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@tool
class_name Platform
extends ResizableNode3D
## Mezzanine platform. Origin at deck-top center; deck at Y=0, columns to Y=-size.y.
## Auto-detects adjacent Platforms/Stairs to remove shared-edge railings and cut holes.
const SNAP_TOLERANCE: float = 0.15
@export var show_railings: bool = true:
set(value):
show_railings = value
_rebuild()
@export var show_middle_supports: bool = true:
set(value):
show_middle_supports = value
_rebuild()
@export var steel_color: Color = Color(0.85, 0.75, 0.15):
set(value):
steel_color = value
_update_yellow_material_color()
@export var floor_y: float = 0.0:
set(value):
floor_y = value
if is_inside_tree() and not _collision_reposition_active and not has_meta("is_preview"):
_sync_height_to_floor()
var _floor_y_initialized: bool = false
@onready var _mesh_instance: MeshInstance3D = $MeshInstance3D
@onready var _collision_body: StaticBody3D = $StaticBody3D
@onready var _collision_shape: CollisionShape3D = $StaticBody3D/CollisionShape3D
@onready var _side_guard_left_collision: CollisionShape3D = get_node_or_null("StaticBody3D/SideGuardLeftCollision") as CollisionShape3D
@onready var _side_guard_right_collision: CollisionShape3D = get_node_or_null("StaticBody3D/SideGuardRightCollision") as CollisionShape3D
@onready var _side_guard_front_collision: CollisionShape3D = get_node_or_null("StaticBody3D/SideGuardFrontCollision") as CollisionShape3D
@onready var _side_guard_back_collision: CollisionShape3D = get_node_or_null("StaticBody3D/SideGuardBackCollision") as CollisionShape3D
@onready var _shadow_plate: MeshInstance3D = $ShadowPlate
var _deck_material: ShaderMaterial
var _yellow_material: ShaderMaterial
var _dynamic_deck_collisions: Array[CollisionShape3D] = []
var _dynamic_guard_collisions: Array[CollisionShape3D] = []
var _computed_railing_openings: Array = []
var _computed_deck_holes: Array = []
var _prev_railing_hash: int = 0
var _prev_hole_hash: int = 0
@export_storage var _railing_openings: Array = []
@export_storage var _deck_holes: Array = []
func _init() -> void:
super._init()
size_default = Vector3(4.0, 2.0, 4.0)
size_min = Vector3(0.5, 0.3, 0.5)
set_notify_transform(true)
static var instances: Array[Platform] = []
func _enter_tree() -> void:
super._enter_tree()
if has_meta("is_preview"):
return
if not instances.has(self):
instances.append(self)
func _exit_tree() -> void:
instances.erase(self)
func _ready() -> void:
if _collision_shape and _collision_shape.shape:
_collision_shape.shape = _collision_shape.shape.duplicate() as BoxShape3D
if _side_guard_left_collision and _side_guard_left_collision.shape:
_side_guard_left_collision.shape = _side_guard_left_collision.shape.duplicate() as BoxShape3D
if _side_guard_right_collision and _side_guard_right_collision.shape:
_side_guard_right_collision.shape = _side_guard_right_collision.shape.duplicate() as BoxShape3D
if _side_guard_front_collision and _side_guard_front_collision.shape:
_side_guard_front_collision.shape = _side_guard_front_collision.shape.duplicate() as BoxShape3D
if _side_guard_back_collision and _side_guard_back_collision.shape:
_side_guard_back_collision.shape = _side_guard_back_collision.shape.duplicate() as BoxShape3D
_setup_materials()
_rebuild()
if has_meta("is_preview"):
