158 lines
4.5 KiB
GDScript
158 lines
4.5 KiB
GDScript
# MIT License
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#
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# Copyright (c) 2023 Mark McKay
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# https://github.com/blackears/cyclopsLevelBuilder
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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@tool
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class_name CommandSetMaterial
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extends CyclopsCommand
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class Target extends RefCounted:
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var block_path:NodePath
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var face_indices:PackedInt32Array
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class BlockCache extends RefCounted:
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var path:NodePath
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var data:MeshVectorData
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var materials:Array[Material]
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#Public
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var setting_material:bool = true
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var material_path:String
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var setting_color:bool = false
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var color:Color = Color.WHITE
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var setting_visibility:bool = false
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var visibility:bool = true
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var painting_uv:bool = false
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var uv_matrix:Transform2D = Transform2D.IDENTITY
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#Private
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var target_list:Array[Target] = []
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var cache_list:Array[BlockCache] = []
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func add_target(block_path:NodePath, face_indices:PackedInt32Array):
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# print("add target %s %s" % [block_path.get_name(block_path.get_name_count() - 1), face_indices])
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var target:Target = null
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for t in target_list:
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if t.block_path == block_path:
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target = t
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break
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if !target:
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target = Target.new()
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target.block_path = block_path
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target_list.append(target)
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for f_idx in face_indices:
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if !target.face_indices.has(f_idx):
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target.face_indices.append(f_idx)
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func make_cache():
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cache_list = []
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for t in target_list:
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var cache:BlockCache = BlockCache.new()
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var block:CyclopsBlock = builder.get_node(t.block_path)
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cache.path = block.get_path()
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cache.data = block.mesh_vector_data
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cache.materials = block.materials.duplicate()
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cache_list.append(cache)
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func will_change_anything()->bool:
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return !target_list.is_empty()
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func _init():
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command_name = "Set material"
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func do_it():
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make_cache()
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for tgt in target_list:
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var block:CyclopsBlock = builder.get_node(tgt.block_path)
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var data:MeshVectorData = block.mesh_vector_data
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var vol:ConvexVolume = ConvexVolume.new()
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vol.init_from_mesh_vector_data(data)
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if setting_material:
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var target_material:Material = null
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if ResourceLoader.exists(material_path, "Material"):
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#print("loading material ", material_path)
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var mat = load(material_path)
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target_material = mat if mat is Material else null
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var mat_reindex:Dictionary
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var mat_list_reduced:Array[Material]
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for f_idx in vol.faces.size():
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var f:ConvexVolume.FaceInfo = vol.faces[f_idx]
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var mat_to_apply:Material
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if tgt.face_indices.has(f_idx):
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mat_to_apply = target_material
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else:
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mat_to_apply = null if f.material_id == -1 else block.materials[f.material_id]
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if !mat_to_apply:
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f.material_id = -1
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elif !mat_reindex.has(mat_to_apply):
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var new_idx = mat_reindex.size()
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mat_reindex[mat_to_apply] = new_idx
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mat_list_reduced.append(mat_to_apply)
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f.material_id = new_idx
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else:
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f.material_id = mat_reindex[mat_to_apply]
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block.materials = mat_list_reduced
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#Set other properties
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for f_idx in vol.faces.size():
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if tgt.face_indices.has(f_idx):
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var f:ConvexVolume.FaceInfo = vol.faces[f_idx]
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if setting_color:
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f.color = color
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for v_idx in f.vertex_indices:
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var fv:ConvexVolume.FaceVertexInfo = \
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vol.get_face_vertex(f_idx, v_idx)
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fv.color = color
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if setting_visibility:
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f.visible = visibility
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if painting_uv:
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f.uv_transform = uv_matrix
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block.mesh_vector_data = vol.to_mesh_vector_data()
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func undo_it():
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for cache in cache_list:
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var block:CyclopsBlock = builder.get_node(cache.path)
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block.materials = cache.materials.duplicate()
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block.mesh_vector_data = cache.data
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