Files
MovementTests/addons/csg_toolkit/scripts/csg_repeater_3d.gd
Minimata 2b74c9e70c
All checks were successful
Create tag and build when new code gets to main / BumpTag (push) Successful in 20s
Create tag and build when new code gets to main / Test (push) Successful in 7m54s
Create tag and build when new code gets to main / Export (push) Successful in 9m52s
added CSG toolkit
2026-02-06 18:35:38 +01:00

523 lines
16 KiB
GDScript
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

@tool
class_name CSGRepeater3D extends CSGCombiner3D
# NOTE: Registered as custom type in plugin (csg_toolkit.gd) inheriting CSGCombiner3D.
# Ensure pattern resource scripts are loaded (Godot should handle via class_name, but we force references for safety):
const _REF_GRID = preload("res://addons/csg_toolkit/scripts/patterns/grid_pattern.gd") # ensure subclass scripts loaded
const _REF_CIRC = preload("res://addons/csg_toolkit/scripts/patterns/circular_pattern.gd")
const _REF_SPIRAL = preload("res://addons/csg_toolkit/scripts/patterns/spiral_pattern.gd")
const _REF_NOISE = preload("res://addons/csg_toolkit/scripts/patterns/noise_pattern.gd")
const REPEATER_NODE_META = "REPEATED_NODE_META"
const MAX_INSTANCES = 20000
var _dirty: bool = false
var _template_node_path: NodePath
@export var template_node_path: NodePath:
get: return _template_node_path
set(value):
_template_node_path = value
_mark_dirty()
var _template_node_scene: PackedScene
@export var template_node_scene: PackedScene:
get: return _template_node_scene
set(value):
_template_node_scene = value
_mark_dirty()
var _hide_template: bool = true
@export var hide_template: bool = true:
get: return _hide_template
set(value):
_hide_template = value
_update_template_visibility()
## repeat & spacing removed (migrated into pattern resources)
@export_group("Pattern Options")
# A single exported pattern resource (`pattern`) defines generation behavior.
@export_group("Variation Options")
# Rotation variation properties now managed via custom property list for collapsible enable group.
var _randomize_rotation: bool = false
var randomize_rotation: bool:
get: return _randomize_rotation
set(value):
_randomize_rotation = value
_mark_dirty()
notify_property_list_changed()
var _randomize_rot_x: bool = false
var randomize_rot_x: bool:
get: return _randomize_rot_x
set(value):
_randomize_rot_x = value
if _randomize_rotation: _mark_dirty()
notify_property_list_changed()
var _randomize_rot_y: bool = false
var randomize_rot_y: bool:
get: return _randomize_rot_y
set(value):
_randomize_rot_y = value
if _randomize_rotation: _mark_dirty()
notify_property_list_changed()
var _randomize_rot_z: bool = false
var randomize_rot_z: bool:
get: return _randomize_rot_z
set(value):
_randomize_rot_z = value
if _randomize_rotation: _mark_dirty()
notify_property_list_changed()
# Per-axis rotation variance in degrees (0 = full 0..360 random for that axis; >0 jitters around original)
var _rotation_variance_x_deg: float = 0.0
var rotation_variance_x_deg: float:
get: return _rotation_variance_x_deg
set(value):
_rotation_variance_x_deg = clamp(value, 0.0, 360.0)
if _randomize_rotation and _randomize_rot_x: _mark_dirty()
var _rotation_variance_y_deg: float = 0.0
var rotation_variance_y_deg: float:
get: return _rotation_variance_y_deg
set(value):
_rotation_variance_y_deg = clamp(value, 0.0, 360.0)
if _randomize_rotation and _randomize_rot_y: _mark_dirty()
var _rotation_variance_z_deg: float = 0.0
var rotation_variance_z_deg: float:
get: return _rotation_variance_z_deg
set(value):
