immersive-home/content/system/house/room/states/view.gd
2024-01-22 16:54:15 +01:00

136 lines
3.5 KiB
GDScript

extends RoomState
const RoomState = preload("./room_state.gd")
var room_height = 3
var corner_count = 0
func _on_enter():
corner_count = room.wall_corners.get_child_count()
if corner_count < 3:
return
room_height = room.room_ceiling.position.y
room.wall_mesh.visible = true
room.ceiling_mesh.visible = true
room.wall_mesh.mesh = generate_mesh()
if room.wall_mesh.mesh == null:
return
room.ceiling_mesh.mesh = generate_ceiling_mesh()
room.room_ceiling.get_node("CollisionShape3D").shape = room.ceiling_mesh.mesh.create_trimesh_shape()
room.room_floor.get_node("CollisionShape3D").shape = room.ceiling_mesh.mesh.create_trimesh_shape()
room.room_ceiling.get_node("CollisionShape3D").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)
room.wall_mesh.visible = true
func _on_leave():
room.wall_mesh.visible = false
room.ceiling_mesh.visible = false
for collision in room.wall_collisions.get_children():
collision.queue_free()
func generate_mesh():
var st = SurfaceTool.new()
var wall_up = Vector3.UP * room_height
st.begin(Mesh.PRIMITIVE_TRIANGLE_STRIP)
for i in range(corner_count):
var corner = room.get_corner(i)
st.add_vertex(corner.position)
st.add_vertex(corner.position + wall_up)
var first_corner = room.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_ceiling_mesh():
var points: PackedVector2Array = PackedVector2Array()
var edges: PackedInt32Array = PackedInt32Array()
var triangles: PackedInt32Array
for i in range(corner_count):
var corner = room.get_corner(i)
points.append(Vector2(corner.position.x, corner.position.z))
edges.append(i)
edges.append((i + 1) % corner_count)
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()
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
func generate_collision():
var collision_shapes: Array[CollisionShape3D] = []
for i in range(corner_count):
var corner = room.get_corner(i)
var next_corner = room.get_corner(i + 1)
var shape = BoxShape3D.new()
shape.size = Vector3((next_corner.position - corner.position).length(), room_height, 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)
return collision_shapes