@tool extends ArrayMesh class_name PortalMesh @export_range(0.1, 10, 0.01) var height: float = 2.0: set(new_val): height = new_val generate_portal_mesh() @export_range(0.1, 10, 0.01) var width: float = 1.0: set(new_val): width = new_val generate_portal_mesh() ## Player camera's NEAR clip distance @export_range(0, 0.2, 0.001) var indent: float = 0.1: set(new_val): indent = new_val generate_portal_mesh() func _init() -> void: if Engine.is_editor_hint(): generate_portal_mesh() func generate_portal_mesh() -> void: print("[PortalMesh] Creating mesh") 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 = width / 2 var h: float = height / 2 # 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) # Inside rect, indented var INDENT_TL: Vector3 = TOP_LEFT + Vector3(indent, -indent, -indent) var INDENT_TR: Vector3 = TOP_RIGHT + Vector3(-indent, -indent, -indent) var INDENT_BL: Vector3 = BOTTOM_LEFT + Vector3(indent, indent, -indent) var INDENT_BR: Vector3 = BOTTOM_RIGHT + Vector3(-indent, indent, -indent) verts.append_array([ TOP_LEFT, TOP_RIGHT, BOTTOM_LEFT, BOTTOM_RIGHT, INDENT_TL, INDENT_TR, INDENT_BL, INDENT_BR ]) var ix: float = indent / width var iy: float = indent / height uvs.append_array([ Vector2(0, 0), Vector2(1, 0), Vector2(0, 1), Vector2(1, 1), # Outside UVs Vector2(ix, iy), Vector2(1-ix, iy), Vector2(ix, 1-iy), Vector2(1-ix, 1-iy) # Indented UVs ]) # 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, # middle sectiondone ]) 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) print("[PortalMesh] Done in %f ms" % [(Time.get_ticks_usec() - _start_time) / 1000.0])