make miniature view separate
This commit is contained in:
parent
9cb0c63fa0
commit
c0dccc8401
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@ -5,6 +5,8 @@ const Entity = preload ("../entity.gd")
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@onready var label: Label3D = $Label
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@onready var collision_shape = $CollisionShape3D
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var sensor_data = {}
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# Called when the node enters the scene tree for the first time.
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func _ready():
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super()
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@ -17,6 +19,9 @@ func _ready():
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)
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func set_text(stateInfo):
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if stateInfo == null:
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return
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var text = stateInfo["state"]
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if stateInfo["attributes"]["friendly_name"] != null:
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@ -25,6 +30,9 @@ func set_text(stateInfo):
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if stateInfo["attributes"].has("unit_of_measurement")&&stateInfo["attributes"]["unit_of_measurement"] != null:
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text += " " + stateInfo["attributes"]["unit_of_measurement"]
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if stateInfo["attributes"].has("device_class"):
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sensor_data[stateInfo["attributes"]["device_class"]] = stateInfo["state"]
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label.text = text
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var font = label.get_font()
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@ -35,3 +43,9 @@ func set_text(stateInfo):
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collision_shape.shape.size.x = size.x * label.pixel_size * 0.5
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collision_shape.shape.size.y = size.y * label.pixel_size * 0.25
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func get_sensor_data(type: String):
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if sensor_data.has(type) == false:
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return null
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return sensor_data[type]
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@ -6,13 +6,10 @@ const RoomType = preload ("./room/room.gd")
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@onready var levels = $Levels
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@onready var collision_shape = $Levels/CollisionShape3D
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@onready var align_reference = $AlignReference
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@onready var mini_view = $Miniature
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var fixing_reference: bool = false
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var editing_room: RoomType = null
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var mini_view: bool = false:
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set(value):
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mini_view = value
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update_mini_view()
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func _ready():
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Store.house.on_loaded.connect(func():
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@ -198,44 +195,6 @@ func create_entity_in(entity_id: String, room_name: String):
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return entity
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func update_mini_view():
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collision_shape.disabled = !mini_view
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var tween = create_tween()
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tween.set_parallel(true)
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tween.set_trans(Tween.TRANS_CUBIC)
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if mini_view:
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var aabb = get_level_aabb(0)
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aabb.position.y = -0.03
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aabb.size.y = 0.06
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var center = aabb.position + aabb.size / 2.0
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collision_shape.global_position = center
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collision_shape.shape.size = aabb.size
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var camera = get_node("/root/Main/XROrigin3D/XRCamera3D")
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var camera_position = camera.global_position
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var camera_direction = -camera.global_transform.basis.z
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camera_position.y *= 0.5
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camera_direction.y = 0.0
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var target_position = camera_position + camera_direction.normalized() * 0.2
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var new_position = target_position - center * 0.1
