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