straywild/drawing/surface_drawing_canvas.gd

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GDScript3
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class_name SurfaceDrawingCanvas
extends Node3D
const GUIDED_PIXEL_FILL: float = 0.88
const SURFACE_OFFSET: float = 0.012
const LAYER_OFFSET_STEP: float = 0.0002
const SURFACE_SAMPLE_DEPTH: float = 0.45
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const FINALIZED_VISIBILITY_RANGE: float = 96.0
const FINALIZED_VISIBILITY_MARGIN: float = 12.0
const FINALIZED_MAX_SUBDIVISIONS: int = 32
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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 = ""
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var participant_fingerprints: Array[String] = []
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var _surface_origin: Vector3
var _surface_normal: Vector3
var _surface_tangent: Vector3
var _surface_bitangent: Vector3
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var _cell_buffer: SurfaceDrawingCellBuffer
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var _cell_surface_transforms: Array[Transform3D] = []
var _pixel_image: Image
var _pixel_texture: ImageTexture
var _pixel_instance: MeshInstance3D
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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,
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cell_buffer: SurfaceDrawingCellBuffer = null,
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) -> bool:
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if (
(cell_buffer == null and not SurfaceDrawingProtocol.validate_canvas_state(data))
or (
cell_buffer != null
and not SurfaceDrawingProtocol.validate_canvas_metadata(data)
)
):
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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
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_cell_buffer = cell_buffer
if _cell_buffer == null:
_cell_buffer = SurfaceDrawingCellBuffer.new()
if not _cell_buffer.configure_from_state(data, true):
return false
elif _cell_buffer.width != grid_width or _cell_buffer.height != grid_height:
return false
participant_fingerprints = _cell_buffer.get_participants()
if _finalized:
_build_finalized_pixel_renderer()
else:
var samples: Dictionary = _sample_grid_vertices()
_build_grid(samples)
_build_pixel_renderer(samples)
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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
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if _cell_buffer == null or not _cell_buffer.apply_edits(data["edits"]):
return false
return _finish_buffered_update(data)
func apply_buffered_update(data: Dictionary) -> bool:
if (
not SurfaceDrawingProtocol.validate_canvas_update(data)
or str(data["canvas_id"]) != canvas_id
or int(data["revision"]) <= revision
or _cell_buffer == null
):
return false
return _finish_buffered_update(data)
func _finish_buffered_update(data: Dictionary) -> bool:
_cell_buffer.ensure_participants(data.get("participant_fingerprints", []))
participant_fingerprints = _cell_buffer.get_participants()
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revision = int(data["revision"])
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if is_hidden_by_relationship():
_rebuild_pixel_image()
else:
_apply_pixel_edits(data["edits"])
_refresh_grid_visibility()
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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"])
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participant_fingerprints = _participants_from_update(
data, participant_fingerprints
)
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if _cell_buffer != null:
_cell_buffer.ensure_participants(participant_fingerprints)
participant_fingerprints = _cell_buffer.get_participants()
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_finalized = bool(data["finalized"])
_guide_visible = bool(data["guide_visible"]) and not _finalized
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if _finalized:
_destroy_grid()
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_cell_surface_transforms.clear()
_build_finalized_pixel_renderer()
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else:
_refresh_grid_visibility()
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_configure_render_distance()
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return true
func refresh_relationship_visibility() -> void:
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_rebuild_pixel_image()
if _pixel_instance != null:
_pixel_instance.visible = not is_hidden_by_relationship()
_refresh_grid_visibility()
func is_hidden_by_relationship() -> bool:
if _relationships == null:
return false
for fingerprint: String in participant_fingerprints:
if _relationships.is_blocked(fingerprint):
return true
return false
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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:
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return cell_size
func get_rendered_pixel_count() -> int:
if is_hidden_by_relationship():
return 0
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return _cell_buffer.get_painted_count() if _cell_buffer != null else 0
