# 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 Node3D class_name CyclopsBlock signal mesh_changed var mesh_instance:MeshInstance3D var mesh_wire:MeshInstance3D var collision_body:PhysicsBody3D var collision_shape:CollisionShape3D var active:bool var dirty:bool = true var control_mesh:ConvexVolume @export var block_data:ConvexBlockData: get: return block_data set(value): if block_data != value: block_data = value control_mesh = ConvexVolume.new() control_mesh.init_from_convex_block_data(block_data) #Convert to mesh vector data var mvd:MeshVectorData = MeshVectorData.new() mvd.create_from_convex_block(block_data) mesh_vector_data = mvd #dirty = true #mesh_changed.emit() @export var mesh_vector_data:MeshVectorData: set(value): if mesh_vector_data != value: mesh_vector_data = value control_mesh = ConvexVolume.new() control_mesh.init_from_mesh_vector_data(mesh_vector_data) dirty = true mesh_changed.emit() @export var materials:Array[Material] var default_material:Material = preload("res://addons/cyclops_level_builder/materials/grid.tres") var display_mode:DisplayMode.Type = DisplayMode.Type.MATERIAL @export var collision_type:Collision.Type = Collision.Type.STATIC: get: return collision_type set(value): collision_type = value update_physics_body() @export_flags_3d_physics var collision_layer:int = 1: get: return collision_layer set(value): collision_layer = value if collision_body: collision_body.collision_layer = collision_layer @export_flags_3d_physics var collision_mask:int = 1: get: return collision_mask set(value): collision_mask = value if collision_body: collision_body.collision_mask = collision_mask # Called when the node enters the scene tree for the first time. func _ready(): mesh_instance = MeshInstance3D.new() add_child(mesh_instance) mesh_instance.gi_mode = GeometryInstance3D.GI_MODE_STATIC #print("block owner path %s" % owner.get_path()) if Engine.is_editor_hint(): mesh_wire = MeshInstance3D.new() add_child(mesh_wire) collision_shape = CollisionShape3D.new() #occluder = OccluderInstance3D.new() #add_child(occluder) build_from_block() update_physics_body() func update_physics_body(): if collision_body: collision_body.remove_child(collision_shape) collision_body.queue_free() collision_body = null match collision_type: Collision.Type.STATIC: collision_body = StaticBody3D.new() Collision.Type.KINEMATIC: collision_body = CharacterBody3D.new() Collision.Type.RIGID: collision_body = RigidBody3D.new() if collision_body: collision_body.collision_layer = collision_layer collision_body.collision_mask = collision_mask add_child(collision_body) collision_body.add_child(collision_shape) func build_from_block(): #print("build_from_block") dirty = false mesh_instance.mesh = null collision_shape.shape = null if Engine.is_editor_hint(): # var global_scene:CyclopsGlobalScene = get_node("/root/CyclopsAutoload") var global_scene = get_node("/root/CyclopsAutoload") display_mode = global_scene.builder.display_mode # print("block_data %s" % block_data) # print("vert points %s" % block_data.vertex_points) #if !block_data: #return if !mesh_vector_data: return # print("got block data") var vol:ConvexVolume = ConvexVolume.new() vol.init_from_mesh_vector_data(mesh_vector_data) #vol.init_from_convex_block_data(block_data) #print("volume %s" % vol) var mesh:ArrayMesh if Engine.is_editor_hint(): var global_scene = get_node("/root/CyclopsAutoload") mesh_wire.mesh = vol.create_mesh_wire(global_scene.outline_material) #print ("added wireframe") #print("rebuilding mesh") if display_mode == DisplayMode.Type.MATERIAL: mesh = vol.create_mesh(materials, default_material) if display_mode == DisplayMode.Type.MESH: mesh = vol.create_mesh(materials, default_material, true) #print ("added faces") else: mesh = vol.create_mesh(materials, default_material) mesh_instance.mesh = mesh var shape:ConvexPolygonShape3D = ConvexPolygonShape3D.new() shape.points = vol.get_points() collision_shape.shape = shape #if !Engine.is_editor_hint(): ##Disabling this in the editor for now since this is causing slowdown #var occluder_object:ArrayOccluder3D = ArrayOccluder3D.new() #occluder_object.vertices = vol.get_points() #occluder_object.indices = vol.get_trimesh_indices() #occluder.occluder = occluder_object # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): if dirty: build_from_block() if Engine.is_editor_hint(): # var global_scene:CyclopsGlobalScene = get_node("/root/CyclopsAutoload") var global_scene = get_node("/root/CyclopsAutoload") if display_mode != global_scene.builder.display_mode: dirty = true return func draw_unit_labels(viewport_camera:Camera3D, local_to_world:Transform3D): var global_scene:CyclopsGlobalScene = get_node("/root/CyclopsAutoload") var font:Font = global_scene.units_font var font_size:float = global_scene.units_font_size var descent:float = font.get_descent(font_size) var text_offset:Vector2 = Vector2(0, -global_scene.vertex_radius - descent) if control_mesh: for e_idx in control_mesh.edges.size(): var e:ConvexVolume.EdgeInfo = control_mesh.edges[e_idx] var focus:Vector3 = local_to_world * e.get_midpoint() if !viewport_camera.is_position_behind(focus): var focus_2d:Vector2 = viewport_camera.unproject_position(focus) var v0:ConvexVolume.VertexInfo = control_mesh.vertices[e.start_index] var v1:ConvexVolume.VertexInfo = control_mesh.vertices[e.end_index] var distance:Vector3 = v1.point - v0.point global_scene.draw_text("%.3f" % distance.length(), focus_2d, font, font_size) func append_mesh_outline(mesh:ImmediateMesh, viewport_camera:Camera3D, local_to_world:Transform3D, mat:Material): #var global_scene:CyclopsGlobalScene = get_node("/root/CyclopsAutoload") if control_mesh: control_mesh.append_mesh_outline(mesh, viewport_camera, local_to_world, mat) func append_mesh_wire(mesh:ImmediateMesh): var global_scene:CyclopsGlobalScene = get_node("/root/CyclopsAutoload") var mat:Material = global_scene.outline_material control_mesh.append_mesh_wire(mesh, mat) func intersect_ray_closest(origin:Vector3, dir:Vector3)->IntersectResults: if !mesh_vector_data: return null var xform:Transform3D = global_transform.affine_inverse() var origin_local:Vector3 = xform * origin var dir_local:Vector3 = xform.basis * dir var result:IntersectResults = control_mesh.intersect_ray_closest(origin_local, dir_local) if result: result.object = self return result func select_face(face_idx:int, select_type:Selection.Type = Selection.Type.REPLACE): if select_type == Selection.Type.REPLACE: for f in control_mesh.faces: f.selected = f.index == face_idx elif select_type == Selection.Type.ADD: control_mesh.faces[face_idx].selected = true elif select_type == Selection.Type.SUBTRACT: control_mesh.faces[face_idx].selected = true elif select_type == Selection.Type.TOGGLE: control_mesh.faces[face_idx].selected = !control_mesh.faces[face_idx].selected mesh_changed.emit() func export_to_cyclops_file(file_builder:CyclopsFileBuilder)->Dictionary: var result:Dictionary result["collision_type"] = Collision.Type.keys()[collision_type] result["collision_layer"] = collision_layer result["collision_mask"] = collision_mask var mat_res_paths:PackedStringArray for mat in materials: if mat: mat_res_paths.append(mat.resource_path) else: mat_res_paths.append("") result["materials"] = mat_res_paths if mesh_vector_data: result["mesh"] = mesh_vector_data.to_dictionary(file_builder) #build_mesh["mesh"] = cur_node.mesh_vector_data.to_dictionary(self) return result