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MovementTests/addons/csg_toolkit/scripts/csg_spreader_3d.gd
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added CSG toolkit
2026-02-06 18:35:38 +01:00

281 lines
7.9 KiB
GDScript

@tool
class_name CSGSpreader3D extends CSGCombiner3D
const SPREADER_NODE_META = "SPREADER_NODE_META"
const MAX_INSTANCES = 20000
var _dirty: bool = false
var _generation_in_progress := 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 _hide_template: bool = true
@export var hide_template: bool = true:
get: return _hide_template
set(value):
_hide_template = value
_update_template_visibility()
var _spread_area_3d: Shape3D = null
@export var spread_area_3d: Shape3D = null:
get: return _spread_area_3d
set(value):
_spread_area_3d = value
_mark_dirty()
var _max_count: int = 10
@export var max_count: int = 10:
get: return _max_count
set(value):
_max_count = clamp(value, 1, 100000)
_mark_dirty()
@export_group("Spread Options")
var _noise_threshold: float = 0.5
@export var noise_threshold: float = 0.5:
get: return _noise_threshold
set(value):
_noise_threshold = clamp(value, 0.0, 1.0)
_mark_dirty()
var _seed: int = 0
@export var seed: int = 0:
get: return _seed
set(value):
_seed = value
_mark_dirty()
var _allow_rotation: bool = false
@export var allow_rotation: bool = false:
get: return _allow_rotation
set(value):
_allow_rotation = value
_mark_dirty()
var _allow_scale: bool = false
@export var allow_scale: bool = false:
get: return _allow_scale
set(value):
_allow_scale = value
_mark_dirty()
var _snap_distance = 0
@export var snap_distance = 0:
get: return _snap_distance
set(value):
_snap_distance = value
_mark_dirty()
@export_group("Collision Options")
var _avoid_overlaps: bool = false
@export var avoid_overlaps: bool = false:
get: return _avoid_overlaps
set(value):
_avoid_overlaps = value
_mark_dirty()
var _min_distance: float = 1.0
@export var min_distance: float = 1.0:
get: return _min_distance
set(value):
_min_distance = max(0.0, value)
_mark_dirty()
var _max_placement_attempts: int = 100
@export var max_placement_attempts: int = 100:
get: return _max_placement_attempts
set(value):
_max_placement_attempts = clamp(value, 10, 1000)
_mark_dirty()
@export var estimated_instances: int = 0
var rng: RandomNumberGenerator
func _ready():
rng = RandomNumberGenerator.new()
_mark_dirty()
# Generate instances in-game on ready
if not Engine.is_editor_hint():
call_deferred("spread_template")
func _process(_delta):
if not Engine.is_editor_hint(): return
if _dirty and not _generation_in_progress:
_dirty = false
call_deferred("spread_template")
func _exit_tree():
if not Engine.is_editor_hint():
return
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():
var children_to_remove = []
for child in get_children(true):
if child.has_meta(SPREADER_NODE_META):
children_to_remove.append(child)
for child in children_to_remove:
remove_child(child)
child.queue_free()
func get_random_position_in_area() -> Vector3:
if spread_area_3d is SphereShape3D:
var radius = spread_area_3d.get_radius()
var u = rng.randf()
var v = rng.randf()
var theta = u * TAU
var phi = acos(2.0 * v - 1.0)
var r = radius * pow(rng.randf(), 1.0/3.0)
return Vector3(r * sin(phi) * cos(theta), r * sin(phi) * sin(theta), r * cos(phi))
if spread_area_3d is BoxShape3D:
var size = spread_area_3d.size
return Vector3(
rng.randf_range(-size.x * 0.5, size.x * 0.5),
rng.randf_range(-size.y * 0.5, size.y * 0.5),
rng.randf_range(-size.z * 0.5, size.z * 0.5)
)
if spread_area_3d is CapsuleShape3D:
var radius = spread_area_3d.get_radius()
var height = spread_area_3d.get_height() * 0.5
if rng.randf() < noise_threshold:
var angle = rng.randf() * TAU
var r = radius * sqrt(rng.randf())
