Handle Depth In Mesh Generation
This commit is contained in:
@@ -1,146 +1,146 @@
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@tool
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@icon("res://addons/func_godot/icons/icon_slipgate3d.svg")
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class_name FuncGodotMap extends Node3D
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## Scene generator node that parses a [QuakeMapFile] according to its [FuncGodotMapSettings].
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##
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## A scene generator node that parses a [QuakeMapFile]. It uses a [FuncGodotMapSettings]
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## and the [FuncGodotFGDFile] contained within in order to determine what is built and how it is built.[br][br]
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## If your map is not building correctly, double check your [member map_settings] to make sure you're using
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## the correct [FuncGodotMapSettings].
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const _SIGNATURE: String = "[MAP]"
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## Bitflag settings that control various aspects of the build process.
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enum BuildFlags {
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UNWRAP_UV2 = 1 << 0, ## Unwrap UV2s during geometry generation for lightmap baking.
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SHOW_PROFILE_INFO = 1 << 1, ## Print build step information during build process.
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DISABLE_SMOOTHING = 1 << 2 ## Force disable processing of vertex normal smooth shading.
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}
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## Emitted when the build process fails.
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signal build_failed
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## Emitted when the build process succesfully completes.
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signal build_complete
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@export_tool_button("Build Map","CollisionShape3D") var _build_func: Callable = build
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@export_tool_button("Clear Map","Skeleton3D") var _clear_func: Callable = clear_children
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@export_category("Map")
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## Local path to MAP or VMF file to build a scene from.
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@export_file("*.map","*.vmf") var local_map_file: String = ""
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## Global path to MAP or VMF file to build a scene from. Overrides [member FuncGodotMap.local_map_file].
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@export_global_file("*.map","*.vmf") var global_map_file: String = ""
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# Map path used by code. Do it this way to support both global and local paths.
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var _map_file_internal: String = ""
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## Map settings resource that defines map build scale, textures location, entity definitions, and more.
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@export var map_settings: FuncGodotMapSettings = load(ProjectSettings.get_setting("func_godot/default_map_settings", "res://addons/func_godot/func_godot_default_map_settings.tres"))
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@export_category("Build")
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## [enum BuildFlags] that can affect certain aspects of the build process.
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@export_flags("Unwrap UV2:1", "Show Profiling Info:2", "Disable Smooth Shading:4") var build_flags: int = 0
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## Map build failure handler. Displays error message and emits [signal build_failed] signal.
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func fail_build(reason: String, notify: bool = false) -> void:
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push_error(_SIGNATURE, " ", reason)
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if notify:
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build_failed.emit()
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## Frees all children of the map node.[br]
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## [b][color=yellow]Warning:[/color][/b] This does not distinguish between nodes generated in the FuncGodot build process and other user created nodes.
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func clear_children() -> void:
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for child in get_children():
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remove_child(child)
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child.queue_free()
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## Checks if a [QuakeMapFile] for the build process is provided and can be found.
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func verify() -> Error:
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# Prioritize global map file path for building at runtime
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_map_file_internal = global_map_file if global_map_file != "" else local_map_file
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if _map_file_internal.is_empty():
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fail_build("Cannot build empty map file.")
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return ERR_INVALID_PARAMETER
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# Retrieve real path if needed
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if _map_file_internal.begins_with("uid://"):
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var uid := ResourceUID.text_to_id(_map_file_internal)
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if not ResourceUID.has_id(uid):
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fail_build("Error: failed to retrieve path for UID (%s)" % _map_file_internal)
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return ERR_DOES_NOT_EXIST
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_map_file_internal = ResourceUID.get_id_path(uid)
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if not FileAccess.file_exists(_map_file_internal):
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if not FileAccess.file_exists(_map_file_internal + ".import"):
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fail_build("Map file %s does not exist." % _map_file_internal)
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return ERR_DOES_NOT_EXIST
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return OK
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## Builds the [member global_map_file]. If not set, builds the [member local_map_file].
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## First cleans the map node of any children, then creates a [FuncGodotParser], [FuncGodotGeometryGenerator]
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## and [FuncGodotEntityAssembler] to parse and generate the map.
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func build() -> void:
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var time_elapsed: float = Time.get_ticks_msec()
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if build_flags & BuildFlags.SHOW_PROFILE_INFO:
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FuncGodotUtil.print_profile_info("Building...", _SIGNATURE)
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clear_children()
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var verify_err: Error = verify()
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if verify_err != OK:
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fail_build("Verification failed: %s. Aborting map build" % error_string(verify_err), true)
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return
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if not map_settings:
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push_warning("Map assembler does not have a map settings provided and will use default map settings.")
