80 lines
3.2 KiB
GDScript
80 lines
3.2 KiB
GDScript
@tool
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extends Resource
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class_name VizTail
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# The VizTail class is a resource that allows the creation
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# of a simple rounded tail at the beginning of the path showing the
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# start of the path.
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#
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# It is designed to be used interchangeably with any resource
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# that defines an apply method with the signature defined
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# below.
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## The number of segments in the semi-sphere of tail
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@export var num_segs := 16 :
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set(s):
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num_segs = s
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emit_changed()
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## The get_offset function will be called to shift the beginning of the first
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## segment to accomodate the tail mesh
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##
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## This class can be overridden to provide a custom head to the path
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## by defining a resource that has an apply method with the following
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## definition:
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##
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## The [code]left[/code] and [code]right[/code] positions at the start of the path, where the
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## V texture coordinate is 0.0 for [code]left[/code] and 1.0 for [code]right[/code].
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## The [code]normal[/code] and the [code]direction[/code] define the position of the face and the
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## direction that the path is going.
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func get_offset(left : Vector3, right : Vector3, normal : Vector3, direction : Vector3) -> float:
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return 0.0
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## The apply function will be called when the path
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## mesh is created.
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##
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## This class can be overridden to provide a custom tail to the path
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## by defining a resource that has an apply method with the following
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## definition:
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##
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## The [code]mesh_node[/code] parameter is the mesh instance of the visualized path.
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## Its interior mesh can be updated (typically with [SurfaceTool]).
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## The [code]u[/code] parameter is the U texture coordinate of the [code]left[/code] and
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## [code]right[/code] positions at the end of the path, where the V texture coordinate
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## is 0.0 for [code]left[/code] and 1.0 for [code]right[/code]. The [code]normal[/code] and
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## the [code]direction[/code] define the position of the face and the direction that the
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## path is going. The [code]path_mat[/code] is the material that was used
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## in the original path definition [member VisualizedPath.path_mat].
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func apply(mesh_node : MeshInstance3D, u : float, left : Vector3, right : Vector3, normal : Vector3, direction : Vector3, path_mat : Material):
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var segment := right - left
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var mid_segment := segment / 2.0
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var mid_point := left + mid_segment
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var binormal := direction.cross(normal).normalized()
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var segment_len := segment.length()
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var mid_segment_len := mid_segment.length()
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var st := SurfaceTool.new()
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st.begin(Mesh.PRIMITIVE_TRIANGLES)
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st.set_color(Color(1, 0, 0))
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st.set_normal(normal)
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var rotation_dir := -signf(direction.dot(mid_segment.rotated(normal, PI/2.0)))
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var last_pos := right
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var last_pu := u
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var last_pv := 1.0
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for i in range(num_segs):
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var weight := rotation_dir * float(i+1) / float(num_segs)
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var angle := weight * PI
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var pv := (1.0 + cos(angle))/2.0
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var pu := u - rotation_dir * mid_segment_len * sin(angle)
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var pos := mid_point + mid_segment.rotated(normal, angle)
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st.set_uv(Vector2(u, 0.5))
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st.add_vertex(mid_point)
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st.set_uv(Vector2(last_pu, last_pv))
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st.add_vertex(last_pos)
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st.set_uv(Vector2(pu, pv))
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st.add_vertex(pos)
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last_pos = pos
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last_pu = pu
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last_pv = pv
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st.set_material(path_mat)
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mesh_node.mesh = st.commit(mesh_node.mesh)
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