grunk/src/world/gunk_body/gunk_body.gd

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class_name GunkBody extends StaticBody3D
## StaticBody3D with an associated "gunkable" mesh.
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const CONTINUITY_LIMIT := 64
const BUFFER_LIMIT := 3
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const FACE_EPSILON := 0.4
const MASK_COLOR := Color.RED
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@export var mask_dim := 1024
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var meshtool := MeshDataTool.new()
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var _polyline_buffer: Array[Vector2] = []
var _continuous := false
var _painted_this_frame := false
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@onready var mesh_instance: MeshInstance3D = $MeshInstance3D
@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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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)
## Transform cartesian coordinates to barycentric wrt the given triangle
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)
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)
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
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)
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func paint_continuous(point: Vector3, normal: Vector3, width: float) -> void:
var px := _get_uv(point * global_transform, normal * global_basis) * mask_control.size
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]
mask_control.queue_draw(
func() -> void: mask_control.draw_circle(px, width, MASK_COLOR, true, -1, true)
)
_painted_this_frame = true
func _process(_delta: float) -> void:
if not _painted_this_frame:
_polyline_buffer = []
_painted_this_frame = false