return
# Suppress until the engine's post-add_child set_transform has run.
set_notify_transform(false)
call_deferred("_initial_floor_sync")
call_deferred("_deferred_connection_update")
func _initial_floor_sync() -> void:
if not is_inside_tree() or has_meta("is_preview"):
set_notify_transform(true)
return
_floor_y_initialized = true
floor_y = global_position.y - size.y
set_notify_transform(true)
var _collision_reposition_active: bool = false
var _transform_update_pending: bool = false
var _last_collision_floor_y: float = INF
func _notification(what: int) -> void:
super._notification(what)
if what == NOTIFICATION_TRANSFORM_CHANGED:
if has_meta("is_preview"):
return
if _collision_reposition_active:
return
if not _transform_update_pending:
_transform_update_pending = true
call_deferred("_deferred_transform_update")
func _deferred_transform_update() -> void:
_transform_update_pending = false
if _collision_reposition_active:
_collision_reposition_active = false
return
_sync_height_to_floor()
_notify_all_platforms()
func _sync_height_to_floor() -> void:
if not is_inside_tree() or not _floor_y_initialized or has_meta("is_preview"):
return
var target_y := maxf(size_min.y, global_position.y - floor_y)
if not is_equal_approx(size.y, target_y):
size = Vector3(size.x, target_y, size.z)
func _collision_repositioned_save() -> Variant:
return floor_y
func _collision_repositioned(collision_point: Vector3, collision_normal: Vector3) -> void:
if collision_normal == Vector3.ZERO:
return
_collision_reposition_active = true
if not _transform_update_pending:
call_deferred("_clear_collision_reposition_active")
if is_equal_approx(_last_collision_floor_y, collision_point.y):
return
_last_collision_floor_y = collision_point.y
var preserved := size.y
floor_y = collision_point.y
_floor_y_initialized = true
# Pin origin so the post-flag-clear sync is a no-op.
var target_origin_y := collision_point.y + preserved
if not is_equal_approx(global_transform.origin.y, target_origin_y):
var new_origin := global_transform.origin
new_origin.y = target_origin_y
global_transform.origin = new_origin
func _collision_repositioned_undo(saved_data: Variant) -> void:
if saved_data is float:
_collision_reposition_active = true
if not _transform_update_pending:
call_deferred("_clear_collision_reposition_active")
floor_y = saved_data
func _clear_collision_reposition_active() -> void:
_collision_reposition_active = false
func _transform_requested(data: Dictionary) -> void:
if not EditorInterface.get_selection().get_selected_nodes().has(self):
return
if data.has("motion"):
# Leg length is driven by floor_y, not the scale gizmo.
data = {"motion": [data["motion"][0], 0.0, data["motion"][2]]}
super._transform_requested(data)
func _get_active_resize_handle_ids() -> PackedInt32Array:
return PackedInt32Array([0, 1, 4, 5])
func _notify_all_platforms() -> void:
if not is_inside_tree():
return
for platform in instances:
if is_instance_valid(platform):
platform.call_deferred("_deferred_connection_update")
func _setup_materials() -> void:
_deck_material = PlatformMesh.create_material_deck()
_yellow_material = PlatformMesh.create_material_yellow()
_update_yellow_material_color()
func _update_yellow_material_color() -> void:
if _yellow_material:
var c := steel_color
_yellow_material.set_shader_parameter("color", Vector3(c.r, c.g, c.b))
func _get_constrained_size(new_size: Vector3) -> Vector3:
new_size.x = maxf(new_size.x, 0.5)
new_size.z = maxf(new_size.z, 0.5)
