immersive-home/app/content/ui/components/line_chart/line_chart.gd
2024-04-11 16:51:30 +02:00

94 lines
2.2 KiB
GDScript

@tool
extends Node3D
@onready var mesh: MeshInstance3D = $Line
@onready var plane: MeshInstance3D = $Plane
@onready var x_axis: Control = $XAxis/SubViewport/XAxis
@onready var y_axis: Control = $YAxis/SubViewport/YAxis
const WIDTH = 0.001
const DEPTH = 0.0005
const STEPS = 5
@export var size: Vector2 = Vector2(0.5, 0.3)
var points = R.state([])
var show_dates = R.state(false)
var minmax = R.computed(func(_arg):
if points.value.size() == 0:
return [Vector2(0, 0), Vector2(0, 0)]
var min=points.value[0]
var max=points.value[0]
for point in points.value:
min.x=min(min.x, point.x)
min.y=min(min.y, point.y)
max.x=max(max.x, point.x)
max.y=max(max.y, point.y)
return [min, max]
)
var relative_points = R.computed(func(_arg):
var min=minmax.value[0]
var max=minmax.value[1]
return points.value.map(func(point):
return Vector2(inverse_lerp(min.x, max.x, point.x), inverse_lerp(min.y, max.y, point.y))
)
)
func _ready():
for i in range(50):
points.value.append(Vector2(i, sin(i / 8.0)))
R.effect(func(_arg):
mesh.mesh=generate_mesh(relative_points.value)
)
R.effect(func(_arg):
x_axis.minmax=Vector2(minmax.value[0].x, minmax.value[1].x)
y_axis.minmax=Vector2(minmax.value[0].y, minmax.value[1].y)
x_axis.queue_redraw()
y_axis.queue_redraw()
)
plane.position = Vector3(size.x / 2, size.y / 2, -0.001)
plane.mesh.size = size
func generate_mesh(points: Array):
if points.size() < 2:
return null
var sf = SurfaceTool.new()
sf.begin(Mesh.PRIMITIVE_TRIANGLE_STRIP)
for i in range(points.size()):
var prev_point = points[i - 1] if i > 0 else (points[i] + Vector2( - 1, 0))
var point = points[i]
var next_point = points[i + 1] if i < points.size() - 1 else (points[i] + Vector2(1, 0))
var prev_angle = (point - prev_point).angle_to(Vector2(1, 0))
var next_angle = (next_point - point).angle_to(Vector2(1, 0))
var angle = (prev_angle + next_angle) / 2.0
var up = Vector2(0, 1).rotated( - angle)
var p0 = (point + up * WIDTH * 2) * size
var p1 = (point + up * - WIDTH * 2) * size
sf.add_vertex(Vector3(p1.x, p1.y, DEPTH))
sf.add_vertex(Vector3(p0.x, p0.y, DEPTH))
sf.index()
sf.generate_normals()
var _mesh = sf.commit()
return _mesh