64 lines
2.1 KiB
GDScript3
64 lines
2.1 KiB
GDScript3
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# MIT License
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#
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# Copyright (c) 2023 Mark McKay
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# https://github.com/blackears/cyclopsLevelBuilder
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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@tool
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#extends RefCounted
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class_name GeometryMesh
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var coords:PackedVector3Array
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var normals:PackedVector3Array
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var uvs:PackedVector2Array
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func transform(xform:Transform3D)->GeometryMesh:
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var result:GeometryMesh = GeometryMesh.new()
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var basis:Basis = xform.basis
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basis = basis.inverse()
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basis = basis.transposed()
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for i in coords.size():
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result.coords.append(xform * coords[i])
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result.uvs.append(uvs[i])
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result.normals.append(basis * normals[i])
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return result
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func append_to_immediate_mesh(mesh:ImmediateMesh, material:Material, xform:Transform3D = Transform3D.IDENTITY):
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mesh.surface_begin(Mesh.PRIMITIVE_TRIANGLES, material)
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var basis:Basis = xform.basis
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basis = basis.inverse()
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basis = basis.transposed()
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for i in coords.size():
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var normal:Vector3 = basis * normals[i]
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var coord:Vector3 = xform * coords[i]
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var uv:Vector2 = uvs[i]
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mesh.surface_set_normal(normal)
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mesh.surface_set_uv(uv)
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mesh.surface_add_vertex(coord)
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mesh.surface_end()
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