#tool extends MeshInstance2D var ring_px := 4 # Analogous to diameter var receptor_px := 24 # Diameter var shadow_px := 8 # Outer edge, analogous to radius var shadow_color := Color.black var center := Vector2(0.0, 0.0) func make_ring_mesh(inner_vertices: int, thickness: float, radius: float, skew:=0.5, repeat_start:=true): # This makes a trianglestrip around the ring, consisting of chords on the inside and tangents on the outside. # The goal is to exchange some fragment and vertex processing load: # - a full quad of the ring would be the maximum fragment load and minimum vertex load # - a complex mesh closely following the outline of the ring would minimize discarded fragments at the cost of increased vertex processing # - the ideal workload ratio is probably different for each GPU and also depends on other things our program is doing assert(inner_vertices >= 3) assert(thickness > 0.0) assert(radius > 0.0) # While values of 3 and 4 are mathematically possible, they result in half of the trianglestrip being degenerate for thin lines. # Only values of 5 and above should be used practically. var vertices = inner_vertices * 2 # For simplicity's sake, the width of the ring will be the full thickness at the receptor points. # For high vertex counts a slightly more optimal mesh could be constructed based on the thickness at each arc of the ring and where it would be intersected by the outer tangent. # Essentially, we will be making an inner polygon and an outer polygon. var angle_increment = TAU/float(inner_vertices) var angle_outer_offset = skew*angle_increment var r1 = radius - thickness*0.5 # 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 r2 = (radius + thickness*0.5)/sin((PI-angle_increment)/2) var UV_r1 = r1/radius var UV_r2 = r2/radius var vertex_list = PoolVector2Array() var UV_list = PoolVector2Array() var inner_list = PoolVector2Array() var outer_list = PoolVector2Array() for i in inner_vertices: var angle_i = i * angle_increment var angle_o = angle_i + angle_outer_offset vertex_list.push_back(polar2cartesian(r1, angle_i)) vertex_list.push_back(polar2cartesian(r2, angle_o)) inner_list.push_back(vertex_list[-2]) outer_list.push_back(vertex_list[-1]) UV_list.push_back(polar2cartesian(UV_r1, angle_i)) UV_list.push_back(polar2cartesian(UV_r2, angle_o)) if repeat_start: vertex_list.push_back(vertex_list[0]) vertex_list.push_back(vertex_list[1]) inner_list.push_back(vertex_list[0]) outer_list.push_back(vertex_list[1]) UV_list.push_back(UV_list[0]) UV_list.push_back(UV_list[1]) return [vertex_list, inner_list, outer_list, UV_list] func triangle_area(a: Vector2, b: Vector2, c: Vector2) -> float: return 0.5 * abs((a.x-c.x)*(b.y-a.y) - (a.x-b.x)*(c.y-a.y)) func inscribe_polygon_area(r: float, sides: int) -> float: return 0.5 * sides * r * r * sin(TAU/sides) func circumscribe_polygon_area(r: float, sides: int) -> float: return sides * r * r * tan(PI/sides) func arc_point_list(center: Vector2, radius: float, angle_from:=0.0, angle_to:=360.0, points:=90) -> PoolVector2Array: var point_list = PoolVector2Array() for i in range(points): var angle = deg2rad(angle_from + i * (angle_to - angle_from) / (points-1)) point_list.push_back(center + polar2cartesian(radius, angle)) return point_list func draw_old(circles:=true, shadows:=true): # Receptor ring var receptor_circle := arc_point_list(center, GameTheme.receptor_ring_radius, 0.0, 360.0, 360) var receptor_centers := arc_point_list(center, GameTheme.receptor_ring_radius, Rules.FIRST_COLUMN_ANGLE_DEG, Rules.FIRST_COLUMN_ANGLE_DEG+360.0-Rules.COLS_ANGLE_DEG, Rules.COLS) if