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func get_export_image() -> Image:
if _pixel_image == null or _pixel_image.is_empty():
return null
return _pixel_image.duplicate() as Image
func has_guide_geometry() -> bool:
return _grid_instance != null and is_instance_valid(_grid_instance)
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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
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var key: int = _cell_key(x, y)
var local_transform: Transform3D = (
_cell_surface_transforms[key]
if key >= 0 and key < _cell_surface_transforms.size()
else _sample_cell_transform(x, y, 1.0)
)
var scaled_basis: Basis = local_transform.basis
var resolved_fill: float = clampf(fill, 0.05, 1.0)
scaled_basis.x *= resolved_fill
scaled_basis.y *= resolved_fill
local_transform.basis = scaled_basis
return global_transform * local_transform
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func get_authoritative_cells() -> Array[Dictionary]:
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return _cell_buffer.to_cells() if _cell_buffer != null else []
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func _build_grid(samples: Dictionary) -> void:
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if _grid_instance != null:
_grid_instance.queue_free()
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_grid_instance = null
if _finalized:
return
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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)
for x: int in range(grid_width + 1):
for y_segment: int in range(grid_height):
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_add_grid_vertex(immediate, x, y_segment, samples)
_add_grid_vertex(immediate, x, y_segment + 1, samples)
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for y: int in range(grid_height + 1):
for x_segment: int in range(grid_width):
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_add_grid_vertex(immediate, x_segment, y, samples)
_add_grid_vertex(immediate, x_segment + 1, y, samples)
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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()
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func _add_grid_vertex(
immediate: ImmediateMesh,
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x: int,
y: int,
samples: Dictionary,
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) -> void:
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immediate.surface_add_vertex(
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_sample_position(samples, x, y, _surface_offset() * 1.5)
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)
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func _build_pixel_renderer(samples: Dictionary) -> void:
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if _pixel_instance != null:
_pixel_instance.queue_free()
_pixel_instance = null
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var vertex_width: int = grid_width + 1
var vertex_count: int = vertex_width * (grid_height + 1)
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var cell_count: int = grid_width * grid_height
var vertices := PackedVector3Array()
var texture_coordinates := PackedVector2Array()
var indices := PackedInt32Array()
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vertices.resize(vertex_count)
texture_coordinates.resize(vertex_count)
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indices.resize(cell_count * 6)
_cell_surface_transforms.clear()
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if not _finalized:
_cell_surface_transforms.resize(cell_count)
for y: int in range(grid_height + 1):
for x: int in range(grid_width + 1):
var vertex_index: int = y * vertex_width + x
vertices[vertex_index] = _sample_position(
samples, x, y, _surface_offset()
)
texture_coordinates[vertex_index] = Vector2(
float(x) / float(grid_width),
1.0 - float(y) / float(grid_height),
)
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for y: int in range(grid_height):
for x: int in range(grid_width):
var cell_index: int = _cell_key(x, y)
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if not _finalized:
_cell_surface_transforms[cell_index] = _transform_from_samples(
samples, x, y
)
var vertex_offset: int = y * vertex_width + x
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var index_offset: int = cell_index * 6
indices[index_offset] = vertex_offset
indices[index_offset + 1] = vertex_offset + 1
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indices[index_offset + 2] = vertex_offset + vertex_width + 1
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indices[index_offset + 3] = vertex_offset
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indices[index_offset + 4] = vertex_offset + vertex_width + 1
indices[index_offset + 5] = vertex_offset + vertex_width
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_rebuild_pixel_image()
var arrays: Array = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertices
arrays[Mesh.ARRAY_TEX_UV] = texture_coordinates
arrays[Mesh.ARRAY_INDEX] = indices
var mesh := ArrayMesh.new()
