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