124 lines
3.8 KiB
GDScript3
124 lines
3.8 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 Node
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class_name CyclopsConvexBlock
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signal mesh_changed
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@export var materials:Array[Material]
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var control_mesh:ConvexVolume
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var selected:bool = false:
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get:
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return selected
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set(value):
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if value == selected:
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return
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selected = value
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mesh_changed.emit()
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var active:bool:
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get:
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return active
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set(value):
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if value == active:
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return
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active = value
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mesh_changed.emit()
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var default_material:Material = preload("res://addons/cyclops_level_builder/materials/grid.tres")
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@export var block_data:ConvexBlockData:
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get:
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return block_data
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set(value):
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if block_data != value:
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block_data = value
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control_mesh = ConvexVolume.new()
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control_mesh.init_from_convex_block_data(block_data)
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mesh_changed.emit()
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func intersect_ray_closest(origin:Vector3, dir:Vector3)->IntersectResults:
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if !block_data:
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return null
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var result:IntersectResults = control_mesh.intersect_ray_closest(origin, dir)
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if result:
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result.object = self
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return result
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func select_face(face_idx:int, select_type:Selection.Type = Selection.Type.REPLACE):
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if select_type == Selection.Type.REPLACE:
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for f in control_mesh.faces:
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f.selected = f.index == face_idx
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elif select_type == Selection.Type.ADD:
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control_mesh.faces[face_idx].selected = true
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elif select_type == Selection.Type.SUBTRACT:
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control_mesh.faces[face_idx].selected = true
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elif select_type == Selection.Type.TOGGLE:
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control_mesh.faces[face_idx].selected = !control_mesh.faces[face_idx].selected
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mesh_changed.emit()
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func append_mesh(mesh:ImmediateMesh):
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# print("adding block mesh %s" % name)
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#var global_scene:CyclopsGlobalScene = get_node("/root/CyclopsAutoload")
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control_mesh.append_mesh(mesh, materials, default_material)
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func append_mesh_wire(mesh:ImmediateMesh):
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var global_scene:CyclopsGlobalScene = get_node("/root/CyclopsAutoload")
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var mat:Material = global_scene.outline_material
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control_mesh.append_mesh_wire(mesh, mat)
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func append_mesh_backfacing(mesh:ImmediateMesh):
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var global_scene:CyclopsGlobalScene = get_node("/root/CyclopsAutoload")
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var mat:Material = global_scene.tool_object_selected_material
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control_mesh.append_mesh_backfacing(mesh, mat)
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func append_mesh_outline(mesh:ImmediateMesh, viewport_camera:Camera3D, local_to_world:Transform3D):
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var global_scene:CyclopsGlobalScene = get_node("/root/CyclopsAutoload")
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var mat:Material = global_scene.tool_object_active_material if active else global_scene.tool_object_selected_material
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control_mesh.append_mesh_outline(mesh, viewport_camera, local_to_world, mat)
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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