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@tool
extends EditorScript
var data:Dictionary = {"bedroom1": [9.014084507042254, 4.366197183098592, 3.8732394366197185, 4.366197183098592, 3.8732394366197185, 2.323943661971831, 9.014084507042254, 2.323943661971831], "living_room": [14.15492957746479, 11.619718309859156, 9.014084507042254, 11.619718309859156, 9.014084507042254, 5.422535211267606, 14.15492957746479, 5.422535211267606], "bathroom1": [7.95774647887324, 7.464788732394367, 5.915492957746479, 7.464788732394367, 5.915492957746479, 4.366197183098592, 7.95774647887324, 4.366197183098592], "bedroom2": [7.95774647887324, 12.605633802816902, 4.859154929577465, 12.605633802816902, 4.859154929577465, 7.464788732394367, 7.95774647887324, 7.464788732394367], "bathroom2": [10.070422535211268, 15.704225352112676, 7.95774647887324, 15.704225352112676, 7.95774647887324, 13.661971830985916, 10.070422535211268, 13.661971830985916], "bedroom3": [14.15492957746479, 15.704225352112676, 10.070422535211268, 15.704225352112676, 10.070422535211268, 12.605633802816902, 14.15492957746479, 12.605633802816902], "kitchen": [13.169014084507042, 5.422535211267606, 9.014084507042254, 5.422535211267606, 9.014084507042254, 2.323943661971831, 13.169014084507042, 2.323943661971831], "corridor": [14.15492957746479, 12.605633802816902, 10.070422535211268, 12.605633802816902, 10.070422535211268, 13.661971830985916, 7.95774647887324, 13.661971830985916, 7.95774647887324, 4.366197183098592, 9.014084507042254, 4.366197183098592, 9.014084507042254, 11.619718309859156, 14.15492957746479, 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, depth: float, inset: float, operation: int, color: Color, elevation: float) -> void:
# Calculate the center of the room
var center = Vector2.ZERO
for i in range(0, coords.size(), 2):
center += Vector2(coords[i], coords[i+1])
center /= (coords.size() / 2)
# Create vertices for the room with inset
var verts = PackedVector2Array()
for i in range(0, coords.size(), 2):
var vertex = Vector2(coords[i], coords[i+1])
var direction = (vertex - center).normalized()
verts.append(vertex + direction * inset)
# Create a new CSGPolygon3D with given name
var polygon = CSGPolygon3D.new()
polygon.polygon = verts
polygon.name = name
polygon.mode = CSGPolygon3D.MODE_DEPTH
polygon.depth = depth
polygon.operation = operation
polygon.smooth_faces = true
# Elevate the polygon if needed
polygon.translate(Vector3(0, elevation, 0))
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).srgb_to_linear()
if color != Color.TRANSPARENT:
material.albedo_color = color
polygon.material = material
# Add polygons to the parent node
parent.add_child(polygon, true)
polygon.owner = root
func _run():
var root = get_scene()
for child in root.get_children():
child.queue_free()
# First layer of CSGCombiner3D
var csg_combiner: CSGCombiner3D = CSGCombiner3D.new()
csg_combiner.name = "CSGCombiner3D"
root.add_child(csg_combiner, true)
csg_combiner.owner = root
csg_combiner.use_collision = true
# Second layer of CSGCombiner3D for the place plate
var csg_combiner_plate: CSGCombiner3D = CSGCombiner3D.new()
csg_combiner_plate.name = "CSGCombiner3D_Plate"
csg_combiner_plate.transform.origin.y = csg_combiner_plate.transform.origin.y - 0.1
csg_combiner.add_child(csg_combiner_plate, true)
csg_combiner_plate.owner = root
# Ensure all depths are positive
var base_depth = 1.0 # Base depth for rooms
var inset_depth = 0.4 # Additional depth for insets
var foundation_depth = 0.2 # Depth for foundations
for room_name in data.keys():
if room_name != "corridor":
create_room(room_name, data[room_name], csg_combiner, root, base_depth, 0.0, CSGPolygon3D.OPERATION_UNION, Color.TRANSPARENT, 0.0)
else:
create_room(room_name, data[room_name], csg_combiner, root, 0.2, 0.0, CSGPolygon3D.OPERATION_UNION, Color.TRANSPARENT, 0.0)
for room_name in data.keys():
if room_name != "corridor":
create_room(room_name + "Inset", data[room_name], csg_combiner, root, base_depth + inset_depth, -0.24, CSGPolygon3D.OPERATION_SUBTRACTION, Color.TRANSPARENT, 0.05)