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