TronLoop/entities/road/road.gd
2025-08-02 19:37:16 +02:00

118 lines
3.4 KiB
GDScript

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