if is_inside_tree() and _floor_y_initialized and not _collision_reposition_active and not has_meta("is_preview"):
new_size.y = maxf(size_min.y, global_position.y - floor_y)
else:
new_size.y = maxf(new_size.y, size_min.y)
return new_size
func _get_resize_local_bounds(for_size: Vector3) -> AABB:
var half_x := for_size.x * 0.5
var half_z := for_size.z * 0.5
return AABB(Vector3(-half_x, -for_size.y, -half_z), Vector3(for_size.x, for_size.y, for_size.z))
func _on_size_changed() -> void:
_rebuild()
_notify_all_platforms()
func _rebuild() -> void:
if not is_instance_valid(_mesh_instance):
return
var length := size.x
var height := size.y
var width := size.z
var all_openings: Array = []
all_openings.append_array(_railing_openings)
all_openings.append_array(_computed_railing_openings)
var all_holes: Array = []
all_holes.append_array(_deck_holes)
all_holes.append_array(_computed_deck_holes)
_mesh_instance.mesh = PlatformMesh.create(length, height, width, all_openings, all_holes, show_railings, show_middle_supports)
if _mesh_instance.mesh:
var sc := _mesh_instance.mesh.get_surface_count()
if sc > 0:
_mesh_instance.set_surface_override_material(0, _deck_material)
if sc > 1:
_mesh_instance.set_surface_override_material(1, _yellow_material)
if sc > 2:
_mesh_instance.set_surface_override_material(2, _yellow_material)
_update_deck_collisions(length, width, all_holes)
_update_side_guard_collisions(length, width, all_openings)
if _shadow_plate:
var box := BoxMesh.new()
box.size = Vector3(length, 0.01, width)
_shadow_plate.mesh = box
_shadow_plate.position = Vector3(0, -height, 0)
func _update_deck_collisions(length: float, width: float, holes: Array) -> void:
_clear_dynamic_deck_collisions()
if not is_instance_valid(_collision_body):
return
if holes.is_empty():
if _collision_shape and _collision_shape.shape is BoxShape3D:
(_collision_shape.shape as BoxShape3D).size = Vector3(
length, PlatformMesh.DECK_THICKNESS + 0.02, width)
_collision_shape.position = Vector3(0, -PlatformMesh.DECK_THICKNESS / 2.0, 0)
_collision_shape.disabled = false
return
if _collision_shape:
_collision_shape.disabled = true
var concave := PlatformMesh.create_deck_top_collision_shape(length, width, holes)
var col := CollisionShape3D.new()
col.shape = concave
col.position = Vector3.ZERO
_collision_body.add_child(col, false, Node.INTERNAL_MODE_FRONT)
_dynamic_deck_collisions.append(col)
func _clear_dynamic_deck_collisions() -> void:
for col in _dynamic_deck_collisions:
if is_instance_valid(col):
col.free()
_dynamic_deck_collisions.clear()
func _update_side_guard_collisions(length: float, width: float, openings: Array) -> void:
_clear_dynamic_guard_collisions()
for collision: CollisionShape3D in [_side_guard_left_collision, _side_guard_right_collision, _side_guard_front_collision, _side_guard_back_collision]:
if collision:
collision.disabled = true
if not show_railings or not is_instance_valid(_collision_body):
return
var normalized_openings := _normalize_openings(openings)
var guard_height := PlatformMesh.RAILING_HEIGHT
var guard_thickness := PlatformMesh.POST_SIZE * 1.5
var half_width := width * 0.5
var half_length := length * 0.5
var z_offset := half_width + PlatformMesh.POST_SIZE * 0.5
var x_offset := half_length + PlatformMesh.POST_SIZE * 0.5
# Edge ids match PlatformMesh:
# 0:+X (run along Z), 1:-X (run along Z), 2:+Z (run along X), 3:-Z (run along X)
for segment in _build_solid_railing_segments(width, _get_edge_openings(0, normalized_openings)):