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
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var material := StandardMaterial3D.new()
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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material.albedo_color = Color.WHITE
material.albedo_texture = _pixel_texture
material.texture_filter = BaseMaterial3D.TEXTURE_FILTER_NEAREST
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA_SCISSOR
material.alpha_scissor_threshold = 0.5
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material.cull_mode = BaseMaterial3D.CULL_DISABLED
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mesh.surface_set_material(0, material)
_pixel_instance = MeshInstance3D.new()
_pixel_instance.name = "ArtworkTexture"
_pixel_instance.mesh = mesh
_pixel_instance.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
add_child(_pixel_instance)
_pixel_instance.visible = not is_hidden_by_relationship()
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_configure_render_distance()
func _build_finalized_pixel_renderer() -> void:
if _pixel_instance != null:
_pixel_instance.queue_free()
_pixel_instance = null
var step: int = maxi(
1,
ceili(float(grid_width) / float(FINALIZED_MAX_SUBDIVISIONS)),
)
var coordinates := PackedInt32Array()
var coordinate: int = 0
while coordinate < grid_width:
coordinates.append(coordinate)
coordinate += step
if coordinates.is_empty() or coordinates[-1] != grid_width:
coordinates.append(grid_width)
var vertex_width: int = coordinates.size()
var vertices := PackedVector3Array()
var texture_coordinates := PackedVector2Array()
var indices := PackedInt32Array()
vertices.resize(vertex_width * vertex_width)
texture_coordinates.resize(vertex_width * vertex_width)
indices.resize((vertex_width - 1) * (vertex_width - 1) * 6)
var half_width: float = float(grid_width) * cell_size * 0.5
var half_height: float = float(grid_height) * cell_size * 0.5
for lattice_y: int in vertex_width:
var cell_y: int = coordinates[lattice_y]
var vertical: float = -half_height + float(cell_y) * cell_size
for lattice_x: int in vertex_width:
var cell_x: int = coordinates[lattice_x]
var horizontal: float = -half_width + float(cell_x) * cell_size
var expected: Vector3 = (
_surface_origin
+ _surface_tangent * horizontal
+ _surface_bitangent * vertical
)
var sampled: Dictionary = _sample_surface(expected)
var vertex_index: int = lattice_y * vertex_width + lattice_x
var point: Vector3 = sampled["position"]
var normal: Vector3 = sampled["normal"]
vertices[vertex_index] = to_local(
point + normal * _surface_offset()
)
texture_coordinates[vertex_index] = Vector2(
float(cell_x) / float(grid_width),
1.0 - float(cell_y) / float(grid_height),
)
for lattice_y: int in range(vertex_width - 1):
for lattice_x: int in range(vertex_width - 1):
var cell_index: int = lattice_y * (vertex_width - 1) + lattice_x
var vertex_offset: int = lattice_y * vertex_width + lattice_x
var index_offset: int = cell_index * 6
indices[index_offset] = vertex_offset
indices[index_offset + 1] = vertex_offset + 1
indices[index_offset + 2] = vertex_offset + vertex_width + 1
indices[index_offset + 3] = vertex_offset
indices[index_offset + 4] = vertex_offset + vertex_width + 1
indices[index_offset + 5] = vertex_offset + vertex_width
if _pixel_image == null or _pixel_texture == null:
_rebuild_pixel_image()
var arrays: Array = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertices
arrays[Mesh.ARRAY_TEX_UV] = texture_coordinates
arrays[Mesh.ARRAY_INDEX] = indices
var mesh := ArrayMesh.new()
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
var material := StandardMaterial3D.new()
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
material.albedo_color = Color.WHITE
material.albedo_texture = _pixel_texture
material.texture_filter = BaseMaterial3D.TEXTURE_FILTER_NEAREST
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA_SCISSOR
material.alpha_scissor_threshold = 0.5
material.cull_mode = BaseMaterial3D.CULL_DISABLED
mesh.surface_set_material(0, material)
_pixel_instance = MeshInstance3D.new()
_pixel_instance.name = "ArtworkTexture"
_pixel_instance.mesh = mesh
_pixel_instance.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
add_child(_pixel_instance)
_pixel_instance.visible = not is_hidden_by_relationship()
_configure_render_distance()
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func _rebuild_pixel_image() -> void:
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if _cell_buffer == null:
return
_pixel_image = Image.create_from_data(
grid_width,
grid_height,
false,
Image.FORMAT_RGBA8,
_cell_buffer.to_rgba8_data(is_hidden_by_relationship()),
)
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if _pixel_texture == null:
_pixel_texture = ImageTexture.create_from_image(_pixel_image)
else:
_pixel_texture.update(_pixel_image)
func _apply_pixel_edits(edits: Array) -> void:
if _pixel_image == null or _pixel_texture == null:
_rebuild_pixel_image()
return
for edit_value: Variant in edits:
var edit: Dictionary = edit_value
var x: int = int(edit["x"])
var y: int = int(edit["y"])
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var cell: Dictionary = _cell_buffer.get_cell(x, y)
