Adds missing data
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620 changed files with 47293 additions and 151 deletions
293
addons/cyclops_level_builder/nodes/cyclops_block.gd
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293
addons/cyclops_level_builder/nodes/cyclops_block.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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extends Node3D
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class_name CyclopsBlock
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signal mesh_changed
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var mesh_instance:MeshInstance3D
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var mesh_wire:MeshInstance3D
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var collision_body:PhysicsBody3D
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var collision_shape:CollisionShape3D
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var active:bool
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var dirty:bool = true
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var control_mesh:ConvexVolume
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@export var block_data:ConvexBlockData:
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get:
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return block_data
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set(value):
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if block_data != value:
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block_data = value
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control_mesh = ConvexVolume.new()
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control_mesh.init_from_convex_block_data(block_data)
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#Convert to mesh vector data
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var mvd:MeshVectorData = MeshVectorData.new()
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mvd.create_from_convex_block(block_data)
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mesh_vector_data = mvd
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#dirty = true
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#mesh_changed.emit()
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@export var mesh_vector_data:MeshVectorData:
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set(value):
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if mesh_vector_data != value:
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mesh_vector_data = value
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control_mesh = ConvexVolume.new()
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control_mesh.init_from_mesh_vector_data(mesh_vector_data)
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dirty = true
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mesh_changed.emit()
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@export var materials:Array[Material]
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var default_material:Material = preload("res://addons/cyclops_level_builder/materials/grid.tres")
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var display_mode:DisplayMode.Type = DisplayMode.Type.MATERIAL
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@export var collision_type:Collision.Type = Collision.Type.STATIC:
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get:
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return collision_type
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set(value):
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collision_type = value
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update_physics_body()
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@export_flags_3d_physics var collision_layer:int = 1:
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get:
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return collision_layer
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set(value):
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collision_layer = value
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if collision_body:
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collision_body.collision_layer = collision_layer
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@export_flags_3d_physics var collision_mask:int = 1:
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get:
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return collision_mask
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set(value):
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collision_mask = value
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if collision_body:
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collision_body.collision_mask = collision_mask
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# Called when the node enters the scene tree for the first time.
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func _ready():
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mesh_instance = MeshInstance3D.new()
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add_child(mesh_instance)
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mesh_instance.gi_mode = GeometryInstance3D.GI_MODE_STATIC
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#print("block owner path %s" % owner.get_path())
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if Engine.is_editor_hint():
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mesh_wire = MeshInstance3D.new()
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add_child(mesh_wire)
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collision_shape = CollisionShape3D.new()
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#occluder = OccluderInstance3D.new()
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#add_child(occluder)
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build_from_block()
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update_physics_body()
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func update_physics_body():
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if collision_body:
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collision_body.remove_child(collision_shape)
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collision_body.queue_free()
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collision_body = null
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match 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.collision_layer = collision_layer
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collision_body.collision_mask = collision_mask
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add_child(collision_body)
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collision_body.add_child(collision_shape)
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func build_from_block():
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#print("build_from_block")
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dirty = false
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mesh_instance.mesh = null
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collision_shape.shape = null
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if Engine.is_editor_hint():
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# var global_scene:CyclopsGlobalScene = get_node("/root/CyclopsAutoload")
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var global_scene = get_node("/root/CyclopsAutoload")
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display_mode = global_scene.builder.display_mode
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# print("block_data %s" % block_data)
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# print("vert points %s" % block_data.vertex_points)
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#if !block_data:
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#return
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if !mesh_vector_data:
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return
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# print("got block data")
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var vol:ConvexVolume = ConvexVolume.new()
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vol.init_from_mesh_vector_data(mesh_vector_data)
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#vol.init_from_convex_block_data(block_data)
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#print("volume %s" % vol)
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var mesh:ArrayMesh
