extends Node3D const wall_corner_scene = preload("res://content/ui/menu/room/wall_corner.tscn") const wall_edge_scene = preload("res://content/ui/menu/room/wall_edge.tscn") @onready var teleport_root = $TeleportRoot @onready var wall_corners = $TeleportRoot/WallCorners @onready var wall_edges = $TeleportRoot/WallEdges @onready var wall_mesh = $TeleportRoot/WallMesh @onready var wall_collisions = $TeleportRoot/WallCollisions @onready var toggle_edit_button = $Interface/ToggleEdit var moving = null var ground_plane = Plane(Vector3.UP, Vector3.ZERO) var edit_enabled = false func _ready(): remove_child(teleport_root) get_tree().get_root().get_node("Main").add_child.call_deferred(teleport_root) teleport_root.get_node("Ground/Clickable").on_click.connect(func(event): if !edit_enabled: return add_corner(event.ray.get_collision_point()) ) toggle_edit_button.get_node("Clickable").on_press_up.connect(func(event): edit_enabled = event.target.active if edit_enabled == false: wall_corners.visible = false wall_edges.visible = false wall_mesh.mesh = generate_mesh() if wall_mesh.mesh == null: return var collisions = generate_collision(wall_mesh.mesh) for old_coll in wall_collisions.get_children(): old_coll.queue_free() for collision in collisions: var static_body = StaticBody3D.new() static_body.add_child(collision) wall_collisions.add_child(static_body) wall_mesh.visible = true else: wall_corners.visible = true wall_edges.visible = true wall_mesh.visible = false ) func generate_mesh(): var corner_count = wall_corners.get_child_count() if corner_count < 3: return var st = SurfaceTool.new() var wall_up = Vector3.UP * 3 st.begin(Mesh.PRIMITIVE_TRIANGLE_STRIP) for i in range(corner_count): var corner = get_corner(i) print(corner.position, " ", corner.position + wall_up) st.add_vertex(corner.position) st.add_vertex(corner.position + wall_up) var first_corner = get_corner(0) st.add_vertex(first_corner.position) st.add_vertex(first_corner.position + wall_up) st.index() st.generate_normals() st.generate_tangents() var mesh = st.commit() return mesh func generate_collision(mesh: ArrayMesh): var corner_count = wall_corners.get_child_count() if corner_count < 3: return var collision_shapes: Array[CollisionShape3D] = [] for i in range(corner_count): var corner = get_corner(i) var next_corner = get_corner(i + 1) var shape = BoxShape3D.new() shape.size = Vector3((next_corner.position - corner.position).length(), 3, 0.04) var transform = Transform3D() var back_vector = (corner.position - next_corner.position).cross(Vector3.UP).normalized() * shape.size.z / 2 transform.basis = Basis((next_corner.position - corner.position).normalized(), Vector3.UP, back_vector.normalized()) transform.origin = corner.position + (next_corner.position - corner.position) / 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) print(collision_shapes) return collision_shapes func add_corner(position: Vector3): var corner = wall_corner_scene.instantiate() corner.position = position corner.get_node("Clickable").on_grab_down.connect(func(event): if !edit_enabled: return moving = event.target ) corner.get_node("Clickable").on_grab_move.connect(func(event): if moving == null: return var direction = -event.ray.global_transform.basis.z var new_position = ground_plane.intersects_ray(event.ray.global_position, direction) if new_position == null: return moving.position = new_position var moving_index = moving.get_index() get_edge(moving_index).transform = corners_to_edge_transform(new_position, get_corner(moving_index + 1).position) get_edge(moving_index - 1).transform = corners_to_edge_transform(get_corner(moving_index - 1).position, new_position) ) corner.get_node("Clickable").on_grab_up.connect(func(_event): moving = null ) wall_corners.add_child(corner) var num_corners = wall_corners.get_child_count() var edge if num_corners > 1: edge = add_edge(wall_corners.get_child(num_corners - 2).position, position) if num_corners > 2: if num_corners != wall_edges.get_child_count(): add_edge(position, wall_corners.get_child(0).position) else: wall_edges.move_child(edge, num_corners - 2) get_edge(-1).transform = corners_to_edge_transform(position, get_corner(0).position) func get_corner(index: int) -> MeshInstance3D: return wall_corners.get_child(index % wall_corners.get_child_count()) func get_edge(index: int) -> MeshInstance3D: return wall_edges.get_child(index % wall_edges.get_child_count()) func add_edge(from_pos: Vector3, to_pos: Vector3): var edge: MeshInstance3D = wall_edge_scene.instantiate() edge.transform = corners_to_edge_transform(from_pos, to_pos) wall_edges.add_child(edge) return edge func corners_to_edge_transform(from_pos: Vector3, to_pos: Vector3) -> Transform3D: var diff = to_pos - from_pos var direction = diff.normalized() var edge_position = from_pos + diff / 2 var edge_basis = Basis(Vector3.UP, diff, direction.cross(Vector3.UP)) var edge_transform = Transform3D(edge_basis, edge_position) return edge_transform