diff --git a/demo/.gitignore b/demo/.gitignore new file mode 100644 index 0000000..0035ad6 --- /dev/null +++ b/demo/.gitignore @@ -0,0 +1,15 @@ +# Godot 4+ specific ignores +.godot/ + +# Godot-specific ignores +.import/ +export.cfg +export_presets.cfg + +# Imported translations (automatically generated from CSV files) +*.translation + +# Mono-specific ignores +.mono/ +data_*/ +mono_crash.*.json \ No newline at end of file diff --git a/demo/addons/debug_draw_3d/LICENSE b/demo/LICENSE similarity index 75% rename from demo/addons/debug_draw_3d/LICENSE rename to demo/LICENSE index 617a15b..a136146 100644 --- a/demo/addons/debug_draw_3d/LICENSE +++ b/demo/LICENSE @@ -1,21 +1,21 @@ MIT License -Copyright (c) 2024 DmitriySalnikov +Copyright (c) 2023 func-godot Permission is hereby granted, free of charge, to any person obtaining a copy -of this software and associated documentation files (the Software), to deal +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, andor sell +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 +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 +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. \ No newline at end of file +SOFTWARE. diff --git a/demo/README.md b/demo/README.md new file mode 100644 index 0000000..a5d0644 --- /dev/null +++ b/demo/README.md @@ -0,0 +1,55 @@ +

FuncGodotRanger +FuncGodot

+ +***FuncGodot*** is a plugin for [Godot 4](https://godotengine.org/) that allows users to generate Godot scenes using the [Quake MAP file format](https://quakewiki.org/wiki/Quake_Map_Format) and [Valve Map Format](https://developer.valvesoftware.com/wiki/VMF_(Valve_Map_Format)). Map files can be made in a variety of editors, the most commonly recommended one being [TrenchBroom](https://trenchbroom.github.io/). It is a reworking and rewrite of the [Qodot](https://github.com/QodotPlugin/Qodot) plugin for Godot 3 and 4. + +## [Download FuncGodot!](https://github.com/func-godot/func_godot_plugin) + +[Full documentation is available online](https://func-godot.github.io/func_godot_docs/) as well as off. [Download a standalone copy of the manual here](https://github.com/func-godot/func_godot_docs/releases/). + +For more help or to contribute to the community, join us on the [**Official FuncGodot Discord**](https://discord.gg/eBQ7EfNZSZ)! + +

TrenchBroom +Godot FuncGodotMap Built

+ + +## Features + +- Godot Scene Generation + - Supports Quake `map` and Hammer `vmf` + - Supports Quake WAD2, Half-Life WAD3, and `lmp` palette formats + - Meshes from `map` brush geometry + - Materials and UVs from map texture definitions + - Convex and concave collision shapes +- Entity Definition Support + - Fully customizable entities that can be defined for map editors and generated in Godot + - Leverage the map format's classname and key value pair systems + - Define the visual and collision properties of brush entities on a per-classname basis + - Retrieve easy to access mesh metadata for per face material information + - Define point entities that can be generated from node class name and script or from packed scenes + - Generate GLB display models with correct orientation and scale for point entities in map editors with GLTF support + - FGD (Forge Game Data) export +- TrenchBroom Integration + - GameConfig export + - Brush and Face Tags + - `model` keyword and scale expression +- NetRadiant Custom Integration + - Gamepack Export + - Shader definitions + - Customizable