netfishing/drawing/surface_drawing_canvas.gd

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GDScript3
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2026-08-01 22:55:39 -04:00
class_name SurfaceDrawingCanvas
extends Node3D
const GUIDED_PIXEL_FILL: float = 0.88
const FINISHED_PIXEL_FILL: float = 1.0
const SURFACE_OFFSET: float = 0.012
const LAYER_OFFSET_STEP: float = 0.0002
const SURFACE_SAMPLE_DEPTH: float = 0.45
var canvas_id: String = ""
var grid_width: int = 0
var grid_height: int = 0
var cell_size: float = 0.0
var revision: int = -1
var creator_fingerprint: String = ""
var _surface_origin: Vector3
var _surface_normal: Vector3
var _surface_tangent: Vector3
var _surface_bitangent: Vector3
var _cells: Dictionary[int, Dictionary] = {}
var _color_meshes: Dictionary[StringName, MultiMeshInstance3D] = {}
var _grid_instance: MeshInstance3D
var _guide_visible: bool = true
var _finalized: bool = false
var _layer: int = 0
var _stencil_requested_visible: bool = false
var _relationships: PlayerRelationshipStore
var _solid_surface_mask: int = 1
func setup(
data: Dictionary,
relationships: PlayerRelationshipStore,
solid_surface_mask: int = 1,
) -> bool:
if not SurfaceDrawingProtocol.validate_canvas_state(data):
return false
canvas_id = str(data["canvas_id"])
grid_width = int(data["width"])
grid_height = int(data["height"])
cell_size = float(data["cell_size"])
revision = int(data["revision"])
creator_fingerprint = str(data["creator_fingerprint"])
_finalized = bool(data.get("finalized", false))
_guide_visible = bool(data.get("guide_visible", true)) and not _finalized
_layer = int(data.get("layer", 0))
_surface_origin = SurfaceDrawingProtocol.array_to_vector(data["origin"])
_surface_normal = SurfaceDrawingProtocol.array_to_vector(
data["normal"]
).normalized()
_surface_tangent = SurfaceDrawingProtocol.array_to_vector(
data["tangent"]
)
_surface_tangent = (
_surface_tangent - _surface_normal * _surface_tangent.dot(_surface_normal)
).normalized()
if _surface_normal.is_zero_approx() or _surface_tangent.is_zero_approx():
return false
_surface_bitangent = _surface_normal.cross(_surface_tangent).normalized()
_relationships = relationships
_solid_surface_mask = solid_surface_mask
_cells.clear()
for cell_value: Variant in data["cells"]:
var cell: Dictionary = cell_value
_cells[_cell_key(int(cell["x"]), int(cell["y"]))] = cell.duplicate(true)
_build_grid()
_rebuild_pixels()
return true
func apply_update(data: Dictionary) -> bool:
if (
not SurfaceDrawingProtocol.validate_canvas_update(data)
or str(data["canvas_id"]) != canvas_id
or int(data["revision"]) <= revision
):
return false
for edit_value: Variant in data["edits"]:
var edit: Dictionary = edit_value
var key: int = _cell_key(int(edit["x"]), int(edit["y"]))
if str(edit["color_id"]).is_empty():
_cells.erase(key)
else:
_cells[key] = edit.duplicate(true)
revision = int(data["revision"])
_rebuild_pixels()
return true
func apply_guide_update(data: Dictionary) -> bool:
if (
not SurfaceDrawingProtocol.validate_guide_update(data)
or str(data["canvas_id"]) != canvas_id
or int(data["revision"]) <= revision
):
return false
revision = int(data["revision"])
_finalized = bool(data["finalized"])
_guide_visible = bool(data["guide_visible"]) and not _finalized
_refresh_grid_visibility()
_rebuild_pixels()
return true
func refresh_relationship_visibility() -> void:
_rebuild_pixels()
func set_stencil_visible(should_be_visible: bool) -> void:
_stencil_requested_visible = should_be_visible
_refresh_grid_visibility()
func is_guide_visible() -> bool:
return _guide_visible
func is_finalized() -> bool:
return _finalized
func get_rendered_pixel_size() -> float:
return cell_size * _pixel_fill()
func contains_world_point(world_point: Vector3, tolerance: float = 0.3) -> bool:
var relative: Vector3 = world_point - _surface_origin
if absf(relative.dot(_surface_normal)) > tolerance:
return false
var half_width: float = float(grid_width) * cell_size * 0.5