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tween.tween_property(levels, "global_position", new_position, 0.5)
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tween.tween_property(levels, "scale", Vector3(0.1, 0.1, 0.1), 0.5)
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for room in get_rooms(0):
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room.state_machine.change_to("Mini")
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else:
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tween.tween_property(levels, "global_position", Vector3(0, 0, 0), 0.5)
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tween.tween_property(levels, "scale", Vector3(1.0, 1.0, 1.0), 0.5)
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await tween.finished
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for room in get_rooms(0):
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room.state_machine.change_to("View")
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func edit_reference():
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fixing_reference = false
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align_reference.visible = true
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@ -1,8 +1,9 @@
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[gd_scene load_steps=5 format=3 uid="uid://cbemihbxkd4ll"]
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[gd_scene load_steps=6 format=3 uid="uid://cbemihbxkd4ll"]
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[ext_resource type="Script" path="res://content/system/house/house.gd" id="1_p8amj"]
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[ext_resource type="Script" path="res://content/functions/movable.gd" id="2_w1auk"]
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[ext_resource type="PackedScene" uid="uid://jls16btb8nko" path="res://content/system/house/align_reference.tscn" id="3_e1tcn"]
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[ext_resource type="PackedScene" uid="uid://ds60i5n211hi3" path="res://content/system/house/mini/miniature.tscn" id="4_qjbly"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_x81up"]
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@ -25,3 +26,5 @@ lock_rotation = true
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[node name="AlignReference" parent="." instance=ExtResource("3_e1tcn")]
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visible = false
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disabled = true
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[node name="Miniature" parent="." instance=ExtResource("4_qjbly")]
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3
app/content/system/house/mini/mini_view_options.gd
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3
app/content/system/house/mini/mini_view_options.gd
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@ -0,0 +1,3 @@
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extends Node3D
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const mini_wall_shader: ShaderMaterial = preload ("./mini_wall.tres")
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19
app/content/system/house/mini/mini_wall.tres
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19
app/content/system/house/mini/mini_wall.tres
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@ -0,0 +1,19 @@
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[gd_resource type="ShaderMaterial" load_steps=4 format=3 uid="uid://bcfcough6ucvc"]
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[ext_resource type="Shader" path="res://content/system/house/mini/mini_wall_shader.gdshader" id="1_sbr3e"]
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[sub_resource type="Gradient" id="Gradient_2jwis"]
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interpolation_color_space = 2
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offsets = PackedFloat32Array(0.00280112, 1)
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colors = PackedColorArray(0, 0.558935, 0.886772, 1, 0.999396, 0, 0.058647, 1)
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[sub_resource type="GradientTexture1D" id="GradientTexture1D_rrsal"]
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gradient = SubResource("Gradient_2jwis")
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[resource]
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render_priority = 0
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shader = ExtResource("1_sbr3e")
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shader_parameter/data = PackedFloat32Array()
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shader_parameter/data_size = 0
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shader_parameter/min_max_data = null
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shader_parameter/color_gradient = SubResource("GradientTexture1D_rrsal")
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39
app/content/system/house/mini/mini_wall_shader.gdshader
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39
app/content/system/house/mini/mini_wall_shader.gdshader
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@ -0,0 +1,39 @@
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shader_type spatial;
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render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_lambert, specular_schlick_ggx, unshaded;
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uniform vec4 data[100];
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uniform int data_size: hint_range(0, 100, 1);
