mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-21 13:16:49 +01:00
308 lines
8.0 KiB
GDScript
308 lines
8.0 KiB
GDScript
tool
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extends Spatial
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export(bool) var generate_on_ready : bool = true
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export(PropData) var start_room : PropData
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export(Array, PropData) var rooms : Array
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export(PropData) var plug : PropData
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export(bool) var generate : bool setget set_generate, get_generate
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export(bool) var spawn_mobs : bool = true
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export(int) var min_level : int = 1
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export(int) var max_level : int = 2
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#todo calc aabbs and store in PropData during prop conversion
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var room_hulls : Dictionary
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var portal_map : Dictionary
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var portals : Array
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var current_aabbs : Array
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var debug : bool = true
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func _enter_tree() -> void:
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if not Engine.editor_hint && generate_on_ready:
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call_deferred("generate")
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func set_up_room_data() -> void:
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clear_room_data()
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process_prop(start_room)
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for r in rooms:
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process_prop(r)
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process_portals()
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func process_prop(room : PropData) -> void:
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if !room:
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return
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if !room.is_room:
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return
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if room in room_hulls:
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return
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var ps : PoolVector3Array = room.room_bounds
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#Convert the bounds to 2d
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#This should probably be done in 3d later
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#I found no simple way to do it for now
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#Will look later
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var points : PoolVector2Array = PoolVector2Array()
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for p in ps:
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points.push_back(Vector2(p.x, p.z))
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points = Geometry.convex_hull_2d(points)
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room_hulls[room] = points
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for i in range(room.props.size()):
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var pe : PropDataEntry = room.props[i]
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if pe is PropDataPortal:
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portals.append([pe, room, i])
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func process_portals() -> void:
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for i in range(portals.size()):
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var pe = portals[i]
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var portal : PropDataPortal = pe[0]
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var room : PropData = pe[1]
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var portal_points : PoolVector2Array = portal.points
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if portal in portal_map:
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continue
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var map_data : Array = Array()
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for j in range(portals.size()):
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if i == j:
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continue
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var pp : Array = portals[j]
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var cportal : PropDataPortal = pp[0]
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var cportal_points : PoolVector2Array = cportal.points
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if (cportal_points.size() != portal_points.size()):
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continue
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var eq : bool = true
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for k in range(portal_points.size()):
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var p1 : Vector2 = portal_points[k]
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var p2 : Vector2 = cportal_points[k]
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if !p1.is_equal_approx(p2):
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eq = false
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break
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if !eq:
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continue
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var croom : PropData = pp[1]
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var cj : int = pp[2]
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map_data.append([ croom, cportal, cj ])
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portal_map[portal] = map_data
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func clear_room_data() -> void:
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portal_map.clear()
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portals.clear()
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room_hulls.clear()
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current_aabbs.clear()
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func generate() -> void:
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clear()
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set_up_room_data()
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spawn_room(Transform(), start_room)
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func spawn_room(room_lworld_transform : Transform, room : PropData, level : int = 0, current_portal : PropDataPortal = null) -> void:
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if level > 4:
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var plugi : PropInstanceMerger = PropInstanceMerger.new()
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plugi.prop_data = plug
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plugi.first_lod_distance_squared = 4000
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add_child(plugi)
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plugi.transform = room_lworld_transform
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#test_spawn_pos(room_lworld_transform)
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return
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var orig_room_lworld_transform : Transform = room_lworld_transform
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if current_portal:
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var lworld_curr_portal : Transform = current_portal.transform
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#portal center should be precalculated
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#this will only work with the current portals
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lworld_curr_portal = lworld_curr_portal.translated(Vector3(-0.5, 0, 0))
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lworld_curr_portal.basis = lworld_curr_portal.basis.rotated(Vector3(0, 1, 0), PI)
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room_lworld_transform = room_lworld_transform * lworld_curr_portal.inverse()
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var sr : PropInstanceMerger = PropInstanceMerger.new()
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sr.prop_data = room
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sr.first_lod_distance_squared = 4000
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add_child(sr)
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sr.transform = room_lworld_transform
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var cab : PoolVector2Array = room_hulls[room]
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var ctfab : PoolVector2Array = PoolVector2Array()
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for a in cab:
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var v : Vector3 = Vector3(a.x, 0, a.y)
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v = room_lworld_transform.xform(v)
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ctfab.push_back(Vector2(v.x, v.z))
