# 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 extends DataVector class_name DataVectorFloat @export var data:PackedFloat32Array func _init(name:StringName = "", data:PackedFloat32Array = [], data_type:DataType = DataType.FLOAT): self.name = name self.data = data self.data_type = data_type self.stride = data_type_num_components(data_type) func get_data_format_type()->DataFormatType: return DataFormatType.FLOAT32 func size()->int: return data.size() func resize(size:int): data.resize(size * stride) func get_value(index:int)->float: return data[index] func to_vec2_array()->PackedVector2Array: var result:PackedVector2Array for i in num_components(): result.append(get_value_vec2(i)) return result func to_vec3_array()->PackedVector3Array: var result:PackedVector3Array for i in num_components(): result.append(get_value_vec3(i)) return result func to_vec4_array()->Array[Vector4]: var result:Array[Vector4] for i in num_components(): result.append(get_value_vec4(i)) return result func to_color_array()->PackedColorArray: var result:PackedColorArray for i in num_components(): result.append(get_value_color(i)) return result func to_transform2d_array()->Array[Transform2D]: #print("to_transform2d_array num_components() ", num_components()) var result:Array[Transform2D] for i in num_components(): result.append(get_value_transform2d(i)) return result func get_value_vec2(index:int)->Vector2: return Vector2(data[index * stride], data[index * stride + 1]) func get_value_vec3(index:int)->Vector3: return Vector3(data[index * stride], data[index * stride + 1], data[index * stride + 2]) func get_value_vec4(index:int)->Vector4: return Vector4(data[index * stride], data[index * stride + 1], data[index * stride + 2], data[index * stride + 3]) func get_value_color(index:int)->Color: return Color(data[index * stride], data[index * stride + 1], data[index * stride + 2], data[index * stride + 3]) func get_value_transform2d(index:int)->Transform2D: return Transform2D( Vector2(data[index * stride], data[index * stride + 1]), Vector2(data[index * stride + 2], data[index * stride + 3]), Vector2(data[index * stride + 4], data[index * stride + 5]) ) func get_value_transform3d(index:int)->Transform3D: return Transform3D( Vector3(data[index * stride], data[index * stride + 1], data[index * stride + 2]), Vector3(data[index * stride + 3], data[index * stride + 4], data[index * stride + 5]), Vector3(data[index * stride + 6], data[index * stride + 7], data[index * stride + 8]), Vector3(data[index * stride + 9], data[index * stride + 10], data[index * stride + 11]) ) func set_value(value:int, index:int): data[index] = value func set_value_vec2(value:Vector2, index:int): data[index * stride] = value.x data[index * stride + 1] = value.y func set_value_vec3(value:Vector3, index:int): data[index * stride] = value.x data[index * stride + 1] = value.y data[index * stride + 2] = value.z func set_value_vec4(value:Vector4, index:int): data[index * stride] = value.x data[index * stride + 1] = value.y data[index * stride + 2] = value.z data[index * stride + 3] = value.w func set_value_color(value:Color, index:int): data[index * stride] = value.r data[index * stride + 1] = value.g data[index * stride + 2] = value.b data[index * stride + 3] = value.a func get_buffer_byte_data()->PackedByteArray: return data.to_byte_array() #func to_dictionary(buffer_ar:BufferArchive)->Dictionary: #var result:Dictionary = super(buffer_ar) #var region:BufferArchive.BufferRegion = buffer_ar.store_buffer(data.to_byte_array()) # #result["data_buffer"] = region.index # #return result