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@RichardEllicott
Created June 11, 2022 15:14
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"""
"MultiMeshLineDrawer" object by Richard Ellicott 30/05/2022 (license: public domain or MIT)
script includes auto-setup function that will set up it's own multimesh
This object can draw multiple lines from a stretching and arranging multimesh instances
thusly it is somewhat similar to a line renderer in Unity, but uses geometry
see "example01" method for a simple example
see "autosetup" for notes about manual setup of the multimesh and the required settings for that
-this object has been kept deliberatly lightweight, it is suggested to "extend" it
-also though you could interact with it as a child of another object
"""
tool
extends MultiMeshInstance
class_name MultiMeshLineDrawer
func example01():
autosetup() # running autosetup will ensure the object is set up correctly
multimesh.instance_count = 1 # you need to set the amount of required instances in advance
set_line_instance(0,Vector3(),Vector3(0,4,0)) # make a vertical line 4 units long
multimesh.set_instance_color(0,Color.red) # set the line as red
func autosetup():
"""
will automaticly load a multimesh if missing, set the default parameters
add a CylinderMesh if required with some default material values
this allows this script to set itself up
concider adding a custom mesh for more fine control (like a tube instead of cylinder)
In the case of using a custom mesh:
-the mesh must be of dimensions 1x1x1
-the mesh must represent a line from (0,0,0) to (1,0,0)
-that is like a cylinder along the x axis by one unit
using a tube mesh, that is a cylinder (8 sides is a good idea), with no end faces
choose smooth shading
this mesh is the most optimal as when using transparency the cylinder can look segmented
"""
if not is_instance_valid(multimesh): # if no multimesh yet
# note these default values are required of the multimesh:
multimesh = MultiMesh.new()
multimesh.color_format = MultiMesh.COLOR_8BIT # required for vertex colours
multimesh.transform_format = MultiMesh.TRANSFORM_3D # we only support 3D
if not is_instance_valid(multimesh.mesh): # if no mesh attached
var cylinder = CylinderMesh.new() # create our cylinder
cylinder.rings = 0 # rings just waste polygons
cylinder.radial_segments = 8 # 8 sides is fine
multimesh.mesh = cylinder
var mat = SpatialMaterial.new() # add a new spatial material
mat.flags_unshaded = true # unshaded (not affected by shadows/fog)
mat.vertex_color_use_as_albedo = true # this is required for colors
mat.flags_transparent = true # allows the colors to be transparent
cylinder.material = mat
func set_line_instance_color(i, color):
"""
function kept for notes
this is how you set a line's color, you could just write this line
"""
multimesh.set_instance_color(i,color)
func set_line_instance(i,from,to,width = 0.125):
"""
a mesh instance will be stretched into position to make a line in 3D space
make sure the required amount of instances are set in advance
"""
var start_trans = Transform()
if multimesh.mesh is CylinderMesh: # if we used a built in CylinderMesh, so autosetup ran
start_trans = start_trans.rotated(Vector3(0,0,1), deg2rad(90))
start_trans.origin.x += 1
start_trans = start_trans.scaled(Vector3(0.5,0.5,0.5))
var final_trans = _calc_line_transform(to-from,from,width,start_trans)
multimesh.set_instance_transform (i,final_trans)
static func _calc_line_transform(_mag_vector: Vector3, _offset: Vector3 ,_width: float, trans = Transform()) -> Transform:
"""
_calc_line_transform
v1.0 (30/05/2022)
this calculates a final transform to rotate a cylinder,
all the maths is hidden here
this cylinder goes from (0,0,0) to (1,0,0)
so it is basicly 1 unit long along the x axis
WARNING:
the maths in this simple project took a while to figure out and had many changes
unfortunatly so some of the logic of the acos
some of the corrections avoids entering 0 into a divion or atan
basicly created with some trial and error so the notes are incomplete
to use this as a to and from:
_mag_vector = to - from
_offset = from
"""
var mag_vector_copy = _mag_vector # correcting backwards bug (UNSURE STILL
mag_vector_copy.x = -mag_vector_copy.x
mag_vector_copy.z = -mag_vector_copy.z
# var trans = Transform() # our transform matrix
# stretch to the right length
trans = trans.scaled(Vector3(mag_vector_copy.length(),_width,_width))
var A = sqrt(pow(mag_vector_copy.x, 2.0) + pow(mag_vector_copy.z,2.0))
#only rotate 2nd time if y is not 0, this elimnates a scene destroying bug!
# rotate the on the z axis as the pitch
if mag_vector_copy.y != 0.0: # avoids a bug? (no pitch required if no y on mag_vector)
var H = mag_vector_copy.length()
var theta = acos(A/H)
if mag_vector_copy.y < 0.0: # WEIRD CORRECTION!!
theta = -theta
trans = trans.rotated(Vector3(0.0,0.0,1.0), theta)
# rotate around the horizon as the direction (needs to be second rotation)
trans = trans.rotated(Vector3.UP,atan2(mag_vector_copy.z,-mag_vector_copy.x))
# this moves the offset (ignoring the scale and rotation), done last
trans.origin += _offset
return trans
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