antichamber-at-home/addons/portals/scripts/portal_boxmesh.gd

88 lines
2.2 KiB
GDScript

@tool
extends ArrayMesh
class_name PortalBoxMesh
@export var size: Vector3 = Vector3(1, 1, 1):
set(v):
size = v
generate_portal_mesh()
func _init() -> void:
if Engine.is_editor_hint():
generate_portal_mesh()
func generate_portal_mesh() -> void:
var _start_time: int = Time.get_ticks_usec()
clear_surfaces() # Reset
var surface_array: Array = []
surface_array.resize(Mesh.ARRAY_MAX)
var verts: PackedVector3Array = PackedVector3Array()
var uvs: PackedVector2Array = PackedVector2Array()
var normals: PackedVector3Array = PackedVector3Array()
var indices: PackedInt32Array = PackedInt32Array()
# Just to save some chars
var w: float = size.x / 2
var h: float = size.y / 2
var depth: Vector3 = Vector3(0, 0, -size.z)
# Outside rect
var TOP_LEFT: Vector3 = Vector3(-w, h, 0)
var TOP_RIGHT: Vector3 = Vector3(w, h, 0)
var BOTTOM_LEFT: Vector3 = Vector3(-w, -h, 0)
var BOTTOM_RIGHT: Vector3 = Vector3(w, -h, 0)
verts.append_array([
TOP_LEFT, TOP_RIGHT, BOTTOM_LEFT, BOTTOM_RIGHT,
TOP_LEFT + depth, TOP_RIGHT + depth, BOTTOM_LEFT + depth, BOTTOM_RIGHT + depth,
])
uvs.append_array([
Vector2(0, 0), Vector2(1, 0), Vector2(0, 1), Vector2(1, 1), # Front UVs
Vector2(0, 0), Vector2(1, 0), Vector2(0, 1), Vector2(1, 1), # Back UVs (the same)
])
# We are going for a flat-surface look here. Portals should be unshaded anyways.
normals.append_array([
Vector3.BACK, Vector3.BACK, Vector3.BACK, Vector3.BACK,
Vector3.BACK, Vector3.BACK, Vector3.BACK, Vector3.BACK
])
# 0 ----------- 1
# | \ / |
# | 4-------5 |
# | | | |
# | | | |
# | 6-------7 |
# | / \ |
# 2 ----------- 3
# Triangles are clockwise!
indices.append_array([
0, 1, 4,
4, 1, 5, # Top section done
1, 3, 5,
5, 3, 7, # right section done
3, 2, 7,
7, 2, 6, # bottom section done
2, 0, 6,
6, 0, 4, # left section done
4, 5, 6,
6, 5, 7, # back section done
0, 1, 2,
2, 1, 3, # front section done
])
surface_array[Mesh.ARRAY_VERTEX] = verts
surface_array[Mesh.ARRAY_TEX_UV] = uvs
surface_array[Mesh.ARRAY_NORMAL] = normals
surface_array[Mesh.ARRAY_INDEX] = indices
add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, surface_array)