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#v.y = 0
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#test_spawn_pos(Transform(Basis(), v))
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current_aabbs.push_back(ctfab)
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if spawn_mobs && level > 0 && ctfab.size() > 0:
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if randi() % 3 == 0:
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var v2 : Vector2 = ctfab[0]
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for i in range(1, ctfab.size()):
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v2 = v2.linear_interpolate(ctfab[i], 0.5)
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var gt : Transform = global_transform
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var scale : Vector3 = gt.basis.get_scale()
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v2 *= Vector2(scale.x, scale.z)
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ESS.entity_spawner.spawn_mob(0, min_level + (randi() % (max_level - min_level)), Vector3(v2.x, gt.origin.y, v2.y))
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#if Engine.editor_hint and debug:
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# sr.owner = get_tree().edited_scene_root
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for pe in room.props:
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if pe is PropDataPortal:
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if pe == current_portal:
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continue
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var current_portal_lworld_position : Transform = room_lworld_transform * pe.transform
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var d : Array = portal_map[pe]
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if d.size() == 0:
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continue
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randomize()
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var new_room_data = d[randi() % d.size()]
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#[ croom, cportal, cj ]
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var new_room : PropData = new_room_data[0]
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var new_room_portal : PropDataPortal = new_room_data[1]
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#todo figure out the transforms
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var poffset : Vector3 = new_room_portal.transform.xform(Vector3())
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#middle of the current portal
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var offset_current_portal_lworld_position : Transform = current_portal_lworld_position
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#portal center should be precalculated
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#this will only work with the current portals
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offset_current_portal_lworld_position = offset_current_portal_lworld_position.translated(Vector3(-0.5, 0, 0))
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var ab : PoolVector2Array = room_hulls[new_room]
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var tfab : PoolVector2Array = PoolVector2Array()
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for a in ab:
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var v : Vector3 = Vector3(a.x, 0, a.y)
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v = offset_current_portal_lworld_position.xform(v)
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tfab.push_back(Vector2(v.x, v.z))
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# v.y = 0
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# test_spawn_pos(Transform(Basis(), v))
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#test_spawn_pos(offset_current_portal_lworld_position)
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var can_spawn : bool = true
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for saab in current_aabbs:
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var ohull : PoolVector2Array = saab
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var poly_int_res : Array = Geometry.intersect_polygons_2d(ohull, tfab)
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if poly_int_res.size() > 0:
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for poly in poly_int_res:
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var indices : PoolIntArray = Geometry.triangulate_polygon(poly)
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for i in range(0, indices.size(), 3):
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var p1 : Vector2 = poly[indices[i]]
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var p2 : Vector2 = poly[indices[i + 1]]
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var p3 : Vector2 = poly[indices[i + 2]]
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var pp1 : float = (p1.x * p2.y + p2.x * p3.y + p3.x * p1.y)
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var pp2 : float = (p2.x * p1.y + p3.x * p2.y + p1.x * p3.y)
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var area : float = 0.5 * (pp1 - pp2)
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if area > 0.2:
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#print(area)
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#print(poly)
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#print(indices)
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#for p in poly:
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# test_spawn_pos(Transform(Basis(), Vector3(p.x, 0, p.y)))
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can_spawn = false
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break
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if !can_spawn:
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break
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if !can_spawn:
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break
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if can_spawn:
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spawn_room(offset_current_portal_lworld_position, new_room, level + 1, new_room_portal)
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else:
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var plugi : PropInstanceMerger = PropInstanceMerger.new()
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plugi.prop_data = plug
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add_child(plugi)
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plugi.transform = offset_current_portal_lworld_position
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#test_spawn_pos(offset_current_portal_lworld_position)
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func clear() -> void:
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if Engine.editor_hint and debug:
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#don't destroy the user's nodes
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for c in get_children():
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if c.owner == get_tree().edited_scene_root:
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c.queue_free()
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else:
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for c in get_children():
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c.queue_free()
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func test_spawn_pos(lworld_position : Transform, color : Color = Color(1, 1, 1)):
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var testspat : ImmediateGeometry = ImmediateGeometry.new()
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add_child(testspat)
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testspat.transform = lworld_position
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testspat.begin(Mesh.PRIMITIVE_LINES)
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testspat.set_color(color)
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testspat.add_vertex(Vector3(0, -0.5, 0))
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testspat.set_color(color)
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testspat.add_vertex(Vector3(0, 0.5, 0))
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testspat.set_color(color)
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testspat.add_vertex(Vector3(-0.5, 0, 0))
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testspat.set_color(color)
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testspat.add_vertex(Vector3(0.5, 0, 0))
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testspat.set_color(color)
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testspat.add_vertex(Vector3(0, 0, -0.5))
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testspat.set_color(color)
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testspat.add_vertex(Vector3(0, 0, 0.5))
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testspat.end()
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func set_generate(on) -> void:
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if on:
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generate()
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func get_generate() -> bool:
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return false
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