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Main.gd
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Main.gd
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extends Node2D
export(int) var quadrant_size = 100
export(Vector2) var quadrant_grid_size = Vector2(10,5)
export(int) var carve_radius = 40
export(int) var min_movement_update = 5
var old_mouse_pos: Vector2 = Vector2()
var mouse_pos: Vector2 = Vector2()
var quadrants_grid: Array = []
onready var carve_area = $CarveArea
var Quadrant = preload("res://Quadrant.tscn")
var Rigid = preload("res://RigidBody.tscn")
func _ready():
_spawn_quadrants()
_make_mouse_circle()
func _process(_delta):
if Input.is_action_pressed("click_left"):
if old_mouse_pos.distance_to(mouse_pos) > min_movement_update:
_carve()
old_mouse_pos = mouse_pos
elif Input.is_action_pressed("click_right"):
if old_mouse_pos.distance_to(mouse_pos) > min_movement_update:
_add()
old_mouse_pos = mouse_pos
if Input.is_action_pressed("ui_accept"):
var rigid = Rigid.instance()
rigid.position = get_global_mouse_position() + Vector2(randi()%10,0)
$RigidBodies.add_child(rigid)
func _input(event):
if event is InputEventMouseMotion:
mouse_pos = get_global_mouse_position()
carve_area.position = mouse_pos
update()
func _spawn_quadrants():
for i in range(quadrant_grid_size.x):
quadrants_grid.push_back([])
for j in range(quadrant_grid_size.y):
var quadrant = Quadrant.instance()
quadrant.default_quadrant_polygon = [
Vector2(quadrant_size*i,quadrant_size*j),
Vector2(quadrant_size*(i+1),quadrant_size*j),
Vector2(quadrant_size*(i+1),quadrant_size*(j+1)),
Vector2(quadrant_size*i,quadrant_size*(j+1))
]
quadrants_grid[-1].push_back(quadrant)
$Quadrants.add_child(quadrant)
func _make_mouse_circle():
var nb_points = 15
var pol = []
for i in range(nb_points):
var angle = lerp(-PI, PI, float(i)/nb_points)
pol.push_back(mouse_pos + Vector2(cos(angle), sin(angle)) * carve_radius)
carve_area.polygon = pol
func _carve():
var mouse_polygon = Transform2D(0, mouse_pos).xform(carve_area.polygon)
var four_quadrants = _get_affected_quadrants(mouse_pos)
for quadrant in four_quadrants:
quadrant.carve(mouse_polygon)
func _add():
var mouse_polygon = Transform2D(0, mouse_pos).xform(carve_area.polygon)
var four_quadrants = _get_affected_quadrants(mouse_pos)
for quadrant in four_quadrants:
quadrant.add(mouse_polygon)
func _get_affected_quadrants(pos):
"""
Returns array of Quadrants that are affected by
the carving. Not the best function: sometimes it
returns some quadrants that are not affected
"""
var affected_quadrants = []
var half_diag = sqrt(2)*quadrant_size/2
for quadrant in $Quadrants.get_children():
var quadrant_top_left = quadrant.default_quadrant_polygon[0]
var quadrant_center = quadrant_top_left + Vector2(quadrant_size, quadrant_size)/2
if quadrant_center.distance_to(pos) <= carve_radius + half_diag:
affected_quadrants.push_back(quadrant)
return affected_quadrants