Adds missing data
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620 changed files with 47293 additions and 151 deletions
139
addons/cyclops_level_builder/commands/cmd_add_stairs.gd
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139
addons/cyclops_level_builder/commands/cmd_add_stairs.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 CommandAddStairs
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extends CyclopsCommand
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#var blocks_root_inst_id:int
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var blocks_root_path:NodePath
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var block_name_prefix:String
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var floor_normal:Vector3
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var drag_origin:Vector3
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var base_drag_cur:Vector3
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var block_drag_cur:Vector3
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var step_height:float = .25
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var step_depth:float = .5
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var direction:int = 0
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var uv_transform:Transform2D
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var material_path:String
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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 stairs"
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func create_block(blocks_root:Node, 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.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: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 tan_bi:Array[Vector3] = MathUtil.get_axis_aligned_tangent_and_binormal(floor_normal)
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var u_normal:Vector3 = tan_bi[0]
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var v_normal:Vector3 = tan_bi[1]
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#Rotate ccw by 90 degree increments
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match direction:
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1:
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var tmp:Vector3 = u_normal
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u_normal = -v_normal
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v_normal = tmp
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2:
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u_normal = -u_normal
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v_normal = -v_normal
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3:
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var tmp:Vector3 = -u_normal
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u_normal = v_normal
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v_normal = tmp
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var u_span:Vector3 = (base_drag_cur - drag_origin).project(u_normal)
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var v_span:Vector3 = (base_drag_cur - drag_origin).project(v_normal)
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var stairs_origin:Vector3 = drag_origin
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if u_span.dot(u_normal) < 0:
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stairs_origin += u_span
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u_span = -u_span
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if v_span.dot(v_normal) < 0:
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stairs_origin += v_span
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v_span = -v_span
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#Stairs should ascend along v axis
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var height_offset = block_drag_cur - base_drag_cur
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if height_offset.dot(floor_normal) < 0:
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return
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var num_steps:int = min(v_span.length() / step_depth, height_offset.length() / step_height)
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var max_height:float = floor(height_offset.length() / step_height) * step_height
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var step_span:Vector3 = v_normal * step_depth
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for i in num_steps:
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var base_points:PackedVector3Array = [stairs_origin + step_span * i, \
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stairs_origin + u_span + step_span * i, \
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stairs_origin + u_span + step_span * (i + 1), \
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stairs_origin + step_span * (i + 1)]
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var pivot_xform:Transform3D = Transform3D(Basis.IDENTITY, -base_points[0])
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var mesh:ConvexVolume = ConvexVolume.new()
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mesh.init_prism(base_points, \
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floor_normal * (max_height - step_height * i), \
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uv_transform, material_id)
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mesh.transform(pivot_xform)
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var block:CyclopsBlock = create_block(blocks_root, material)
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block.mesh_vector_data = mesh.to_mesh_vector_data()
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block.global_transform = pivot_xform.affine_inverse()
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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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