 @@ func _ready():
model.add_child(walls_mesh)
model.add_child(floor_mesh)
walls_mesh.mesh=ConstructRoomMesh.generate_wall_mesh_grid(room.corners, room.height)
var doors=[]
for door in Store.house.state.doors:
if door.room1 == room.name:
doors.append([door.room1_position1, door.room1_position2])
elif door.room2 == room.name:
doors.append([door.room2_position1, door.room2_position2])
walls_mesh.mesh=ConstructRoomMesh.generate_wall_mesh_with_doors_grid(room.corners, room.height, doors)
floor_mesh.mesh=ConstructRoomMesh.generate_ceiling_mesh_grid(room.corners)
walls_mesh.material_override=wall_material

View File

@ -131,6 +131,106 @@ static func generate_ceiling_mesh(corners):
return _create_mesh_2d(points, triangles)
static func generate_wall_mesh_with_doors_grid(corners, height, doors, grid:=0.1):
if corners.size() < 3:
return null
var mesh = ArrayMesh.new()
for i in range(0, corners.size()):
var corner = corners[i]
var next_corner = corners[(i + 1) % corners.size()]
var forward = Vector3(next_corner.x - corner.x, 0, next_corner.y - corner.y).normalized()
var points := PackedVector2Array()
points.append(Vector2(0, 0))
points.append(Vector2(0, height))
points.append(Vector2(corner.distance_to(next_corner), height))
points.append(Vector2(corner.distance_to(next_corner), 0))
for door in doors:
var door_point1 = Vector2(door[0].x, door[0].z)
var door_point2 = Vector2(door[1].x, door[1].z)
var proj_point1 = Geometry2D.get_closest_point_to_segment_uncapped(door_point1, corner, next_corner)
var proj_point2 = Geometry2D.get_closest_point_to_segment_uncapped(door_point2, corner, next_corner)
if proj_point1.distance_to(door_point1) > 0.02&&proj_point2.distance_to(door_point2) > 0.02:
continue
if proj_point1.distance_to(proj_point2) < 0.02:
continue
var point1_distance = corner.distance_to(proj_point1)
var point2_distance = corner.distance_to(proj_point2)
var door_points := PackedVector2Array()
door_points.append(Vector2(point1_distance, -1))
door_points.append(Vector2(point1_distance, door[0].y))
door_points.append(Vector2(point2_distance, door[1].y))
door_points.append(Vector2(point2_distance, -1))
var clip = Geometry2D.clip_polygons(points, door_points)
if clip.size() == 0:
continue
assert(clip.size() != 2, "Door clip should not create holes")
points = clip[0]
# Subdivide edge to grid
var new_points = PackedVector2Array()
for k in range(points.size()):
var point = points[k]
var next_point = points[(k + 1) % points.size()]
new_points.append(point)
var steps = floor(point.distance_to(next_point) / grid)
for x in range(1, steps):
new_points.append(point + (next_point - point).normalized() * grid * x)
points = new_points
var edges = PackedInt32Array()
for k in range(points.size()):
edges.append(k)
edges.append((k + 1) % points.size())
# Subdivide inner polygon to grid
var steps = ceil(Vector2(corner.distance_to(next_corner) / grid, height / grid))
for y in range(1, steps.y):
for x in range(1, steps.x):
var point = Vector2(x * grid, y * grid)
points.append(point)
var cdt: ConstrainedTriangulation = ConstrainedTriangulation.new()
cdt.init(true, true, 0.001)
cdt.insert_vertices(points)
cdt.insert_edges(edges)
cdt.erase_outer_triangles()
points = cdt.get_all_vertices()
var triangles: PackedInt32Array = cdt.get_all_triangles()
var points_3d = PackedVector3Array()
for k in range(points.size()):
points_3d.append(Vector3(corner.x, 0, corner.y) + points[k].x * forward + Vector3(0, points[k].y, 0))
mesh = _create_mesh_3d(points_3d, triangles, mesh)
return mesh
static func generate_wall_mesh_grid(corners, height, grid: Vector2=Vector2(0.1, 0.1)):
if corners.size() < 3:
return null