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Godot script that allows a MeshInstance2D node to correctly show an atlas texture.
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# AtlasMeshInstance2D.gd | |
# | |
# ABOUT | |
# 2023.08.02 by Brom Bresenham | |
# Tested on Godot 4.2-dev2 | |
# | |
# USAGE | |
# 1. Attach to a MeshInstance2D. | |
# 2. Set the MeshInstance2D's texture by calling .set_atlas_texture(new_texture:Texture2D) instead | |
# of directly assigning `texture = new_texture'. set_atlas_texture() works whether or not the | |
# texture is an atlas texture. If an atlas texture, the quad mesh will be recreated with the | |
# appropriate UV coordinates for the atlas texture. | |
# 3. You can pass an optional second Vector2i parameter in that indicates the number of horizontal | |
# and vertical subdivisions that should be made. (0,0) is the default, which creates a mesh | |
# with 1 quad. (2,3) would create a mesh with 2^2 * 2^3 = 4 * 8 = 32 quads. | |
extends MeshInstance2D | |
var _current_texture:Texture2D | |
var _st = SurfaceTool.new() | |
var _mesh:ArrayMesh | |
func set_atlas_texture(_texture:Texture2D, subdivide:Vector2i=Vector2i(0,0)): | |
if not _texture or not _texture.has_method("get_atlas"): | |
set_texture(_texture) | |
return | |
if _texture == _current_texture: return | |
_current_texture = _texture | |
var region = _texture.get_region() | |
var atlas_w = _texture.get_atlas().get_width() | |
var atlas_h = _texture.get_atlas().get_height() | |
var u1 = region.position.x / atlas_w | |
var u2 = (region.position.x + region.size.x) / atlas_w | |
var v1 = region.position.y / atlas_h | |
var v2 = (region.position.y + region.size.y) / atlas_h | |
var x1 = -0.5 | |
var x2 = 0.5 | |
var y1 = -0.5 | |
var y2 = 0.5 | |
_st.clear() | |
_st.begin(Mesh.PRIMITIVE_TRIANGLES) | |
_st.set_color( Color.WHITE ) | |
_generate( x1, y1, x2, y2, u1, v1, u2, v2, subdivide.x, subdivide.y ) | |
if _mesh: | |
_mesh.clear_surfaces() | |
_st.commit( _mesh ) | |
else: | |
_mesh = _st.commit() | |
set_mesh( _mesh ) | |
set_texture(_texture) | |
func _generate( x1:float, y1:float, x2:float, y2:float, u1:float, v1:float, u2:float, v2:float, sub_i:int, sub_j:int ): | |
if sub_i > 0: | |
_generate( x1, y1, (x1+x2)/2, y2, u1, v1, (u1+u2)/2, v2, sub_i-1, sub_j ) | |
_generate( (x1+x2)/2, y1, x2, y2, (u1+u2)/2, v1, u2, v2, sub_i-1, sub_j ) | |
return | |
if sub_j > 0: | |
_generate( x1, y1, x2, (y1+y2)/2, u1, v1, u2, (v1+v2)/2, sub_i, sub_j-1 ) | |
_generate( x1, (y1+y2)/2, x2, y2, u1, (v1+v2)/2, u2, v2, sub_i, sub_j-1 ) | |
return | |
_st.set_uv( Vector2(u1,v1) ); _st.add_vertex( Vector3( x1, y1,0) ) | |
_st.set_uv( Vector2(u1,v2) ); _st.add_vertex( Vector3( x1, y2,0) ) | |
_st.set_uv( Vector2(u2,v2) ); _st.add_vertex( Vector3( x2, y2,0) ) | |
_st.set_uv( Vector2(u1,v1) ); _st.add_vertex( Vector3( x1, y1,0) ) | |
_st.set_uv( Vector2(u2,v2) ); _st.add_vertex( Vector3( x2, y2,0) ) | |
_st.set_uv( Vector2(u2,v1) ); _st.add_vertex( Vector3( x2, y1,0) ) |
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