_rotation_variance_z_deg = clamp(value, 0.0, 360.0)
if _randomize_rotation and _randomize_rot_z: _mark_dirty()
var _randomize_scale: bool = false
var randomize_scale: bool:
get: return _randomize_scale
set(value):
_randomize_scale = value
_mark_dirty()
notify_property_list_changed()
var _scale_variance: float = 0.0
var scale_variance: float:
get: return _scale_variance
set(value):
_scale_variance = clamp(value, 0.0, 1.0)
if _randomize_scale:
_mark_dirty()
# Per-axis scale variance (if zero => use global variance when axis toggle active)
var _scale_variance_x: float = 0.0
var scale_variance_x: float:
get: return _scale_variance_x
set(value):
_scale_variance_x = clamp(value, 0.0, 1.0)
if _randomize_scale and _randomize_scale_x: _mark_dirty()
var _scale_variance_y: float = 0.0
var scale_variance_y: float:
get: return _scale_variance_y
set(value):
_scale_variance_y = clamp(value, 0.0, 1.0)
if _randomize_scale and _randomize_scale_y: _mark_dirty()
var _scale_variance_z: float = 0.0
var scale_variance_z: float:
get: return _scale_variance_z
set(value):
_scale_variance_z = clamp(value, 0.0, 1.0)
if _randomize_scale and _randomize_scale_z: _mark_dirty()
# Per-axis scale randomization toggles (optional if none enabled acts as uniform variance on all axes)
var _randomize_scale_x: bool = false
var randomize_scale_x: bool:
get: return _randomize_scale_x
set(value):
_randomize_scale_x = value
if _randomize_scale: _mark_dirty()
notify_property_list_changed()
var _randomize_scale_y: bool = false
var randomize_scale_y: bool:
get: return _randomize_scale_y
set(value):
_randomize_scale_y = value
if _randomize_scale: _mark_dirty()
notify_property_list_changed()
var _randomize_scale_z: bool = false
var randomize_scale_z: bool:
get: return _randomize_scale_z
set(value):
_randomize_scale_z = value
if _randomize_scale: _mark_dirty()
notify_property_list_changed()
var _position_jitter: float = 0.0
@export var position_jitter: float = 0.0:
get: return _position_jitter
set(value):
_position_jitter = max(0.0, value)
_mark_dirty()
var _random_seed: int = 0
@export var random_seed: int = 0:
get: return _random_seed
set(value):
_random_seed = value
_mark_dirty()
# Estimated instance count (read-only in inspector; updated internally)
@export var estimated_instances: int = 0
var rng: RandomNumberGenerator
var _generation_in_progress := false
var _pattern: CSGPattern
@export var pattern: CSGPattern:
get: return _pattern
set(value):
if value == _pattern:
return
# Reject non-CSGPattern resources
if value != null and not (value is CSGPattern):
push_warning("Assigned pattern is not a CSGPattern-derived resource; ignoring.")
return
# Prevent assigning the abstract base directly (must use subclass)
if value != null and value.get_class() == "CSGPattern":
push_warning("Cannot assign base CSGPattern directly. Please use a concrete pattern (Grid, Circular, Spiral...).")
return
# Disconnect old
if _pattern and _pattern.is_connected("changed", Callable(self, "_on_pattern_changed")):
_pattern.disconnect("changed", Callable(self, "_on_pattern_changed"))
_pattern = value
if _pattern and not _pattern.is_connected("changed", Callable(self, "_on_pattern_changed")):
_pattern.connect("changed", Callable(self, "_on_pattern_changed"))
_mark_dirty()
func _ready():
rng = RandomNumberGenerator.new()
# Provide a default pattern if none assigned (through setter for signal wiring).
if pattern == null:
pattern = CSGGridPattern.new()
_mark_dirty()
# Generate instances in-game on ready
if not Engine.is_editor_hint():
call_deferred("repeat_template")
func _on_pattern_changed():