var z_center := (segment.x + segment.y) * 0.5 - half_width
_create_guard_segment_collision(
Vector3(segment.y - segment.x, guard_height, guard_thickness),
Vector3(x_offset, guard_height * 0.5, z_center),
Vector3(0, PI * 0.5, 0))
for segment in _build_solid_railing_segments(width, _get_edge_openings(1, normalized_openings)):
var z_center := (segment.x + segment.y) * 0.5 - half_width
_create_guard_segment_collision(
Vector3(segment.y - segment.x, guard_height, guard_thickness),
Vector3(-x_offset, guard_height * 0.5, z_center),
Vector3(0, PI * 0.5, 0))
for segment in _build_solid_railing_segments(length, _get_edge_openings(2, normalized_openings)):
var x_center := (segment.x + segment.y) * 0.5 - half_length
_create_guard_segment_collision(
Vector3(segment.y - segment.x, guard_height, guard_thickness),
Vector3(x_center, guard_height * 0.5, z_offset),
Vector3.ZERO)
for segment in _build_solid_railing_segments(length, _get_edge_openings(3, normalized_openings)):
var x_center := (segment.x + segment.y) * 0.5 - half_length
_create_guard_segment_collision(
Vector3(segment.y - segment.x, guard_height, guard_thickness),
Vector3(x_center, guard_height * 0.5, -z_offset),
Vector3.ZERO)
func _get_edge_openings(edge_id: int, openings: Array) -> Array:
var edge_openings: Array = []
for opening: Dictionary in openings:
if int(opening.get("edge", -1)) == edge_id:
edge_openings.append(opening)
return edge_openings
func _build_solid_railing_segments(edge_length: float, edge_openings: Array) -> Array[Vector2]:
var half_edge := edge_length * 0.5
var open_ranges: Array[Vector2] = []
for opening: Dictionary in edge_openings:
var o_start := clampf(float(opening.get("start", 0.0)) + half_edge, 0.0, edge_length)
var o_end := clampf(float(opening.get("end", 0.0)) + half_edge, 0.0, edge_length)
if o_start > o_end:
var tmp := o_start
o_start = o_end
o_end = tmp
if o_end - o_start > 0.01:
open_ranges.append(Vector2(o_start, o_end))
open_ranges.sort_custom(func(a: Vector2, b: Vector2) -> bool: return a.x < b.x)
var solid_segments: Array[Vector2] = []
var cursor := 0.0
for r in open_ranges:
if r.x > cursor + 0.01:
solid_segments.append(Vector2(cursor, r.x))
cursor = maxf(cursor, r.y)
if cursor < edge_length - 0.01:
solid_segments.append(Vector2(cursor, edge_length))
return solid_segments
func _create_guard_segment_collision(shape_size: Vector3, pos: Vector3, rot: Vector3) -> void:
var col := CollisionShape3D.new()
var shape := BoxShape3D.new()
shape.size = shape_size
col.shape = shape
col.position = pos
col.rotation = rot
_collision_body.add_child(col, false, Node.INTERNAL_MODE_FRONT)
_dynamic_guard_collisions.append(col)
func _clear_dynamic_guard_collisions() -> void:
for col in _dynamic_guard_collisions:
if is_instance_valid(col):
col.free()
_dynamic_guard_collisions.clear()
func _deferred_connection_update() -> void:
if not is_inside_tree():
return
_detect_connections()
func _detect_connections() -> void:
var new_openings: Array = []
var new_holes: Array = []
for other in instances:
if other == self or not is_instance_valid(other):
continue
_detect_platform_connection(other, new_openings)
for stairs in Stairs.instances:
if not is_instance_valid(stairs):
continue
_detect_stair_connection(stairs, new_openings, new_holes)
new_openings = _normalize_openings(new_openings)
var o_hash := _openings_signature(new_openings)
var h_hash := _holes_signature(new_holes)
if o_hash != _prev_railing_hash or h_hash != _prev_hole_hash:
_prev_railing_hash = o_hash
_prev_hole_hash = h_hash
