get rooms to work
This commit is contained in:
parent
04ad9bb647
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15
app/assets/environment.tres
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15
app/assets/environment.tres
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@ -0,0 +1,15 @@
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[gd_resource type="Environment" load_steps=3 format=3 uid="uid://cfm0g4r0h2n1p"]
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[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_i4xao"]
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[sub_resource type="Sky" id="Sky_vhymk"]
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sky_material = SubResource("ProceduralSkyMaterial_i4xao")
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[resource]
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background_mode = 1
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background_color = Color(1, 1, 1, 1)
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sky = SubResource("Sky_vhymk")
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ambient_light_source = 2
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ambient_light_color = Color(1, 1, 1, 1)
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ssao_radius = 6.52
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ssao_intensity = 5.68
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15
app/assets/environment_passthrough.tres
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15
app/assets/environment_passthrough.tres
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@ -0,0 +1,15 @@
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[gd_resource type="Environment" load_steps=3 format=3 uid="uid://gljmitbkl86b"]
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[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_i4xao"]
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[sub_resource type="Sky" id="Sky_vhymk"]
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sky_material = SubResource("ProceduralSkyMaterial_i4xao")
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[resource]
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background_color = Color(0, 0, 0, 0)
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background_energy_multiplier = 0.0
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sky = SubResource("Sky_vhymk")
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ambient_light_source = 2
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ambient_light_color = Color(1, 1, 1, 1)
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ssao_radius = 6.52
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ssao_intensity = 5.68
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@ -1,3 +0,0 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:ae8276428c45d39d78153880ad4133705f61063edbc26bea163fec23119bbfc1
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size 302
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@ -1,3 +0,0 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:9bac0d498144e58cd467f8db75da57f71b519523ac08799d2e3d75b22ba2401f
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size 361
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@ -1,8 +1,7 @@
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extends Node3D
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var sky = preload ("res://assets/materials/sky.material")
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var sky_passthrough = preload ("res://assets/materials/sky_passthrough.material")
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const VoiceAssistant = preload ("res://content/system/assist/assist.tscn")
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const environment_passthrough_material = preload ("res://assets/environment_passthrough.tres")
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@onready var environment: WorldEnvironment = $WorldEnvironment
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@onready var camera: XRCamera3D = $XROrigin3D/XRCamera3D
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@ -15,9 +14,10 @@ var voice_assistant = null
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func _ready():
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# In case we're running on the headset, use the passthrough sky
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if OS.get_name() == "Android":
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# OS.request_permissions()
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environment.environment.sky.set_material(sky_passthrough)
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environment.environment = environment_passthrough_material
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get_viewport().transparent_bg = true
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else:
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RenderingServer.set_debug_generate_wireframes(true)
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@ -1,31 +1,18 @@
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[gd_scene load_steps=17 format=3 uid="uid://eecv28y6jxk4"]
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[gd_scene load_steps=15 format=3 uid="uid://eecv28y6jxk4"]
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[ext_resource type="PackedScene" uid="uid://clc5dre31iskm" path="res://addons/godot-xr-tools/xr/start_xr.tscn" id="1_i4c04"]
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[ext_resource type="Script" path="res://content/main.gd" id="1_uvrd4"]
