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LineRenderer.cs
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using Godot;
public partial class LineRenderer : MeshInstance3D {
[Export]
public Vector3[] Points = [];
[Export]
public float StartThickness = 0.1f;
[Export]
public float EndThickness = 0.1f;
[Export]
public int CornerResolution = 5;
[Export]
public int CapResolution = 5;
[Export]
public bool DrawCaps = true;
[Export]
public bool DrawCorners = true;
[Export]
public bool UseGlobalCoords = true;
[Export]
public bool TileTexture = true;
private Camera3D Camera;
private Vector3 CameraOrigin;
public override void _EnterTree()
{
Mesh = new ImmediateMesh();
}
public override void _Ready()
{
// Initialization code here
}
public override void _PhysicsProcess(double delta)
{
ImmediateMesh ImmediateMesh = (ImmediateMesh)Mesh;
if (Points.Length < 2)
{
ImmediateMesh.ClearSurfaces();
return;
}
Camera = GetViewport().GetCamera3D();
if (Camera == null)
{
return;
}
CameraOrigin = ToLocal(Camera.GlobalTransform.Origin);
float ProgressStep = 1.0f / Points.Length;
float Progress = 0;
float Thickness = Mathf.Lerp(StartThickness, EndThickness, Progress);
float NextThickness = Mathf.Lerp(StartThickness, EndThickness, Progress + ProgressStep);
ImmediateMesh.ClearSurfaces();
ImmediateMesh.SurfaceBegin(Mesh.PrimitiveType.Triangles);
for (int i = 0; i < Points.Length - 1; i++)
{
Vector3 A = Points[i];
Vector3 B = Points[i + 1];
if (UseGlobalCoords)
{
A = ToLocal(A);
B = ToLocal(B);
}
Vector3 AB = B - A;
Vector3 OrthogonalABStart = (CameraOrigin - ((A + B) / 2)).Cross(AB).Normalized() * Thickness;
Vector3 OrthogonalABEnd = (CameraOrigin - ((A + B) / 2)).Cross(AB).Normalized() * NextThickness;
Vector3 AtoABStart = A + OrthogonalABStart;
Vector3 AfromABStart = A - OrthogonalABStart;
Vector3 BtoABEnd = B + OrthogonalABEnd;
Vector3 BfromABEnd = B - OrthogonalABEnd;
if (i == 0)
{
if (DrawCaps)
{
Cap(A, B, Thickness, CapResolution);
}
}
if (TileTexture)
{
float ABLen = AB.Length();
float ABFloor = Mathf.Floor(ABLen);
float ABFrac = ABLen - ABFloor;
ImmediateMesh.SurfaceSetUV(new Vector2(ABFloor, 0));
ImmediateMesh.SurfaceAddVertex(AtoABStart);
ImmediateMesh.SurfaceSetUV(new Vector2(-ABFrac, 0));
ImmediateMesh.SurfaceAddVertex(BtoABEnd);
ImmediateMesh.SurfaceSetUV(new Vector2(ABFloor, 1));
ImmediateMesh.SurfaceAddVertex(AfromABStart);
ImmediateMesh.SurfaceSetUV(new Vector2(-ABFrac, 0));
ImmediateMesh.SurfaceAddVertex(BtoABEnd);
ImmediateMesh.SurfaceSetUV(new Vector2(-ABFrac, 1));
ImmediateMesh.SurfaceAddVertex(BfromABEnd);
ImmediateMesh.SurfaceSetUV(new Vector2(ABFloor, 1));
ImmediateMesh.SurfaceAddVertex(AfromABStart);
}
else
{
ImmediateMesh.SurfaceSetUV(new Vector2(1, 0));
ImmediateMesh.SurfaceAddVertex(AtoABStart);
ImmediateMesh.SurfaceSetUV(new Vector2(0, 0));
ImmediateMesh.SurfaceAddVertex(BtoABEnd);
ImmediateMesh.SurfaceSetUV(new Vector2(1, 1));
ImmediateMesh.SurfaceAddVertex(AfromABStart);
ImmediateMesh.SurfaceSetUV(new Vector2(0, 0));
ImmediateMesh.SurfaceAddVertex(BtoABEnd);
ImmediateMesh.SurfaceSetUV(new Vector2(0, 1));
