mirror of
https://github.com/Relintai/broken_seals.git
synced 2025-01-22 02:17:18 +01:00
221 lines
5.2 KiB
GDScript
221 lines
5.2 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(bool) var generate : bool setget set_generate, get_generate
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#todo calc aabbs and store in PropData during prop conversion
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var room_aabbs : 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_aabbs:
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return
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var ps : PoolVector3Array = room.room_bounds
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var aabb : AABB = AABB()
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for p in ps:
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aabb.expand(p)
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room_aabbs[room] = aabb
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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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#print(portal_map)
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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_aabbs.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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return
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var sr : PropInstanceMerger = PropInstanceMerger.new()
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sr.prop_data = room
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add_child(sr)
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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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sr.transform = room_lworld_transform
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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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#var caabb : AABB = room_aabbs[room]
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#caabb.position = tf.xform(Vector3())
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#current_aabbs.push_back(caabb)
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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 : AABB = room_aabbs[new_room]
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#ab.position = offsert_ntf.xform(Vector3())
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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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# if ab.intersects(saab):
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# #todo implement plugs
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# can_spawn = false
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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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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):
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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.add_vertex(Vector3(0, -0.5, 0))
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testspat.add_vertex(Vector3(0, 0.5, 0))
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testspat.add_vertex(Vector3(-0.5, 0, 0))
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testspat.add_vertex(Vector3(0.5, 0, 0))
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testspat.add_vertex(Vector3(0, 0, -0.5))
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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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