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[ext_resource type="PackedScene" uid="uid://b30w6tywfj4fp" path="res://content/system/controller_left/controller_left.tscn" id="2_2lraw"]
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[ext_resource type="Environment" uid="uid://cfm0g4r0h2n1p" path="res://assets/environment.tres" id="2_lsndp"]
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[ext_resource type="PackedScene" uid="uid://dscp8x0ari57n" path="res://content/system/raycast/raycast.tscn" id="3_67lii"]
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[ext_resource type="PackedScene" uid="uid://b2kjh1fpjptdr" path="res://content/system/camera/camera.tscn" id="3_rj4ac"]
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[ext_resource type="PackedScene" uid="uid://bsx12q23v8apy" path="res://content/system/hands/hands.tscn" id="4_v8xu6"]
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[ext_resource type="PackedScene" uid="uid://ctltchlf2j2r4" path="res://addons/xr-simulator/XRSimulator.tscn" id="5_3qc8g"]
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[ext_resource type="Material" uid="uid://bf5ina366dwm6" path="res://assets/materials/sky.material" id="5_wgwf8"]
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[ext_resource type="PackedScene" uid="uid://c3kdssrmv84kv" path="res://content/ui/menu/menu.tscn" id="8_du83w"]
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[ext_resource type="PackedScene" uid="uid://lrehk38exd5n" path="res://content/system/keyboard/keyboard.tscn" id="9_e5n3p"]
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[ext_resource type="PackedScene" uid="uid://cbemihbxkd4ll" path="res://content/system/house/house.tscn" id="9_np6mw"]
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[ext_resource type="PackedScene" uid="uid://bhyddd1f0ry1x" path="res://content/ui/onboarding/onboarding.tscn" id="12_uq2nj"]
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[sub_resource type="Sky" id="Sky_vhymk"]
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sky_material = ExtResource("5_wgwf8")
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[sub_resource type="Environment" id="Environment_7ghp0"]
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background_mode = 1
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background_color = Color(0, 0, 0, 0)
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background_energy_multiplier = 0.0
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sky = SubResource("Sky_vhymk")
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ambient_light_source = 2
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ambient_light_color = Color(1, 1, 1, 1)
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ssao_radius = 6.52
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ssao_intensity = 5.68
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_m58yb"]
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ao_enabled = true
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@ -38,7 +25,7 @@ transform = Transform3D(1, -0.000296142, 0.000270963, 0.000296143, 1, -4.5899e-0
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script = ExtResource("1_uvrd4")
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource("Environment_7ghp0")
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environment = ExtResource("2_lsndp")
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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transform = Transform3D(1, -2.51787e-05, 0.000567105, -0.000567105, 4.3985e-08, 1, -2.51784e-05, -1, 2.97105e-08, -4.65661e-10, 7.21041, 2.06458)
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@ -3,6 +3,7 @@ extends Node3D
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const WallCornerScene = preload ("../room/wall_corner.tscn")
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const WallEdgeScene = preload ("../room/wall_edge.tscn")
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## int | null
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var editing_door = null
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var room1 = null
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@ -23,9 +24,57 @@ func is_editing():
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func is_valid():
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return room1 != null&&room2 != null&&room1_corner1 != null&&room1_corner2 != null&&room2_corner1 != null&&room2_corner2 != null
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func add():
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var doors = Store.house.state.doors
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var next_index = 0
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for i in range(doors.size()):
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next_index = max(next_index, doors[i].id)
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edit(next_index + 1)
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return next_index + 1
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func edit(door):
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var doors = Store.house.state.doors
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editing_door = door
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var existing_door = null
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for i in range(doors.size()):
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if doors[i].id == door:
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existing_door = doors[i]
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break
