Adds missing data
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620 changed files with 47293 additions and 151 deletions
137
addons/cyclops_level_builder/resources/convex_block_data.gd
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addons/cyclops_level_builder/resources/convex_block_data.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 Resource
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class_name ConvexBlockData
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@export var selected:bool = false
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@export var active:bool = false
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@export var collision:bool = true
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@export_flags_3d_physics var physics_layer:int
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@export_flags_3d_physics var physics_mask:int
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@export var vertex_points:PackedVector3Array #Per vertex
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@export var vertex_selected:PackedByteArray #Per vertex
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@export var edge_selected:PackedByteArray
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@export var face_material_indices:PackedInt32Array #Material index for each face
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@export var face_uv_transform:Array[Transform2D]
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@export var face_visible:PackedByteArray
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@export var face_color:PackedColorArray
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@export var face_selected:PackedByteArray #Per face
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@export var face_vertex_face_index:PackedInt32Array #Face index of this face-vertex
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@export var face_vertex_vertex_index:PackedInt32Array #Vertex index of this face-vertex
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@export var face_vertex_normal:PackedVector3Array #Per face-vertex
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@export var face_vertex_color:PackedColorArray #Per face-vertex
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@export var edge_vertex_indices:PackedInt32Array
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@export var edge_face_indices:PackedInt32Array
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@export var face_vertex_count:PackedInt32Array #Number of verts in each face
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@export var face_vertex_indices:PackedInt32Array #Vertex indices encountered as you iterate over mesh one face at a time and each vertex per face
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@export var active_vertex:int
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@export var active_edge:int
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@export var active_face:int
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@export var active_face_vertex:int
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#Validate arrays to make sure they're the right size
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#@deprecated
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func validate_arrays():
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#print("deprecated validate_arrays")
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var num_faces:int = face_vertex_count.size()
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if face_visible.size() < num_faces:
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var arr:PackedByteArray
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arr.resize(num_faces - face_visible.size())
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arr.fill(true)
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face_visible.append_array(arr)
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if face_color.size() < num_faces:
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var arr:PackedColorArray
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arr.resize(num_faces - face_color.size())
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arr.fill(Color.WHITE)
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face_color.append_array(arr)
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func init_from_mesh_vector_data(mvd:MeshVectorData):
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active_vertex = mvd.active_vertex
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active_edge = mvd.active_edge
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active_face = mvd.active_face
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active_face_vertex = mvd.active_face_vertex
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#selected = mvd.selected
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#active = mvd.active
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#collision = mvd.collision
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#physics_layer = mvd.physics_layer
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#physics_mask = mvd.physics_mask
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var v_pos:DataVectorFloat = mvd.get_vertex_data(MeshVectorData.V_POSITION)
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vertex_points = v_pos.to_vec3_array()
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var v_sel:DataVectorByte = mvd.get_vertex_data(MeshVectorData.V_SELECTED)
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vertex_selected = v_sel.data
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var e_sel:DataVectorByte = mvd.get_edge_data(MeshVectorData.E_SELECTED)
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edge_selected = e_sel.data
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var f_mat:DataVectorInt = mvd.get_face_data(MeshVectorData.F_MATERIAL_INDEX)
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face_material_indices = f_mat.data
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# print("+build convex_block_data")
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var f_uv_xform:DataVectorFloat = mvd.get_face_data(MeshVectorData.F_UV_XFORM)
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face_uv_transform = f_uv_xform.to_transform2d_array()
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# print("-build convex_block_data")
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var f_vis:DataVectorByte = mvd.get_face_data(MeshVectorData.F_VISIBLE)
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face_visible = f_vis.data
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var f_col:DataVectorFloat = mvd.get_face_data(MeshVectorData.F_COLOR)
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face_color = f_col.to_color_array()
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var f_sel:DataVectorByte = mvd.get_face_data(MeshVectorData.F_SELECTED)
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face_selected = f_sel.data
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var fv_fidx:DataVectorInt = mvd.get_face_vertex_data(MeshVectorData.FV_FACE_INDEX)
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face_vertex_face_index = fv_fidx.data
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var fv_vidx:DataVectorInt = mvd.get_face_vertex_data(MeshVectorData.FV_VERTEX_INDEX)
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face_vertex_vertex_index = fv_vidx.data
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var fv_norm:DataVectorFloat = mvd.get_face_vertex_data(MeshVectorData.FV_NORMAL)
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face_vertex_normal = fv_norm.to_vec3_array()
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var fv_col:DataVectorFloat = mvd.get_face_vertex_data(MeshVectorData.FV_COLOR)
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face_vertex_color = fv_col.to_color_array()
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edge_vertex_indices = mvd.edge_vertex_indices
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edge_face_indices = mvd.edge_face_indices
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face_vertex_count = mvd.face_vertex_count
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face_vertex_indices = mvd.face_vertex_indices
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