_computed_railing_openings = new_openings
_computed_deck_holes = new_holes
_rebuild()
func _detect_platform_connection(other: Platform, openings: Array) -> void:
var tol := SNAP_TOLERANCE
var my_inv := global_transform.affine_inverse()
var my_hl := size.x / 2.0
var my_hw := size.z / 2.0
var ot_hl := other.size.x / 2.0
var ot_hw := other.size.z / 2.0
var ot_origin_local := my_inv * other.global_position
if absf(ot_origin_local.y) > tol:
return
var ot_xf := other.global_transform
var c0 := my_inv * (ot_xf * Vector3(-ot_hl, 0, -ot_hw))
var c1 := my_inv * (ot_xf * Vector3(ot_hl, 0, -ot_hw))
var c2 := my_inv * (ot_xf * Vector3(ot_hl, 0, ot_hw))
var c3 := my_inv * (ot_xf * Vector3(-ot_hl, 0, ot_hw))
var other_basis_local := my_inv.basis * ot_xf.basis
var other_edges := [
{"a": c1, "b": c2, "outward": (other_basis_local * Vector3.RIGHT).normalized()},
{"a": c0, "b": c3, "outward": (other_basis_local * Vector3.LEFT).normalized()},
{"a": c3, "b": c2, "outward": (other_basis_local * Vector3.BACK).normalized()},
{"a": c0, "b": c1, "outward": (other_basis_local * Vector3.FORWARD).normalized()},
]
var my_edges := _get_local_edges(my_hl, my_hw)
const OPPOSING_DOT_MAX := -0.65
const PARALLEL_DOT_MIN := 0.965
for my_edge: Dictionary in my_edges:
var my_point: Vector3 = my_edge["point"]
var my_run_dir: Vector3 = my_edge["run_dir"]
var my_outward: Vector3 = my_edge["outward"]
var sec_min: float = my_edge["sec_min"]
var sec_max: float = my_edge["sec_max"]
var use_z_axis: bool = my_edge["use_z"]
for other_edge: Dictionary in other_edges:
var other_outward: Vector3 = other_edge["outward"]
if my_outward.dot(other_outward) > OPPOSING_DOT_MAX:
continue
var oa: Vector3 = other_edge["a"]
var ob: Vector3 = other_edge["b"]
var other_dir := (ob - oa).normalized()
if absf(other_dir.dot(my_run_dir)) < PARALLEL_DOT_MIN:
continue
var dist_a := (oa - my_point).dot(my_outward)
var dist_b := (ob - my_point).dot(my_outward)
if absf(dist_a) > tol or absf(dist_b) > tol:
continue
var sec_a := oa.z if use_z_axis else oa.x
var sec_b := ob.z if use_z_axis else ob.x
var overlap_min := maxf(minf(sec_a, sec_b), sec_min)
var overlap_max := minf(maxf(sec_a, sec_b), sec_max)
if overlap_max - overlap_min > 0.01:
openings.append({"edge": my_edge["id"], "start": overlap_min, "end": overlap_max})
# Fallback for overlap/containment cases where platforms intersect in footprint
# without having clearly opposing edge pairs (e.g. one platform inside another).
_detect_platform_overlap_footprint(
PackedVector2Array([
Vector2(c0.x, c0.z),
Vector2(c1.x, c1.z),
Vector2(c2.x, c2.z),
Vector2(c3.x, c3.z),
]),
my_hl, my_hw, openings, tol)
func _detect_platform_overlap_footprint(
other_poly: PackedVector2Array, my_hl: float, my_hw: float,
openings: Array, tol: float) -> void:
if other_poly.size() < 3:
return
var edge_defs := [
{"id": 0, "a": Vector2(my_hl, -my_hw), "b": Vector2(my_hl, my_hw), "use_z": true},
{"id": 1, "a": Vector2(-my_hl, -my_hw), "b": Vector2(-my_hl, my_hw), "use_z": true},
{"id": 2, "a": Vector2(-my_hl, my_hw), "b": Vector2(my_hl, my_hw), "use_z": false},
{"id": 3, "a": Vector2(-my_hl, -my_hw), "b": Vector2(my_hl, -my_hw), "use_z": false},
]
for edge: Dictionary in edge_defs:
var a: Vector2 = edge["a"]
var b: Vector2 = edge["b"]
var range: Array = _segment_overlap_range_against_polygon(a, b, other_poly, tol)
if range.size() != 2:
continue
var t0: float = range[0]
var t1: float = range[1]
if t1 - t0 <= 0.01:
continue
var p0 := a.lerp(b, t0)
