Continuous line drawing
Some checks failed
linting & formatting / build (push) Failing after 3s

This commit is contained in:
Rob Kelly 2025-03-01 19:02:13 -07:00
parent 38404acb3c
commit 2cf7010c92
3 changed files with 38 additions and 102 deletions

View File

@ -7,7 +7,7 @@ const JUMP_FORCE := 4.5
const GROUND_FRICTION := 0.3
const AIR_FRICTION := 0.03
const SPRAY_SCALE := 8
const SPRAY_SCALE := 16
var gravity: Vector3 = (
ProjectSettings.get_setting("physics/3d/default_gravity")
@ -16,8 +16,7 @@ var gravity: Vector3 = (
@onready var camera_pivot: Node3D = %CameraPivot
@onready var spray_muzzle: Marker3D = %SprayMuzzle
@onready var ray_cast_left: RayCast3D = %RayCastLeft
@onready var ray_cast_right: RayCast3D = %RayCastRight
@onready var raycast: RayCast3D = %RayCast3D
@onready var spray_effect: MeshInstance3D = %SprayEffect
@ -41,18 +40,13 @@ func _scale_spray_point(point: Vector3) -> float:
func fire_spray() -> void:
if ray_cast_left.is_colliding() and ray_cast_right.is_colliding():
var collider := ray_cast_left.get_collider()
if collider is GunkBody and collider == ray_cast_right.get_collider():
var point_left := ray_cast_left.get_collision_point()
var point_right := ray_cast_right.get_collision_point()
(collider as GunkBody).paint_bar(
point_left,
ray_cast_left.get_collision_normal(),
_scale_spray_point(point_left),
point_right,
ray_cast_right.get_collision_normal(),
_scale_spray_point(point_right)
if raycast.is_colliding():
var collider := raycast.get_collider()
if collider is GunkBody:
var point := raycast.get_collision_point()
var point_scale := point.distance_to(spray_muzzle.global_position) * SPRAY_SCALE
(collider as GunkBody).paint_continuous(
point, raycast.get_collision_normal(), point_scale
)

View File

@ -14,7 +14,7 @@ albedo_color = Color(0, 1, 0.301961, 0.254902)
[sub_resource type="PrismMesh" id="PrismMesh_ow0jh"]
material = SubResource("StandardMaterial3D_ng43h")
size = Vector3(0.5, 2, 0.1)
size = Vector3(0.2, 2, 0.2)
[sub_resource type="QuadMesh" id="QuadMesh_cn0yq"]
size = Vector2(1, 0.05)
@ -38,13 +38,9 @@ mesh = SubResource("BoxMesh_ua7a2")
unique_name_in_owner = true
transform = Transform3D(1, 0, 0, 0, 0.997564, -0.0697565, 0, 0.0697565, 0.997564, 0, 0, -0.15)
[node name="RayCastLeft" type="RayCast3D" parent="CameraPivot/SprayNozzle/SprayMuzzle" groups=["SprayCast"]]
[node name="RayCast3D" type="RayCast3D" parent="CameraPivot/SprayNozzle/SprayMuzzle" groups=["SprayCast"]]
unique_name_in_owner = true
target_position = Vector3(-0.25, 0, -2)
[node name="RayCastRight" type="RayCast3D" parent="CameraPivot/SprayNozzle/SprayMuzzle" groups=["SprayCast"]]
unique_name_in_owner = true
target_position = Vector3(0.25, 0, -2)
target_position = Vector3(0, 0, -2)
[node name="SprayEffect" type="MeshInstance3D" parent="CameraPivot/SprayNozzle/SprayMuzzle"]
unique_name_in_owner = true

View File

@ -1,25 +1,19 @@
class_name GunkBody extends StaticBody3D
## StaticBody3D with an associated "gunkable" mesh.
const CONTINUITY_LIMIT := 64
const BUFFER_LIMIT := 3
const FACE_EPSILON := 0.4
const MASK_COLOR := Color.RED
const WRAPPINGS := [
Vector2(-1, -1),
Vector2(-1, 0),
Vector2(-1, 1),
Vector2(0, -1),
Vector2(0, 0),
Vector2(0, 1),
Vector2(1, -1),
Vector2(1, 0),
Vector2(1, 1),
]
@export var mask_dim := 1024
var meshtool := MeshDataTool.new()
var _polyline_buffer: Array[Vector2] = []
var _continuous := false
var _painted_this_frame := false
@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
@ -86,73 +80,25 @@ func _get_uv(point: Vector3, normal: Vector3) -> Vector2:
return (uv1 * bc.x) + (uv2 * bc.y) + (uv3 * bc.z)
## Paint a circle on the mask at a given point & normal on the mesh.
func paint_mask(point: Vector3, normal: Vector3, radius: float) -> void:
var local_point := point * global_transform
var local_normal := normal * global_basis
var uv := _get_uv(local_point, local_normal)
if uv == Vector2.INF:
return
var px_center: Vector2 = uv * mask_control.size
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_circle(px_center, radius, MASK_COLOR, true, -1, true)
func() -> void: mask_control.draw_polyline(polyline, MASK_COLOR, width * 2, true)
)
func paint_line(
point_a: Vector3, normal_a: Vector3, point_b: Vector3, normal_b: Vector3, width: float
) -> void:
var uv_a := _get_uv(point_a * global_transform, normal_a * global_basis)
var uv_b := _get_uv(point_b * global_transform, normal_b * global_basis)
if uv_a == Vector2.INF or uv_b == Vector2.INF:
return
var px_a := uv_a * mask_control.size
var px_b := uv_b * mask_control.size
else:
_polyline_buffer = [px]
mask_control.queue_draw(
func() -> void: mask_control.draw_line(px_a, px_b, MASK_COLOR, width, true)
func() -> void: mask_control.draw_circle(px, width, MASK_COLOR, true, -1, true)
)
_painted_this_frame = true
func _render_bar(uv_a: Vector2, scale_a: float, uv_b: Vector2, scale_b: float) -> void:
var diff := (uv_b - uv_a).normalized()
var ortho := diff.orthogonal()
var points := PackedVector2Array(
[
uv_a + ortho * scale_a,
uv_a - ortho * scale_a,
uv_b - ortho * scale_b,
uv_b + ortho * scale_b,
]
)
mask_control.queue_draw(func() -> void: mask_control.draw_colored_polygon(points, MASK_COLOR))
func paint_bar(
point_a: Vector3,
normal_a: Vector3,
scale_a: float,
point_b: Vector3,
normal_b: Vector3,
scale_b: float
) -> void:
var uv_a := _get_uv(point_a * global_transform, normal_a * global_basis) * mask_control.size
var uv_b := _get_uv(point_b * global_transform, normal_b * global_basis) * mask_control.size
if uv_a == Vector2.INF or uv_b == Vector2.INF:
return # TODO just draw square around one valid point
var closest_b := uv_b
var wrapped_a := uv_a
var dist_sq := INF
for wrap_vec: Vector2 in WRAPPINGS:
var wrapped_b := uv_b + wrap_vec * mask_dim
var d := wrapped_b.distance_squared_to(uv_a)
if d < dist_sq:
closest_b = wrapped_b
wrapped_a = uv_a - wrap_vec * mask_dim
dist_sq = d
_render_bar(uv_a, scale_a, closest_b, scale_b)
_render_bar(wrapped_a, scale_a, uv_b, scale_b)
func _process(_delta: float) -> void:
if not _painted_this_frame:
_polyline_buffer = []
_painted_this_frame = false