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_set_image_cell(x, y, cell)
_pixel_texture.update(_pixel_image)
func _set_image_cell(x: int, y: int, cell: Dictionary) -> void:
if (
_pixel_image == null
or x < 0
or x >= grid_width
or y < 0
or y >= grid_height
):
return
_pixel_image.set_pixel(x, _image_y(y), _visible_cell_color(cell))
func _visible_cell_color(cell: Dictionary) -> Color:
if cell.is_empty():
return Color.TRANSPARENT
var color_id := StringName(str(cell.get("color_id", "")))
return (
SurfaceDrawingPalette.get_color(color_id)
if SurfaceDrawingPalette.has_color(color_id)
else Color.TRANSPARENT
)
func _image_y(cell_y: int) -> int:
return grid_height - 1 - cell_y
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func _sample_grid_vertices() -> Dictionary:
var vertex_width: int = grid_width + 1
var vertex_count: int = vertex_width * (grid_height + 1)
var positions := PackedVector3Array()
var normals := PackedVector3Array()
positions.resize(vertex_count)
normals.resize(vertex_count)
var half_width: float = float(grid_width) * cell_size * 0.5
var half_height: float = float(grid_height) * cell_size * 0.5
var inverse_basis: Basis = global_basis.inverse()
for y: int in range(grid_height + 1):
var vertical: float = -half_height + float(y) * cell_size
for x: int in range(grid_width + 1):
var horizontal: float = -half_width + float(x) * cell_size
var expected: Vector3 = (
_surface_origin
+ _surface_tangent * horizontal
+ _surface_bitangent * vertical
)
var sampled: Dictionary = _sample_surface(expected)
var index: int = y * vertex_width + x
positions[index] = to_local(sampled["position"])
normals[index] = (
inverse_basis * (sampled["normal"] as Vector3)
).normalized()
return {"positions": positions, "normals": normals}
func _sample_position(
samples: Dictionary,
x: int,
y: int,
offset: float,
) -> Vector3:
var index: int = y * (grid_width + 1) + x
var positions: PackedVector3Array = samples["positions"]
var normals: PackedVector3Array = samples["normals"]
return positions[index] + normals[index] * offset
func _transform_from_samples(
samples: Dictionary,
x: int,
y: int,
) -> Transform3D:
var bottom_left: Vector3 = _sample_position(
samples, x, y, _surface_offset()
)
var bottom_right: Vector3 = _sample_position(
samples, x + 1, y, _surface_offset()
)
var top_left: Vector3 = _sample_position(
samples, x, y + 1, _surface_offset()
)
var top_right: Vector3 = _sample_position(
samples, x + 1, y + 1, _surface_offset()
)
var horizontal: Vector3 = (
(bottom_right - bottom_left) + (top_right - top_left)
) * 0.5
var vertical: Vector3 = (
(top_left - bottom_left) + (top_right - bottom_right)
) * 0.5
var normal: Vector3 = horizontal.cross(vertical).normalized()
if horizontal.is_zero_approx() or vertical.is_zero_approx() or normal.is_zero_approx():
return _sample_cell_transform(x, y, 1.0)
var center: Vector3 = (
bottom_left + bottom_right + top_left + top_right
) * 0.25
return Transform3D(Basis(horizontal, vertical, normal), center)
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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 _surface_offset() -> float:
return SURFACE_OFFSET + float(_layer) * LAYER_OFFSET_STEP
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func _destroy_grid() -> void:
if _grid_instance == null:
return
_grid_instance.queue_free()
_grid_instance = null
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func _refresh_grid_visibility() -> void:
if _grid_instance != null:
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_grid_instance.visible = (
_stencil_requested_visible
and _guide_visible
and not is_hidden_by_relationship()
)
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func _configure_render_distance() -> void:
if _pixel_instance == null:
return
_pixel_instance.visibility_range_end = (
FINALIZED_VISIBILITY_RANGE if _finalized else 0.0
)
_pixel_instance.visibility_range_end_margin = (
FINALIZED_VISIBILITY_MARGIN if _finalized else 0.0
)
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func _participants_from_state(data: Dictionary) -> Array[String]:
var result: Array[String] = []
_append_participant(result, str(data.get("creator_fingerprint", "")))
for value: Variant in data.get("participant_fingerprints", []):
_append_participant(result, str(value))
for cell_value: Variant in data.get("cells", []):
var cell: Dictionary = cell_value
_append_participant(
result, str(cell.get("author_fingerprint", ""))
)
return result
func _participants_from_update(
data: Dictionary,
fallback: Array[String],
) -> Array[String]:
var result: Array[String] = fallback.duplicate()
for value: Variant in data.get("participant_fingerprints", []):
_append_participant(result, str(value))
for edit_value: Variant in data.get("edits", []):
var edit: Dictionary = edit_value
_append_participant(
result, str(edit.get("author_fingerprint", ""))
)
return result
func _append_participant(result: Array[String], fingerprint: String) -> void:
if (
NetworkIdentityCrypto.valid_fingerprint(fingerprint)
and fingerprint not in result
):
result.append(fingerprint)
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func _cell_key(x: int, y: int) -> int:
return y * grid_width + x