return Vector3(r * cos(angle), rng.randf_range(-height, height), r * sin(angle))
else:
var hemisphere_y = height if rng.randf() < noise_threshold else -height
var u = rng.randf()
var v = rng.randf()
var theta = u * TAU
var phi = acos(1.0 - v)
var r = radius * pow(rng.randf(), 1.0/3.0)
return Vector3(
r * sin(phi) * cos(theta),
hemisphere_y + r * cos(phi) * (1 if hemisphere_y > 0 else -1),
r * sin(phi) * sin(theta)
)
if spread_area_3d is CylinderShape3D:
var radius = spread_area_3d.get_radius()
var height = spread_area_3d.get_height() * 0.5
var angle = rng.randf() * TAU
var r = radius * sqrt(rng.randf())
return Vector3(r * cos(angle), rng.randf_range(-height, height), r * sin(angle))
if spread_area_3d is HeightMapShape3D:
var width = spread_area_3d.map_width
var depth = spread_area_3d.map_depth
if width <= 0 or depth <= 0 or spread_area_3d.map_data.size() == 0:
return Vector3.ZERO
var x = rng.randi_range(0, width - 1)
var z = rng.randi_range(0, depth - 1)
var index = x + z * width
if index < spread_area_3d.map_data.size():
return Vector3(x, spread_area_3d.map_data[index], z)
return Vector3.ZERO
if spread_area_3d is WorldBoundaryShape3D:
var bound = 100.0
return Vector3(rng.randf_range(-bound, bound), 0, rng.randf_range(-bound, bound))
if spread_area_3d is ConvexPolygonShape3D or spread_area_3d is ConcavePolygonShape3D:
var pts = spread_area_3d.points if spread_area_3d.has_method("get_points") else []
if pts.size() == 0:
return Vector3.ZERO
var min_point = pts[0]
var max_point = pts[0]
for p in pts:
min_point = min_point.min(p)
max_point = max_point.max(p)
return Vector3(
rng.randf_range(min_point.x, max_point.x),
rng.randf_range(min_point.y, max_point.y),
rng.randf_range(min_point.z, max_point.z)
)
push_warning("CSGSpreader3D: Shape type not supported")
return Vector3.ZERO
func spread_template():
if _generation_in_progress:
return
_generation_in_progress = true
if not spread_area_3d:
_generation_in_progress = false
return
clear_children()
var template_node = get_node_or_null(template_node_path)
if not template_node:
_generation_in_progress = false
return
rng.seed = _seed
var instances_created = 0
var placed_positions = []
var budget = min(_max_count, MAX_INSTANCES)
if _max_count > MAX_INSTANCES:
push_warning("CSGSpreader3D: max_count %s exceeds cap %s. Limiting." % [_max_count, MAX_INSTANCES])
for i in range(budget):
var noise_value = rng.randf()
if noise_value <= _noise_threshold:
continue
var position_found = false
var final_position = Vector3.ZERO
var attempts = _max_placement_attempts if _avoid_overlaps else 1
for attempt in range(attempts):
var test_position = get_random_position_in_area()
if not _avoid_overlaps:
final_position = test_position
position_found = true
break
var overlap = false
for existing_pos in placed_positions:
if test_position.distance_to(existing_pos) < _min_distance:
overlap = true
break
if not overlap:
final_position = test_position
position_found = true
break
if not position_found:
continue
var instance = template_node.duplicate()
if instance == null:
continue
instance.set_meta(SPREADER_NODE_META, true)
instance.transform.origin = final_position
# Ensure instance is visible regardless of template visibility
if instance is Node3D:
instance.visible = true
placed_positions.append(final_position)
if _allow_rotation:
var rotation_y = rng.randf_range(0, TAU)
instance.rotate_y(rotation_y)
if _allow_scale:
var scale_factor = rng.randf_range(0.5, 2.0)
instance.scale *= scale_factor
add_child(instance)
instances_created += 1
estimated_instances = instances_created
_update_template_visibility()
_generation_in_progress = false
func bake_instances():
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())