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if existing_door != null:
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room1 = House.body.find_room(existing_door.room1)
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room2 = House.body.find_room(existing_door.room2)
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room1_corner1 = WallCornerScene.instantiate()
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room1_corner1.global_position = existing_door.room1_position1
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room1_corner1.get_node("Clickable").on_grab_move.connect(_move_corner.bind(room1, room1_corner1))
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add_child(room1_corner1)
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room1_corner2 = WallCornerScene.instantiate()
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room1_corner2.global_position = existing_door.room1_position2
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room1_corner2.get_node("Clickable").on_grab_move.connect(_move_corner.bind(room1, room1_corner2))
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add_child(room1_corner2)
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room2_corner1 = WallCornerScene.instantiate()
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room2_corner1.global_position = existing_door.room2_position1
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room2_corner1.get_node("Clickable").on_grab_move.connect(_move_corner.bind(room2, room2_corner1))
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add_child(room2_corner1)
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room2_corner2 = WallCornerScene.instantiate()
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room2_corner2.global_position = existing_door.room2_position2
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room2_corner2.get_node("Clickable").on_grab_move.connect(_move_corner.bind(room2, room2_corner2))
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add_child(room2_corner2)
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for room in House.body.get_rooms(0):
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if room != room1&&room != room2:
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room.get_node("WallCollision/Clickable").on_click.connect(_add_corner.bind(room))
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else:
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room.get_node("WallCollision/Clickable").on_click.disconnect(_add_corner.bind(room))
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for room in House.body.get_rooms(0):
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if door != null:
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room.get_node("WallCollision/Clickable").on_click.connect(_add_corner.bind(room))
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@ -33,10 +82,70 @@ func edit(door):
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room.get_node("WallCollision/Clickable").on_click.disconnect(_add_corner.bind(room))
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func discard():
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pass
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_clear()
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func save():
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pass
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var doors = Store.house.state.doors
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if is_valid() == false:
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EventSystem.notify("Door is not valid", EventNotify.Type.WARNING)
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return
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var existing_door_index = -1
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for i in range(doors.size()):
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if doors[i].id == editing_door:
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existing_door_index = i
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break
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var door = {
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"id": editing_door,
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"room1": room1.name,
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"room2": room2.name,
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"room1_position1": room1_corner1.global_position,
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"room1_position2": room1_corner2.global_position,
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"room2_position1": room2_corner1.global_position,
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"room2_position2": room2_corner2.global_position
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}
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if existing_door_index == - 1:
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doors.append(door)
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else:
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doors[existing_door_index] = door
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Store.house.state.doors = Store.house.state.doors
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room1.update()
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room2.update()
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Store.house.save_local()
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_clear()
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func _clear():
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editing_door = null