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uniform vec2 min_max_data;
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uniform sampler2D color_gradient;
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varying vec3 color;
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void vertex() {
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// Calculate Global Coordinates
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vec3 world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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color = vec3(1.0, 1.0, 1.0);
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vec2 distances[100];
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float dist_sum = 0.0;
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if(data_size > 0) {
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for(int i = 0; i < data_size; i++) {
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float delta = 1.0 / distance(data[i].xyz, world_position);
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distances[i] = vec2(delta, data[i].w);
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dist_sum += delta;
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}
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for(int i = 0; i < data_size; i++) {
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float average = distances[i].x / dist_sum * distances[i].y;
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color.xyz = texture(color_gradient, vec2(average, 0)).xyz;
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}
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}
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}
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void fragment() {
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ALBEDO = vec3(color.xyz);
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ALPHA = 0.3;
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}
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84
app/content/system/house/mini/miniature.gd
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84
app/content/system/house/mini/miniature.gd
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@ -0,0 +1,84 @@
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extends Node3D
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const ConstructRoomMesh = preload ("res://lib/utils/mesh/construct_room_mesh.gd")
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const wall_material = preload ("./mini_wall.tres")
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@onready var walls_mesh = $WallsMesh
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@onready var floor_mesh = $FloorMesh
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@onready var collision_shape = $CollisionShape3D
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@onready var toggle_heatmap = $HeatmapButton
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var enabled = true:
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set(value):
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enabled = value
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update()
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func _ready():
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update()
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if Store.house.is_loaded() == false:
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await Store.house.on_loaded
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var room = Store.house.rooms[0]
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var corners = room.corners
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var height = room.height
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walls_mesh.mesh = ConstructRoomMesh.generate_wall_mesh_grid(corners, height)
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floor_mesh.mesh = ConstructRoomMesh.generate_ceiling_mesh_grid(corners)
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walls_mesh.material_override = wall_material
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floor_mesh.material_override = wall_material
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active = true
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update_data(0.0)
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toggle_heatmap.on_button_down.connect(func():
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active=true
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EventSystem.on_slow_tick.connect(update_data)
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)
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toggle_heatmap.on_button_up.connect(func():
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wall_material.set_shader_parameter("data", [])
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wall_material.set_shader_parameter("data_size", 0)
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active=false
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EventSystem.on_slow_tick.disconnect(update_data)
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)
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func update():
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walls_mesh.visible = enabled
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floor_mesh.visible = enabled
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collision_shape.disabled = not enabled
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const SensorEntity = preload ("res://content/entities/sensor/sensor.gd")
