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agame/addons/csg_blockout/scripts/csg_spreader_3d.gd
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2026-10-01 05:36:12 +08:00

389 lines
12 KiB
GDScript

@tool
class_name CSGSpreader3D extends CSGCombiner3D
const SPREADER_NODE_META = "SPREADER_NODE_META"
const MAX_INSTANCES = 200
const REGEN_THROTTLE_MS: int = 150
var _dirty: bool = false
var _last_regen_ms: int = 0
var _generation_in_progress := false
var _template_node: Node3D
@export var template_node: Node3D:
get: return _template_node
set(value):
_template_node = value
_mark_dirty()
var _hide_template: bool = true
@export var hide_template: bool = true:
get: return _hide_template
set(value):
_hide_template = value
_update_template_visibility()
var _spread_area_3d: Shape3D = null
@export var spread_area_3d: Shape3D = null:
get: return _spread_area_3d
set(value):
_spread_area_3d = value
_mark_dirty()
var _max_count: int = 10
@export var max_count: int = 10:
get: return _max_count
set(value):
_max_count = clamp(value, 1, 100000)
_mark_dirty()
@export_group("Spread Options")
var _noise_threshold: float = 0.5
@export var noise_threshold: float = 0.5:
get: return _noise_threshold
set(value):
_noise_threshold = clamp(value, 0.0, 1.0)
_mark_dirty()
var _seed: int = 0
@export var seed: int = 0:
get: return _seed
set(value):
_seed = value
_mark_dirty()
var _allow_rotation: bool = false
@export var allow_rotation: bool = false:
get: return _allow_rotation
set(value):
_allow_rotation = value
_mark_dirty()
var _allow_scale: bool = false
@export var allow_scale: bool = false:
get: return _allow_scale
set(value):
_allow_scale = value
_mark_dirty()
var _snap_distance: float = 0.0
@export var snap_distance: float = 0.0:
get: return _snap_distance
set(value):
_snap_distance = value
_mark_dirty()
@export_group("Collision Options")
var _avoid_overlaps: bool = false
@export var avoid_overlaps: bool = false:
get: return _avoid_overlaps
set(value):
_avoid_overlaps = value
_mark_dirty()
var _min_distance: float = 1.0
@export var min_distance: float = 1.0:
get: return _min_distance
set(value):
_min_distance = max(0.0, value)
_mark_dirty()
var _max_placement_attempts: int = 100
@export var max_placement_attempts: int = 100:
get: return _max_placement_attempts
set(value):
_max_placement_attempts = clamp(value, 10, 1000)
_mark_dirty()
var estimated_instances: int = 0
var rng: RandomNumberGenerator
func _ready() -> void:
rng = RandomNumberGenerator.new()
_mark_dirty()
func _process(_delta: float) -> void:
if not Engine.is_editor_hint(): return
if _dirty and not _generation_in_progress:
var now := Time.get_ticks_msec()
if now - _last_regen_ms < REGEN_THROTTLE_MS:
return # 保留 _dirty,下帧再试,形成节流
_last_regen_ms = now
_dirty = false
call_deferred("spread_template")
func _exit_tree() -> void:
if not Engine.is_editor_hint():
return
clear_children()
func _mark_dirty() -> void:
_dirty = true
func _update_template_visibility() -> void:
if not is_inside_tree():
return
if is_instance_valid(_template_node):
_template_node.visible = not _hide_template
func clear_children() -> void:
var children_to_remove: Array[Node] = []
for child in get_children():
if child.has_meta(SPREADER_NODE_META):
children_to_remove.append(child)
for child in children_to_remove:
remove_child(child)
child.queue_free()
func get_random_position_in_area() -> Vector3:
if spread_area_3d == null:
return Vector3.ZERO
if spread_area_3d is SphereShape3D:
var radius = spread_area_3d.get_radius()