build options + +## Confirmed Compatible Map Editors + - TrenchBroom + - Hammer + - J.A.C.K. + - NetRadiant Custom + +Help us add to this list by testing out your preferred map editor and helping us come up with compatibility solutions! + +## Credits + +FuncGodot was created by [Hannah "EMBYR" Crawford](https://embyr.sh/), [Emberlynn Bland](https://github.com/deertears/), [Tim "RhapsodyInGeek" Maccabe](https://github.com/RhapsodyInGeek), and [Vera "sinewavey" Lux](https://github.com/sinewavey), reworked from the [Godot 4 port of Qodot](https://github.com/QodotPlugin/Qodot/tree/main) by Embyr, with contributions from members of the FuncGodot, Qodot, Godot, and Quake Mapping Communities. + +Both plugins are based on the original [Qodot for Godot 3.5](https://github.com/QodotPlugin/qodot-plugin/) created by [Josh "Shifty" Palmer](https://twitter.com/ShiftyAxel). + +

Godambler

diff --git a/demo/addons/debug_draw_3d/README.md b/demo/addons/debug_draw_3d/README.md deleted file mode 100644 index 3cd3961..0000000 --- a/demo/addons/debug_draw_3d/README.md +++ /dev/null @@ -1,157 +0,0 @@ -![icon](/images/icon_3d_128.png) - -# Debug drawing utility for Godot - -This is an add-on for debug drawing in 3D and for some 2D overlays, which is written in `C++` and can be used with `GDScript` or `C#`. - -Based on my previous addon, which was developed [only for C#](https://github.com/DmitriySalnikov/godot_debug_draw_cs), and which was inspired by [Zylann's GDScript addon](https://github.com/Zylann/godot_debug_draw) - -## [Documentation](https://dd3d.dmitriysalnikov.ru/docs/) - -## [Godot 3 version](https://github.com/DmitriySalnikov/godot_debug_draw_3d/tree/godot_3) - -## Support me - -Your support adds motivation to develop my public projects. - -Boosty - -USDT-TRC20 - -USDT-TRC20 TEw934PrsffHsAn5M63SoHYRuZo984EF6v - -## Features - -3D: - -* Arrow -* Billboard opaque square -* Box -* Camera Frustum -* Cylinder -* Gizmo -* Grid -* Line -* Line Path -* Line with Arrow -* Plane -* Points -* Position 3D (3 crossing axes) -* Sphere -* 3D Text - -2D: - -* **[Work in progress]** - -Overlay: - -* Text (with grouping and coloring) - -Precompiled for: - -* Windows -* Linux (built on Ubuntu 22.04) -* macOS (10.15+) -* Android (5.0+) -* iOS -* Web (Firefox is supported by Godot 4.3+) - -This addon supports working with several World3D and different Viewports. -There is also a no depth test mode and other settings that can be changed for each instance. - -This library supports double-precision builds, for more information, [see the documentation](https://dd3d.dmitriysalnikov.ru/docs/?page=md_docs_2DoublePrecision.html). - -## [Interactive Web Demo](https://dd3d.dmitriysalnikov.ru/demo/) - -[![screenshot_web](/images/screenshot_web.png)](https://dd3d.dmitriysalnikov.ru/demo/) - -## Download - -To download, use the [Godot Asset Library](https://godotengine.org/asset-library/asset/1766) or use one of the stable versions from the [GitHub Releases](https://github.com/DmitriySalnikov/godot_debug_draw_3d/releases) page. - -For versions prior to `1.4.5`, just download one of the `source codes` in the assets. For newer versions, download `debug-draw-3d_[version].zip`. - -### Installation - -* Close editor -* Copy `addons/debug_draw_3d` to your `addons` folder, create it if the folder doesn't exist -* Launch editor - -## Examples - -More examples can be found in the `examples_dd3d/` folder. - -Simple test: - -```gdscript -func _process(delta: float) -> void: - var _time = Time.get_ticks_msec() / 1000.0 - var box_pos = Vector3(0, sin(_time * 4), 0) - var line_begin = Vector3(-1, sin(_time * 4), 0) - var line_end = Vector3(1, cos(_time * 4), 0) - - DebugDraw3D.draw_box(box_pos, Quaternion.IDENTITY, Vector3(1, 2, 1), Color(0, 1, 0)) - DebugDraw3D.draw_line(line_begin, line_end, Color(1, 1, 0)) - DebugDraw2D.set_text("Time", _time) - DebugDraw2D.set_text("Frames drawn", Engine.get_frames_drawn()) - DebugDraw2D.set_text("FPS", Engine.get_frames_per_second()) - DebugDraw2D.set_text("delta", delta) -``` - -![screenshot_1](/images/screenshot_1.png) - -An example of using scoped configs: - -```gdscript -@tool -extends Node3D - -func _ready(): - # Set the base scoped_config. - # Each frame will be reset to these scoped values. - DebugDraw3D.scoped_config().set_thickness(0.1).set_center_brightness(0.6) - -func _process(delta): - # Draw using the base scoped config. - DebugDraw3D.draw_box(Vector3.ZERO, Quaternion.IDENTITY, Vector3.ONE * 2, Color.CORNFLOWER_BLUE) - if true: - # Create a scoped config that will exist until exiting this if. - var _s = DebugDraw3D.new_scoped_config().set_thickness(0).set_center_brightness(0.1) - # Draw with a thickness of 0 - DebugDraw3D.draw_box(Vector3.ZERO, Quaternion.IDENTITY, Vector3.ONE, Color.RED) - # If necessary, the values inside this scope can be changed - # even before each call to draw_*. - _s.set_thickness(0.05) - DebugDraw3D.draw_box(Vector3(1,0,1), Quaternion.IDENTITY, Vector3.ONE * 1, Color.BLUE_VIOLET) -``` - -![screenshot_5](/images/screenshot_5.png) - -> [!TIP] -> -> If you want to use a non-standard Viewport for rendering a 3d scene, then do not forget to specify it in the scoped config! - -## API - -This project has a separate [documentation](https://dd3d.dmitriysalnikov.ru/docs/) page. - -Also, a list of all functions is available in the documentation inside the editor (see `DebugDraw3D` and `DebugDraw2D`). - -![screenshot_4](/images/screenshot_4.png) - -## Known issues and limitations - -The text in the keys and values of a text group cannot contain multi-line strings. - -The entire text overlay can only be placed in one corner. - -[Frustum of Camera3D does not take into account the window size from ProjectSettings](https://github.com/godotengine/godot/issues/70362). - -## More screenshots - -`DebugDrawDemoScene.tscn` in editor -![screenshot_2](/images/screenshot_2.png) - -`DebugDrawDemoScene.tscn` in play mode -![screenshot_3](/images/screenshot_3.png) diff --git a/demo/addons/debug_draw_3d/debug_draw_3d.gdextension b/demo/addons/debug_draw_3d/debug_draw_3d.gdextension deleted file mode 100644 index cead527..0000000 --- a/demo/addons/debug_draw_3d/debug_draw_3d.gdextension +++ /dev/null @@ -1,153 +0,0 @@ -[configuration] - -entry_symbol = "debug_draw_3d_library_init" -compatibility_minimum = "4.2.2" -reloadable = false - -[dependencies] - -; example.x86_64 = { "relative or absolute path to the dependency" : "the path relative to the exported project", } -; ------------------------------------- -; debug - -macos = { } -windows.x86_64 = { } -linux.x86_64 = { } - -; by default godot is using threads -web.wasm32.nothreads = {} -web.wasm32 = {} - -android.arm32 = { } -android.arm64 = { } -android.x86_32 = { } -android.x86_64 = { } - -ios = {} - -; ------------------------------------- -; release no debug draw - -macos.template_release = { } -windows.template_release.x86_64 = { } -linux.template_release.x86_64 = { } - -web.template_release.wasm32.nothreads = { } -web.template_release.wasm32 = { } - -android.template_release.arm32 = { } -android.template_release.arm64 = { } -android.template_release.x86_32 = { } -android.template_release.x86_64 = { } - -ios.template_release = {} - -; ------------------------------------- -; release forced debug draw - -macos.template_release.forced_dd3d = { } -windows.template_release.x86_64.forced_dd3d = { } -linux.template_release.x86_64.forced_dd3d = { } - -web.template_release.wasm32.nothreads.forced_dd3d = { } -web.template_release.wasm32.forced_dd3d = { } - -ios.template_release.forced_dd3d = {} - -[libraries] - -; ------------------------------------- -; debug - -macos = "libs/libdd3d.macos.editor.universal.framework" -windows.x86_64 = "libs/libdd3d.windows.editor.x86_64.dll" -linux.x86_64 = "libs/libdd3d.linux.editor.x86_64.so" - -web.wasm32.nothreads = "libs/libdd3d.web.template_debug.wasm32.wasm" -web.wasm32 = "libs/libdd3d.web.template_debug.wasm32.threads.wasm" - -android.arm32 = "libs/libdd3d.android.template_debug.arm32.so" -android.arm64 = "libs/libdd3d.android.template_debug.arm64.so" -android.x86_32 = "libs/libdd3d.android.template_debug.x86_32.so" -android.x86_64 = "libs/libdd3d.android.template_debug.x86_64.so" - -ios = "libs/libdd3d.ios.template_debug.universal.dylib" - -; ------------------------------------- -; release no debug draw - -macos.template_release = "libs/libdd3d.macos.template_release.universal.framework" -windows.template_release.x86_64 = "libs/libdd3d.windows.template_release.x86_64.dll" -linux.template_release.x86_64 = "libs/libdd3d.linux.template_release.x86_64.so" - -web.template_release.wasm32.nothreads = "libs/libdd3d.web.template_release.wasm32.wasm" -web.template_release.wasm32 = "libs/libdd3d.web.template_release.wasm32.threads.wasm" - -android.template_release.arm32 = "libs/libdd3d.android.template_release.arm32.so" -android.template_release.arm64 = "libs/libdd3d.android.template_release.arm64.so" -android.template_release.x86_32 = "libs/libdd3d.android.template_release.x86_32.so" -android.template_release.x86_64 = "libs/libdd3d.android.template_release.x86_64.so" - -ios.template_release = "libs/libdd3d.ios.template_release.universal.dylib" - -; ------------------------------------- -; release forced debug draw - -macos.template_release.forced_dd3d = "libs/libdd3d.macos.template_release.universal.enabled.framework" -windows.template_release.x86_64.forced_dd3d = "libs/libdd3d.windows.template_release.x86_64.enabled.dll" -linux.template_release.x86_64.forced_dd3d = "libs/libdd3d.linux.template_release.x86_64.enabled.so" - -web.template_release.wasm32.nothreads.forced_dd3d = "libs/libdd3d.web.template_release.wasm32.enabled.wasm" -web.template_release.wasm32.forced_dd3d = "libs/libdd3d.web.template_release.wasm32.threads.enabled.wasm" - -ios.template_release.forced_dd3d = "libs/libdd3d.ios.template_release.universal.enabled.dylib" - -; ------------------------------------- -; DOUBLE PRECISION -; ------------------------------------- - -; ------------------------------------- -; debug - -macos.double = "libs/libdd3d.macos.editor.universal.double.framework" -windows.x86_64.double = "libs/libdd3d.windows.editor.x86_64.double.dll" -linux.x86_64.double = "libs/libdd3d.linux.editor.x86_64.double.so" - -web.wasm32.nothreads.double = "libs/libdd3d.web.template_debug.wasm32.double.wasm" -web.wasm32.double = "libs/libdd3d.web.template_debug.wasm32.threads.double.wasm" - -android.arm32.double = "libs/libdd3d.android.template_debug.arm32.double.so" -android.arm64.double = "libs/libdd3d.android.template_debug.arm64.double.so" -android.x86_32.double = "libs/libdd3d.android.template_debug.x86_32.double.so" -android.x86_64.double = "libs/libdd3d.android.template_debug.x86_64.double.so" - -ios.double = "libs/libdd3d.ios.template_debug.universal.dylib" - -; ------------------------------------- -; release no debug draw - -macos.template_release.double = "libs/libdd3d.macos.template_release.universal.double.framework" -windows.template_release.x86_64.double = "libs/libdd3d.windows.template_release.x86_64.double.dll" -linux.template_release.x86_64.double = "libs/libdd3d.linux.template_release.x86_64.double.so" - -web.template_release.wasm32.nothreads.double = "libs/libdd3d.web.template_release.wasm32.double.wasm" -web.template_release.wasm32.double = "libs/libdd3d.web.template_release.wasm32.threads.double.wasm" - -android.template_release.arm32.double = "libs/libdd3d.android.template_release.arm32.double.so" -android.template_release.arm64.double = "libs/libdd3d.android.template_release.arm64.double.so" -android.template_release.x86_32.double = "libs/libdd3d.android.template_release.x86_32.double.so" -android.template_release.x86_64.double = "libs/libdd3d.android.template_release.x86_64.double.so" - -ios.template_release.double = "libs/libdd3d.ios.template_release.universal.double.dylib" - -; ------------------------------------- -; release forced debug draw - -macos.template_release.forced_dd3d.double = "libs/libdd3d.macos.template_release.universal.enabled.double.framework" -windows.template_release.x86_64.forced_dd3d.double = "libs/libdd3d.windows.template_release.x86_64.enabled.double.dll" -linux.template_release.x86_64.forced_dd3d.double = "libs/libdd3d.linux.template_release.x86_64.enabled.double.so" - -web.template_release.wasm32.nothreads.forced_dd3d.double = "libs/libdd3d.web.template_release.wasm32.enabled.double.wasm" -web.template_release.wasm32.forced_dd3d.double = "libs/libdd3d.web.template_release.wasm32.threads.enabled.double.wasm" - -ios.template_release.forced_dd3d.double = "libs/libdd3d.ios.template_release.universal.enabled.double.dylib" diff --git a/demo/addons/debug_draw_3d/debug_draw_3d.gdextension.uid b/demo/addons/debug_draw_3d/debug_draw_3d.gdextension.uid deleted file mode 100644 index 15da0d3..0000000 --- a/demo/addons/debug_draw_3d/debug_draw_3d.gdextension.uid +++ /dev/null @@ -1 +0,0 @@ -uid://svqaxfp5kyrl diff --git 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a/demo/addons/debug_draw_3d/libs/libdd3d.linux.template_release.x86_64.enabled.so b/demo/addons/debug_draw_3d/libs/libdd3d.linux.template_release.x86_64.enabled.so deleted file mode 100644 index fdd0816..0000000 Binary files a/demo/addons/debug_draw_3d/libs/libdd3d.linux.template_release.x86_64.enabled.so and /dev/null differ diff --git a/demo/addons/debug_draw_3d/libs/libdd3d.linux.template_release.x86_64.so b/demo/addons/debug_draw_3d/libs/libdd3d.linux.template_release.x86_64.so deleted file mode 100644 index 708b16c..0000000 Binary files a/demo/addons/debug_draw_3d/libs/libdd3d.linux.template_release.x86_64.so and /dev/null differ diff --git a/demo/addons/debug_draw_3d/libs/libdd3d.macos.editor.universal.framework/Resources/Info.plist