162 lines
7.1 KiB
GDScript
162 lines
7.1 KiB
GDScript
tool
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extends MeshInstance2D
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export var ring_px := 4 # Analogous to diameter
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export var receptor_px := 24 # Diameter
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export var shadow_px := 8 # Outer edge, analogous to radius
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export var line_color := Color.blue
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export var dot_color := Color.blue
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export var shadow_color := Color(0.0, 0.0, 0.0, 0.57)
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var center := Vector2(0.0, 0.0)
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var ring_vertex_count := 36
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var ring_skew := 0.0
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func make_ring_mesh(inner_vertices: int, thickness: float, radius: float, skew:=0.5, repeat_start:=true):
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# This makes a trianglestrip around the ring, consisting of chords on the inside and tangents on the outside.
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# The goal is to exchange some fragment and vertex processing load:
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# - a full quad of the ring would be the maximum fragment load and minimum vertex load
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# - a complex mesh closely following the outline of the ring would minimize discarded fragments at the cost of increased vertex processing
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# - the ideal workload ratio is probably different for each GPU and also depends on other things our program is doing
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assert(inner_vertices >= 3)
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assert(thickness > 0.0)
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assert(radius > 0.0)
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# While values of 3 and 4 are mathematically possible, they result in half of the trianglestrip being degenerate for thin lines.
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# Only values of 5 and above should be used practically.
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var vertices = inner_vertices * 2
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# For simplicity's sake, the width of the ring will be the full thickness at the receptor points.
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# 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.
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# Essentially, we will be making an inner polygon and an outer polygon.
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var angle_increment = TAU/float(inner_vertices)
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var angle_outer_offset = skew*angle_increment
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var r1 = radius - thickness*0.5
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# Outer polygon side-length = inner side-length / sin(inside angle/2)
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# inside angle for a polygon is pi-tau/n. We already precalculated tau/n for other purposes.
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var r2 = (radius + thickness*0.5)/sin((PI-angle_increment)/2)
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var UV_r1 = r1/radius
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var UV_r2 = r2/radius
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var vertex_list = PoolVector2Array()
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var UV_list = PoolVector2Array()
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var inner_list = PoolVector2Array()
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var outer_list = PoolVector2Array()
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for i in inner_vertices:
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var angle_i = i * angle_increment
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var angle_o = angle_i + angle_outer_offset
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vertex_list.push_back(polar2cartesian(r1, angle_i))
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vertex_list.push_back(polar2cartesian(r2, angle_o))
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inner_list.push_back(vertex_list[-2])
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outer_list.push_back(vertex_list[-1])
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UV_list.push_back(polar2cartesian(UV_r1, angle_i))
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UV_list.push_back(polar2cartesian(UV_r2, angle_o))
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if repeat_start:
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vertex_list.push_back(vertex_list[0])
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vertex_list.push_back(vertex_list[1])
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inner_list.push_back(vertex_list[0])
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outer_list.push_back(vertex_list[1])
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UV_list.push_back(UV_list[0])
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UV_list.push_back(UV_list[1])
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return [vertex_list, inner_list, outer_list, UV_list]
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func triangle_area(a: Vector2, b: Vector2, c: Vector2) -> float:
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return 0.5 * abs((a.x-c.x)*(b.y-a.y) - (a.x-b.x)*(c.y-a.y))
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func inscribe_polygon_area(r: float, sides: int) -> float:
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return 0.5 * sides * r * r * sin(TAU/sides)
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func circumscribe_polygon_area(r: float, sides: int) -> float:
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return sides * r * r * tan(PI/sides)
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func arc_point_list(center: Vector2, radius: float, angle_from:=0.0, angle_to:=360.0, points:=90) -> PoolVector2Array:
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var point_list = PoolVector2Array()
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for i in range(points):
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var angle = deg2rad(angle_from + i * (angle_to - angle_from) / (points-1))
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point_list.push_back(center + polar2cartesian(radius, angle))
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return point_list
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func draw_old(circles:=true, shadows:=true): # Receptor ring