var u = rng.randf()
var v = rng.randf()
var theta = u * TAU
var phi = acos(2.0 * v - 1.0)
var r = radius * pow(rng.randf(), 1.0 / 3.0)
return Vector3(r * sin(phi) * cos(theta), r * sin(phi) * sin(theta), r * cos(phi))
if spread_area_3d is BoxShape3D:
var size = spread_area_3d.size
return Vector3(
rng.randf_range(-size.x * 0.5, size.x * 0.5),
rng.randf_range(-size.y * 0.5, size.y * 0.5),
rng.randf_range(-size.z * 0.5, size.z * 0.5)
)
if spread_area_3d is CapsuleShape3D:
var capsule: CapsuleShape3D = spread_area_3d
var radius: float = capsule.radius
var half_mid: float = maxf(0.0, capsule.height - 2.0 * capsule.radius) * 0.5
if rng.randf() < 0.5:
var angle: float = rng.randf() * TAU
var r: float = radius * sqrt(rng.randf())
return Vector3(r * cos(angle), rng.randf_range(-half_mid, half_mid), r * sin(angle))
var hemisphere_y: float = half_mid if rng.randf() < 0.5 else -half_mid
var theta: float = rng.randf() * TAU
var phi: float = acos(1.0 - rng.randf())
var cap_r: float = radius * pow(rng.randf(), 1.0 / 3.0)
var cap_sign: float = 1.0 if hemisphere_y > 0.0 else -1.0
return Vector3(
cap_r * sin(phi) * cos(theta),
hemisphere_y + cap_r * cos(phi) * cap_sign,
cap_r * sin(phi) * sin(theta)
)
if spread_area_3d is CylinderShape3D:
var radius = spread_area_3d.get_radius()
var height = spread_area_3d.get_height() * 0.5
var angle = rng.randf() * TAU
var r = radius * sqrt(rng.randf())
return Vector3(r * cos(angle), rng.randf_range(-height, height), r * sin(angle))
if spread_area_3d is HeightMapShape3D:
var width = spread_area_3d.map_width
var depth = spread_area_3d.map_depth
if width <= 0 or depth <= 0 or spread_area_3d.map_data.size() == 0:
return Vector3.ZERO
var x = rng.randi_range(0, width - 1)
var z = rng.randi_range(0, depth - 1)
var index = x + z * width
if index < spread_area_3d.map_data.size():
return Vector3(x, spread_area_3d.map_data[index], z)
return Vector3.ZERO
if spread_area_3d is WorldBoundaryShape3D:
var bound = 100.0
return Vector3(rng.randf_range(-bound, bound), 0, rng.randf_range(-bound, bound))
if spread_area_3d is ConcavePolygonShape3D:
var faces: PackedVector3Array = spread_area_3d.get_faces()
if faces.size() < 3:
return Vector3.ZERO
var tri_count = faces.size() / 3
var tri_idx = rng.randi_range(0, tri_count - 1) * 3
var a = faces[tri_idx]
var b = faces[tri_idx+1]
var c = faces[tri_idx+2]
var r1 = sqrt(rng.randf())
var r2 = rng.randf()
return (1.0 - r1) * a + (r1 * (1.0 - r2)) * b + (r1 * r2) * c
if spread_area_3d is ConvexPolygonShape3D:
var pts: PackedVector3Array = spread_area_3d.points
if pts.is_empty():
return Vector3.ZERO
var min_point = pts[0]
var max_point = pts[0]
for p in pts:
min_point = min_point.min(p)
max_point = max_point.max(p)
return Vector3(
rng.randf_range(min_point.x, max_point.x),
rng.randf_range(min_point.y, max_point.y),
rng.randf_range(min_point.z, max_point.z)
)
push_warning("CSGSpreader3D: Shape type not supported")
return Vector3.ZERO
func spread_template() -> void:
if _generation_in_progress:
return
_generation_in_progress = true
if not spread_area_3d:
_generation_in_progress = false
return
clear_children()
if not is_instance_valid(_template_node):
_generation_in_progress = false
return
var template_node: Node3D = _template_node
rng.seed = _seed
var instances_created: int = 0
var placed_positions: Array[Vector3] = []
var budget: int = min(_max_count, MAX_INSTANCES)
if _max_count > MAX_INSTANCES:
push_warning("CSGSpreader3D: max_count %s exceeds cap %s. Limiting." % [_max_count, MAX_INSTANCES])
