/* Copyright (c) 2020 Péter Magyar 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. */ #include "prop_tool_mesh.h" /* tool extends MeshInstance class_name PropToolMesh export(MeshDataResource) var mesh_data : MeshDataResource setget set_prop_mesh export(Texture) var texture : Texture setget set_texture export(bool) var snap_to_mesh : bool = false export(Vector3) var snap_axis : Vector3 = Vector3(0, -1, 0) export(bool) var generate : bool setget set_generate var _prop_mesh : PropDataMesh var _material : SpatialMaterial func get_data() -> PropDataMesh: if not visible or mesh_data == null: return null if _prop_mesh == null: _prop_mesh = PropDataMesh.new() _prop_mesh.mesh = mesh_data _prop_mesh.texture = texture _prop_mesh.snap_to_mesh = snap_to_mesh _prop_mesh.snap_axis = snap_axis return _prop_mesh func set_data(data : PropDataMesh) -> void: _prop_mesh = data set_texture(_prop_mesh.texture) set_prop_mesh(_prop_mesh.mesh) snap_to_mesh = _prop_mesh.snap_to_mesh snap_axis = _prop_mesh.snap_axis func set_prop_mesh(md : MeshDataResource) -> void: mesh_data = md set_generate(true) func set_texture(tex : Texture) -> void: texture = tex func set_generate(val : bool) -> void: if val: if !mesh_data: mesh = null return var m : ArrayMesh = ArrayMesh.new() var arr = [] arr.resize(ArrayMesh.ARRAY_MAX) var v : PoolVector3Array = PoolVector3Array() v.append_array(mesh_data.array[Mesh.ARRAY_VERTEX]) arr[Mesh.ARRAY_VERTEX] = v var norm : PoolVector3Array = PoolVector3Array() norm.append_array(mesh_data.array[Mesh.ARRAY_NORMAL]) arr[Mesh.ARRAY_NORMAL] = norm var uv : PoolVector2Array = PoolVector2Array() uv.append_array(mesh_data.array[Mesh.ARRAY_TEX_UV]) arr[Mesh.ARRAY_TEX_UV] = uv var ind : PoolIntArray = PoolIntArray() ind.append_array(mesh_data.array[Mesh.ARRAY_INDEX]) arr[Mesh.ARRAY_INDEX] = ind m.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr) mesh = m if texture != null: if _material == null: _material = SpatialMaterial.new() _material.albedo_texture = texture material_override = _material */