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var receptor_circle := arc_point_list(center, GameTheme.receptor_ring_radius, 0.0, 360.0, 360)
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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)
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if shadows:
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draw_polyline(receptor_circle, shadow_color, ring_px + shadow_px/2, true)
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if circles:
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for i in range(len(receptor_centers)):
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draw_circle(receptor_centers[i], receptor_px/2 + shadow_px, shadow_color)
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draw_polyline(receptor_circle, GameTheme.receptor_color, ring_px, true)
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if circles:
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for i in range(len(receptor_centers)):
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draw_circle(receptor_centers[i], receptor_px/2, GameTheme.receptor_color)
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func draw_tris():
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var dbg_color = Color(1.0, 0.0, 0.0, 1.0)
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draw_polyline(ring_vertices[0], dbg_color)
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draw_polyline(ring_vertices[1], dbg_color)
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draw_polyline(ring_vertices[2], dbg_color)
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var ring_vertices
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func update_ring_mesh():
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var ring_thickness = receptor_px + shadow_px*2
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ring_vertices = make_ring_mesh(ring_vertex_count, ring_thickness, GameTheme.receptor_ring_radius, ring_skew)
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var temp_mesh = ArrayMesh.new()
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var mesh_arrays = []
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mesh_arrays.resize(Mesh.ARRAY_MAX)
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mesh_arrays[Mesh.ARRAY_VERTEX] = ring_vertices[0]
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mesh_arrays[Mesh.ARRAY_TEX_UV] = ring_vertices[3]
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# mesh_arrays[Mesh.ARRAY_COLOR] = colors
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temp_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_STRIP, mesh_arrays)
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mesh = temp_mesh
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func _draw():
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# draw_old(true, true)
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# draw_tris()
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# var mesh_v = ring_vertex_count
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# var ring_thickness = receptor_px + shadow_px*2
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# 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)
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# 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))
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var quad_area = 4*pow(GameTheme.receptor_ring_radius+receptor_px/2+shadow_px, 2)
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material.set_shader_param("dot_radius", 0.5*receptor_px/GameTheme.receptor_ring_radius)
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material.set_shader_param("line_thickness", 0.5*ring_px/GameTheme.receptor_ring_radius)
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material.set_shader_param("shadow_thickness", shadow_px/GameTheme.receptor_ring_radius)
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# material.set_shader_param("shadow_thickness_taper", -0.75)
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material.set_shader_param("px", 0.5/GameTheme.receptor_ring_radius)
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material.set_shader_param("px2", 1.0/GameTheme.receptor_ring_radius)
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material.set_shader_param("line_color", line_color)
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material.set_shader_param("dot_color", dot_color)
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material.set_shader_param("shadow_color", shadow_color)
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func set_ring_vertex_count(num: int):
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assert(num > 3)
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ring_vertex_count = num
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update_ring_mesh()
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func set_ring_skew(skew: int):
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ring_skew = skew
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update_ring_mesh()
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func set_receptor_positions(skew:=0.0):
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material.set_shader_param("num_receptors", Rules.COLS)
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material.set_shader_param("receptor_offset", PI/Rules.COLS)
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func _ready():
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set_receptor_positions()
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update_ring_mesh()
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# $"../InputHandler/VerticesSlider".connect("value_changed", self, "set_ring_vertex_count")
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# $"../InputHandler/SkewSlider".connect("value_changed", self, "set_ring_skew")
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$"/root".connect("size_changed", self, "update")
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#func _process(delta):
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# update()
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# pass
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# if not Engine.editor_hint:
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# set_receptor_positions(sin(OS.get_ticks_msec()*0.001*0.0125*PI)*PI)
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# update()
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func fade(visible: bool):
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# $Tween.interpolate_property(self, "modulate", modulate, Color(1.0, 1.0, 1.0, float(visible)), 1.0)
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$Tween.interpolate_property(self, "position", position, Vector2(0.0, float(!visible)*1080), 1.0)
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$Tween.start()
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