generated from krampus/template-godot4
276 lines
8.5 KiB
GDScript
276 lines
8.5 KiB
GDScript
class_name GunkBody extends StaticBody3D
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## StaticBody3D with an associated "gunkable" mesh.
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## Emitted from the main thread after the clear total is asynchronously updated.
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signal clear_total_updated(clear_total: float)
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const CONTINUITY_LIMIT := 32
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const BUFFER_LIMIT := 3
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const FACE_EPSILON := 0.01
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const CLEAR_COLOR := Color.BLACK
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const MASK_COLOR := Color.RED
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const CLEAR_TOTAL_EPSILON := 1
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@export var mask_dim := 256
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@export var mesh_instance: MeshInstance3D
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@export var initial_mask: Texture
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@export var source_gunk_material: ShaderMaterial
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var meshtool := MeshDataTool.new()
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var _polyline_buffer: Array[Vector2] = []
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var _continued_paint_this_frame := false
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var _multiline_buffer := PackedVector2Array()
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var _multiline_width := 1.0
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var _clear_total := 0.0
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var _prev_clear_total := -1.0
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# _clear_total is async computed in separate thread
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var _mask_tx: Texture2D
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var _thread: Thread
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var _mutex: Mutex = Mutex.new()
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var _semaphore: Semaphore = Semaphore.new()
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var _exit_thread := false
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@onready var mask_viewport: SubViewport = %MaskViewport
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@onready var mask_control: DrawController = %MaskControl
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@onready var mask_texture: TextureRect = %MaskTexture
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@onready var debug_draw: DebugDraw = $DebugDraw
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func _ready() -> void:
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# If no mesh_instance was provided, use the first direct child.
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if not mesh_instance:
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for c: Node in get_children():
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if c is MeshInstance3D:
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mesh_instance = c as MeshInstance3D
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assert(mesh_instance, "GunkBody %s has no associated mesh!" % str(self))
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mask_viewport.size = Vector2(mask_dim, mask_dim)
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# Create a new instance of the gunk material
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var mat_instance: ShaderMaterial = source_gunk_material.duplicate()
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# Set material gunk mask to our mask viewport texture
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mat_instance.set_shader_parameter("gunk_mask", mask_viewport.get_texture())
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# Overlay mesh with gunk material
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mesh_instance.material_overlay = mat_instance
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if initial_mask:
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mask_texture.texture = initial_mask
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# Initialize meshtool
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meshtool.create_from_surface(mesh_instance.mesh as ArrayMesh, 0)
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_thread = Thread.new()
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_thread.start(_async_compute_clear_total)
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func _trigger_recompute_deferred() -> void:
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_mutex.lock()
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_mask_tx = mask_viewport.get_texture()
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#_mask_img = mask_viewport.get_texture().get_image()
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_mutex.unlock()
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_semaphore.post()
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func _async_compute_clear_total() -> void:
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# Ignore first two calls (initial mask clear & texture)
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# NOTE: this technically could put us in a glitched state if that mask clear & texture don't happen
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# and the thread wouldn't be able to hit the exit condition.
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# If the application hangs in a weird way immediately after loading a scene, maybe this is why!
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_semaphore.wait()
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_semaphore.wait()
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while true:
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_semaphore.wait()
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# check exit flag
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_mutex.lock()
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var exiting := _exit_thread
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_mutex.unlock()
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if exiting:
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break
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# Get mask from GPU
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# TODO: does this need mutex protection?
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_mutex.lock()
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var mask_img := _mask_tx.get_image()
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_mutex.unlock()
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mask_img.convert(Image.FORMAT_R8)
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var px_data := mask_img.get_data()
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var px_sum := 0
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for px in px_data:
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px_sum += px
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var new_total := px_sum / 255.0
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# Write total
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_mutex.lock()
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_clear_total = new_total
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_mutex.unlock()
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func _exit_tree() -> void:
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# Flag processing flag to cleanly exit
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_mutex.lock()
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_exit_thread = true
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_mutex.unlock()
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_semaphore.post()
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_thread.wait_to_finish()
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func clear_all() -> void:
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mask_control.clear(MASK_COLOR)
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## Get the precise number of gunk pixels cleared from this image.
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##
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## This will use a cached result unless the mask has been painted since the last calculation.
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## Be aware that cache misses are potentially quite expensive.
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func get_clear_total() -> float:
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# Protect with mutex
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_mutex.lock()
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var total := _clear_total
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_mutex.unlock()
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return total
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## Get the index of the mesh face on which the given point+normal lies.
