# 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