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if Engine.is_editor_hint():
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var global_scene = get_node("/root/CyclopsAutoload")
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mesh_wire.mesh = vol.create_mesh_wire(global_scene.outline_material)
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#print ("added wireframe")
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#print("rebuilding mesh")
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if display_mode == DisplayMode.Type.MATERIAL:
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mesh = vol.create_mesh(materials, default_material)
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if display_mode == DisplayMode.Type.MESH:
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mesh = vol.create_mesh(materials, default_material, true)
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#print ("added faces")
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else:
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mesh = vol.create_mesh(materials, default_material)
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mesh_instance.mesh = mesh
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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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#if !Engine.is_editor_hint():
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##Disabling this in the editor for now since this is causing slowdown
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#var occluder_object:ArrayOccluder3D = ArrayOccluder3D.new()
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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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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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if dirty:
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build_from_block()
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if Engine.is_editor_hint():
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# var global_scene:CyclopsGlobalScene = get_node("/root/CyclopsAutoload")
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var global_scene = get_node("/root/CyclopsAutoload")
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if display_mode != global_scene.builder.display_mode:
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dirty = true
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return
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func draw_unit_labels(viewport_camera:Camera3D, local_to_world:Transform3D):
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var global_scene:CyclopsGlobalScene = get_node("/root/CyclopsAutoload")
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var font:Font = global_scene.units_font
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var font_size:float = global_scene.units_font_size
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var descent:float = font.get_descent(font_size)
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var text_offset:Vector2 = Vector2(0, -global_scene.vertex_radius - descent)
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if control_mesh:
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for e_idx in control_mesh.edges.size():
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var e:ConvexVolume.EdgeInfo = control_mesh.edges[e_idx]
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var focus:Vector3 = local_to_world * e.get_midpoint()
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if !viewport_camera.is_position_behind(focus):
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var focus_2d:Vector2 = viewport_camera.unproject_position(focus)
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var v0:ConvexVolume.VertexInfo = control_mesh.vertices[e.start_index]
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var v1:ConvexVolume.VertexInfo = control_mesh.vertices[e.end_index]
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var distance:Vector3 = v1.point - v0.point
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global_scene.draw_text("%.3f" % distance.length(), focus_2d, font, font_size)
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func append_mesh_outline(mesh:ImmediateMesh, viewport_camera:Camera3D, local_to_world:Transform3D, mat:Material):
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#var global_scene:CyclopsGlobalScene = get_node("/root/CyclopsAutoload")
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if control_mesh:
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control_mesh.append_mesh_outline(mesh, viewport_camera, local_to_world, mat)
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func append_mesh_wire(mesh:ImmediateMesh):
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var global_scene:CyclopsGlobalScene = get_node("/root/CyclopsAutoload")
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var mat:Material = global_scene.outline_material
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control_mesh.append_mesh_wire(mesh, mat)
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func intersect_ray_closest(origin:Vector3, dir:Vector3)->IntersectResults:
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if !mesh_vector_data:
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return null
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var xform:Transform3D = global_transform.affine_inverse()
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var origin_local:Vector3 = xform * origin
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var dir_local:Vector3 = xform.basis * dir
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var result:IntersectResults = control_mesh.intersect_ray_closest(origin_local, dir_local)
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if result:
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result.object = self
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return result
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func select_face(face_idx:int, select_type:Selection.Type = Selection.Type.REPLACE):
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if select_type == Selection.Type.REPLACE:
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for f in control_mesh.faces:
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f.selected = f.index == face_idx
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elif select_type == Selection.Type.ADD:
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control_mesh.faces[face_idx].selected = true
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elif select_type == Selection.Type.SUBTRACT:
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control_mesh.faces[face_idx].selected = true
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elif select_type == Selection.Type.TOGGLE:
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control_mesh.faces[face_idx].selected = !control_mesh.faces[face_idx].selected
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mesh_changed.emit()
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func export_to_cyclops_file(file_builder:CyclopsFileBuilder)->Dictionary:
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var result:Dictionary
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result["collision_type"] = Collision.Type.keys()[collision_type]
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result["collision_layer"] = collision_layer
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result["collision_mask"] = collision_mask
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var mat_res_paths:PackedStringArray
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for mat in materials:
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if mat:
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mat_res_paths.append(mat.resource_path)
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else:
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mat_res_paths.append("")
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result["materials"] = mat_res_paths
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if mesh_vector_data:
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result["mesh"] = mesh_vector_data.to_dictionary(file_builder)
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#build_mesh["mesh"] = cur_node.mesh_vector_data.to_dictionary(self)
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return result
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