95 lines
2.8 KiB
GDScript
95 lines
2.8 KiB
GDScript
#@tool
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extends Node3D
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const CENTER := Vector3.ZERO
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@export var RADIUS: float = 5.0
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var sample_points = {}
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var SamplePoint = preload("res://sample_point.gd")
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var surface_points = {}
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var SurfacePoint = preload("res://surface_point.gd")
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var ComputeSdf = preload("res://compute_samples.gd")
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var gpu_sdf
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var generate_mesh_shader = preload("res://generate_mesh.tres")
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@export var regenerate_mesh = false
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@export var world_size = 16
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@export var show_sample_points = false
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@export var show_surface_points = false
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@export var show_surface = true
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@export var do_the_thing: bool = false
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@export var clear_the_thing: bool = false
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var color = Color.CORAL
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var surface_point_color = Color.CRIMSON
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var mesh
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var surface_tool: SurfaceTool = SurfaceTool.new()
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var meshinstance = MeshInstance3D.new()
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var material = ShaderMaterial.new()
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func _ready() -> void:
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material.shader = generate_mesh_shader
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meshinstance.material_override = material
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add_child(meshinstance)
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gpu_sdf = ComputeSdf.new()
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gpu_sdf.create_device()
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meshinstance.mesh = gpu_sdf.compute_mesh(world_size, RADIUS)
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func _input(event):
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if event is InputEventKey and event.is_action_released("RegenerateMesh"):
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if regenerate_mesh:
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regenerate_mesh = false
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else:
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regenerate_mesh = true
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func _process(_delta: float) -> void:
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if show_surface && regenerate_mesh:
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#regenerate_mesh = false
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clear()
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meshinstance.mesh = gpu_sdf.compute_mesh(world_size, RADIUS)
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if show_surface_points:
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var idx = 0
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var text_id = 0
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while idx < gpu_sdf.iout_surface_points.size():
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text_id += 1
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var value = Vector3(gpu_sdf.iout_surface_points.get(idx), gpu_sdf.iout_surface_points.get(idx+1), gpu_sdf.iout_surface_points.get(idx+2)) - Vector3(world_size / 2, world_size / 2, world_size / 2)
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if gpu_sdf.iout_surface_points.get(idx) != -1.0:
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DebugDraw3D.draw_square(value, 0.2, color.from_rgba8(255, 128, 128, 255))
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if text_id % 3 == 0:
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DebugDraw3D.draw_text(value, str(value), 35)
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idx += 3
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else:
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idx += 1
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if show_sample_points:
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draw_sample_points()
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func clear():
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surface_points = {}
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sample_points = {}
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mesh = ArrayMesh.new()
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func get_index_from_coords(coords: Vector3i):
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return coords.x + coords.y * world_size + coords.z * world_size * world_size
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func draw_sample_points():
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for x in range(world_size):
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for y in range(world_size):
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for z in range(world_size):
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if sample_points.has(Vector3i(x, y, z)):
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DebugDraw3D.draw_square(Vector3i(x, y, z), 0.2, color.from_rgba8(sample_points.get(Vector3i(x, y, z)), 128, 128, 255))
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#DebugDraw3D.draw_text(Vector3i(x, y, z), str(Vector3i(x, y, z)))
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func draw_surface_points():
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for surface_point in surface_points:
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if surface_points[surface_point] != Vector3(0, 0, 0):
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DebugDraw3D.draw_square(surface_points[surface_point] , 0.3, surface_point_color)
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#DebugDraw3D.draw_text(surface_points[surface_point], str(surface_points[surface_point]))
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