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room1 = null
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room2 = null
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if room1_corner1 != null:
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remove_child(room1_corner1)
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room1_corner1.queue_free()
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room1_corner1 = null
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if room1_corner2 != null:
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remove_child(room1_corner2)
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room1_corner2.queue_free()
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room1_corner2 = null
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if room2_corner1 != null:
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remove_child(room2_corner1)
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room2_corner1.queue_free()
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room2_corner1 = null
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if room2_corner2 != null:
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remove_child(room2_corner2)
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room2_corner2.queue_free()
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room2_corner2 = null
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func _add_corner(event: EventPointer, room):
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_match_connected_room(event.ray.get_collision_point(), event.ray.get_collision_normal() * - 1)
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enabled = false
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collision_mask = 16
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hit_from_inside = true
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[node name="CSGCombiner3D" type="CSGCombiner3D" parent="."]
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[node name="CSGPolygon3D2" type="CSGPolygon3D" parent="CSGCombiner3D"]
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transform = Transform3D(1, 0, 0, 0, 2.98023e-08, -1, 0, 1, 2.98023e-08, -3.32523, 0, -0.681036)
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snap = 1e-06
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flip_faces = true
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polygon = PackedVector2Array(1.44028, 2.37318, 1.98957, 0.544275, 0.705633, -0.829152, -0.559752, 0.530294, -0.933822, 2.4059)
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depth = 2.5
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[node name="CSGPolygon3D" type="CSGPolygon3D" parent="CSGCombiner3D"]
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transform = Transform3D(1, 0, 0, 0, 2.98023e-08, -1, 0, 1, 2.98023e-08, 0, 0, 0)
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snap = 1e-06
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flip_faces = true
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polygon = PackedVector2Array(1.44028, 2.37318, 1.98957, 0.544275, 0.705633, -0.829152, -0.559752, 0.530294, -0.933822, 2.4059)
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depth = 2.5
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[node name="CSGBox3D" type="CSGBox3D" parent="CSGCombiner3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.767542, 0.804975, 0.629865)
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flip_faces = true
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size = Vector3(2.00439, 1, 1)
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@ -19,10 +19,7 @@ var editable: bool = false:
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if !is_inside_tree(): return
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if editable:
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state_machine.change_to("Edit")
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else:
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state_machine.change_to("View")
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update()
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func _ready():
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Update.props(self, ["editable"])
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@ -30,6 +27,12 @@ func _ready():
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func has_point(point: Vector3) -> bool:
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return get_aabb().has_point(point)
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func update():
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if editable:
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state_machine.change_to("Edit")
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else:
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state_machine.change_to("View")
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func get_aabb():
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var room_store = Store.house.get_room(name)
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return AABB(to_global(min_pos), to_global(max_pos) - to_global(min_pos))
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static func generate_wall_mesh(room_store: Dictionary):
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var corners = room_store.corners
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var height = room_store.height
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func generate_wall_mesh():
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var room = Store.house.get_room(name)
