Adds missing data
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620 changed files with 47293 additions and 151 deletions
115
addons/cyclops_level_builder/commands/cmd_add_cylinder.gd
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115
addons/cyclops_level_builder/commands/cmd_add_cylinder.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 CommandAddCylinder
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extends CyclopsCommand
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#Public data to set before activating command
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var blocks_root_path:NodePath
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#var block_name:String
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var block_name_prefix:String = "Block_"
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var origin:Vector3
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var axis_normal:Vector3
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var height:float
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var radius_inner:float
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var radius_outer:float
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var segments:int
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var tube:bool = false
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var material_path:String
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var uv_transform:Transform2D = Transform2D.IDENTITY
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var collision_type:Collision.Type = Collision.Type.STATIC
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var collision_layers:int = 1
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var collision_mask:int = 1
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#Private data
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var block_paths:Array[NodePath]
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func _init():
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command_name = "Add cylinder"
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func create_block(blocks_root:Node, set_pivot_xform:Transform3D, mat:Material)->CyclopsBlock:
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var block:CyclopsBlock = preload("res://addons/cyclops_level_builder/nodes/cyclops_block.gd").new()
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blocks_root.add_child(block)
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block.owner = builder.get_editor_interface().get_edited_scene_root()
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block.name = GeneralUtil.find_unique_name(blocks_root, block_name_prefix)
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block.global_transform = set_pivot_xform.affine_inverse()
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block.collision_type = collision_type
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block.collision_layer = collision_layers
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block.collision_mask = collision_mask
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if mat:
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block.materials.append(mat)
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return block
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func do_it():
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# var blocks_root:CyclopsBlocks = builder.get_node(blocks_root_path)
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var blocks_root:Node = builder.get_node(blocks_root_path)
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var material:Material
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var material_id:int = -1
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if ResourceLoader.exists(material_path):
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var mat = load(material_path)
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if mat is Material:
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material_id = 0
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material = mat
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var set_pivot_xform:Transform3D = Transform3D(Basis.IDENTITY, -origin)
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if tube:
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var bounding_points_inner:PackedVector3Array = MathUtil.create_circle_points(origin, axis_normal, radius_inner, segments)
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var bounding_points_outer:PackedVector3Array = MathUtil.create_circle_points(origin, axis_normal, radius_outer, segments)
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for p_idx0 in bounding_points_inner.size():
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var p_idx1:int = wrap(p_idx0 + 1, 0, bounding_points_inner.size())
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var block:CyclopsBlock = create_block(blocks_root, set_pivot_xform, material)
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var mesh:ConvexVolume = ConvexVolume.new()
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var base_points:PackedVector3Array = [bounding_points_inner[p_idx0], bounding_points_inner[p_idx1], bounding_points_outer[p_idx1], bounding_points_outer[p_idx0]]
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mesh.init_prism(base_points, axis_normal * height, uv_transform, material_id)
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mesh.transform(set_pivot_xform)
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# block.block_data = mesh.to_convex_block_data()
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block.mesh_vector_data = mesh.to_mesh_vector_data()
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block_paths.append(block.get_path())
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else:
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var block:CyclopsBlock = create_block(blocks_root, set_pivot_xform, material)
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var bounding_points:PackedVector3Array = MathUtil.create_circle_points(origin, axis_normal, radius_outer, segments)
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var mesh:ConvexVolume = ConvexVolume.new()
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mesh.init_prism(bounding_points, axis_normal * height, uv_transform, material_id)
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mesh.transform(set_pivot_xform)
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block.mesh_vector_data = mesh.to_mesh_vector_data()
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block_paths.append(block.get_path())
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func undo_it():
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for path in block_paths:
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var block:CyclopsBlock = builder.get_node(path)
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block.queue_free()
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