mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-21 13:16:49 +01:00
Implemented room overlap checks for the building. It's only 2d for now.
This commit is contained in:
parent
78c08c4f28
commit
99bab47f9f
@ -7,7 +7,7 @@ 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 room_hulls : Dictionary
|
||||
var portal_map : Dictionary
|
||||
var portals : Array
|
||||
|
||||
@ -36,18 +36,25 @@ func process_prop(room : PropData) -> void:
|
||||
if !room.is_room:
|
||||
return
|
||||
|
||||
if room in room_aabbs:
|
||||
if room in room_hulls:
|
||||
return
|
||||
|
||||
var ps : PoolVector3Array = room.room_bounds
|
||||
|
||||
#Convert the bounds to 2d
|
||||
#This should probably be done in 3d later
|
||||
#I found no simple way to do it for now
|
||||
#Will look later
|
||||
|
||||
var aabb : AABB = AABB()
|
||||
var points : PoolVector2Array = PoolVector2Array()
|
||||
|
||||
for p in ps:
|
||||
aabb.expand(p)
|
||||
|
||||
room_aabbs[room] = aabb
|
||||
|
||||
points.push_back(Vector2(p.x, p.z))
|
||||
|
||||
points = Geometry.convex_hull_2d(points)
|
||||
|
||||
room_hulls[room] = points
|
||||
|
||||
for i in range(room.props.size()):
|
||||
var pe : PropDataEntry = room.props[i]
|
||||
|
||||
@ -101,12 +108,11 @@ func process_portals() -> void:
|
||||
|
||||
portal_map[portal] = map_data
|
||||
|
||||
#print(portal_map)
|
||||
|
||||
func clear_room_data() -> void:
|
||||
portal_map.clear()
|
||||
portals.clear()
|
||||
room_aabbs.clear()
|
||||
room_hulls.clear()
|
||||
current_aabbs.clear()
|
||||
|
||||
func generate() -> void:
|
||||
@ -124,26 +130,33 @@ func spawn_room(room_lworld_transform : Transform, room : PropData, level : int
|
||||
sr.prop_data = room
|
||||
add_child(sr)
|
||||
|
||||
var orig_room_lworld_transform : Transform = room_lworld_transform
|
||||
|
||||
if current_portal:
|
||||
var lworld_curr_portal : Transform = current_portal.transform
|
||||
#portal center should be precalculated
|
||||
#this will only work with the current portals
|
||||
lworld_curr_portal = lworld_curr_portal.translated(Vector3(-0.5, 0, 0))
|
||||
|
||||
lworld_curr_portal.basis = lworld_curr_portal.basis.rotated(Vector3(0, 1, 0), PI)
|
||||
|
||||
room_lworld_transform = room_lworld_transform * lworld_curr_portal.inverse()
|
||||
|
||||
|
||||
sr.transform = room_lworld_transform
|
||||
|
||||
var cab : PoolVector2Array = room_hulls[room]
|
||||
var ctfab : PoolVector2Array = PoolVector2Array()
|
||||
|
||||
for a in cab:
|
||||
var v : Vector3 = Vector3(a.x, 0, a.y)
|
||||
v = room_lworld_transform.xform(v)
|
||||
ctfab.push_back(Vector2(v.x, v.z))
|
||||
#v.y = 0
|
||||
#test_spawn_pos(Transform(Basis(), v))
|
||||
|
||||
current_aabbs.push_back(ctfab)
|
||||
|
||||
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:
|
||||
@ -173,18 +186,54 @@ func spawn_room(room_lworld_transform : Transform, room : PropData, level : int
|
||||
#this will only work with the current portals
|
||||
offset_current_portal_lworld_position = offset_current_portal_lworld_position.translated(Vector3(-0.5, 0, 0))
