# 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 CommandAddPrism extends CyclopsCommand @export var blocks_root_path:NodePath @export var block_name:String @export var base_polygon:PackedVector3Array @export var extrude:Vector3 #var local_transform:Transform3D @export var uv_transform:Transform2D @export var material_path:String @export var collision_type:Collision.Type = Collision.Type.STATIC @export var collision_layers:int = 1 @export var collision_mask:int = 1 #Private var block_path:NodePath func _init(): command_name = "Add prism" func do_it(): var block:CyclopsBlock = preload("res://addons/cyclops_level_builder/nodes/cyclops_block.gd").new() var blocks_root:Node = builder.get_node(blocks_root_path) blocks_root.add_child(block) block.owner = builder.get_editor_interface().get_edited_scene_root() block.name = block_name #block.transform = local_transform block.collision_type = collision_type block.collision_layer = collision_layers block.collision_mask = collision_mask var material_id:int = -1 if ResourceLoader.exists(material_path): var mat = load(material_path) if mat is Material: material_id = 0 block.materials.append(mat) var set_pivot_xform:Transform3D = Transform3D(Basis.IDENTITY, -base_polygon[0]) var mesh:ConvexVolume = ConvexVolume.new() mesh.init_prism(base_polygon, extrude, uv_transform, material_id) mesh.transform(set_pivot_xform) block.mesh_vector_data = mesh.to_mesh_vector_data() block_path = block.get_path() block.global_transform = set_pivot_xform.affine_inverse() # print("AddBlockCommand do_it() %s %s" % [block_inst_id, bounds]) func undo_it(): var block:CyclopsBlock = builder.get_node(block_path) block.queue_free() # print("AddBlockCommand undo_it()")