Handle Depth In Mesh Generation

This commit is contained in:
2025-11-27 18:39:24 -05:00
parent 1c8e3d7314
commit 32c5e8fa9b
3 changed files with 149 additions and 149 deletions

View File

@@ -1,146 +1,146 @@
@tool
@icon("res://addons/func_godot/icons/icon_slipgate3d.svg")
class_name FuncGodotMap extends Node3D
## Scene generator node that parses a [QuakeMapFile] according to its [FuncGodotMapSettings].
##
## A scene generator node that parses a [QuakeMapFile]. It uses a [FuncGodotMapSettings]
## and the [FuncGodotFGDFile] contained within in order to determine what is built and how it is built.[br][br]
## If your map is not building correctly, double check your [member map_settings] to make sure you're using
## the correct [FuncGodotMapSettings].
const _SIGNATURE: String = "[MAP]"
## Bitflag settings that control various aspects of the build process.
enum BuildFlags {
UNWRAP_UV2 = 1 << 0, ## Unwrap UV2s during geometry generation for lightmap baking.
SHOW_PROFILE_INFO = 1 << 1, ## Print build step information during build process.
DISABLE_SMOOTHING = 1 << 2 ## Force disable processing of vertex normal smooth shading.
}
## Emitted when the build process fails.
signal build_failed
## Emitted when the build process succesfully completes.
signal build_complete
@export_tool_button("Build Map","CollisionShape3D") var _build_func: Callable = build
@export_tool_button("Clear Map","Skeleton3D") var _clear_func: Callable = clear_children
@export_category("Map")
## Local path to MAP or VMF file to build a scene from.
@export_file("*.map","*.vmf") var local_map_file: String = ""
## Global path to MAP or VMF file to build a scene from. Overrides [member FuncGodotMap.local_map_file].
@export_global_file("*.map","*.vmf") var global_map_file: String = ""
# Map path used by code. Do it this way to support both global and local paths.
var _map_file_internal: String = ""
## Map settings resource that defines map build scale, textures location, entity definitions, and more.
@export var map_settings: FuncGodotMapSettings = load(ProjectSettings.get_setting("func_godot/default_map_settings", "res://addons/func_godot/func_godot_default_map_settings.tres"))
@export_category("Build")
## [enum BuildFlags] that can affect certain aspects of the build process.
@export_flags("Unwrap UV2:1", "Show Profiling Info:2", "Disable Smooth Shading:4") var build_flags: int = 0
## Map build failure handler. Displays error message and emits [signal build_failed] signal.
func fail_build(reason: String, notify: bool = false) -> void:
push_error(_SIGNATURE, " ", reason)
if notify:
build_failed.emit()
## Frees all children of the map node.[br]
## [b][color=yellow]Warning:[/color][/b] This does not distinguish between nodes generated in the FuncGodot build process and other user created nodes.
func clear_children() -> void:
for child in get_children():
remove_child(child)
child.queue_free()
## Checks if a [QuakeMapFile] for the build process is provided and can be found.
func verify() -> Error:
# Prioritize global map file path for building at runtime
_map_file_internal = global_map_file if global_map_file != "" else local_map_file
if _map_file_internal.is_empty():
fail_build("Cannot build empty map file.")
return ERR_INVALID_PARAMETER
# Retrieve real path if needed
if _map_file_internal.begins_with("uid://"):
var uid := ResourceUID.text_to_id(_map_file_internal)
if not ResourceUID.has_id(uid):
fail_build("Error: failed to retrieve path for UID (%s)" % _map_file_internal)
return ERR_DOES_NOT_EXIST
_map_file_internal = ResourceUID.get_id_path(uid)
if not FileAccess.file_exists(_map_file_internal):
if not FileAccess.file_exists(_map_file_internal + ".import"):
fail_build("Map file %s does not exist." % _map_file_internal)
return ERR_DOES_NOT_EXIST
return OK
## Builds the [member global_map_file]. If not set, builds the [member local_map_file].
## First cleans the map node of any children, then creates a [FuncGodotParser], [FuncGodotGeometryGenerator]
## and [FuncGodotEntityAssembler] to parse and generate the map.
func build() -> void:
var time_elapsed: float = Time.get_ticks_msec()
if build_flags & BuildFlags.SHOW_PROFILE_INFO:
FuncGodotUtil.print_profile_info("Building...", _SIGNATURE)
clear_children()
var verify_err: Error = verify()
if verify_err != OK:
fail_build("Verification failed: %s. Aborting map build" % error_string(verify_err), true)
return
if not map_settings:
push_warning("Map assembler does not have a map settings provided and will use default map settings.")
load(ProjectSettings.get_setting("func_godot/default_map_settings", "res://addons/func_godot/func_godot_default_map_settings.tres"))
# Parse and collect map data
var parser := FuncGodotParser.new()
if build_flags & BuildFlags.SHOW_PROFILE_INFO:
print("\nPARSER")
parser.declare_step.connect(FuncGodotUtil.print_profile_info.bind(parser._SIGNATURE))
var parse_data: FuncGodotData.ParseData = parser.parse_map_data(_map_file_internal, map_settings)
if parse_data.entities.is_empty():
return # Already printed failure message in parser, just return here
var entities: Array[FuncGodotData.EntityData] = parse_data.entities
var groups: Array[FuncGodotData.GroupData] = parse_data.groups
# Free up some memory now that we have the data
parser = null
# Retrieve geometry
var generator := FuncGodotGeometryGenerator.new(map_settings)
if build_flags & BuildFlags.SHOW_PROFILE_INFO:
print("\nGEOMETRY GENERATOR")
generator.declare_step.connect(FuncGodotUtil.print_profile_info.bind(generator._SIGNATURE))
# Generate surface and shape data
var generate_error := generator.build(build_flags, entities)
if generate_error != OK:
fail_build("Geometry generation failed: %s" % error_string(generate_error))
return
# Assemble entities and groups
var assembler := FuncGodotEntityAssembler.new(map_settings)
if build_flags & BuildFlags.SHOW_PROFILE_INFO:
print("\nENTITY ASSEMBLER")
assembler.declare_step.connect(FuncGodotUtil.print_profile_info.bind(assembler._SIGNATURE))
assembler.build(self, entities, groups)
time_elapsed = Time.get_ticks_msec() - time_elapsed
if build_flags & BuildFlags.SHOW_PROFILE_INFO:
print("\nCompleted in %s seconds" % (time_elapsed / 1000.0))
if build_flags & BuildFlags.SHOW_PROFILE_INFO:
