# MIT License # # Copyright (c) 2023 Mark McKay # https://github.com/blackears/cyclopsLevelBuilder # # Permission is hereby granted, free of charge, to any person obtaining a copy # of this software and associated documentation files (the "Software"), to deal # in the Software without restriction, including without limitation the rights # to use, copy, modify, merge, publish, distribute, sublicense, and/or sell # copies of the Software, and to permit persons to whom the Software is # furnished to do so, subject to the following conditions: # # The above copyright notice and this permission notice shall be included in all # copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE # AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER # LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE # SOFTWARE. @tool extends Node class_name CyclopsConvexBlock signal mesh_changed @export var materials:Array[Material] var control_mesh:ConvexVolume var selected:bool = false: get: return selected set(value): if value == selected: return selected = value mesh_changed.emit() var active:bool: get: return active set(value): if value == active: return active = value mesh_changed.emit() var default_material:Material = preload("res://addons/cyclops_level_builder/materials/grid.tres") @export var block_data:ConvexBlockData: get: return block_data set(value): if block_data != value: block_data = value control_mesh = ConvexVolume.new() control_mesh.init_from_convex_block_data(block_data) mesh_changed.emit() func intersect_ray_closest(origin:Vector3, dir:Vector3)->IntersectResults: if !block_data: return null var result:IntersectResults = control_mesh.intersect_ray_closest(origin, dir) if result: result.object = self return result func select_face(face_idx:int, select_type:Selection.Type = Selection.Type.REPLACE): if select_type == Selection.Type.REPLACE: for f in control_mesh.faces: f.selected = f.index == face_idx elif select_type == Selection.Type.ADD: control_mesh.faces[face_idx].selected = true elif select_type == Selection.Type.SUBTRACT: control_mesh.faces[face_idx].selected = true elif select_type == Selection.Type.TOGGLE: control_mesh.faces[face_idx].selected = !control_mesh.faces[face_idx].selected mesh_changed.emit() func append_mesh(mesh:ImmediateMesh): # print("adding block mesh %s" % name) #var global_scene:CyclopsGlobalScene = get_node("/root/CyclopsAutoload") control_mesh.append_mesh(mesh, materials, default_material) func append_mesh_wire(mesh:ImmediateMesh): var global_scene:CyclopsGlobalScene = get_node("/root/CyclopsAutoload") var mat:Material = global_scene.outline_material control_mesh.append_mesh_wire(mesh, mat) func append_mesh_backfacing(mesh:ImmediateMesh): var global_scene:CyclopsGlobalScene = get_node("/root/CyclopsAutoload") var mat:Material = global_scene.tool_object_selected_material control_mesh.append_mesh_backfacing(mesh, mat) func append_mesh_outline(mesh:ImmediateMesh, viewport_camera:Camera3D, local_to_world:Transform3D): var global_scene:CyclopsGlobalScene = get_node("/root/CyclopsAutoload") var mat:Material = global_scene.tool_object_active_material if active else global_scene.tool_object_selected_material control_mesh.append_mesh_outline(mesh, viewport_camera, local_to_world, mat) # Called when the node enters the scene tree for the first time. func _ready(): pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): pass