74 lines
2.0 KiB
GDScript
74 lines
2.0 KiB
GDScript
@tool
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extends Node
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@export_range(0.1, 10, 0.01) var height: float = 2.0
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@export_range(0.1, 10, 0.01) var width: float = 1.0
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## Player camera's NEAR clip distance
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@export_range(0, 0.1, 0.001) var indent: float = 0.1
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@export var portal: Portal
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func _add_inspector_buttons() -> Array:
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var buttons = []
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buttons.push_back({
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"name": "Generate Portal Mesh",
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"pressed": generate_portal_mesh
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})
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buttons.push_back({
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"name": "Remove Mesh",
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"pressed": func(): portal.mesh = null
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})
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return buttons
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func _get_configuration_warnings() -> PackedStringArray:
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var warnings = []
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if portal == null:
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warnings.append("Assign a portal to generate the mesh for")
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return warnings
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func generate_portal_mesh() -> void:
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if portal == null:
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push_error("No portal")
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return
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if portal.mesh != null:
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push_warning("The portal %s already has a mesh!" % portal.name)
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return
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var mesh = ArrayMesh.new()
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print("[PMM] Creating mesh")
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var surface_array = []
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surface_array.resize(Mesh.ARRAY_MAX)
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var verts = PackedVector3Array()
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var uvs = PackedVector2Array()
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var normals = PackedVector3Array()
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var indices = PackedInt32Array()
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var TOP_LEFT = Vector3(-width / 2, height, 0)
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var TOP_RIGHT = Vector3(width / 2, height, 0)
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var BOTTOM_LEFT = Vector3(-width / 2, 0, 0)
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var BOTTOM_RIGHT = Vector3(width / 2, 0, 0)
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verts.append_array([TOP_LEFT, TOP_RIGHT, BOTTOM_LEFT, BOTTOM_RIGHT])
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uvs.append_array([Vector2(0, 0), Vector2(1, 0), Vector2(0, 1), Vector2(1, 1)])
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normals.append_array([Vector3.BACK, Vector3.BACK, Vector3.BACK, Vector3.BACK])
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indices.append_array([0, 1, 2]) # top-left triangle
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indices.append_array([1, 3, 2]) # bottom-right triangle
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surface_array[Mesh.ARRAY_VERTEX] = verts
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surface_array[Mesh.ARRAY_TEX_UV] = uvs
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surface_array[Mesh.ARRAY_NORMAL] = normals
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surface_array[Mesh.ARRAY_INDEX] = indices
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# No blendshapes, lods, or compression used.
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, surface_array)
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portal.mesh = mesh
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print("[PMM] Mesh assigned")
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