Adds missing data
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620 changed files with 47293 additions and 151 deletions
138
addons/cyclops_level_builder/actions/action_convert_to_mesh.gd
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138
addons/cyclops_level_builder/actions/action_convert_to_mesh.gd
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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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class_name ActionConvertToMesh
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extends CyclopsAction
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func _init(plugin:CyclopsLevelBuilder, name:String = "", accellerator:Key = KEY_NONE):
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super._init(plugin, "Convert To Godot Mesh")
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func _execute():
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var root:Node = plugin.get_editor_interface().get_edited_scene_root()
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#var ed_sel:EditorSelection = plugin.get_editor_interface().get_selection()
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#var sel_nodes:Array[Node] = ed_sel.get_selected_nodes()
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#
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#if sel_nodes.is_empty():
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#return
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#var branch_to_clone:Node = sel_nodes[0]
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#var root = branch_to_clone.get_parent()
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var converted_branch:Node3D = clone_branch(root)
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converted_branch.name = GeneralUtil.find_unique_name(root, "converted_blocks")
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root.add_child(converted_branch)
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set_owner_recursive(converted_branch, plugin.get_editor_interface().get_edited_scene_root())
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pass
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func set_owner_recursive(node:Node3D, new_owner):
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node.owner = new_owner
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for child in node.get_children():
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if child is Node3D:
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set_owner_recursive(child, new_owner)
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func clone_branch(node:Node3D)->Node3D:
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if node is CyclopsBlock:
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var block:CyclopsBlock = node
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var name_root:String = block.name
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var new_node:Node3D = Node3D.new()
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new_node.name = name_root
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new_node.transform = node.transform
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new_node.set_meta("_edit_group_", true)
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# new_node.owner = plugin.get_editor_interface().get_edited_scene_root()
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var new_mesh_node:MeshInstance3D = block.mesh_instance.duplicate()
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new_mesh_node.name = name_root + "_mesh"
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# new_mesh_node.owner = plugin.get_editor_interface().get_edited_scene_root()
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new_node.add_child(new_mesh_node)
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var vol:ConvexVolume = ConvexVolume.new()
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vol.init_from_convex_block_data(block.block_data)
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var collision_body:PhysicsBody3D
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match block.collision_type:
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Collision.Type.STATIC:
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collision_body = StaticBody3D.new()
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Collision.Type.KINEMATIC:
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collision_body = CharacterBody3D.new()
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Collision.Type.RIGID:
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collision_body = RigidBody3D.new()
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if collision_body:
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# collision_body.owner = plugin.get_editor_interface().get_edited_scene_root()
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collision_body.name = name_root + "_col"
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collision_body.collision_layer = block.collision_layer
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collision_body.collision_mask = block.collision_mask
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new_node.add_child(collision_body)
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var collision_shape:CollisionShape3D = CollisionShape3D.new()
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# collision_shape.owner = plugin.get_editor_interface().get_edited_scene_root()
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collision_body.add_child(collision_shape)
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collision_shape.name = name_root + "_col_shp"
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var shape:ConvexPolygonShape3D = ConvexPolygonShape3D.new()
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shape.points = vol.get_points()
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collision_shape.shape = shape
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#var occluder:OccluderInstance3D = OccluderInstance3D.new()
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#occluder.name = name_root + "_occ"
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## occluder.owner = plugin.get_editor_interface().get_edited_scene_root()
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#new_node.add_child(occluder)
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#
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#var occluder_object:ArrayOccluder3D = ArrayOccluder3D.new()
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#occluder.name = name_root + "_occ"
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#occluder_object.vertices = vol.get_points()
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#occluder_object.indices = vol.get_trimesh_indices()
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#occluder.occluder = occluder_object
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return new_node
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else:
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var new_node:Node3D = Node3D.new()
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# new_node.owner = plugin.get_editor_interface().get_edited_scene_root()
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new_node.transform = node.transform
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new_node.name = node.name
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for child in node.get_children():
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if branch_is_valid(child):
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new_node.add_child(clone_branch(child))
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return new_node
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func branch_is_valid(node:Node)->bool:
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if node is CyclopsBlock:
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return true
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for child in node.get_children():
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if child is Node3D and branch_is_valid(child):
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return true
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return false
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