var p1 := a.lerp(b, t1)
var start: float = p0.y if bool(edge["use_z"]) else p0.x
var end: float = p1.y if bool(edge["use_z"]) else p1.x
openings.append({"edge": edge["id"], "start": start, "end": end})
func _segment_overlap_range_against_polygon(
a: Vector2, b: Vector2, poly: PackedVector2Array, tol: float) -> Array:
var ts: Array[float] = []
var d := b - a
if _point_in_polygon_or_near_edge(a, poly, tol):
ts.append(0.0)
if _point_in_polygon_or_near_edge(b, poly, tol):
ts.append(1.0)
for i in range(poly.size()):
var p0 := poly[i]
var p1 := poly[(i + 1) % poly.size()]
var inter: Variant = Geometry2D.segment_intersects_segment(a, b, p0, p1)
if inter == null:
continue
var t: float
if absf(d.x) >= absf(d.y):
if absf(d.x) < 0.00001:
t = 0.0
else:
t = (inter.x - a.x) / d.x
else:
if absf(d.y) < 0.00001:
t = 0.0
else:
t = (inter.y - a.y) / d.y
ts.append(clampf(t, 0.0, 1.0))
if ts.size() < 2:
return []
ts.sort()
var uniq: Array[float] = []
for t in ts:
if uniq.is_empty() or absf(t - uniq[-1]) > 0.0005:
uniq.append(t)
if uniq.size() < 2:
return []
return [uniq[0], uniq[uniq.size() - 1]]
func _point_in_polygon_or_near_edge(point: Vector2, poly: PackedVector2Array, tol: float) -> bool:
if Geometry2D.is_point_in_polygon(point, poly):
return true
if tol <= 0.0:
return false
for i in range(poly.size()):
var a := poly[i]
var b := poly[(i + 1) % poly.size()]
if _distance_point_to_segment(point, a, b) <= tol:
return true
return false
func _distance_point_to_segment(p: Vector2, a: Vector2, b: Vector2) -> float:
var ab := b - a
var denom := ab.length_squared()
if denom < 0.000001:
return p.distance_to(a)
var t := clampf((p - a).dot(ab) / denom, 0.0, 1.0)
var closest := a + ab * t
return p.distance_to(closest)
func _get_local_edges(hl: float, hw: float) -> Array:
return [
{"id": 0, "point": Vector3(hl, 0, 0), "run_dir": Vector3.BACK, "outward": Vector3.RIGHT, "sec_min": -hw, "sec_max": hw, "use_z": true},
{"id": 1, "point": Vector3(-hl, 0, 0), "run_dir": Vector3.BACK, "outward": Vector3.LEFT, "sec_min": -hw, "sec_max": hw, "use_z": true},
{"id": 2, "point": Vector3(0, 0, hw), "run_dir": Vector3.RIGHT, "outward": Vector3.BACK, "sec_min": -hl, "sec_max": hl, "use_z": false},
{"id": 3, "point": Vector3(0, 0, -hw), "run_dir": Vector3.RIGHT, "outward": Vector3.FORWARD, "sec_min": -hl, "sec_max": hl, "use_z": false},
]
func _normalize_openings(openings: Array) -> Array:
var grouped := {}
for entry: Dictionary in openings:
var edge := int(entry.get("edge", -1))
if edge < 0:
continue
var start := float(entry.get("start", 0.0))
var end := float(entry.get("end", 0.0))
if end < start:
var tmp := start
start = end
end = tmp
if end - start <= 0.01:
continue
if not grouped.has(edge):
grouped[edge] = []
(grouped[edge] as Array).append(Vector2(start, end))
var result: Array = []
var edges: Array = grouped.keys()
edges.sort()
for edge: int in edges:
var ranges: Array = grouped[edge]
if ranges.is_empty():
continue
ranges.sort_custom(func(a: Vector2, b: Vector2) -> bool: return a.x < b.x)
var merged: Vector2 = ranges[0]
for i in range(1, ranges.size()):
var r: Vector2 = ranges[i]
if r.x <= merged.y + 0.01:
merged.y = maxf(merged.y, r.y)
else:
result.append({"edge": edge, "start": merged.x, "end": merged.y})
merged = r
result.append({"edge": edge, "start": merged.x, "end": merged.y})
return result
func _detect_stair_connection(stair: Stairs, openings: Array, holes: Array) -> void:
var tol := SNAP_TOLERANCE
var my_inv := global_transform.affine_inverse()
