118 lines
3.4 KiB
GDScript
118 lines
3.4 KiB
GDScript
@tool
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extends StaticBody3D
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class_name Road
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@export_tool_button("create_mesh") var action_generate = generate_mesh
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@export_tool_button("clear_all") var action_clear = clear_all
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@export var track : RoadPath
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@export var road_mesh_instance : MeshInstance3D
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@export var road_shape : CollisionShape3D
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@export var road_material : BaseMaterial3D
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@export var segment_length := 0.1
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@export var road_width : float = 1.5
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@export var road_thickness : float = 0.5
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var st_road = SurfaceTool.new()
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func clear_all():
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st_road = SurfaceTool.new()
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st_road.clear()
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road_mesh_instance.mesh = null
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if road_shape and road_shape.shape:
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road_shape.shape = null
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func generate_mesh():
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clear_all()
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st_road.begin(Mesh.PRIMITIVE_TRIANGLES)
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if road_material:
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st_road.set_material(road_material)
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var curve := track.curve
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var race_length = curve.get_baked_length()
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var nb_of_point : int = race_length / segment_length
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for i in range(nb_of_point):
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var dist1 = float(i) * segment_length
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var dist2 = float(i + 1) * segment_length
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var t1 := curve.sample_baked_with_rotation(dist1, true)
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var t2 := curve.sample_baked_with_rotation(dist2, true)
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var fwd1 = t1.basis.z.normalized()
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var fwd2 = t2.basis.z.normalized()
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var right1 = t1.basis.x.normalized()
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var right2 = t2.basis.x.normalized()
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var left1 = -right1
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var left2 = -right2
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var up1 = t1.basis.y.normalized()
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var up2 = t2.basis.y.normalized()
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var p1 := t1.origin
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if i == 0:
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p1 += fwd1 * 0.05
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var p2 := t2.origin
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# Top vertices
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var p1_right = p1 + right1 * road_width * 0.5
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var p1_left = p1 - right1 * road_width * 0.5
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var p2_right = p2 + right2 * road_width * 0.5
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var p2_left = p2 - right2 * road_width * 0.5
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# Bottom vertices
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var p1_right_bottom = p1_right - up1 * road_thickness
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var p1_left_bottom = p1_left - up1 * road_thickness
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var p2_right_bottom = p2_right - up2 * road_thickness
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var p2_left_bottom = p2_left - up2 * road_thickness
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# Top face
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create_rectangle(p1_right, p1_left, p2_left, p2_right, up1, up2, Vector2(0, dist1 / road_width), Vector2(1, dist2 / road_width))
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# Bottom face (inverted normal)
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create_rectangle(p1_left_bottom, p1_right_bottom, p2_right_bottom, p2_left_bottom, up1, up2, Vector2(1, dist1 / road_width), Vector2(0, dist2 / road_width))
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# Right side face
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create_rectangle(p1_right_bottom, p1_right, p2_right, p2_right_bottom, right1, right2, Vector2(dist1 / road_thickness, 0), Vector2(dist2 / road_thickness, 1))
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# Left side face
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create_rectangle(p1_left, p1_left_bottom, p2_left_bottom, p2_left, left1, left2, Vector2(dist1 / road_thickness, 0), Vector2(dist2 / road_thickness, 1))
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var final_mesh = st_road.commit()
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road_mesh_instance.mesh = final_mesh
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var shape = final_mesh.create_trimesh_shape()
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road_shape.shape = shape
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func create_rectangle(
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v1: Vector3, v2: Vector3, v3: Vector3, v4: Vector3,
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normal1: Vector3, normal2: Vector3,
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uv1: Vector2, uv2: Vector2
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):
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# Triangle 1
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st_road.set_uv(uv1)
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st_road.set_normal(normal1)
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st_road.add_vertex(v1)
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st_road.set_uv(Vector2(uv1.x, uv2.y))
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st_road.set_normal(normal1)
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st_road.add_vertex(v2)
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st_road.set_uv(uv2)
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st_road.set_normal(normal2)
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st_road.add_vertex(v3)
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# Triangle 2
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st_road.set_uv(uv2)
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st_road.set_normal(normal2)
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st_road.add_vertex(v3)
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st_road.set_uv(Vector2(uv2.x, uv1.y))
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st_road.set_normal(normal1)
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st_road.add_vertex(v4)
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st_road.set_uv(uv1)
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st_road.set_normal(normal1)
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st_road.add_vertex(v1)
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