# Called when the assigned pattern resource's exported properties are edited in inspector.
_mark_dirty()
func _process(_delta):
if not Engine.is_editor_hint(): return
if _dirty and not _generation_in_progress:
_dirty = false
call_deferred("repeat_template")
func _exit_tree():
# Clean up any remaining repeated nodes
clear_children()
func _mark_dirty():
_dirty = true
func _update_template_visibility():
if not is_inside_tree():
return
var template_node = get_node_or_null(template_node_path)
if template_node and template_node is Node3D:
template_node.visible = not _hide_template
func clear_children():
# Clear existing children except the template node
var children_to_remove = []
for child in get_children(true):
if child.has_meta(REPEATER_NODE_META):
children_to_remove.append(child)
# Remove children immediately for better performance
for child in children_to_remove:
remove_child(child)
child.queue_free()
func repeat_template():
if _generation_in_progress:
return
_generation_in_progress = true
clear_children()
var template_node = get_node_or_null(template_node_path)
var using_scene = false
# Determine template source
if not template_node:
if not template_node_scene or not template_node_scene.can_instantiate():
_generation_in_progress = false
return
template_node = template_node_scene.instantiate()
using_scene = true
add_child(template_node)
# Use pattern estimation for cap check
var template_size := _get_template_size(template_node)
var ctx_cap := {"template_size": template_size, "rng": rng, "position_jitter": _position_jitter}
var estimate := 0
if pattern:
estimate = pattern.get_estimated_count(ctx_cap)
if estimate <= 1:
if using_scene:
remove_child(template_node)
template_node.queue_free()
_generation_in_progress = false
return
if estimate > MAX_INSTANCES:
push_warning("CSGRepeater3D: Estimated count %s exceeds cap %s. Aborting generation." % [estimate, MAX_INSTANCES])
_generation_in_progress = false
return
rng.seed = _random_seed
# template_size already computed earlier (template_size variable)
var positions = _generate_positions(template_size)
estimated_instances = positions.size() - 1
for i in range(positions.size()):
var position = positions[i]
if i == 0 and position.is_zero_approx():
continue
var instance = template_node.duplicate()
if instance == null:
continue
instance.set_meta(REPEATER_NODE_META, true)
instance.transform.origin = position
# Ensure instance is visible regardless of template visibility
if instance is Node3D:
instance.visible = true
_apply_variations(instance)
add_child(instance)
if using_scene:
remove_child(template_node)
template_node.queue_free()
else:
_update_template_visibility()
_generation_in_progress = false
func _generate_positions(template_size: Vector3) -> Array:
var ctx: Dictionary = {"template_size": template_size, "rng": rng, "position_jitter": _position_jitter}
if pattern == null:
return []
return pattern.generate(ctx)
# -- Geometry-based spacing helpers -------------------------------------------------
func _get_template_size(template_node: Node) -> Vector3:
if template_node == null or not (template_node is Node3D):
return Vector3.ONE
var aabb := _get_combined_aabb(template_node)
var size: Vector3 = aabb.size
if size.x <= 0.0001: size.x = 1.0
if size.y <= 0.0001: size.y = 1.0
if size.z <= 0.0001: size.z = 1.0
return size
func _get_combined_aabb(node: Node) -> AABB:
var found := false
var combined := AABB()
if node is Node3D and node.has_method("get_aabb"):
var aabb = node.get_aabb()
combined = aabb
found = true
for child in node.get_children():
if child is Node3D:
var child_aabb = _get_combined_aabb(child)
if child_aabb.size != Vector3.ZERO:
if not found:
combined = child_aabb
found = true
else:
combined = combined.merge(child_aabb)
return combined if found else AABB(Vector3.ZERO, Vector3.ZERO)
func _apply_material_recursive(node: Node, material: Material):
if node is CSGShape3D:
node.material_override = material
for child in node.get_children():
_apply_material_recursive(child, material)
func _apply_variations(instance: Node3D):
if _randomize_rotation:
var final_rot := instance.rotation
if _randomize_rot_x:
if _rotation_variance_x_deg > 0.0:
final_rot.x += rng.randf_range(-deg_to_rad(_rotation_variance_x_deg), deg_to_rad(_rotation_variance_x_deg))
else:
final_rot.x = rng.randf() * TAU
if _randomize_rot_y:
if _rotation_variance_y_deg > 0.0:
final_rot.y += rng.randf_range(-deg_to_rad(_rotation_variance_y_deg), deg_to_rad(_rotation_variance_y_deg))
else:
final_rot.y = rng.randf() * TAU
if _randomize_rot_z:
if _rotation_variance_z_deg > 0.0:
final_rot.z += rng.randf_range(-deg_to_rad(_rotation_variance_z_deg), deg_to_rad(_rotation_variance_z_deg))
else:
final_rot.z = rng.randf() * TAU
instance.rotation = final_rot
if _randomize_scale:
# If any axis toggles are on, apply independent variance per axis; else uniform.
var use_axes = _randomize_scale_x or _randomize_scale_y or _randomize_scale_z
if use_axes:
var sx = instance.scale.x
var sy = instance.scale.y
var sz = instance.scale.z
if _randomize_scale_x:
var vx = (_scale_variance_x if _scale_variance_x > 0.0 else _scale_variance)
sx *= max(0.1, 1.0 + rng.randf_range(-vx, vx))
if _randomize_scale_y:
var vy = (_scale_variance_y if _scale_variance_y > 0.0 else _scale_variance)
sy *= max(0.1, 1.0 + rng.randf_range(-vy, vy))
if _randomize_scale_z:
var vz = (_scale_variance_z if _scale_variance_z > 0.0 else _scale_variance)
sz *= max(0.1, 1.0 + rng.randf_range(-vz, vz))
instance.scale = Vector3(sx, sy, sz)
else:
var scale_factor = max(0.1, 1.0 + rng.randf_range(-_scale_variance, _scale_variance))
instance.scale *= scale_factor
func regenerate():
_mark_dirty()
# -- Custom property list (Godot 4.5 group enable support) -------------------------
func _get_property_list() -> Array:
var props: Array = []