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var active: bool = false
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func update_data(delta: float) -> void:
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var data_list = []
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var min_max_data
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for room in House.body.get_rooms(0):
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for entity in room.get_node("Entities").get_children():
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if entity is SensorEntity:
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var sensor = entity as SensorEntity
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var data = sensor.get_sensor_data("temperature")
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if data == null:
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continue
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var sensor_pos = sensor.global_position
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if min_max_data == null:
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min_max_data = Vector2(float(data), float(data))
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else:
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min_max_data.x = min(min_max_data.x, float(data))
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min_max_data.y = max(min_max_data.y, float(data))
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data_list.append(Vector4(sensor_pos.x, sensor_pos.y, sensor_pos.z, float(data)))
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for data in data_list:
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data.w = (data.w - min_max_data.x) / (min_max_data.y - min_max_data.x)
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wall_material.set_shader_parameter("data", data_list)
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wall_material.set_shader_parameter("min_max_data", min_max_data)
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wall_material.set_shader_parameter("data_size", data_list.size())
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24
app/content/system/house/mini/miniature.tscn
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24
app/content/system/house/mini/miniature.tscn
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@ -0,0 +1,24 @@
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[gd_scene load_steps=5 format=3 uid="uid://ds60i5n211hi3"]
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[ext_resource type="Script" path="res://content/system/house/mini/miniature.gd" id="1_b53yn"]
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[ext_resource type="Script" path="res://content/functions/movable.gd" id="2_x7oed"]
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[ext_resource type="PackedScene" uid="uid://bsjqdvkt0u87c" path="res://content/ui/components/button/button.tscn" id="3_tgdcf"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_bckw3"]
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[node name="Miniature" type="StaticBody3D"]
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script = ExtResource("1_b53yn")
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[node name="WallsMesh" type="MeshInstance3D" parent="."]
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[node name="FloorMesh" type="MeshInstance3D" parent="."]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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shape = SubResource("BoxShape3D_bckw3")
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[node name="Movable" type="Node" parent="."]
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script = ExtResource("2_x7oed")
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[node name="HeatmapButton" parent="." instance=ExtResource("3_tgdcf")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.25, 0.5, 0.48)
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toggleable = true
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@ -1,5 +1,7 @@
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extends Node3D
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const ConstructRoomMesh = preload ("res://lib/utils/mesh/construct_room_mesh.gd")
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@onready var wall_corners = $Ceiling/WallCorners
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@onready var wall_edges = $Ceiling/WallEdges
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@onready var wall_mesh: MeshInstance3D = $WallMesh
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@ -55,75 +57,12 @@ func get_aabb():
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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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if room_store.corners.size() < 2:
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return null
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var corners = room_store.corners
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var height = room_store.height
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var st = SurfaceTool.new()
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var wall_up = Vector3.UP * room_store.height
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st.begin(Mesh.PRIMITIVE_TRIANGLE_STRIP)
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for corner in room_store.corners:
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var corner3D = Vector3(corner.x, 0, corner.y)
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st.add_vertex(corner3D)
