Initial Building implementation. The room transforms are still broken, will figure them out later.

This commit is contained in:
Relintai 2021-08-24 21:08:34 +02:00
parent 3af4845a7a
commit 2b2d175a66
2 changed files with 168 additions and 16 deletions

View File

@ -6,40 +6,186 @@ export(PropData) var start_room : PropData
export(Array, PropData) var rooms : Array
export(bool) var generate : bool setget set_generate, get_generate
#todo calc aabbs and store in PropData during prop conversion
var room_aabbs : Dictionary
var portal_map : Dictionary
var portals : Array
var current_aabbs : Array
var debug : bool = true
func _enter_tree():
func _enter_tree() -> void:
if not Engine.editor_hint && generate_on_ready:
call_deferred("generate")
func set_up_room_data():
func set_up_room_data() -> void:
clear_room_data()
func clear_room_data():
portal_map.clear()
process_prop(start_room)
func generate():
for r in rooms:
process_prop(r)
process_portals()
func process_prop(room : PropData) -> void:
if !room:
return
if !room.is_room:
return
if room in room_aabbs:
return
var ps : PoolVector3Array = room.room_bounds
var aabb : AABB = AABB()
for p in ps:
aabb.expand(p)
room_aabbs[room] = aabb
for i in range(room.props.size()):
var pe : PropDataEntry = room.props[i]
if pe is PropDataPortal:
portals.append([pe, room, i])
func process_portals() -> void:
for i in range(portals.size()):
var pe = portals[i]
var portal : PropDataPortal = pe[0]
var room : PropData = pe[1]
var portal_points : PoolVector2Array = portal.points
if portal in portal_map:
continue
var map_data : Array = Array()
for j in range(portals.size()):
if i == j:
continue
var pp : Array = portals[j]
var cportal : PropDataPortal = pp[0]
var cportal_points : PoolVector2Array = cportal.points
if (cportal_points.size() != portal_points.size()):
continue
var eq : bool = true
for k in range(portal_points.size()):
var p1 : Vector2 = portal_points[k]
var p2 : Vector2 = cportal_points[k]
if !p1.is_equal_approx(p2):
eq = false
break
if !eq:
continue
var croom : PropData = pp[1]
var cj : int = pp[2]
map_data.append([ croom, cportal, cj ])
portal_map[portal] = map_data
#print(portal_map)
func clear_room_data() -> void:
portal_map.clear()
portals.clear()
room_aabbs.clear()
current_aabbs.clear()
func generate() -> void:
clear()
set_up_room_data()
spawn_room(Transform(), start_room)
func clear():
if not debug:
for c in get_children():
if c.owner == self:
#don't destroy the user's nodes
func spawn_room(tf : Transform, room : PropData, level : int = 0, current_portal : PropDataPortal = null) -> void:
if level > 2:
return
var sr : PropInstanceMerger = PropInstanceMerger.new()
sr.prop_data = start_room
add_child(sr)
sr.transform = tf
if Engine.editor_hint and debug:
sr.owner = get_tree().edited_scene_root
var caabb : AABB = room_aabbs[room]
caabb.position = tf.xform(Vector3())
current_aabbs.push_back(caabb)
for pe in room.props:
if pe is PropDataPortal:
if pe == current_portal:
continue
c.queue_delete()
var ntf : Transform = pe.transform * tf
var d : Array = portal_map[pe]
if d.size() == 0:
continue
randomize()
var new_room_data = d[randi() % d.size()]
#[ croom, cportal, cj ]
var new_room : PropData = new_room_data[0]
var new_room_portal : PropDataPortal = new_room_data[1]
#todo figure out the transforms
var poffset : Vector3 = new_room_portal.transform.xform(Vector3())
poffset.x += 1
var offsert_ntf : Transform = ntf
offsert_ntf = offsert_ntf.translated(-poffset)
var ab : AABB = room_aabbs[new_room]
ab.position = offsert_ntf.xform(Vector3())
var can_spawn : bool = true
for saab in current_aabbs:
if ab.intersects(saab):
#todo implement plugs
can_spawn = false
break
if can_spawn:
spawn_room(offsert_ntf, new_room, level + 1, new_room_portal)
func clear() -> void:
if Engine.editor_hint and debug:
#don't destroy the user's nodes
for c in get_children():
if c.owner == get_tree().edited_scene_root:
c.queue_free()
else:
for c in get_children():
c.queue_delete()
c.queue_free()
func set_generate(on):
func set_generate(on) -> void:
if on:
generate()
func get_generate():
func get_generate() -> bool:
return false

View File

@ -1,15 +1,21 @@
[gd_scene load_steps=7 format=2]
[gd_scene load_steps=6 format=2]
[ext_resource path="res://scripts/dungeons/dungeon.gd" type="Script" id=1]
[ext_resource path="res://test_rooms/Room1.tres" type="PropData" id=2]
[ext_resource path="res://test_rooms/Room2.tres" type="PropData" id=3]
[ext_resource path="res://test_rooms/Room3.tres" type="PropData" id=4]
[ext_resource path="res://test_rooms/Room5.tres" type="PropData" id=5]
[ext_resource path="res://test_rooms/Room4.tres" type="PropData" id=6]
[node name="Dungtest" type="Spatial"]
[node name="DirectionalLight" type="DirectionalLight" parent="."]
transform = Transform( 1, 0, 0, 0, 0.618285, 0.785954, 0, -0.785954, 0.618285, 0, 7.04604, 18.7882 )
[node name="Camera" type="Camera" parent="."]
transform = Transform( 1, 0, 0, 0, 0.937221, 0.348736, 0, -0.348736, 0.937221, 0, 3.89185, 8.51114 )
current = true
[node name="Dungeon" type="Spatial" parent="."]
script = ExtResource( 1 )
start_room = ExtResource( 2 )
rooms = [ ExtResource( 2 ), ExtResource( 3 ), ExtResource( 4 ), ExtResource( 6 ), ExtResource( 5 ) ]
rooms = [ ExtResource( 4 ), ExtResource( 6 ), ExtResource( 5 ) ]