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return ConstructRoomMesh.generate_wall_mesh(corners, height)
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if room == null||room.corners.size() < 3:
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return null
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static func generate_ceiling_mesh(room_store: Dictionary):
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var corners = room_store.corners
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var corners = room.corners
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var height = room.height
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var doors = []
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for door in Store.house.state.doors:
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if door.room1 == name:
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doors.append([door.room1_position1, door.room1_position2])
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elif door.room2 == name:
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doors.append([door.room2_position1, door.room2_position2])
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# return ConstructRoomMesh.generate_wall_mesh(corners, height)
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return ConstructRoomMesh.generate_wall_mesh_with_doors(corners, height, doors)
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static func generate_ceiling_mesh(room: Dictionary):
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var corners = room.corners
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return ConstructRoomMesh.generate_ceiling_mesh(corners)
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@ -5,10 +5,10 @@ const RoomState = preload ("./room_state.gd")
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func _on_enter():
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var room_store = Store.house.get_room(room.name)
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if room_store == null||room_store.corners.size() < 3:
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if room_store == null:
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return
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room.wall_mesh.mesh = Room.generate_wall_mesh(room_store)
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room.wall_mesh.mesh = room.generate_wall_mesh()
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if room.wall_mesh.mesh == null:
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return
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@ -127,6 +127,7 @@ size = Vector3(0.14, 0.03, 0.01)
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[node name="Background" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 1.06581e-14, 0, -1.06581e-14, 1, 0.21, -0.16, 0)
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visible = false
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material_override = SubResource("ShaderMaterial_hstwo")
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mesh = SubResource("QuadMesh_4pj6f")
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skeleton = NodePath("../..")
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@ -269,7 +269,6 @@ visible = false
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[node name="EditMenu" parent="AnimationContainer/TabsContent" instance=ExtResource("4_r2raj")]
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[node name="RoomMenu" parent="AnimationContainer/TabsContent" instance=ExtResource("10_u4i1x")]
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visible = false
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[node name="AutomateMenu" type="Node3D" parent="AnimationContainer/TabsContent"]
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visible = false
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@ -10,16 +10,43 @@ const material_unselected = preload ("../room_unselected.tres")
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@onready var rooms_map = $Rooms
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@onready var doors_map = $Doors
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var selected_door = R.state(null)
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var editing_door = R.state(false)
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func _ready():
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# Generate Room Mesh
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R.effect(func(_arg):
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pass
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rooms_map.selectable.value = false
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var button_icon = R.computed(func(_arg):
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if doors_map.selected_door.value == null:
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return "add"
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elif editing_door.value == false:
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return "edit"
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else:
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return "save"
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)
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R.bind(door_button, "label", button_icon)
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var button_label = R.computed(func(_arg):
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if doors_map.selected_door.value == null:
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return "Add Door"
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elif editing_door.value == false:
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return "Edit Door"
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else:
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return "Save Door"
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)
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R.bind(door_label, "text", button_label)
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door_button.on_button_up.connect(func():
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House.body.doors.edit(1)
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if doors_map.selected_door.value == null:
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var id=House.body.doors.add()
|
||||
editing_door.value=true
|
||||
doors_map.selected_door.value=id
|
||||
elif editing_door.value == false:
|
||||
editing_door.value=true
|
||||
House.body.doors.edit(doors_map.selected_door.value)
|
||||
else:
|
||||
House.body.doors.save()
|
||||
editing_door.value=false
|
||||
)
|
||||
|
|
@ -1,8 +1,9 @@
|
|||
[gd_scene load_steps=8 format=3 uid="uid://biwinf4360f10"]
|
||||
[gd_scene load_steps=9 format=3 uid="uid://biwinf4360f10"]
|
||||
|
||||
[ext_resource type="Script" path="res://content/ui/menu/room/views/doors.gd" id="1_22w4h"]
|
||||
[ext_resource type="Script" path="res://content/ui/menu/room/views/rooms_map.gd" id="2_to21g"]
|
||||
[ext_resource type="PackedScene" uid="uid://bsjqdvkt0u87c" path="res://content/ui/components/button/button.tscn" id="2_v01ty"]
|
||||
[ext_resource type="Script" path="res://content/ui/menu/room/views/doors_map.gd" id="3_0k2cc"]
|
||||
[ext_resource type="Shader" path="res://content/ui/components/panel/glass.gdshader" id="4_eorpn"]
|
||||
|
||||
[sub_resource type="QuadMesh" id="QuadMesh_lkxbm"]
|
||||
|
@ -30,14 +31,15 @@ size = Vector2(0.42, 0.32)
|
|||
script = ExtResource("1_22w4h")
|
||||
|
||||
[node name="Rooms" type="Node3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0.12, -0.16, 0)
|
||||
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0.12, -0.16, 0.005)
|
||||
script = ExtResource("2_to21g")
|
||||
|
||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="Rooms"]
|
||||
mesh = SubResource("QuadMesh_lkxbm")
|
||||
|
||||
[node name="Doors" type="Node3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0.12, -0.16, 0)
|
||||
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0.12, -0.16, 0.006)
|
||||
script = ExtResource("3_0k2cc")
|
||||
|
||||
[node name="Button" parent="." instance=ExtResource("2_v01ty")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.04, -0.28, 0)
|
||||
|
@ -46,6 +48,7 @@ icon = true
|
|||
|
||||
[node name="Background" type="MeshInstance3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 1.06581e-14, 0, -1.06581e-14, 1, 0.21, -0.16, 0)
|
||||
visible = false
|
||||
material_override = SubResource("ShaderMaterial_dah0r")
|
||||
mesh = SubResource("QuadMesh_fq44b")
|
||||
skeleton = NodePath("../..")
|
||||
|
|
87
app/content/ui/menu/room/views/doors_map.gd
Normal file
87
app/content/ui/menu/room/views/doors_map.gd
Normal file
|
@ -0,0 +1,87 @@
|
|||
extends Node3D
|
||||
|
||||
const BoundingBoxTools = preload ("res://lib/utils/mesh/bounding_box_tools.gd")
|
||||
const ConstructRoomMesh = preload ("res://lib/utils/mesh/construct_room_mesh.gd")
|
||||
|
||||
const material_selected = preload ("../room_selected.tres")
|
||||
const material_unselected = preload ("../room_unselected.tres")
|
||||
|
||||
var selectable = R.state(true)
|
||||
var selected_door = R.state(null)
|
||||
|
||||
func _ready():
|
||||
R.effect(func(_arg):
|
||||
var rooms=Store.house.state.rooms
|
||||
var doors=Store.house.state.doors
|
||||
|
||||
for old_room in get_children():
|
||||
remove_child(old_room)
|
||||
old_room.queue_free()
|
||||
|
||||
if rooms.size() == 0:
|
||||
return
|
||||
|
||||
var target_rect=Rect2(0.0, 0.0, 0.2, 0.2)
|
||||
var rooms_rect=Rect2()
|
||||
|
||||
for room in rooms:
|
||||
rooms_rect=rooms_rect.merge(BoundingBoxTools.get_bounding_box_2d(room.corners))
|
||||
|
||||
var box_transform=BoundingBoxTools.resize_bounding_box_2d(rooms_rect, target_rect)
|
||||
|
||||
for door in doors:
|
||||
var door_points=[
|
||||
Vector2(door.room1_position1.x, door.room1_position1.z),
|
||||
Vector2(door.room1_position2.x, door.room1_position2.z),
|
||||
Vector2(door.room2_position2.x, door.room2_position2.z),
|
||||
Vector2(door.room2_position1.x, door.room2_position1.z)
|
||||
]
|
||||
var mesh=ConstructRoomMesh.generate_ceiling_mesh(door_points)
|
||||
|
||||
if mesh == null:
|
||||
continue
|
||||
|
||||
var body=StaticBody3D.new()
|
||||
body.name=str(door.id)
|
||||
body.position.x=box_transform.origin.x
|
||||
body.position.z=box_transform.origin.y
|
||||
body.set_collision_layer_value(1, false)
|
||||
body.set_collision_layer_value(2, true)
|
||||
|
||||
var mesh_instance=MeshInstance3D.new()
|
||||
mesh_instance.name="Mesh"
|
||||
mesh_instance.mesh=mesh
|
||||
mesh_instance.material_override=material_unselected if selected_door.value != door.id else material_selected
|
||||
|
||||
body.add_child(mesh_instance)
|
||||
|
||||
var collision_shape=CollisionShape3D.new()
|
||||
collision_shape.shape=mesh.create_trimesh_shape()
|
||||
body.add_child(collision_shape)
|
||||
|
||||
add_child(body)
|
||||
|
||||
var box_scale=box_transform.get_scale()
|
||||
var min_scale=min(box_scale.x, box_scale.y)
|
||||
scale=Vector3(min_scale, min_scale, min_scale)
|
||||
)
|
||||
|
||||
func _on_click(event: EventPointer):
|
||||