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st.add_vertex(corner3D + wall_up)
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var first_corner = Vector3(room_store.corners[0].x, 0, room_store.corners[0].y)
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st.add_vertex(first_corner)
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st.add_vertex(first_corner + wall_up)
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st.index()
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st.generate_normals()
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st.generate_tangents()
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var mesh = st.commit()
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return mesh
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return ConstructRoomMesh.generate_wall_mesh_grid(corners, height)
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static func generate_ceiling_mesh(room_store: Dictionary):
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var points: PackedVector2Array = PackedVector2Array()
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var edges: PackedInt32Array = PackedInt32Array()
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var triangles: PackedInt32Array
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var corners = room_store.corners
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if corners.size() < 3:
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return null
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for i in range(corners.size()):
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var corner = corners[i]
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points.append(Vector2(corner.x, corner.y))
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edges.append(i)
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edges.append((i + 1) % corners.size())
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var cdt: ConstrainedTriangulation = ConstrainedTriangulation.new()
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cdt.init(true, true, 0.1)
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cdt.insert_vertices(points)
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cdt.insert_edges(edges)
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cdt.erase_outer_triangles()
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points = cdt.get_all_vertices()
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triangles = cdt.get_all_triangles()
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var st = SurfaceTool.new()
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st.begin(Mesh.PRIMITIVE_TRIANGLES)
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for i in range(points.size()):
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st.add_vertex(Vector3(points[i].x, 0, points[i].y))
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for i in range(triangles.size()):
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st.add_index(triangles[i])
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st.index()
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st.generate_normals()
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st.generate_tangents()
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var mesh = st.commit()
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return mesh
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return ConstructRoomMesh.generate_ceiling_mesh_grid(corners)
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[gd_scene load_steps=9 format=3 uid="uid://bswgmclohuqui"]
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[gd_scene load_steps=8 format=3 uid="uid://bswgmclohuqui"]
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[ext_resource type="Script" path="res://content/system/house/room/room.gd" id="1_fccq0"]
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[ext_resource type="Script" path="res://content/functions/clickable.gd" id="1_ugebq"]
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[ext_resource type="Script" path="res://lib/utils/state_machine/state_machine.gd" id="4_nbbo6"]
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[ext_resource type="Script" path="res://content/system/house/room/states/mini.gd" id="6_g4qca"]
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[ext_resource type="Script" path="res://content/system/house/room/states/view.gd" id="6_g066t"]
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[ext_resource type="Script" path="res://content/system/house/room/states/edit.gd" id="7_ap14h"]
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@ -57,7 +56,4 @@ script = ExtResource("6_g066t")
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[node name="Edit" type="Node" parent="StateMachine"]
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script = ExtResource("7_ap14h")
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[node name="Mini" type="Node" parent="StateMachine"]
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script = ExtResource("6_g4qca")
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[node name="Entities" type="Node3D" parent="."]
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@ -1,41 +0,0 @@
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extends RoomState
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const RoomState = preload("./room_state.gd")
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const walls_mini_material = preload("../walls_mini.tres")