|
||||
|
||||
#var ab : AABB = room_aabbs[new_room]
|
||||
#ab.position = offsert_ntf.xform(Vector3())
|
||||
var ab : PoolVector2Array = room_hulls[new_room]
|
||||
var tfab : PoolVector2Array = PoolVector2Array()
|
||||
|
||||
test_spawn_pos(offset_current_portal_lworld_position)
|
||||
for a in ab:
|
||||
var v : Vector3 = Vector3(a.x, 0, a.y)
|
||||
v = offset_current_portal_lworld_position.xform(v)
|
||||
tfab.push_back(Vector2(v.x, v.z))
|
||||
# v.y = 0
|
||||
# test_spawn_pos(Transform(Basis(), v))
|
||||
|
||||
#test_spawn_pos(offset_current_portal_lworld_position)
|
||||
|
||||
var can_spawn : bool = true
|
||||
#for saab in current_aabbs:
|
||||
# if ab.intersects(saab):
|
||||
# #todo implement plugs
|
||||
# can_spawn = false
|
||||
# break
|
||||
|
||||
for saab in current_aabbs:
|
||||
var ohull : PoolVector2Array = saab
|
||||
|
||||
var poly_int_res : Array = Geometry.intersect_polygons_2d(ohull, tfab)
|
||||
|
||||
if poly_int_res.size() > 0:
|
||||
for poly in poly_int_res:
|
||||
var indices : PoolIntArray = Geometry.triangulate_polygon(poly)
|
||||
|
||||
for i in range(0, indices.size(), 3):
|
||||
var p1 : Vector2 = poly[indices[i]]
|
||||
var p2 : Vector2 = poly[indices[i + 1]]
|
||||
var p3 : Vector2 = poly[indices[i + 2]]
|
||||
|
||||
var pp1 : float = (p1.x * p2.y + p2.x * p3.y + p3.x * p1.y)
|
||||
var pp2 : float = (p2.x * p1.y + p3.x * p2.y + p1.x * p3.y)
|
||||
var area : float = 0.5 * (pp1 - pp2)
|
||||
|
||||
if area > 0.2:
|
||||
#print(area)
|
||||
#print(poly)
|
||||
#print(indices)
|
||||
|
||||
#for p in poly:
|
||||
# test_spawn_pos(Transform(Basis(), Vector3(p.x, 0, p.y)))
|
||||
|
||||
can_spawn = false
|
||||
break
|
||||
|
||||
if !can_spawn:
|
||||
break
|
||||
|
||||
if !can_spawn:
|
||||
break
|
||||
|
||||
if can_spawn:
|
||||
spawn_room(offset_current_portal_lworld_position, new_room, level + 1, new_room_portal)
|
||||
|
||||
@ -198,16 +247,22 @@ func clear() -> void:
|
||||
for c in get_children():
|
||||
c.queue_free()
|
||||
|
||||
func test_spawn_pos(lworld_position : Transform):
|
||||
func test_spawn_pos(lworld_position : Transform, color : Color = Color(1, 1, 1)):
|
||||
var testspat : ImmediateGeometry = ImmediateGeometry.new()
|
||||
add_child(testspat)
|
||||
testspat.transform = lworld_position
|
||||
testspat.begin(Mesh.PRIMITIVE_LINES)
|
||||
testspat.set_color(color)
|
||||
testspat.add_vertex(Vector3(0, -0.5, 0))
|
||||
testspat.set_color(color)
|
||||
testspat.add_vertex(Vector3(0, 0.5, 0))
|
||||
testspat.set_color(color)
|
||||
testspat.add_vertex(Vector3(-0.5, 0, 0))
|
||||
testspat.set_color(color)
|
||||
testspat.add_vertex(Vector3(0.5, 0, 0))
|
||||
testspat.set_color(color)
|
||||
testspat.add_vertex(Vector3(0, 0, -0.5))
|
||||
testspat.set_color(color)
|
||||
testspat.add_vertex(Vector3(0, 0, 0.5))
|
||||
testspat.end()
|
||||
|
||||
|
File diff suppressed because one or more lines are too long
Loading…
Reference in New Issue
Block a user