shadows: draw_polyline(receptor_circle, shadow_color, ring_px + shadow_px/2, true) if circles: for i in range(len(receptor_centers)): draw_circle(receptor_centers[i], receptor_px/2 + shadow_px, shadow_color) draw_polyline(receptor_circle, GameTheme.receptor_color, ring_px, true) if circles: for i in range(len(receptor_centers)): draw_circle(receptor_centers[i], receptor_px/2, GameTheme.receptor_color) func draw_tris(): var dbg_color = Color(1.0, 0.0, 0.0, 1.0) draw_polyline(ring_vertices[0], dbg_color) draw_polyline(ring_vertices[1], dbg_color) draw_polyline(ring_vertices[2], dbg_color) var ring_vertices func update_ring_mesh(): var mesh_v = $VerticesSlider.value var skew = $SkewSlider.value var ring_thickness = receptor_px + shadow_px*2 ring_vertices = make_ring_mesh(mesh_v, ring_thickness, GameTheme.receptor_ring_radius, skew) var temp_mesh = ArrayMesh.new() var mesh_arrays = [] mesh_arrays.resize(Mesh.ARRAY_MAX) mesh_arrays[Mesh.ARRAY_VERTEX] = ring_vertices[0] mesh_arrays[Mesh.ARRAY_TEX_UV] = ring_vertices[3] # mesh_arrays[Mesh.ARRAY_COLOR] = colors temp_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, mesh_arrays) mesh = temp_mesh func _draw(): # draw_old(true, true) # draw_tris() var mesh_v = $VerticesSlider.value var skew = $SkewSlider.value var ring_thickness = receptor_px + shadow_px*2 var estimated_area = circumscribe_polygon_area(GameTheme.receptor_ring_radius+ring_thickness*0.5, mesh_v) - inscribe_polygon_area(GameTheme.receptor_ring_radius-ring_thickness*0.5, mesh_v) var ideal_ring_area = PI * (pow(GameTheme.receptor_ring_radius+receptor_px/2+shadow_px, 2) - pow(GameTheme.receptor_ring_radius-receptor_px/2-shadow_px, 2)) # var l = len(ring_vertices) # for i in l: # estimated_area += triangle_area(ring_vertices[i], ring_vertices[(i+1)%l], ring_vertices[(i+2)%l]) var quad_area = 4*pow(GameTheme.receptor_ring_radius+receptor_px/2+shadow_px, 2) var fps = Performance.get_monitor(Performance.TIME_FPS) $"/root/main/InputHandler".text = "Vertices: %d*2 Skew: %.3f\nArea: %.0f\n(%.0f%% ideal ring)\n(%.0f%% quad)\nFPS: %.0f"%[mesh_v, skew, estimated_area, 100.0*estimated_area/ideal_ring_area, 100.0*estimated_area/quad_area, fps] material.set_shader_param("dot_radius", 0.5*receptor_px/GameTheme.receptor_ring_radius) material.set_shader_param("line_thickness", 0.5*ring_px/GameTheme.receptor_ring_radius) material.set_shader_param("shadow_thickness", shadow_px/GameTheme.receptor_ring_radius) material.set_shader_param("shadow_thickness_taper", -0.75) material.set_shader_param("px", 0.5/GameTheme.receptor_ring_radius) func update_ring_mesh_1arg(arg1): # Hack because signals can't discard arguments when connected to smaller slots :( update_ring_mesh() func _ready(): var receptor_array_image := Image.new() receptor_array_image.create(8, 8, false, Image.FORMAT_RH) receptor_array_image.lock() for i in Rules.COLS: receptor_array_image.set_pixel(i%8, i/8, Color(GameTheme.RADIAL_COL_ANGLES[i], 0.0, 0.0)) receptor_array_image.unlock() var receptor_data_tex = ImageTexture.new() receptor_data_tex.create_from_image(receptor_array_image, 0) set_texture(receptor_data_tex) material.set_shader_param("num_receptors", Rules.COLS) update_ring_mesh() $VerticesSlider.connect("value_changed", self, "update_ring_mesh_1arg") $SkewSlider.connect("value_changed", self, "update_ring_mesh_1arg") $"/root".connect("size_changed", self, "update") func _process(delta): if not Engine.editor_hint: update()