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const walls_material = preload("../walls.tres")
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func _on_enter():
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room.wall_mesh.visible = true
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room.ceiling_mesh.visible = false
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room.wall_mesh.material_override = walls_mini_material
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room.room_ceiling.get_node("CollisionShape3D").disabled = true
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room.room_floor.get_node("CollisionShape3D").disabled = true
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for collision in room.wall_collisions.get_children():
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collision.get_child(0).disabled = true
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for corner in room.wall_corners.get_children():
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corner.get_node("CollisionShape3D").disabled = true
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for edge in room.wall_edges.get_children():
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edge.get_node("CollisionShape3D").disabled = true
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func _on_leave():
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room.wall_mesh.visible = false
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room.ceiling_mesh.visible = false
|
||||
room.wall_mesh.material_override = walls_material
|
||||
room.room_ceiling.get_node("CollisionShape3D").disabled = false
|
||||
room.room_floor.get_node("CollisionShape3D").disabled = false
|
||||
|
||||
for collision in room.wall_collisions.get_children():
|
||||
collision.get_child(0).disabled = false
|
||||
|
||||
for corner in room.wall_corners.get_children():
|
||||
corner.get_node("CollisionShape3D").disabled = false
|
||||
|
||||
for edge in room.wall_edges.get_children():
|
||||
edge.get_node("CollisionShape3D").disabled = false
|
||||
|
||||
|
|
@ -28,16 +28,16 @@ func _on_enter():
|
|||
ceiling_shape.shape = room.ceiling_mesh.mesh.create_trimesh_shape()
|
||||
floor_shape.shape = room.ceiling_mesh.mesh.create_trimesh_shape()
|
||||
ceiling_shape.shape.backface_collision = true
|
||||
|
||||
var collisions = generate_collision()
|
||||
|
||||
for collision in collisions:
|
||||
var static_body = StaticBody3D.new()
|
||||
static_body.set_collision_layer_value(4, true)
|
||||
static_body.set_collision_layer_value(5, true)
|
||||
static_body.collision_mask = 0
|
||||
static_body.add_child(collision)
|
||||
room.wall_collisions.add_child(static_body)
|
||||
var collision = CollisionShape3D.new()
|
||||
collision.shape = room.wall_mesh.mesh.create_trimesh_shape()
|
||||
|
||||
var static_body = StaticBody3D.new()
|
||||
static_body.set_collision_layer_value(4, true)
|
||||
static_body.set_collision_layer_value(5, true)
|
||||
static_body.collision_mask = 0
|
||||
static_body.add_child(collision)
|
||||
room.wall_collisions.add_child(static_body)
|
||||
|
||||
func _on_leave():
|
||||
room.room_ceiling.get_node("CollisionShape3D").disabled = true
|
||||
|
@ -46,33 +46,3 @@ func _on_leave():
|
|||
for collision in room.wall_collisions.get_children():
|
||||
collision.queue_free()
|
||||
await collision.tree_exited
|
||||
|
||||
func generate_collision():
|
||||
var room_store = Store.house.get_room(room.name)
|
||||
|
||||
var collision_shapes: Array[CollisionShape3D] = []
|
||||
|
||||
var corners = room_store.corners
|
||||
|
||||
for i in range(corners.size()):
|
||||
var corner = Vector3(corners[i].x, 0, corners[i].y)
|
||||
var next_corner_index = (i + 1) % corners.size()
|
||||
var next_corner = Vector3(corners[next_corner_index].x, 0, corners[next_corner_index].y)
|
||||
|
||||
var shape = BoxShape3D.new()
|
||||
shape.size = Vector3((next_corner - corner).length(), room_store.height, 0.04)
|
||||
|
||||
var transform = Transform3D()
|
||||
var back_vector = (corner - next_corner).cross(Vector3.UP).normalized() * shape.size.z / 2
|
||||
|
||||
transform.basis = Basis((next_corner - corner).normalized(), Vector3.UP, back_vector.normalized())
|
||||
transform.origin = corner + (next_corner - corner) / 2 + back_vector + Vector3.UP * shape.size.y / 2
|
||||
|
||||
var collision_shape = CollisionShape3D.new()
|
||||
|
||||
collision_shape.shape = shape
|
||||
collision_shape.transform = transform
|
||||
|
||||
collision_shapes.append(collision_shape)
|
||||
|
||||
return collision_shapes
|
||||
|
|
|
@ -1,6 +0,0 @@
|
|||
[gd_resource type="StandardMaterial3D" format=3 uid="uid://dxyuncqxagt28"]
|
||||
|
||||
[resource]
|
||||
transparency = 1
|
||||
cull_mode = 2
|
||||
albedo_color = Color(1, 1, 1, 0.47451)
|
|
@ -32,6 +32,15 @@ func _enter_tree():
|
|||
func load_devices():
|
||||
if devices.size() == 0:
|
||||
devices = await HomeApi.get_devices()
|
||||
devices.sort_custom(func(a, b):
|
||||
return a.values()[0]["name"].to_lower() < b.values()[0]["name"].to_lower()
|
||||
)
|
||||
|
||||
for device in devices:
|
||||
device.values()[0]["entities"].sort_custom(func(a, b):
|
||||
return a.to_lower() < b.to_lower()
|
||||
)
|
||||
|
||||
render()
|
||||
|
||||
HomeApi.on_disconnect.connect(func():
|
||||
|
|
|
@ -7,6 +7,5 @@ func _ready():
|
|||
background.visible = false
|
||||
|
||||
mini_view.on_button_down.connect(func():
|
||||
House.body.mini_view = !House.body.mini_view
|
||||
House.body.mini_view.enabled=!House.body.mini_view.enabled
|
||||
)
|
||||
|
||||
|
|
194
app/lib/utils/mesh/construct_room_mesh.gd
Normal file
194
app/lib/utils/mesh/construct_room_mesh.gd