print("")
FuncGodotUtil.print_profile_info("Build complete", _SIGNATURE)
build_complete.emit()
@tool
@icon("res://addons/func_godot/icons/icon_slipgate3d.svg")
class_name FuncGodotMap extends Node3D
## Scene generator node that parses a [QuakeMapFile] according to its [FuncGodotMapSettings].
##
## A scene generator node that parses a [QuakeMapFile]. It uses a [FuncGodotMapSettings]
## and the [FuncGodotFGDFile] contained within in order to determine what is built and how it is built.[br][br]
## If your map is not building correctly, double check your [member map_settings] to make sure you're using
## the correct [FuncGodotMapSettings].
const _SIGNATURE: String = "[MAP]"
## Bitflag settings that control various aspects of the build process.
enum BuildFlags {
UNWRAP_UV2 = 1 << 0, ## Unwrap UV2s during geometry generation for lightmap baking.
SHOW_PROFILE_INFO = 1 << 1, ## Print build step information during build process.
DISABLE_SMOOTHING = 1 << 2 ## Force disable processing of vertex normal smooth shading.
}
## Emitted when the build process fails.
signal build_failed
## Emitted when the build process succesfully completes.
signal build_complete
@export_tool_button("Build Map","CollisionShape3D") var _build_func: Callable = build
@export_tool_button("Clear Map","Skeleton3D") var _clear_func: Callable = clear_children
@export_category("Map")
## Local path to MAP or VMF file to build a scene from.
@export_file("*.map","*.vmf") var local_map_file: String = ""
## Global path to MAP or VMF file to build a scene from. Overrides [member FuncGodotMap.local_map_file].
@export_global_file("*.map","*.vmf") var global_map_file: String = ""
# Map path used by code. Do it this way to support both global and local paths.
var _map_file_internal: String = ""
## Map settings resource that defines map build scale, textures location, entity definitions, and more.
@export var map_settings: FuncGodotMapSettings = load(ProjectSettings.get_setting("func_godot/default_map_settings", "res://addons/func_godot/func_godot_default_map_settings.tres"))
@export_category("Build")
## [enum BuildFlags] that can affect certain aspects of the build process.
@export_flags("Unwrap UV2:1", "Show Profiling Info:2", "Disable Smooth Shading:4") var build_flags: int = 0
## Map build failure handler. Displays error message and emits [signal build_failed] signal.
func fail_build(reason: String, notify: bool = false) -> void:
push_error(_SIGNATURE, " ", reason)
if notify:
build_failed.emit()
## Frees all children of the map node.[br]
## [b][color=yellow]Warning:[/color][/b] This does not distinguish between nodes generated in the FuncGodot build process and other user created nodes.
func clear_children() -> void:
for child in get_children():
remove_child(child)
child.queue_free()
## Checks if a [QuakeMapFile] for the build process is provided and can be found.
func verify() -> Error:
# Prioritize global map file path for building at runtime
_map_file_internal = global_map_file if global_map_file != "" else local_map_file
if _map_file_internal.is_empty():
fail_build("Cannot build empty map file.")
return ERR_INVALID_PARAMETER
# Retrieve real path if needed
if _map_file_internal.begins_with("uid://"):
var uid := ResourceUID.text_to_id(_map_file_internal)
if not ResourceUID.has_id(uid):
fail_build("Error: failed to retrieve path for UID (%s)" % _map_file_internal)
return ERR_DOES_NOT_EXIST
_map_file_internal = ResourceUID.get_id_path(uid)
if not FileAccess.file_exists(_map_file_internal):
if not FileAccess.file_exists(_map_file_internal + ".import"):
fail_build("Map file %s does not exist." % _map_file_internal)
return ERR_DOES_NOT_EXIST
return OK
## Builds the [member global_map_file]. If not set, builds the [member local_map_file].
## First cleans the map node of any children, then creates a [FuncGodotParser], [FuncGodotGeometryGenerator]
## and [FuncGodotEntityAssembler] to parse and generate the map.
func build() -> void:
var time_elapsed: float = Time.get_ticks_msec()
if build_flags & BuildFlags.SHOW_PROFILE_INFO:
FuncGodotUtil.print_profile_info("Building...", _SIGNATURE)
clear_children()
var verify_err: Error = verify()
if verify_err != OK:
fail_build("Verification failed: %s. Aborting map build" % error_string(verify_err), true)
return
if not map_settings:
push_warning("Map assembler does not have a map settings provided and will use default map settings.")
load(ProjectSettings.get_setting("func_godot/default_map_settings", "res://addons/func_godot/func_godot_default_map_settings.tres"))
# Parse and collect map data
var parser := FuncGodotParser.new()
if build_flags & BuildFlags.SHOW_PROFILE_INFO:
print("\nPARSER")
parser.declare_step.connect(FuncGodotUtil.print_profile_info.bind(parser._SIGNATURE))
var parse_data: FuncGodotData.ParseData = parser.parse_map_data(_map_file_internal, map_settings)
if parse_data.entities.is_empty():
return # Already printed failure message in parser, just return here
var entities: Array[FuncGodotData.EntityData] = parse_data.entities
var groups: Array[FuncGodotData.GroupData] = parse_data.groups
# Free up some memory now that we have the data
parser = null
# Retrieve geometry
var generator := FuncGodotGeometryGenerator.new(map_settings)
if build_flags & BuildFlags.SHOW_PROFILE_INFO:
print("\nGEOMETRY GENERATOR")
generator.declare_step.connect(FuncGodotUtil.print_profile_info.bind(generator._SIGNATURE))
# Generate surface and shape data
var generate_error := generator.build(build_flags, entities)
if generate_error != OK:
fail_build("Geometry generation failed: %s" % error_string(generate_error))
return
# Assemble entities and groups
var assembler := FuncGodotEntityAssembler.new(map_settings)
if build_flags & BuildFlags.SHOW_PROFILE_INFO:
print("\nENTITY ASSEMBLER")
assembler.declare_step.connect(FuncGodotUtil.print_profile_info.bind(assembler._SIGNATURE))
assembler.build(self, entities, groups)
time_elapsed = Time.get_ticks_msec() - time_elapsed
if build_flags & BuildFlags.SHOW_PROFILE_INFO:
print("\nCompleted in %s seconds" % (time_elapsed / 1000.0))
if build_flags & BuildFlags.SHOW_PROFILE_INFO:
print("")
FuncGodotUtil.print_profile_info("Build complete", _SIGNATURE)
build_complete.emit()