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load(ProjectSettings.get_setting("func_godot/default_map_settings", "res://addons/func_godot/func_godot_default_map_settings.tres"))
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# Parse and collect map data
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var parser := FuncGodotParser.new()
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if build_flags & BuildFlags.SHOW_PROFILE_INFO:
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print("\nPARSER")
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parser.declare_step.connect(FuncGodotUtil.print_profile_info.bind(parser._SIGNATURE))
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var parse_data: FuncGodotData.ParseData = parser.parse_map_data(_map_file_internal, map_settings)
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if parse_data.entities.is_empty():
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return # Already printed failure message in parser, just return here
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var entities: Array[FuncGodotData.EntityData] = parse_data.entities
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var groups: Array[FuncGodotData.GroupData] = parse_data.groups
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# Free up some memory now that we have the data
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parser = null
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# Retrieve geometry
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var generator := FuncGodotGeometryGenerator.new(map_settings)
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if build_flags & BuildFlags.SHOW_PROFILE_INFO:
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print("\nGEOMETRY GENERATOR")
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generator.declare_step.connect(FuncGodotUtil.print_profile_info.bind(generator._SIGNATURE))
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# Generate surface and shape data
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var generate_error := generator.build(build_flags, entities)
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if generate_error != OK:
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fail_build("Geometry generation failed: %s" % error_string(generate_error))
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return
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# Assemble entities and groups
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var assembler := FuncGodotEntityAssembler.new(map_settings)
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if build_flags & BuildFlags.SHOW_PROFILE_INFO:
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print("\nENTITY ASSEMBLER")
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assembler.declare_step.connect(FuncGodotUtil.print_profile_info.bind(assembler._SIGNATURE))
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assembler.build(self, entities, groups)
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time_elapsed = Time.get_ticks_msec() - time_elapsed
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if build_flags & BuildFlags.SHOW_PROFILE_INFO:
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print("\nCompleted in %s seconds" % (time_elapsed / 1000.0))
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if build_flags & BuildFlags.SHOW_PROFILE_INFO:
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print("")
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FuncGodotUtil.print_profile_info("Build complete", _SIGNATURE)
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build_complete.emit()
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@tool
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@icon("res://addons/func_godot/icons/icon_slipgate3d.svg")
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class_name FuncGodotMap extends Node3D
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## Scene generator node that parses a [QuakeMapFile] according to its [FuncGodotMapSettings].
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##
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## A scene generator node that parses a [QuakeMapFile]. It uses a [FuncGodotMapSettings]
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## and the [FuncGodotFGDFile] contained within in order to determine what is built and how it is built.[br][br]
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## If your map is not building correctly, double check your [member map_settings] to make sure you're using
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## the correct [FuncGodotMapSettings].
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const _SIGNATURE: String = "[MAP]"
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## Bitflag settings that control various aspects of the build process.
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enum BuildFlags {
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UNWRAP_UV2 = 1 << 0, ## Unwrap UV2s during geometry generation for lightmap baking.
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SHOW_PROFILE_INFO = 1 << 1, ## Print build step information during build process.
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DISABLE_SMOOTHING = 1 << 2 ## Force disable processing of vertex normal smooth shading.
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}
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## Emitted when the build process fails.
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signal build_failed
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## Emitted when the build process succesfully completes.
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signal build_complete
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@export_tool_button("Build Map","CollisionShape3D") var _build_func: Callable = build
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@export_tool_button("Clear Map","Skeleton3D") var _clear_func: Callable = clear_children
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@export_category("Map")
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## Local path to MAP or VMF file to build a scene from.
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@export_file("*.map","*.vmf") var local_map_file: String = ""
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## Global path to MAP or VMF file to build a scene from. Overrides [member FuncGodotMap.local_map_file].
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@export_global_file("*.map","*.vmf") var global_map_file: String = ""
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# Map path used by code. Do it this way to support both global and local paths.
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var _map_file_internal: String = ""
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## Map settings resource that defines map build scale, textures location, entity definitions, and more.
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@export var map_settings: FuncGodotMapSettings = load(ProjectSettings.get_setting("func_godot/default_map_settings", "res://addons/func_godot/func_godot_default_map_settings.tres"))
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@export_category("Build")
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## [enum BuildFlags] that can affect certain aspects of the build process.
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@export_flags("Unwrap UV2:1", "Show Profiling Info:2", "Disable Smooth Shading:4") var build_flags: int = 0
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## Map build failure handler. Displays error message and emits [signal build_failed] signal.
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func fail_build(reason: String, notify: bool = false) -> void:
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push_error(_SIGNATURE, " ", reason)
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if notify:
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build_failed.emit()
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## Frees all children of the map node.[br]
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## [b][color=yellow]Warning:[/color][/b] This does not distinguish between nodes generated in the FuncGodot build process and other user created nodes.
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func clear_children() -> void:
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for child in get_children():
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remove_child(child)
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child.queue_free()
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## Checks if a [QuakeMapFile] for the build process is provided and can be found.
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func verify() -> Error:
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# Prioritize global map file path for building at runtime
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_map_file_internal = global_map_file if global_map_file != "" else local_map_file
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if _map_file_internal.is_empty():
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fail_build("Cannot build empty map file.")