Normal file
|
@ -0,0 +1,194 @@
|
|||
static func generate_wall_mesh(corners, height):
|
||||
if corners.size() < 3:
|
||||
return null
|
||||
|
||||
var st = SurfaceTool.new()
|
||||
var wall_up = Vector3.UP * height
|
||||
|
||||
st.begin(Mesh.PRIMITIVE_TRIANGLE_STRIP)
|
||||
|
||||
for corner in corners:
|
||||
var corner3D = Vector3(corner.x, 0, corner.y)
|
||||
|
||||
st.add_vertex(corner3D)
|
||||
st.add_vertex(corner3D + wall_up)
|
||||
|
||||
var first_corner = Vector3(corners[0].x, 0, corners[0].y)
|
||||
|
||||
st.add_vertex(first_corner)
|
||||
st.add_vertex(first_corner + wall_up)
|
||||
|
||||
st.index()
|
||||
st.generate_normals()
|
||||
st.generate_tangents()
|
||||
var mesh = st.commit()
|
||||
|
||||
return mesh
|
||||
|
||||
static func generate_ceiling_mesh(corners):
|
||||
var points: PackedVector2Array = PackedVector2Array()
|
||||
var edges: PackedInt32Array = PackedInt32Array()
|
||||
var triangles: PackedInt32Array
|
||||
|
||||
if corners.size() < 3:
|
||||
return null
|
||||
|
||||
for i in range(corners.size()):
|
||||
var corner = corners[i]
|
||||
points.append(Vector2(corner.x, corner.y))
|
||||
edges.append(i)
|
||||
edges.append((i + 1) % corners.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()
|
||||
triangles = cdt.get_all_triangles()
|
||||
|
||||
return _create_mesh(points, triangles)
|
||||
|
||||
static func generate_wall_mesh_grid(corners, height, grid: Vector2=Vector2(0.1, 0.1)):
|
||||
if corners.size() < 3:
|
||||
return null
|
||||
|
||||
var st = SurfaceTool.new()
|
||||
|
||||
st.begin(Mesh.PRIMITIVE_TRIANGLES)
|
||||
|
||||
for corner_i in range(corners.size()):
|
||||
var corner = Vector3(corners[corner_i].x, 0, corners[corner_i].y)
|
||||
var next_index = (corner_i + 1) % corners.size()
|
||||
var next_corner = Vector3(corners[next_index].x, 0, corners[next_index].y)
|
||||
|
||||
var steps = ceil(Vector2((next_corner - corner).length() / grid.x, height / grid.y))
|
||||
|
||||
var forward_dir = (next_corner - corner).normalized() * grid.x
|
||||
var up_dir = Vector3.UP * grid.y
|
||||
|
||||
var close_distance = Vector2(1, 1)
|
||||
|
||||
for y in range(0, steps.y):
|
||||
|
||||
close_distance.x = 1
|
||||
|
||||
if y == steps.y - 1:
|
||||
close_distance.y = fmod(height, grid.y) / grid.y
|
||||
print(close_distance.y)
|
||||
|
||||
for x in range(0, steps.x):
|
||||
var point = corner + forward_dir * x + Vector3.UP * grid.y * y
|
||||
|
||||
if x == steps.x - 1:
|
||||
close_distance.x = fmod(corner.distance_to(next_corner), grid.x) / grid.x
|
||||
|
||||
st.add_vertex(point)
|
||||
st.add_vertex(point + forward_dir * close_distance.x)
|
||||
st.add_vertex(point + up_dir * close_distance.y)
|
||||
|
||||
st.add_vertex(point + forward_dir * close_distance.x)
|
||||
st.add_vertex(point + forward_dir * close_distance.x + up_dir * close_distance.y)
|
||||
st.add_vertex(point + up_dir * close_distance.y)
|
||||
|
||||
st.index()
|
||||
st.generate_normals()
|
||||
st.generate_tangents()
|
||||
var mesh = st.commit()
|
||||
|
||||
return mesh
|
||||
|
||||
static func generate_ceiling_mesh_grid(corners, grid: Vector2=Vector2(0.1, 0.1)):
|
||||
var points: PackedVector2Array = PackedVector2Array()
|
||||
var edges: PackedInt32Array = PackedInt32Array()
|
||||
var triangles: PackedInt32Array
|
||||
|
||||
if corners.size() < 3:
|
||||
return null
|
||||
|
||||
var min_val = Vector2(corners[0])
|
||||
var max_val = Vector2(corners[0])
|
||||
|
||||
for i in range(corners.size()):
|
||||
var corner = corners[i]
|
||||
|
||||
min_val.x = min(min_val.x, corner.x)
|
||||
min_val.y = min(min_val.y, corner.y)
|
||||
max_val.x = max(max_val.x, corner.x)
|
||||
max_val.y = max(max_val.y, corner.y)
|
||||
|
||||
points.append(Vector2(corner.x, corner.y))
|
||||
edges.append(i)
|
||||
edges.append((i + 1) % corners.size())
|
||||
|
||||
var size = max_val - min_val
|
||||
|
||||
## Fill points insde the polygon
|
||||
for y in range(1, int(size.y / grid.y)):
|
||||
var x_intersections: Array[float] = []
|
||||
|
||||
var y_start = Vector2(min_val.x, min_val.y + y * grid.y)
|
||||
var y_end = Vector2(max_val.x, min_val.y + y * grid.y)
|
||||
|
||||
for i in range(corners.size()):
|
||||
var a = corners[i]
|
||||
var b = corners[(i + 1) % corners.size()]
|
||||
|
||||
var result = Geometry2D.segment_intersects_segment(a, b, y_start, y_end)
|
||||
|
||||
if result != null:
|
||||
x_intersections.append(result.x)
|
||||
|
||||
var intersection_counter = 0
|
||||
|
||||
x_intersections.sort()
|
||||
|
||||
for x in range(1, int(size.x / grid.x)):
|
||||
var point = min_val + Vector2(x * grid.x, y * grid.y)
|
||||
|
||||
for i in range(intersection_counter, x_intersections.size()):
|
||||
if x_intersections[i] < point.x:
|
||||
intersection_counter += 1
|
||||
|
||||
var color = Color(1, 1, 0)
|
||||
|
||||
if intersection_counter % 2 == 1:
|
||||
color = Color(1, 0, 1)
|
||||
points.append(point)
|
||||
|
||||
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()
|
||||
triangles = cdt.get_all_triangles()
|
||||
|
||||
return _create_mesh(points, triangles)
|
||||
|
||||
static func _create_mesh(points: PackedVector2Array, triangles: PackedInt32Array):
|
||||
var st = SurfaceTool.new()
|
||||
|
||||
st.begin(Mesh.PRIMITIVE_TRIANGLES)
|
||||
|
||||
for i in range(points.size()):
|
||||
st.add_vertex(Vector3(points[i].x, 0, points[i].y))
|
||||
|
||||
for i in range(triangles.size()):
|
||||
st.add_index(triangles[i])
|
||||
|
||||
st.index()
|
||||
st.generate_normals()
|
||||
st.generate_tangents()
|
||||
|
||||
var mesh = st.commit()
|
||||
|
||||
return mesh
|
Loading…
Reference in New Issue
Block a user