Adds missing data

This commit is contained in:
Michel 2025-02-03 19:17:20 +01:00
parent e6391d9fdd
commit 53cdcc3433
620 changed files with 47293 additions and 151 deletions

View file

@ -0,0 +1,158 @@
# 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 CommandSetMaterial
extends CyclopsCommand
class Target extends RefCounted:
var block_path:NodePath
var face_indices:PackedInt32Array
class BlockCache extends RefCounted:
var path:NodePath
var data:MeshVectorData
var materials:Array[Material]
#Public
var setting_material:bool = true
var material_path:String
var setting_color:bool = false
var color:Color = Color.WHITE
var setting_visibility:bool = false
var visibility:bool = true
var painting_uv:bool = false
var uv_matrix:Transform2D = Transform2D.IDENTITY
#Private
var target_list:Array[Target] = []
var cache_list:Array[BlockCache] = []
func add_target(block_path:NodePath, face_indices:PackedInt32Array):
# print("add target %s %s" % [block_path.get_name(block_path.get_name_count() - 1), face_indices])
var target:Target = null
for t in target_list:
if t.block_path == block_path:
target = t
break
if !target:
target = Target.new()
target.block_path = block_path
target_list.append(target)
for f_idx in face_indices:
if !target.face_indices.has(f_idx):
target.face_indices.append(f_idx)
func make_cache():
cache_list = []
for t in target_list:
var cache:BlockCache = BlockCache.new()
var block:CyclopsBlock = builder.get_node(t.block_path)
cache.path = block.get_path()
cache.data = block.mesh_vector_data
cache.materials = block.materials.duplicate()
cache_list.append(cache)
func will_change_anything()->bool:
return !target_list.is_empty()
func _init():
command_name = "Set material"
func do_it():
make_cache()
for tgt in target_list:
var block:CyclopsBlock = builder.get_node(tgt.block_path)
var data:MeshVectorData = block.mesh_vector_data
var vol:ConvexVolume = ConvexVolume.new()
vol.init_from_mesh_vector_data(data)
if setting_material:
var target_material:Material = null
if ResourceLoader.exists(material_path, "Material"):
#print("loading material ", material_path)
var mat = load(material_path)
target_material = mat if mat is Material else null
var mat_reindex:Dictionary
var mat_list_reduced:Array[Material]
for f_idx in vol.faces.size():
var f:ConvexVolume.FaceInfo = vol.faces[f_idx]
var mat_to_apply:Material
if tgt.face_indices.has(f_idx):
mat_to_apply = target_material
else:
mat_to_apply = null if f.material_id == -1 else block.materials[f.material_id]
if !mat_to_apply:
f.material_id = -1
elif !mat_reindex.has(mat_to_apply):
var new_idx = mat_reindex.size()
mat_reindex[mat_to_apply] = new_idx
mat_list_reduced.append(mat_to_apply)
f.material_id = new_idx
else:
f.material_id = mat_reindex[mat_to_apply]
block.materials = mat_list_reduced
#Set other properties
for f_idx in vol.faces.size():
if tgt.face_indices.has(f_idx):
var f:ConvexVolume.FaceInfo = vol.faces[f_idx]
if setting_color:
f.color = color
for v_idx in f.vertex_indices:
var fv:ConvexVolume.FaceVertexInfo = \
vol.get_face_vertex(f_idx, v_idx)
fv.color = color
if setting_visibility:
f.visible = visibility
if painting_uv:
f.uv_transform = uv_matrix
block.mesh_vector_data = vol.to_mesh_vector_data()
func undo_it():
for cache in cache_list:
var block:CyclopsBlock = builder.get_node(cache.path)
block.materials = cache.materials.duplicate()
block.mesh_vector_data = cache.data