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return ERR_INVALID_PARAMETER
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# Retrieve real path if needed
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if _map_file_internal.begins_with("uid://"):
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var uid := ResourceUID.text_to_id(_map_file_internal)
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if not ResourceUID.has_id(uid):
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fail_build("Error: failed to retrieve path for UID (%s)" % _map_file_internal)
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return ERR_DOES_NOT_EXIST
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_map_file_internal = ResourceUID.get_id_path(uid)
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if not FileAccess.file_exists(_map_file_internal):
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if not FileAccess.file_exists(_map_file_internal + ".import"):
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fail_build("Map file %s does not exist." % _map_file_internal)
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return ERR_DOES_NOT_EXIST
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return OK
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## Builds the [member global_map_file]. If not set, builds the [member local_map_file].
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## First cleans the map node of any children, then creates a [FuncGodotParser], [FuncGodotGeometryGenerator]
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## and [FuncGodotEntityAssembler] to parse and generate the map.
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func build() -> void:
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var time_elapsed: float = Time.get_ticks_msec()
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if build_flags & BuildFlags.SHOW_PROFILE_INFO:
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FuncGodotUtil.print_profile_info("Building...", _SIGNATURE)
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clear_children()
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var verify_err: Error = verify()
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if verify_err != OK:
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fail_build("Verification failed: %s. Aborting map build" % error_string(verify_err), true)
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return
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if not map_settings:
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push_warning("Map assembler does not have a map settings provided and will use default map settings.")
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load(ProjectSettings.get_setting("func_godot/default_map_settings", "res://addons/func_godot/func_godot_default_map_settings.tres"))
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# Parse and collect map data
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var parser := FuncGodotParser.new()
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if build_flags & BuildFlags.SHOW_PROFILE_INFO:
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print("\nPARSER")
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parser.declare_step.connect(FuncGodotUtil.print_profile_info.bind(parser._SIGNATURE))
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var parse_data: FuncGodotData.ParseData = parser.parse_map_data(_map_file_internal, map_settings)
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if parse_data.entities.is_empty():
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return # Already printed failure message in parser, just return here
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var entities: Array[FuncGodotData.EntityData] = parse_data.entities
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var groups: Array[FuncGodotData.GroupData] = parse_data.groups
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# Free up some memory now that we have the data
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parser = null
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# Retrieve geometry
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var generator := FuncGodotGeometryGenerator.new(map_settings)
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if build_flags & BuildFlags.SHOW_PROFILE_INFO:
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print("\nGEOMETRY GENERATOR")
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generator.declare_step.connect(FuncGodotUtil.print_profile_info.bind(generator._SIGNATURE))
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# Generate surface and shape data
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var generate_error := generator.build(build_flags, entities)
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if generate_error != OK:
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fail_build("Geometry generation failed: %s" % error_string(generate_error))
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return
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# Assemble entities and groups
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var assembler := FuncGodotEntityAssembler.new(map_settings)
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if build_flags & BuildFlags.SHOW_PROFILE_INFO:
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print("\nENTITY ASSEMBLER")
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assembler.declare_step.connect(FuncGodotUtil.print_profile_info.bind(assembler._SIGNATURE))
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assembler.build(self, entities, groups)
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time_elapsed = Time.get_ticks_msec() - time_elapsed
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if build_flags & BuildFlags.SHOW_PROFILE_INFO:
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print("\nCompleted in %s seconds" % (time_elapsed / 1000.0))
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if build_flags & BuildFlags.SHOW_PROFILE_INFO:
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print("")
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FuncGodotUtil.print_profile_info("Build complete", _SIGNATURE)
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build_complete.emit()
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@@ -64,7 +64,7 @@ func _func_godot_apply_properties(entity_properties: Dictionary) -> void:
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depth_min = d
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depth = -(abs(depth_min) + abs(depth_max))
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depth_position_offset = -(Vector3.BACK * (depth/2))
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depth_position_offset = Vector3.BACK * (depth/2)
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elif extrusion_direction == ExtrudeDirection.RIGHT:
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for vert in verticies:
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verts_2d.append(Vector2(vert.z, vert.y))
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@@ -90,7 +90,7 @@ func _func_godot_apply_properties(entity_properties: Dictionary) -> void:
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depth_min = d
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depth = -(abs(depth_min) + abs(depth_max))
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depth_position_offset = (Vector3.UP * (depth/2))
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depth_position_offset = Vector3.UP * (depth/2)
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var outer_boudary = Geometry2D.convex_hull(verts_2d)
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verts2d = outer_boudary
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@@ -31,7 +31,7 @@ func _init(vector_indexes: PackedInt32Array, vector_points: PackedVector2Array,
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elif extrude_direction == DestructableWall.ExtrudeDirection.RIGHT:
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for point in vector_points:
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self._v_points.append(Vector3(0, point.y, point.x))
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depth_vector = -Vector3.RIGHT * depth
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depth_vector = Vector3.LEFT * depth
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elif extrude_direction == DestructableWall.ExtrudeDirection.UP:
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for point in vector_points:
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self._v_points.append(Vector3(point.x, 0, point.y))
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