grunk/src/world/gunk_body/gunk_body.gd

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class_name GunkBody extends StaticBody3D
## StaticBody3D with an associated "gunkable" mesh.
const CONTINUITY_LIMIT := 128
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const BUFFER_LIMIT := 3
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const FACE_EPSILON := 0.01
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const MASK_COLOR := Color.RED
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@export var mask_dim := 256
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@export var mesh_instance: MeshInstance3D
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var meshtool := MeshDataTool.new()
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var _polyline_buffer: Array[Vector2] = []
var _continued_paint_this_frame := false
var _multiline_buffer := PackedVector2Array()
var _multiline_width := 1.0
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var _clear_total := 0.0
var _clear_total_dirty := true
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@onready var mesh: ArrayMesh = mesh_instance.mesh
@onready var gunk_mat: ShaderMaterial = mesh_instance.get_surface_override_material(0).next_pass
@onready var mask_viewport: SubViewport = %MaskViewport
@onready var mask_control: DrawController = %MaskControl
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@onready var debug_draw: DebugDraw = $DebugDraw
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func _ready() -> void:
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mask_viewport.size = Vector2(mask_dim, mask_dim)
gunk_mat.set_shader_parameter("gunk_mask", mask_viewport.get_texture())
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meshtool.create_from_surface(mesh, 0)
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## Get the precise number of gunk pixels cleared from this image.
##
## This will use a cached result unless the mask has been painted since the last calculation.
## Be aware that cache misses are potentially quite expensive.
func get_clear_total() -> float:
if _clear_total_dirty:
var mask_img := mask_viewport.get_texture().get_image()
mask_img.convert(Image.FORMAT_R8)
var px_data := mask_img.get_data()
var px_sum := 0
for px in px_data:
px_sum += px
_clear_total = px_sum / 255.0
_clear_total_dirty = false
return _clear_total
## Transform cartesian coordinates to barycentric wrt the given triangle.
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func _barycentric(p: Vector3, a: Vector3, b: Vector3, c: Vector3) -> Vector3:
var v0 := b - a
var v1 := c - a
var v2 := p - a
var d00 := v0.dot(v0)
var d01 := v0.dot(v1)
var d11 := v1.dot(v1)
var d20 := v2.dot(v0)
var d21 := v2.dot(v1)
var denom := d00 * d11 - d01 * d01
var v := (d11 * d20 - d01 * d21) / denom
var w := (d00 * d21 - d01 * d20) / denom
var u := 1.0 - v - w
return Vector3(u, v, w)
## Is the given point on the planar triangle defined by v1, v2, and v3?
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func _is_in_triangle(point: Vector3, v1: Vector3, v2: Vector3, v3: Vector3) -> bool:
var bc := _barycentric(point, v1, v2, v3)
return (bc.x > 0 and bc.x < 1) and (bc.y > 0 and bc.y < 1) and (bc.z > 0 and bc.z < 1)
## Get the index of the mesh face on which the given point+normal lies.
##
## Returns -1 if the given point+normal does not lie on a mesh face within tolerance.
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func _get_face(point: Vector3, normal: Vector3) -> int:
for i in range(meshtool.get_face_count()):
if meshtool.get_face_normal(i).distance_squared_to(normal) > FACE_EPSILON:
continue
# Normals match, so check if the point is on this face
var v1 := meshtool.get_vertex(meshtool.get_face_vertex(i, 0))
var v2 := meshtool.get_vertex(meshtool.get_face_vertex(i, 1))
var v3 := meshtool.get_vertex(meshtool.get_face_vertex(i, 2))
if _is_in_triangle(point, v1, v2, v3):
return i
return -1
## UV-unwrap a point+normal in 3D space onto the UV space of this mesh.
##
## Returns Vector2.INF if the given point+normal does not lie on this mesh within tolerance.
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func _get_uv(point: Vector3, normal: Vector3) -> Vector2:
var face := _get_face(point, normal)
if face < 0:
return Vector2.INF
var fv0 := meshtool.get_face_vertex(face, 0)
var fv1 := meshtool.get_face_vertex(face, 1)
var fv2 := meshtool.get_face_vertex(face, 2)
var v1 := meshtool.get_vertex(fv0)
var v2 := meshtool.get_vertex(fv1)
var v3 := meshtool.get_vertex(fv2)
var bc := _barycentric(point, v1, v2, v3) # TODO memoize
var uv1 := meshtool.get_vertex_uv(fv0)
var uv2 := meshtool.get_vertex_uv(fv1)
var uv3 := meshtool.get_vertex_uv(fv2)
return (uv1 * bc.x) + (uv2 * bc.y) + (uv3 * bc.z)
## UV-unwrap a point+normal in 3D space onto the pixel space of this mesh's texture.
##
## Returns Vector2.INF if the given point+normal does not lie on this mesh within tolerance.
func _get_px(point: Vector3, normal: Vector3) -> Vector2:
return _get_uv(point * global_transform, normal * global_basis) * mask_control.size
## Paint a dot on the gunk mask.
func paint_dot(point: Vector3, normal: Vector3, radius: float) -> void:
var px := _get_px(point, normal)
if px == Vector2.INF:
return
mask_control.queue_draw(
func() -> void: mask_control.draw_circle(px, radius, MASK_COLOR, true, -1, true)
)
## Paint a continuous line on the gunk mask if called on successive frames.
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func paint_continuous(point: Vector3, normal: Vector3, width: float) -> void:
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debug_draw.draw_vector(normal, point)
var px := _get_px(point, normal)
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if _polyline_buffer and px.distance_to(_polyline_buffer[0]) <= CONTINUITY_LIMIT:
_polyline_buffer.push_front(px)
if len(_polyline_buffer) > BUFFER_LIMIT:
_polyline_buffer.pop_back()
var polyline := PackedVector2Array(_polyline_buffer)
mask_control.queue_draw(
func() -> void: mask_control.draw_polyline(polyline, MASK_COLOR, width * 2, true)
)
else:
_polyline_buffer = [px]
# Always paint a circle, to round out corners & cap ends
mask_control.queue_draw(
func() -> void: mask_control.draw_circle(px, width, MASK_COLOR, true, -1, true)
)
_continued_paint_this_frame = true
## Add a segment to the multiline to paint this frame.
func add_to_multiline(
point_a: Vector3, normal_a: Vector3, point_b: Vector3, normal_b: Vector3, width: float
) -> void:
var px_a := _get_px(point_a, normal_a)
var px_b := _get_px(point_b, normal_b)
if px_a == Vector2.INF or px_b == Vector2.INF or px_a.distance_to(px_b) > CONTINUITY_LIMIT:
return
_multiline_buffer.append(px_a)
_multiline_buffer.append(px_b)
_multiline_width = width
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func _process(_delta: float) -> void:
# If paint_continuous wasn't called last frame, stop the current polyline.
if not _continued_paint_this_frame:
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_polyline_buffer = []
_continued_paint_this_frame = false
# If we've buffered a multiline in the last frame, draw it & clear the buffer.
# The width of the multiline will just be the width of the last call.
if _multiline_buffer:
var points := _multiline_buffer.duplicate()
var width := _multiline_width
mask_control.queue_draw(
func() -> void: mask_control.draw_multiline(points, MASK_COLOR, width, true)
)
_multiline_buffer = PackedVector2Array()
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func _on_mask_painted() -> void:
_clear_total_dirty = true