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##
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## 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:
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var min_i := -1
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var min_planar_dist := INF
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for i in range(meshtool.get_face_count()):
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var sdist := meshtool.get_face_normal(i).distance_squared_to(normal)
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if sdist > FACE_EPSILON:
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continue
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# Normals match, so check if the point is on this face
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var v1 := meshtool.get_vertex(meshtool.get_face_vertex(i, 0))
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var v2 := meshtool.get_vertex(meshtool.get_face_vertex(i, 1))
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var v3 := meshtool.get_vertex(meshtool.get_face_vertex(i, 2))
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if GeometryTools.is_in_triangle(point, v1, v2, v3):
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var planar_dist := absf(Plane(v1, v2, v3).distance_to(point))
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if planar_dist < min_planar_dist:
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min_i = i
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min_planar_dist = planar_dist
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return min_i
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## UV-unwrap a point+normal in 3D space onto the UV space of this mesh.
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##
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## 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:
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var face := _get_face(point, normal)
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if face < 0:
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return Vector2.INF
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var fv0 := meshtool.get_face_vertex(face, 0)
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var fv1 := meshtool.get_face_vertex(face, 1)
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var fv2 := meshtool.get_face_vertex(face, 2)
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var v1 := meshtool.get_vertex(fv0)
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var v2 := meshtool.get_vertex(fv1)
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var v3 := meshtool.get_vertex(fv2)
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var bc := GeometryTools.barycentric(point, v1, v2, v3) # TODO memoize
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var uv1 := meshtool.get_vertex_uv(fv0)
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var uv2 := meshtool.get_vertex_uv(fv1)
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var uv3 := meshtool.get_vertex_uv(fv2)
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return (uv1 * bc.x) + (uv2 * bc.y) + (uv3 * bc.z)
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## UV-unwrap a point+normal in 3D space onto the pixel space of this mesh's texture.
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##
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## Returns Vector2.INF if the given point+normal does not lie on this mesh within tolerance.
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func _get_px(point: Vector3, normal: Vector3) -> Vector2:
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debug_draw.draw_vector(normal, point)
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return _get_uv(point * global_transform, normal * global_basis) * mask_control.size
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## Paint a dot on the gunk mask.
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func paint_dot(point: Vector3, normal: Vector3, radius: float, color: Color = MASK_COLOR) -> void:
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var px := _get_px(point, normal)
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if px == Vector2.INF:
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return
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mask_control.queue_draw(
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func() -> void: mask_control.draw_circle(px, radius, color, true, -1, true)
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)
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## Paint a continuous line on the gunk mask if called on successive frames.
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func paint_continuous(
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point: Vector3, normal: Vector3, width: float, color: Color = MASK_COLOR
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) -> void:
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var px := _get_px(point, normal)
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if _polyline_buffer and px.distance_to(_polyline_buffer[0]) <= CONTINUITY_LIMIT:
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_polyline_buffer.push_front(px)
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if len(_polyline_buffer) > BUFFER_LIMIT:
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_polyline_buffer.pop_back()
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var polyline := PackedVector2Array(_polyline_buffer)
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mask_control.queue_draw(
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func() -> void: mask_control.draw_polyline(polyline, color, width * 2, true)
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)
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else:
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_polyline_buffer = [px]
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# Always paint a circle, to round out corners & cap ends
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mask_control.queue_draw(
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func() -> void: mask_control.draw_circle(px, width, color, true, -1, true)
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)
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_continued_paint_this_frame = true
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## Add a segment to the multiline to paint this frame.
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func add_to_multiline(
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point_a: Vector3, normal_a: Vector3, point_b: Vector3, normal_b: Vector3, width: float
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) -> void:
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var px_a := _get_px(point_a, normal_a)
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var px_b := _get_px(point_b, normal_b)
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if px_a == Vector2.INF or px_b == Vector2.INF or px_a.distance_to(px_b) > CONTINUITY_LIMIT:
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return
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_multiline_buffer.append(px_a)
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_multiline_buffer.append(px_b)
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_multiline_width = width
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func _process(_delta: float) -> void:
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# Check if processing thread has updated the clear total
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_mutex.lock()
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var new_total := _clear_total
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_mutex.unlock()
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var delta := new_total - _prev_clear_total
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if abs(delta) > CLEAR_TOTAL_EPSILON:
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# Do not fire signal on first compute after initialization
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# This prevents the player from collecting the grunk from the initial mask.
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if _prev_clear_total >= 0:
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clear_total_updated.emit(new_total)
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# XXX due to fp error, this will drift from the "true count" over time
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# but it probably won't matter :shrug:
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Game.manager.collect_grunk(delta)
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_prev_clear_total = new_total
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# If paint_continuous wasn't called last frame, stop the current polyline.
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if not _continued_paint_this_frame:
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_polyline_buffer = []
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_continued_paint_this_frame = false
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# If we've buffered a multiline in the last frame, draw it & clear the buffer.
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# The width of the multiline will just be the width of the last call.
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if _multiline_buffer:
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var points := _multiline_buffer.duplicate()
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var width := _multiline_width
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mask_control.queue_draw(
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func() -> void: mask_control.draw_multiline(points, MASK_COLOR, width, true)
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)
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_multiline_buffer = PackedVector2Array()
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func _on_mask_painted() -> void:
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# XXX any problem with posting each frame?
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_trigger_recompute_deferred.call_deferred()
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