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Update the godot script to generate a mesh.
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@tool
extends EditorScript
var data:Dictionary = { "bathroom1": [8.52112676056338, 8.52112676056338, 6.408450704225352, 8.52112676056338, 6.408450704225352, 6.408450704225352, 8.52112676056338, 6.408450704225352], "bedroom1": [9.507042253521128, 5.422535211267606, 6.408450704225352, 5.422535211267606, 6.408450704225352, 3.3098591549295775, 9.507042253521128, 3.3098591549295775], "living_room": [14.71830985915493, 10.563380281690142, 10.563380281690142, 10.563380281690142, 10.563380281690142, 7.464788732394367, 14.71830985915493, 7.464788732394367], "kitchen": [9.507042253521128, 12.605633802816902, 4.366197183098592, 12.605633802816902, 4.366197183098592, 10.563380281690142, 9.507042253521128, 10.563380281690142], "bedroom2": [13.661971830985916, 7.464788732394367, 10.563380281690142, 7.464788732394367, 10.563380281690142, 6.408450704225352, 9.507042253521128, 6.408450704225352, 9.507042253521128, 4.366197183098592, 13.661971830985916, 4.366197183098592], "bedroom3": [12.605633802816902, 14.71830985915493, 9.507042253521128, 14.71830985915493, 9.507042253521128, 11.619718309859156, 10.563380281690142, 11.619718309859156, 10.563380281690142, 10.563380281690142, 12.605633802816902, 10.563380281690142], "bathroom2": [9.507042253521128, 10.563380281690142, 6.408450704225352, 10.563380281690142, 6.408450704225352, 8.52112676056338, 9.507042253521128, 8.52112676056338], "bedroom4": [5.422535211267606, 9.507042253521128, 3.3098591549295775, 9.507042253521128, 3.3098591549295775, 5.422535211267606, 5.422535211267606, 5.422535211267606], "corridor": [9.507042253521128, 11.619718309859156, 9.507042253521128, 8.52112676056338, 8.52112676056338, 8.52112676056338, 8.52112676056338, 6.408450704225352, 6.408450704225352, 6.408450704225352, 6.408450704225352, 9.507042253521128, 5.422535211267606, 9.507042253521128, 5.422535211267606, 5.422535211267606, 9.507042253521128, 5.422535211267606, 9.507042253521128, 6.408450704225352, 10.563380281690142, 6.408450704225352, 10.563380281690142, 11.619718309859156]}
const architext_colors = [[0, 0, 0], [249, 222, 182], [195, 209, 217], [250, 120, 128], [126, 202, 234], [190, 0, 198], [255, 255, 255],
[6, 53, 17], [17, 33, 58], [132, 151, 246], [197, 203, 159], [6, 53, 17],]
const housegan_labels = {"living_room": 1, "kitchen": 2, "bedroom": 3, "bathroom": 4, "missing": 5, "closet": 6,
"balcony": 7, "hallway": 8, "dining_room": 9, "laundry_room": 10, "corridor": 8}
func create_room(name: String, coords: Array, parent: Node, root: Node) -> void:
# Create vertices for the room
var verts = PackedVector2Array()
for i in range(0, coords.size(), 2):
verts.append(Vector2(coords[i], coords[i+1]))
# Create a new CSGPolygon3D with given name
var polygon = CSGPolygon3D.new()
polygon.polygon = verts
polygon.name = name
polygon.mode = CSGPolygon3D.MODE_DEPTH
polygon.depth = 2.0 # Set the depth of the room
# Apply rotation
polygon.rotate_x(deg_to_rad(-90))
# Apply color coding
var material: StandardMaterial3D = StandardMaterial3D.new()
for room_name in housegan_labels.keys():
if not name.begins_with(room_name):
continue
var color_values = architext_colors[housegan_labels[room_name]]
material.albedo_color = Color(color_values[0]/255.0, color_values[1]/255.0, color_values[2]/255.0)
polygon.material = material
# Add polygons to the parent node
parent.add_child(polygon)
polygon.owner = root
func create_corridor(name: String, coords: Array, parent: Node, root: Node) -> void:
# Create vertices for the corridor
var verts = PackedVector2Array()
for i in range(0, coords.size(), 2):
verts.append(Vector2(coords[i], coords[i+1]))
# Create a new CSGPolygon3D with given name
var polygon = CSGPolygon3D.new()
polygon.polygon = verts
polygon.name = name
polygon.mode = CSGPolygon3D.MODE_DEPTH
polygon.depth = 2.0 # Set the depth of the corridor
polygon.operation = CSGPolygon3D.OPERATION_SUBTRACTION # Set operation to subtraction
# Apply rotation
polygon.rotate_x(deg_to_rad(-90))
# Apply color coding
var material = StandardMaterial3D.new()
material.albedo_color = Color(architext_colors[housegan_labels[name]][0]/255.0, architext_colors[housegan_labels[name]][1]/255.0, architext_colors[housegan_labels[name]][2]/255.0)
polygon.material = material
# Add polygons to the parent node
parent.add_child(polygon)
polygon.owner = root
func _run():
var root = get_scene()
var csg_combiner: CSGCombiner3D = CSGCombiner3D.new()
csg_combiner.name = "CSGCombiner3D"
root.add_child(csg_combiner, true)
csg_combiner.owner = root
# Create rooms from the data
for room_name in data.keys():
if room_name == "corridor":
create_corridor(room_name, data[room_name], csg_combiner, root)
else:
create_room(room_name, data[room_name], csg_combiner, root)
# After creating all rooms and corridors
var aabb : AABB = csg_combiner.get_aabb()
# Expand the aabb slightly on x and z axis (width and depth)
aabb.expand(Vector3(0.1, 0, 0.1))
# Create a new CSGBox for the baseplate
var baseplate: CSGBox3D = CSGBox3D.new()
baseplate.name = "Baseplate"
# Set the size of the baseplate to match the expanded aabb
baseplate.size.x = aabb.size.x
baseplate.size.z = aabb.size.z
# You can adjust the height as per your requirement
baseplate.size.y = 0.1
# Position the baseplate at the center of the aabb
baseplate.transform.origin = aabb.position + aabb.size / 2 - Vector3(0, baseplate.size.y / 2, 0)
# Add the baseplate to the root node
csg_combiner.add_child(baseplate)
baseplate.owner = root