var half_height: float = float(grid_height) * cell_size * 0.5
var horizontal: float = relative.dot(_surface_tangent)
var vertical: float = relative.dot(_surface_bitangent)
return (
horizontal >= -half_width
and horizontal < half_width
and vertical >= -half_height
and vertical < half_height
)
func get_surface_plane_distance(world_point: Vector3) -> float:
return absf((world_point - _surface_origin).dot(_surface_normal))
func cell_at_world_point(world_point: Vector3) -> Vector2i:
var relative: Vector3 = world_point - _surface_origin
var half_width: float = float(grid_width) * cell_size * 0.5
var half_height: float = float(grid_height) * cell_size * 0.5
var x: int = floori(
(relative.dot(_surface_tangent) + half_width) / cell_size
)
var y: int = floori(
(relative.dot(_surface_bitangent) + half_height) / cell_size
)
if x < 0 or x >= grid_width or y < 0 or y >= grid_height:
return Vector2i(-1, -1)
return Vector2i(x, y)
func get_cell_world_position(x: int, y: int) -> Vector3:
var horizontal: float = (
(float(x) + 0.5 - float(grid_width) * 0.5) * cell_size
)
var vertical: float = (
(float(y) + 0.5 - float(grid_height) * 0.5) * cell_size
)
return (
_surface_origin
+ _surface_tangent * horizontal
+ _surface_bitangent * vertical
)
func get_surface_normal() -> Vector3:
return _surface_normal
func get_surface_tangent() -> Vector3:
return _surface_tangent
func get_surface_bitangent() -> Vector3:
return _surface_bitangent
func get_cell_surface_transform(
x: int,
y: int,
fill: float = 0.94,
) -> Transform3D:
if x < 0 or x >= grid_width or y < 0 or y >= grid_height:
return Transform3D.IDENTITY
return global_transform * _sample_cell_transform(x, y, fill)
func get_authoritative_cells() -> Array[Dictionary]:
var result: Array[Dictionary] = []
for value: Dictionary in _cells.values():
result.append(value.duplicate(true))
result.sort_custom(func(a: Dictionary, b: Dictionary) -> bool:
var a_key: int = _cell_key(int(a["x"]), int(a["y"]))
var b_key: int = _cell_key(int(b["x"]), int(b["y"]))
return a_key < b_key
)
return result
func _build_grid() -> void:
if _grid_instance != null:
_grid_instance.queue_free()
var immediate := ImmediateMesh.new()
var material := StandardMaterial3D.new()
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
material.albedo_color = Color(0.75, 0.94, 0.96, 0.38)
material.no_depth_test = false
immediate.surface_begin(Mesh.PRIMITIVE_LINES, material)
var half_width: float = float(grid_width) * cell_size * 0.5
var half_height: float = float(grid_height) * cell_size * 0.5
for x: int in range(grid_width + 1):
var horizontal: float = -half_width + float(x) * cell_size
for y_segment: int in range(grid_height):
var start_vertical: float = (
-half_height + float(y_segment) * cell_size
)
_add_grid_vertex(
immediate,
_surface_origin + _surface_tangent * horizontal
+ _surface_bitangent * start_vertical,
)
_add_grid_vertex(
immediate,
_surface_origin + _surface_tangent * horizontal
+ _surface_bitangent * (start_vertical + cell_size),
)
for y: int in range(grid_height + 1):
var vertical: float = -half_height + float(y) * cell_size
for x_segment: int in range(grid_width):
var start_horizontal: float = (
-half_width + float(x_segment) * cell_size
)
_add_grid_vertex(
immediate,
_surface_origin + _surface_tangent * start_horizontal
+ _surface_bitangent * vertical,
)
_add_grid_vertex(
immediate,
_surface_origin
+ _surface_tangent * (start_horizontal + cell_size)
+ _surface_bitangent * vertical,
)
immediate.surface_end()
_grid_instance = MeshInstance3D.new()
_grid_instance.name = "PixelGrid"
_grid_instance.mesh = immediate
_grid_instance.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
add_child(_grid_instance)
_refresh_grid_visibility()
func _add_grid_vertex(immediate: ImmediateMesh, world_point: Vector3) -> void:
var sampled: Dictionary = _sample_surface(world_point)
var point: Vector3 = sampled["position"]
