Draw polygon circumscribed around bezel for noteline surface, instead of full quad.

This commit is contained in:
Luke Hubmayer-Werner 2019-12-21 11:08:56 +10:30
parent b2c4d780b3
commit 48e275153c
1 changed files with 31 additions and 5 deletions

View File

@ -442,7 +442,6 @@ func _draw():
$notelines.set_texture(noteline_data_tex) $notelines.set_texture(noteline_data_tex)
$meshinstance.set_mesh(mesh) $meshinstance.set_mesh(mesh)
# draw_mesh(mesh, tex)
var textmesh := ArrayMesh.new() var textmesh := ArrayMesh.new()
for text in active_judgement_texts: for text in active_judgement_texts:
@ -483,9 +482,8 @@ func set_time(seconds: float):
time_zero_msec = msecs - (seconds * 1000) time_zero_msec = msecs - (seconds * 1000)
time = seconds time = seconds
t = game_time(time) t = game_time(time)
# Called when the node enters the scene tree for the first time. func make_noteline_mesh_old() -> ArrayMesh:
func _ready():
var rec_scale1 = (float(screen_height)/float(GameTheme.receptor_ring_radius))*0.5 var rec_scale1 = (float(screen_height)/float(GameTheme.receptor_ring_radius))*0.5
var uv_array_playfield := PoolVector2Array([Vector2(-1.0, -1.0)*rec_scale1, Vector2(-1.0, 1.0)*rec_scale1, Vector2(1.0, -1.0)*rec_scale1, Vector2(1.0, 1.0)*rec_scale1]) var uv_array_playfield := PoolVector2Array([Vector2(-1.0, -1.0)*rec_scale1, Vector2(-1.0, 1.0)*rec_scale1, Vector2(1.0, -1.0)*rec_scale1, Vector2(1.0, 1.0)*rec_scale1])
var vertex_array_playfield := PoolVector2Array([ var vertex_array_playfield := PoolVector2Array([
@ -498,7 +496,35 @@ func _ready():
arrays[Mesh.ARRAY_NORMAL] = NORMAL_ARRAY_4 arrays[Mesh.ARRAY_NORMAL] = NORMAL_ARRAY_4
arrays[Mesh.ARRAY_TEX_UV] = uv_array_playfield arrays[Mesh.ARRAY_TEX_UV] = uv_array_playfield
mesh_playfield.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays) mesh_playfield.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, arrays)
$notelines.set_mesh(mesh_playfield) return mesh_playfield
func make_noteline_mesh(vertices := 32) -> ArrayMesh:
assert(vertices > 3)
var rec_scale1 = (float(screen_height)/float(GameTheme.receptor_ring_radius))*0.5
var uv_array_playfield := PoolVector2Array([Vector2(0.0, 0.0)])
var vertex_array_playfield := PoolVector2Array([Vector2(0.0, 0.0)])
var angle_increment = TAU/float(vertices)
# Outer polygon side-length = inner side-length / sin(inside angle/2)
# inside angle for a polygon is pi-tau/n. We already precalculated tau/n for other purposes.
var r = 0.5 * screen_height/sin((PI-angle_increment)/2)
var UV_r = rec_scale1/sin((PI-angle_increment)/2)
for i in vertices+1:
var angle = i * angle_increment
uv_array_playfield.append(polar2cartesian(UV_r, -angle))
vertex_array_playfield.append(polar2cartesian(r, angle))
var mesh_playfield := ArrayMesh.new()
var arrays = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertex_array_playfield
arrays[Mesh.ARRAY_TEX_UV] = uv_array_playfield
mesh_playfield.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_FAN, arrays)
return mesh_playfield
# Called when the node enters the scene tree for the first time.
func _ready():
$notelines.set_mesh(make_noteline_mesh())
$notelines.material.set_shader_param("bps", bpm/60.0) $notelines.material.set_shader_param("bps", bpm/60.0)
noteline_array_image.create(16, 16, false, Image.FORMAT_RGBF) noteline_array_image.create(16, 16, false, Image.FORMAT_RGBF)