# Keep default exported properties (engine already exposes them). Only inject
# the rotation variation cluster with group enable + subgroup organization.
# Group header for random rotation feature.
# Variation Options parent group
props.append({
"name": "Variation Options",
"type": TYPE_NIL,
"usage": PROPERTY_USAGE_GROUP
})
# Rotation subgroup under Variation Options
props.append({
"name": "Rotation Randomization",
"type": TYPE_NIL,
"usage": PROPERTY_USAGE_SUBGROUP
})
# Enabling checkbox on group header via PROPERTY_HINT_GROUP_ENABLE.
props.append({
"name": "randomize_rotation",
"type": TYPE_BOOL,
"usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR,
"hint": PROPERTY_HINT_GROUP_ENABLE
})
# Per-axis random toggles
props.append(_prop_bool("randomize_rot_x"))
if _randomize_rotation and _randomize_rot_x:
props.append({
"name": "rotation_variance_x_deg",
"type": TYPE_FLOAT,
"hint": PROPERTY_HINT_RANGE,
"hint_string": "0,360,0.1,degrees",
"usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR
})
props.append(_prop_bool("randomize_rot_y"))
if _randomize_rotation and _randomize_rot_y:
props.append({
"name": "rotation_variance_y_deg",
"type": TYPE_FLOAT,
"hint": PROPERTY_HINT_RANGE,
"hint_string": "0,360,0.1,degrees",
"usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR
})
props.append(_prop_bool("randomize_rot_z"))
if _randomize_rotation and _randomize_rot_z:
props.append({
"name": "rotation_variance_z_deg",
"type": TYPE_FLOAT,
"hint": PROPERTY_HINT_RANGE,
"hint_string": "0,360,0.1,degrees",
"usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR
})
# Subgroup for locked rotations (should reside inside Rotation Randomization group)
# (Locked rotations removed as per user request)
# Scale variation subgroup under Variation Options
props.append({
"name": "Scale Variation",
"type": TYPE_NIL,
"usage": PROPERTY_USAGE_SUBGROUP
})
props.append({
"name": "randomize_scale",
"type": TYPE_BOOL,
"usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR,
"hint": PROPERTY_HINT_GROUP_ENABLE
})
props.append(_prop_float_range("scale_variance", "0,1,0.01"))
props.append(_prop_bool("randomize_scale_x"))
if _randomize_scale and _randomize_scale_x:
props.append(_prop_float_range("scale_variance_x", "0,1,0.01"))
props.append(_prop_bool("randomize_scale_y"))
if _randomize_scale and _randomize_scale_y:
props.append(_prop_float_range("scale_variance_y", "0,1,0.01"))
props.append(_prop_bool("randomize_scale_z"))
if _randomize_scale and _randomize_scale_z:
props.append(_prop_float_range("scale_variance_z", "0,1,0.01"))
return props
func _prop_bool(name: String) -> Dictionary:
return {
"name": name,
"type": TYPE_BOOL,
"usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR
}
func _prop_float_deg(name: String, value: float) -> Dictionary:
return {
"name": name,
"type": TYPE_FLOAT,
"hint": PROPERTY_HINT_RANGE,
"hint_string": "-360,360,0.1,degrees",
"usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR
}
func _prop_float_range(name: String, hint_str: String) -> Dictionary:
return {
"name": name,
"type": TYPE_FLOAT,
"hint": PROPERTY_HINT_RANGE,
"hint_string": hint_str,
"usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR
}
func get_instance_count() -> int:
if pattern == null:
return 0
var ctx := {"template_size": Vector3.ONE, "rng": rng, "position_jitter": _position_jitter}
return max(0, pattern.get_estimated_count(ctx) - 1)
func apply_template():
if get_child_count() == 0:
return
var stack = []
stack.append_array(get_children())
while stack.size() > 0:
var node = stack.pop_back()
node.set_owner(owner)
stack.append_array(node.get_children())
# Alias for clarity in UI
func bake_instances():
apply_template()