var normal: Vector3 = sampled["normal"]
immediate.surface_add_vertex(
to_local(point + normal * (_surface_offset() * 1.5))
)
func _rebuild_pixels() -> void:
for instance: MultiMeshInstance3D in _color_meshes.values():
instance.queue_free()
_color_meshes.clear()
var cells_by_color: Dictionary[StringName, Array] = {}
for cell: Dictionary in _cells.values():
var author_fingerprint: String = str(cell.get("author_fingerprint", ""))
if (
_relationships != null
and _relationships.is_blocked(author_fingerprint)
):
continue
var color_id := StringName(str(cell.get("color_id", "")))
if not SurfaceDrawingPalette.has_color(color_id):
continue
var color_cells: Array = cells_by_color.get(color_id, [])
color_cells.append(cell)
cells_by_color[color_id] = color_cells
for color_id: StringName in cells_by_color:
_create_color_mesh(color_id, cells_by_color[color_id])
func _create_color_mesh(color_id: StringName, cells: Array) -> void:
if cells.is_empty():
return
var quad := QuadMesh.new()
quad.size = Vector2.ONE
var material := StandardMaterial3D.new()
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
material.albedo_color = SurfaceDrawingPalette.get_color(color_id)
material.cull_mode = BaseMaterial3D.CULL_DISABLED
quad.material = material
var multimesh := MultiMesh.new()
multimesh.transform_format = MultiMesh.TRANSFORM_3D
multimesh.mesh = quad
multimesh.instance_count = cells.size()
for cell_index: int in range(cells.size()):
var cell: Dictionary = cells[cell_index]
multimesh.set_instance_transform(
cell_index,
_sample_cell_transform(
int(cell["x"]), int(cell["y"]), _pixel_fill()
),
)
var instance := MultiMeshInstance3D.new()
instance.name = "Pixels_%s" % color_id
instance.multimesh = multimesh
instance.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
add_child(instance)
_color_meshes[color_id] = instance
func _sample_cell_transform(
x: int,
y: int,
fill: float = GUIDED_PIXEL_FILL,
) -> Transform3D:
var expected: Vector3 = get_cell_world_position(x, y)
var sampled: Dictionary = _sample_surface(expected)
var point: Vector3 = sampled["position"]
var normal: Vector3 = sampled["normal"]
var tangent: Vector3 = (
_surface_tangent - normal * _surface_tangent.dot(normal)
).normalized()
if tangent.is_zero_approx():
tangent = normal.cross(Vector3.UP).normalized()
if tangent.is_zero_approx():
tangent = Vector3.RIGHT
var bitangent: Vector3 = normal.cross(tangent).normalized()
var pixel_size: float = cell_size * clampf(fill, 0.05, 1.0)
var cell_basis := Basis(
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tangent * pixel_size,
bitangent * pixel_size,
normal,
)
return Transform3D(
cell_basis,
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to_local(point + normal * _surface_offset()),
)
func _sample_surface(expected: Vector3) -> Dictionary:
var point: Vector3 = expected
var normal: Vector3 = _surface_normal
var world: World3D = get_world_3d()
if world != null:
var query := PhysicsRayQueryParameters3D.create(
expected + _surface_normal * SURFACE_SAMPLE_DEPTH,
expected - _surface_normal * SURFACE_SAMPLE_DEPTH,
_solid_surface_mask,
)
query.collide_with_areas = false
query.collide_with_bodies = true
var hit: Dictionary = world.direct_space_state.intersect_ray(query)
if (
not hit.is_empty()
and hit.get("collider") is StaticBody3D
):
var hit_normal: Vector3 = hit.get("normal", _surface_normal)
if hit_normal.dot(_surface_normal) >= 0.35:
var hit_position: Vector3 = hit.get("position", expected)
point = hit_position
normal = hit_normal.normalized()
return {"position": point, "normal": normal}
func _pixel_fill() -> float:
return GUIDED_PIXEL_FILL if _guide_visible else FINISHED_PIXEL_FILL
func _surface_offset() -> float:
return SURFACE_OFFSET + float(_layer) * LAYER_OFFSET_STEP
func _refresh_grid_visibility() -> void:
if _grid_instance != null:
_grid_instance.visible = _stencil_requested_visible and _guide_visible
func _cell_key(x: int, y: int) -> int:
return y * grid_width + x