if selectable.value == false:
|
||||
return
|
||||
|
||||
var door_id = int(str(event.target.name))
|
||||
|
||||
if selected_door.value == door_id:
|
||||
selected_door.value = null
|
||||
return
|
||||
|
||||
selected_door.value = door_id
|
||||
|
||||
func get_room(door_id):
|
||||
if door_id == null:
|
||||
return null
|
||||
|
||||
if has_node(str(door_id)):
|
||||
return get_node(str(door_id))
|
||||
return null
|
|
@ -31,7 +31,7 @@ size = Vector2(0.42, 0.32)
|
|||
script = ExtResource("1_3a1oa")
|
||||
|
||||
[node name="Rooms" type="Node3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0.12, -0.16, 0)
|
||||
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0.12, -0.16, 0.005)
|
||||
script = ExtResource("2_2t24u")
|
||||
|
||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="Rooms"]
|
||||
|
@ -49,6 +49,7 @@ disabled = true
|
|||
|
||||
[node name="Background" type="MeshInstance3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 1.06581e-14, 0, -1.06581e-14, 1, 0.21, -0.16, 0)
|
||||
visible = false
|
||||
material_override = SubResource("ShaderMaterial_dah0r")
|
||||
mesh = SubResource("QuadMesh_fq44b")
|
||||
skeleton = NodePath("../..")
|
||||
|
|
|
@ -37,7 +37,9 @@ func _ready():
|
|||
var body=StaticBody3D.new()
|
||||
body.name=room.name
|
||||
body.position.x=box_transform.origin.x
|
||||
body.position.y=- box_transform.origin.y
|
||||
body.position.z=box_transform.origin.y
|
||||
body.set_collision_layer_value(1, false)
|
||||
body.set_collision_layer_value(2, true)
|
||||
|
||||
var mesh_instance=MeshInstance3D.new()
|
||||
mesh_instance.name="Mesh"
|
||||
|
@ -79,6 +81,6 @@ func get_room(room_name):
|
|||
if room_name == null:
|
||||
return null
|
||||
|
||||
if has_node("%s"% room_name):
|
||||
return get_node("%s"% room_name)
|
||||
if has_node(str(room_name)):
|
||||
return get_node(str(room_name))
|
||||
return null
|
||||
|
|
|
@ -25,6 +25,94 @@ static func generate_wall_mesh(corners, height):
|
|||
|
||||
return mesh
|
||||
|
||||
## Generate a wall mesh with doors
|
||||
## corners: Array of Vector2
|
||||
## height: float
|
||||
## doors: Array[Array[Vector3, Vector3]]
|
||||
static func generate_wall_mesh_with_doors(corners, height, doors):
|
||||
print("Generating wall mesh with doors")
|
||||
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()]
|
||||
print("Corner ", corner, " Next corner ", next_corner)
|
||||
|
||||
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)
|
||||
|
||||
print("Door points ", door_point1, " ", door_point2)
|
||||
print("Projected points ", proj_point1, " ", proj_point2)
|
||||
|
||||
if proj_point1.distance_to(door_point1) > 0.02&&proj_point2.distance_to(door_point2) > 0.02:
|
||||
print("Door is not on the wall")
|
||||
continue
|
||||
|
||||
if proj_point1.distance_to(proj_point2) < 0.02:
|
||||
print("Door is too small")
|
||||
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]
|
||||
|
||||
var edges = PackedInt32Array()
|
||||
for k in range(points.size()):
|
||||
edges.append(k)
|
||||
edges.append((k + 1) % points.size())
|
||||
|
||||
var cdt: ConstrainedTriangulation = ConstrainedTriangulation.new()
|
||||
cdt.init(true, true, 0.1)
|
||||
|
||||
cdt.insert_vertices(points)
|
||||
cdt.insert_edges(edges)
|
||||
|
||||
cdt.erase_outer_triangles()
|
||||
|
||||
points = cdt.get_all_vertices()
|
||||
var triangles: PackedInt32Array = cdt.get_all_triangles()
|
||||
|
||||
print(points.size(), triangles.size())
|
||||
|
||||
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))
|
||||
print(points_3d[k])
|
||||
|
||||
mesh = _create_mesh_3d(points_3d, triangles, mesh)
|
||||
|
||||
return mesh
|
||||
|
||||
static func generate_ceiling_mesh(corners):
|
||||
var points: PackedVector2Array = PackedVector2Array()
|
||||
var edges: PackedInt32Array = PackedInt32Array()
|
||||
|
@ -51,7 +139,7 @@ static func generate_ceiling_mesh(corners):
|
|||
points = cdt.get_all_vertices()
|
||||
triangles = cdt.get_all_triangles()
|
||||
|
||||
return _create_mesh(points, triangles)
|
||||
return _create_mesh_2d(points, triangles)
|
||||
|
||||
static func generate_wall_mesh_grid(corners, height, grid: Vector2=Vector2(0.1, 0.1)):
|
||||
if corners.size() < 3:
|
||||
|
@ -186,9 +274,29 @@ static func generate_ceiling_mesh_grid(corners, grid: Vector2=Vector2(0.1, 0.1))
|
|||
points = cdt.get_all_vertices()
|
||||
triangles = cdt.get_all_triangles()
|
||||
|
||||
return _create_mesh(points, triangles)
|
||||
return _create_mesh_2d(points, triangles)
|
||||
|
||||
static func _create_mesh(points: PackedVector2Array, triangles: PackedInt32Array):
|
||||
static func _create_mesh_3d(points: PackedVector3Array, triangles: PackedInt32Array, existing=null):
|
||||
var st = SurfaceTool.new()
|
||||
|
||||
st.begin(Mesh.PRIMITIVE_TRIANGLES)
|
||||
|
||||
for i in range(points.size()):
|
||||
st.add_vertex(Vector3(points[i].x, points[i].y, points[i].z))
|
||||
|
||||
for i in range(triangles.size()):
|
||||
st.add_index(triangles[i])
|
||||
|
||||
st.index()
|
||||
st.generate_normals()
|
||||
st.generate_tangents()
|
||||
|
||||
if existing != null:
|
||||
return st.commit(existing)
|
||||
|
||||
return st.commit()
|
||||
|
||||
static func _create_mesh_2d(points: PackedVector2Array, triangles: PackedInt32Array):
|
||||
var st = SurfaceTool.new()
|
||||
|
||||
st.begin(Mesh.PRIMITIVE_TRIANGLES)
|
||||
|
|
|
@ -14,6 +14,8 @@ static func stringify_value(value):
|
|||
)
|
||||
TYPE_BOOL, TYPE_INT, TYPE_FLOAT, TYPE_STRING, TYPE_NIL:
|
||||
return value
|
||||
TYPE_STRING_NAME:
|
||||
return str(value)
|
||||
TYPE_VECTOR2:
|
||||
return {
|
||||
"x": value.x,
|
||||
|
|
Loading…
Reference in New Issue
Block a user