var s_size := stair.size
var s_hl := s_size.x / 2.0
var s_hw := s_size.z / 2.0
var stair_xform := stair.global_transform
var my_hl := size.x / 2.0
var my_hw := size.z / 2.0
var on_edge := false
on_edge = _check_stair_endpoint(
stair_xform * Vector3(s_hl, 0, 0),
stair_xform * Vector3(s_hl, 0, -s_hw),
stair_xform * Vector3(s_hl, 0, s_hw),
my_inv, my_hl, my_hw, tol, openings) or on_edge
on_edge = _check_stair_endpoint(
stair_xform * Vector3(-s_hl, -s_size.y, 0),
stair_xform * Vector3(-s_hl, -s_size.y, -s_hw),
stair_xform * Vector3(-s_hl, -s_size.y, s_hw),
my_inv, my_hl, my_hw, tol, openings) or on_edge
# Cut a hole whenever the stair reaches the deck plane within tolerance.
# Exact-height snapped stairs land at stair_y_max ~= 0 and still need a cutout.
var stair_bot_local := my_inv * (stair_xform * Vector3(0, -s_size.y, 0))
var stair_top_local := my_inv * (stair_xform * Vector3(0, 0, 0))
var stair_y_min := minf(stair_bot_local.y, stair_top_local.y)
var stair_y_max := maxf(stair_bot_local.y, stair_top_local.y)
var intersects_deck_plane := stair_y_min < -tol and stair_y_max >= -tol
if intersects_deck_plane:
var corners: Array[Vector3] = [
my_inv * (stair_xform * Vector3(-s_hl, 0, -s_hw)),
my_inv * (stair_xform * Vector3(-s_hl, 0, s_hw)),
my_inv * (stair_xform * Vector3(s_hl, 0, -s_hw)),
my_inv * (stair_xform * Vector3(s_hl, 0, s_hw)),
]
var hole_poly := _build_stair_hole_polygon(corners, my_hl, my_hw)
if hole_poly.size() >= 3:
holes.append({"polygon": hole_poly})
func _build_stair_hole_polygon(corners: Array[Vector3], half_length: float, half_width: float) -> PackedVector2Array:
var points := PackedVector2Array()
for corner in corners:
points.append(Vector2(corner.x, corner.z))
if points.size() < 3:
return PackedVector2Array()
var hull := Geometry2D.convex_hull(points)
if hull.size() > 1 and hull[0].distance_to(hull[hull.size() - 1]) <= 0.0001:
hull.remove_at(hull.size() - 1)
if hull.size() < 3:
return PackedVector2Array()
var deck_poly := PackedVector2Array([
Vector2(-half_length, -half_width),
Vector2(half_length, -half_width),
Vector2(half_length, half_width),
Vector2(-half_length, half_width),
])
var clipped: Array = Geometry2D.intersect_polygons(deck_poly, hull)
if clipped.is_empty():
return PackedVector2Array()
var best := PackedVector2Array()
var best_area := 0.0
for poly_variant: Variant in clipped:
var poly := poly_variant as PackedVector2Array
if poly.size() > 1 and poly[0].distance_to(poly[poly.size() - 1]) <= 0.0001:
poly.remove_at(poly.size() - 1)
var area := absf(_polygon_area(poly))
if area > best_area:
best_area = area
best = poly
if best_area > 0.0001:
return best
# Fallback so hole cutting still works even if polygon clipping fails unexpectedly.
var min_x := INF
var max_x := -INF
var min_z := INF
var max_z := -INF
for p in points:
min_x = minf(min_x, p.x)
max_x = maxf(max_x, p.x)
min_z = minf(min_z, p.y)
max_z = maxf(max_z, p.y)
min_x = clampf(min_x, -half_length, half_length)
max_x = clampf(max_x, -half_length, half_length)
min_z = clampf(min_z, -half_width, half_width)
max_z = clampf(max_z, -half_width, half_width)
if max_x - min_x <= 0.01 or max_z - min_z <= 0.01:
return PackedVector2Array()
return PackedVector2Array([
Vector2(min_x, min_z),
Vector2(max_x, min_z),
Vector2(max_x, max_z),
Vector2(min_x, max_z),
])
func _polygon_area(poly: PackedVector2Array) -> float:
if poly.size() < 3:
return 0.0
var area := 0.0
for i in range(poly.size()):
var a: Vector2 = poly[i]
var b: Vector2 = poly[(i + 1) % poly.size()]
area += a.x * b.y - b.x * a.y
return area * 0.5
func _openings_signature(openings: Array) -> int:
var parts: Array[String] = []
for opening: Dictionary in openings:
var edge := int(opening.get("edge", -1))
var start := snappedf(float(opening.get("start", 0.0)), 0.001)
var end := snappedf(float(opening.get("end", 0.0)), 0.001)
parts.append("%d:%s:%s" % [edge, str(start), str(end)])
parts.sort()
return "|".join(parts).hash()
func _holes_signature(holes: Array) -> int:
var parts: Array[String] = []
for hole: Variant in holes:
if hole is Rect2:
var r := hole as Rect2
parts.append(
"R:%s:%s:%s:%s" % [
str(snappedf(r.position.x, 0.001)),
str(snappedf(r.position.y, 0.001)),
str(snappedf(r.size.x, 0.001)),
str(snappedf(r.size.y, 0.001)),
]
)
continue
if hole is Dictionary:
var d := hole as Dictionary
if d.has("polygon"):
var poly_v: Variant = d["polygon"]
var poly := poly_v as PackedVector2Array
if poly.size() == 0:
continue
var pts: Array[String] = []
for p in poly:
pts.append("%s,%s" % [str(snappedf(p.x, 0.001)), str(snappedf(p.y, 0.001))])
parts.append("P:%s" % ";".join(pts))
parts.sort()
return "|".join(parts).hash()
func _check_stair_endpoint(
ep_center_global: Vector3, ep_left_global: Vector3, ep_right_global: Vector3,
my_inv: Transform3D, my_hl: float, my_hw: float,
tol: float, openings: Array) -> bool:
var lc := my_inv * ep_center_global
var ll := my_inv * ep_left_global
var lr := my_inv * ep_right_global
if absf(lc.y) > tol:
return false
var found := false
var all_z := [lc.z, ll.z, lr.z]
var all_x := [lc.x, ll.x, lr.x]
var z_min := minf(minf(all_z[0], all_z[1]), all_z[2])
var z_max := maxf(maxf(all_z[0], all_z[1]), all_z[2])
var x_min := minf(minf(all_x[0], all_x[1]), all_x[2])
var x_max := maxf(maxf(all_x[0], all_x[1]), all_x[2])
if absf(lc.x - my_hl) < tol and z_max - z_min > 0.01:
var o_min := maxf(z_min, -my_hw)
var o_max := minf(z_max, my_hw)
if o_max - o_min > 0.01:
openings.append({"edge": 0, "start": o_min, "end": o_max})
found = true
if absf(lc.x + my_hl) < tol and z_max - z_min > 0.01:
var o_min := maxf(z_min, -my_hw)
var o_max := minf(z_max, my_hw)
if o_max - o_min > 0.01:
openings.append({"edge": 1, "start": o_min, "end": o_max})
found = true
if absf(lc.z - my_hw) < tol and x_max - x_min > 0.01:
var o_min := maxf(x_min, -my_hl)
var o_max := minf(x_max, my_hl)
if o_max - o_min > 0.01:
openings.append({"edge": 2, "start": o_min, "end": o_max})
found = true
if absf(lc.z + my_hw) < tol and x_max - x_min > 0.01:
var o_min := maxf(x_min, -my_hl)
var o_max := minf(x_max, my_hl)
if o_max - o_min > 0.01:
openings.append({"edge": 3, "start": o_min, "end": o_max})
found = true
return found
func add_railing_opening(edge: int, start_pos: float, end_pos: float) -> int:
_railing_openings.append({"edge": edge, "start": start_pos, "end": end_pos})
_rebuild()
return _railing_openings.size() - 1
func add_deck_hole(hole: Variant) -> int:
_deck_holes.append(hole)
_rebuild()
return _deck_holes.size() - 1
func clear_railing_openings() -> void:
_railing_openings.clear()
_rebuild()
func clear_deck_holes() -> void:
_deck_holes.clear()
_rebuild()
func _get_custom_preview_node() -> Node3D:
var preview_scene := load("res://parts/Platform.tscn") as PackedScene
var preview_node: Node3D = preview_scene.instantiate(PackedScene.GEN_EDIT_STATE_DISABLED) as Node3D
preview_node.set_meta("is_preview", true)
_disable_collisions_recursive(preview_node)
return preview_node
func _disable_collisions_recursive(node: Node) -> void:
if node is CollisionShape3D:
node.disabled = true
if node is CollisionObject3D:
node.collision_layer = 0
node.collision_mask = 0
for child in node.get_children():
_disable_collisions_recursive(child)