@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)