ImmediateMesh.SurfaceAddVertex(BfromABEnd);
ImmediateMesh.SurfaceSetUV(new Vector2(1, 1));
ImmediateMesh.SurfaceAddVertex(AfromABStart);
}
if (i == Points.Length - 2)
{
if (DrawCaps)
{
Cap(B, A, NextThickness, CapResolution);
}
}
else
{
if (DrawCorners)
{
Vector3 C = Points[i + 2];
if (UseGlobalCoords)
{
C = ToLocal(C);
}
Vector3 BC = C - B;
Vector3 OrthogonalBCStart = (CameraOrigin - ((B + C) / 2)).Cross(BC).Normalized() * NextThickness;
float AngleDot = AB.Dot(OrthogonalBCStart);
if (AngleDot > 0 && !Mathf.IsEqualApprox(AngleDot, 1))
{
Corner(B, BtoABEnd, B + OrthogonalBCStart, CornerResolution);
}
else if (AngleDot < 0 && !Mathf.IsEqualApprox(AngleDot, -1))
{
Corner(B, B - OrthogonalBCStart, BfromABEnd, CornerResolution);
}
}
}
Progress += ProgressStep;
Thickness = Mathf.Lerp(StartThickness, EndThickness, Progress);
NextThickness = Mathf.Lerp(StartThickness, EndThickness, Progress + ProgressStep);
}
ImmediateMesh.SurfaceEnd();
}
private void Cap(Vector3 center, Vector3 pivot, float thickness, int capResolution)
{
ImmediateMesh immediateMesh = (ImmediateMesh)Mesh;
Vector3 Orthogonal = (CameraOrigin - center).Cross(center - pivot).Normalized() * thickness;
Vector3 Axis = (center - CameraOrigin).Normalized();
if(!Axis.IsNormalized()) return;
Vector3[] VertexArray = new Vector3[capResolution + 1];
for (int i = 0; i < capResolution + 1; i++)
{
VertexArray[i] = new Vector3(0, 0, 0);
}
VertexArray[0] = center + Orthogonal;
VertexArray[capResolution] = center - Orthogonal;
for (int i = 1; i < capResolution; i++)
{
VertexArray[i] = center + Orthogonal.Rotated(Axis, Mathf.Lerp(0.0f, Mathf.Pi, (float)i / capResolution));
}
for (int i = 1; i < capResolution + 1; i++)
{
immediateMesh.SurfaceSetUV(new Vector2(0, (i - 1) / (float)capResolution));
immediateMesh.SurfaceAddVertex(VertexArray[i - 1]);
immediateMesh.SurfaceSetUV(new Vector2(0, (i - 1) / (float)capResolution));
immediateMesh.SurfaceAddVertex(VertexArray[i]);
immediateMesh.SurfaceSetUV(new Vector2(0.5f, 0.5f));
immediateMesh.SurfaceAddVertex(center);
}
}
private void Corner(Vector3 center, Vector3 start, Vector3 end, int capResolution)
{
ImmediateMesh ImmediateMesh = (ImmediateMesh)Mesh;
Vector3[] VertexArray = new Vector3[capResolution + 1];
for (int i = 0; i < capResolution + 1; i++)
{
VertexArray[i] = new Vector3(0, 0, 0);
}
VertexArray[0] = start;
VertexArray[capResolution] = end;
Vector3 Axis = start.Cross(end).Normalized();
Vector3 Offset = start - center;
float angle = Offset.AngleTo(end - center);
for (int i = 1; i < capResolution; i++)
{
VertexArray[i] = center + Offset.Rotated(Axis, Mathf.Lerp(0.0f, angle, (float)i / capResolution));
}
for (int i = 1; i < capResolution + 1; i++)
{
ImmediateMesh.SurfaceSetUV(new Vector2(0, (i - 1) / (float)capResolution));
ImmediateMesh.SurfaceAddVertex(VertexArray[i - 1]);
ImmediateMesh.SurfaceSetUV(new Vector2(0, (i - 1) / (float)capResolution));
ImmediateMesh.SurfaceAddVertex(VertexArray[i]);
ImmediateMesh.SurfaceSetUV(new Vector2(0.5f, 0.5f));
ImmediateMesh.SurfaceAddVertex(center);
}
}
}