# Spatial Hash Grid for O(1) distance checks
# Cell edge must be >= min_distance so any point within min_distance of a
# candidate is always inside the +/-1 neighborhood (27 cells).
var cell_size: float = maxf(_min_distance, 0.001)
var spatial_grid: Dictionary = {} # Vector3i -> Array[Vector3]
for i in range(budget):
var noise_value: float = rng.randf()
if noise_value <= _noise_threshold:
continue
var position_found: bool = false
var final_position: Vector3 = Vector3.ZERO
var attempts: int = _max_placement_attempts if _avoid_overlaps else 1
for attempt in range(attempts):
var test_position: Vector3 = get_random_position_in_area()
if not _avoid_overlaps:
final_position = test_position
position_found = true
break
var overlap: bool = false
if cell_size > 0.001:
# O(1) spatial grid lookup
var grid_x: int = int(floor(test_position.x / cell_size))
var grid_y: int = int(floor(test_position.y / cell_size))
var grid_z: int = int(floor(test_position.z / cell_size))
# Check surrounding 27 cells (each cell holds all positions in it)
for dx in range(-1, 2):
for dy in range(-1, 2):
for dz in range(-1, 2):
var cell_key := Vector3i(grid_x + dx, grid_y + dy, grid_z + dz)
if not spatial_grid.has(cell_key):
continue
for existing_pos: Vector3 in spatial_grid[cell_key]:
if test_position.distance_to(existing_pos) < _min_distance:
overlap = true
break
if overlap: break
if overlap: break
if overlap: break
else:
# Fallback if min_distance is virtually zero
for existing_pos in placed_positions:
if test_position.distance_to(existing_pos) < _min_distance:
overlap = true
break
if not overlap:
final_position = test_position
position_found = true
break
if not position_found:
continue
var instance: Node = template_node.duplicate()
if instance == null:
continue
instance.set_meta(SPREADER_NODE_META, true)
if instance is Node3D:
instance.transform.origin = final_position
instance.visible = true
if _allow_rotation:
var rotation_y: float = rng.randf_range(0.0, TAU)
instance.rotate_y(rotation_y)
if _allow_scale:
var scale_factor: float = rng.randf_range(0.5, 2.0)
instance.scale *= scale_factor
placed_positions.append(final_position)
if _avoid_overlaps and cell_size > 0.001:
var key := Vector3i(
int(floor(final_position.x / cell_size)),
int(floor(final_position.y / cell_size)),
int(floor(final_position.z / cell_size))
)
var cell_list: Array[Vector3] = []
if spatial_grid.has(key):
cell_list = spatial_grid[key]
cell_list.append(final_position)
spatial_grid[key] = cell_list
add_child(instance)
instances_created += 1
estimated_instances = instances_created
_update_template_visibility()
_generation_in_progress = false
func bake_instances() -> void:
if get_child_count() == 0:
return
var target_owner: Node = owner
if target_owner == null:
if get_tree() and get_tree().edited_scene_root:
target_owner = get_tree().edited_scene_root
else:
target_owner = self
var baked: Array[Node] = []
for child in get_children(true):
if child.has_meta(SPREADER_NODE_META):
baked.append(child)
var stack: Array[Node] = []
stack.append_array(child.get_children())
while stack.size() > 0:
var node: Node = stack.pop_back()
baked.append(node)
stack.append_array(node.get_children())
if baked.is_empty():
return
if Engine.is_editor_hint() and CsgBlockout.undo_manager:
var um: EditorUndoRedoManager = CsgBlockout.undo_manager
um.create_action(CsgBlockoutI18n.t("BAKE"))
for node in baked:
um.add_undo_reference(node)
um.add_do_property(node, "owner", target_owner)
um.add_undo_property(node, "owner", node.owner)
um.add_do_method(self, "_bake_clear_meta", baked)
um.add_undo_method(self, "_bake_restore_meta", baked)
um.commit_action()
else:
for node in baked:
node.set_owner(target_owner)
_bake_clear_meta(baked)
func _bake_clear_meta(nodes: Array[Node]) -> void:
for node in nodes:
if is_instance_valid(node):
node.remove_meta(SPREADER_NODE_META)
func _bake_restore_meta(nodes: Array[Node]) -> void:
for node in nodes:
if is_instance_valid(node):
node.set_meta(SPREADER_NODE_META, true)
func _get_property_list() -> Array[Dictionary]:
return [{
"name": "estimated_instances",
"type": TYPE_INT,
"usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_READ_ONLY
}]