# 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 class_name CommandAddStairs extends CyclopsCommand #var blocks_root_inst_id:int var blocks_root_path:NodePath var block_name_prefix:String var floor_normal:Vector3 var drag_origin:Vector3 var base_drag_cur:Vector3 var block_drag_cur:Vector3 var step_height:float = .25 var step_depth:float = .5 var direction:int = 0 var uv_transform:Transform2D var material_path:String #Private data var block_paths:Array[NodePath] func _init(): command_name = "Add stairs" func create_block(blocks_root:CyclopsBlocks, mat:Material)->CyclopsConvexBlock: var block:CyclopsConvexBlock = preload("../nodes/cyclops_convex_block.gd").new() blocks_root.add_child(block) block.owner = builder.get_editor_interface().get_edited_scene_root() block.name = GeneralUtil.find_unique_name(builder.active_node, block_name_prefix) if mat: block.materials.append(mat) return block func do_it(): var blocks_root:CyclopsBlocks = builder.get_node(blocks_root_path) var material:Material var material_id:int = -1 if ResourceLoader.exists(material_path): var mat = load(material_path) if mat is Material: material_id = 0 material = mat var tan_bi:Array[Vector3] = MathUtil.get_axis_aligned_tangent_and_binormal(floor_normal) var u_normal:Vector3 = tan_bi[0] var v_normal:Vector3 = tan_bi[1] #Rotate ccw by 90 degree increments match direction: 1: var tmp:Vector3 = u_normal u_normal = -v_normal v_normal = tmp 2: u_normal = -u_normal v_normal = -v_normal 3: var tmp:Vector3 = -u_normal u_normal = v_normal v_normal = tmp var u_span:Vector3 = (base_drag_cur - drag_origin).project(u_normal) var v_span:Vector3 = (base_drag_cur - drag_origin).project(v_normal) var stairs_origin:Vector3 = drag_origin if u_span.dot(u_normal) < 0: stairs_origin += u_span u_span = -u_span if v_span.dot(v_normal) < 0: stairs_origin += v_span v_span = -v_span #Stairs should ascend along v axis var height_offset = block_drag_cur - base_drag_cur if height_offset.dot(floor_normal) < 0: return var num_steps:int = min(v_span.length() / step_depth, height_offset.length() / step_height) var max_height:float = floor(height_offset.length() / step_height) * step_height var step_span:Vector3 = v_normal * step_depth for i in num_steps: var base_points:PackedVector3Array = [stairs_origin + step_span * i, \ stairs_origin + u_span + step_span * i, \ stairs_origin + u_span + step_span * (i + 1), \ stairs_origin + step_span * (i + 1)] var mesh:ConvexVolume = ConvexVolume.new() mesh.init_prism(base_points, \ floor_normal * (max_height - step_height * i), \ uv_transform, material_id) var block:CyclopsConvexBlock = create_block(blocks_root, material) block.block_data = mesh.to_convex_block_data() block_paths.append(block.get_path()) # global_scene.draw_prism(base_points, \ # floor_normal * (max_height - step_height * i), \ # global_scene.tool_material) # var bounding_points_inner:PackedVector3Array = MathUtil.create_circle_points(origin, axis_normal, radius_inner, segments) # var bounding_points_outer:PackedVector3Array = MathUtil.create_circle_points(origin, axis_normal, radius_outer, segments) # # for p_idx0 in bounding_points_inner.size(): # var p_idx1:int = wrap(p_idx0 + 1, 0, bounding_points_inner.size()) # # var block:CyclopsConvexBlock = create_block(blocks_root, material) # # var mesh:ConvexVolume = ConvexVolume.new() # var base_points:PackedVector3Array = [bounding_points_inner[p_idx0], bounding_points_inner[p_idx1], bounding_points_outer[p_idx1], bounding_points_outer[p_idx0]] # # mesh.init_prism(base_points, axis_normal * height, uv_transform, material_id) # # block.block_data = mesh.to_convex_block_data() # block_paths.append(block.get_path()) func undo_it(): for path in block_paths: var block:CyclopsConvexBlock = builder.get_node(path) block.queue_free()