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@@ -64,7 +64,7 @@ func _func_godot_apply_properties(entity_properties: Dictionary) -> void:
depth_min = d
depth = -(abs(depth_min) + abs(depth_max))
depth_position_offset = -(Vector3.BACK * (depth/2))
depth_position_offset = Vector3.BACK * (depth/2)
elif extrusion_direction == ExtrudeDirection.RIGHT:
for vert in verticies:
verts_2d.append(Vector2(vert.z, vert.y))
@@ -90,7 +90,7 @@ func _func_godot_apply_properties(entity_properties: Dictionary) -> void:
depth_min = d
depth = -(abs(depth_min) + abs(depth_max))
depth_position_offset = (Vector3.UP * (depth/2))
depth_position_offset = Vector3.UP * (depth/2)
var outer_boudary = Geometry2D.convex_hull(verts_2d)
verts2d = outer_boudary

View File

@@ -31,7 +31,7 @@ func _init(vector_indexes: PackedInt32Array, vector_points: PackedVector2Array,
elif extrude_direction == DestructableWall.ExtrudeDirection.RIGHT:
for point in vector_points:
self._v_points.append(Vector3(0, point.y, point.x))
depth_vector = -Vector3.RIGHT * depth
depth_vector = Vector3.LEFT * depth
elif extrude_direction == DestructableWall.ExtrudeDirection.UP:
for point in vector_points:
self._v_points.append(Vector3(point.x, 0, point.y))