b/demo/addons/debug_draw_3d/libs/libdd3d.macos.editor.universal.framework/Resources/Info.plist deleted file mode 100644 index 933a7f8..0000000 --- a/demo/addons/debug_draw_3d/libs/libdd3d.macos.editor.universal.framework/Resources/Info.plist +++ /dev/null @@ -1,37 +0,0 @@ - - - - - CFBundleInfoDictionaryVersion - 6.0 - CFBundleDevelopmentRegion - en - CFBundleExecutable - libdd3d.macos.editor.universal.dylib - CFBundleName - Debug Draw 3D - CFBundleDisplayName - Debug Draw 3D - CFBundleIdentifier - ru.dmitriysalnikov.dd3d - NSHumanReadableCopyright - Copyright (c) Dmitriy Salnikov. - CFBundleVersion - 1.5.1 - CFBundleShortVersionString - 1.5.1 - CFBundlePackageType - FMWK - CSResourcesFileMapped - - DTPlatformName - macosx - LSMinimumSystemVersion - 10.14 - CFBundleSupportedPlatforms - - MacOSX - - - - \ No newline at end of file diff --git a/demo/addons/debug_draw_3d/libs/libdd3d.macos.editor.universal.framework/libdd3d.macos.editor.universal.dylib b/demo/addons/debug_draw_3d/libs/libdd3d.macos.editor.universal.framework/libdd3d.macos.editor.universal.dylib deleted file mode 100644 index e15b931..0000000 Binary files a/demo/addons/debug_draw_3d/libs/libdd3d.macos.editor.universal.framework/libdd3d.macos.editor.universal.dylib and /dev/null differ diff --git a/demo/addons/debug_draw_3d/libs/libdd3d.macos.template_release.universal.enabled.framework/Resources/Info.plist b/demo/addons/debug_draw_3d/libs/libdd3d.macos.template_release.universal.enabled.framework/Resources/Info.plist deleted file mode 100644 index 33bf631..0000000 --- a/demo/addons/debug_draw_3d/libs/libdd3d.macos.template_release.universal.enabled.framework/Resources/Info.plist +++ /dev/null @@ -1,37 +0,0 @@ - - - - - CFBundleInfoDictionaryVersion - 6.0 - CFBundleDevelopmentRegion - en - CFBundleExecutable - libdd3d.macos.template_release.universal.enabled.dylib - CFBundleName - Debug Draw 3D - CFBundleDisplayName - Debug Draw 3D - CFBundleIdentifier - ru.dmitriysalnikov.dd3d - NSHumanReadableCopyright - Copyright (c) Dmitriy Salnikov. - CFBundleVersion - 1.5.1 - CFBundleShortVersionString - 1.5.1 - CFBundlePackageType - FMWK - CSResourcesFileMapped - - DTPlatformName - macosx - LSMinimumSystemVersion - 10.14 - CFBundleSupportedPlatforms - - MacOSX - - - - \ No newline at end of file diff --git a/demo/addons/debug_draw_3d/libs/libdd3d.macos.template_release.universal.enabled.framework/libdd3d.macos.template_release.universal.enabled.dylib b/demo/addons/debug_draw_3d/libs/libdd3d.macos.template_release.universal.enabled.framework/libdd3d.macos.template_release.universal.enabled.dylib deleted file mode 100644 index 0955618..0000000 Binary files a/demo/addons/debug_draw_3d/libs/libdd3d.macos.template_release.universal.enabled.framework/libdd3d.macos.template_release.universal.enabled.dylib and /dev/null differ diff --git a/demo/addons/debug_draw_3d/libs/libdd3d.macos.template_release.universal.framework/Resources/Info.plist b/demo/addons/debug_draw_3d/libs/libdd3d.macos.template_release.universal.framework/Resources/Info.plist deleted file mode 100644 index 0b36e0b..0000000 --- a/demo/addons/debug_draw_3d/libs/libdd3d.macos.template_release.universal.framework/Resources/Info.plist +++ /dev/null @@ -1,37 +0,0 @@ - - - - - CFBundleInfoDictionaryVersion - 6.0 - CFBundleDevelopmentRegion - en - CFBundleExecutable - libdd3d.macos.template_release.universal.dylib - CFBundleName - Debug Draw 3D - CFBundleDisplayName - Debug Draw 3D - CFBundleIdentifier - ru.dmitriysalnikov.dd3d - NSHumanReadableCopyright - Copyright (c) Dmitriy Salnikov. - CFBundleVersion - 1.5.1 - CFBundleShortVersionString - 1.5.1 - CFBundlePackageType - FMWK - CSResourcesFileMapped - - DTPlatformName - macosx - LSMinimumSystemVersion - 10.14 - CFBundleSupportedPlatforms - - MacOSX - - - - \ No newline at end of file diff --git a/demo/addons/debug_draw_3d/libs/libdd3d.macos.template_release.universal.framework/libdd3d.macos.template_release.universal.dylib b/demo/addons/debug_draw_3d/libs/libdd3d.macos.template_release.universal.framework/libdd3d.macos.template_release.universal.dylib deleted file mode 100644 index 83d014e..0000000 Binary files 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8a04f8b..0000000 Binary files a/demo/addons/debug_draw_3d/libs/libdd3d.windows.template_release.x86_64.enabled.dll and /dev/null differ diff --git a/demo/addons/func_godot/fgd/func_detail.tres b/demo/addons/func_godot/fgd/func_detail.tres new file mode 100644 index 0000000..0cd4704 --- /dev/null +++ b/demo/addons/func_godot/fgd/func_detail.tres @@ -0,0 +1,39 @@ +[gd_resource type="Resource" script_class="FuncGodotFGDSolidClass" load_steps=4 format=3 uid="uid://cxy7jnh6d7msn"] + +[ext_resource type="Script" uid="uid://5cow84q03m6a" path="res://addons/func_godot/src/fgd/func_godot_fgd_solid_class.gd" id="1_0fsmp"] +[ext_resource type="Resource" uid="uid://nayxb8n7see2" path="res://addons/func_godot/fgd/phong_base.tres" id="1_c3bns"] +[ext_resource type="Resource" uid="uid://doo4ly322b4jc" path="res://addons/func_godot/fgd/vertex_merge_distance_base.tres" id="2_c03gr"] + +[resource] +script = ExtResource("1_0fsmp") +spawn_type = 2 +origin_type = 3 +build_visuals = true +global_illumination_mode = 1 +use_in_baked_light = true +shadow_casting_setting = 1 +build_occlusion = false +render_layers = 1 +collision_shape_type = 2 +collision_layer = 1 +collision_mask = 0 +collision_priority = 1.0 +collision_shape_margin = 0.04 +add_textures_metadata = false +add_vertex_metadata = false +add_face_position_metadata = false +add_face_normal_metadata = false +add_collision_shape_to_face_indices_metadata = false +add_collision_shape_face_range_metadata = false +classname = "func_detail" +description = "Static collidable geometry. Builds a StaticBody3D with a MeshInstance3D and a single concave CollisionShape3D. Does not occlude other VisualInstance3D nodes." +func_godot_internal = false +base_classes = Array[Resource]([ExtResource("1_c3bns"), ExtResource("2_c03gr")]) +class_properties = {} +class_property_descriptions = {} +auto_apply_to_matching_node_properties = false +meta_properties = { +"color": Color(0.8, 0.8, 0.8, 1) +} +node_class = "StaticBody3D" +name_property = "" diff --git a/demo/addons/func_godot/fgd/func_detail_illusionary.tres b/demo/addons/func_godot/fgd/func_detail_illusionary.tres new file mode 100644 index 0000000..b99bc02 --- /dev/null +++ b/demo/addons/func_godot/fgd/func_detail_illusionary.tres @@ -0,0 +1,39 @@ +[gd_resource type="Resource" script_class="FuncGodotFGDSolidClass" load_steps=4 format=3 uid="uid://ch3e0dix85uhb"] + +[ext_resource type="Resource" uid="uid://nayxb8n7see2" path="res://addons/func_godot/fgd/phong_base.tres" id="1_ar63x"] +[ext_resource type="Resource" uid="uid://doo4ly322b4jc" path="res://addons/func_godot/fgd/vertex_merge_distance_base.tres" id="2_j7vgq"] +[ext_resource type="Script" uid="uid://5cow84q03m6a" path="res://addons/func_godot/src/fgd/func_godot_fgd_solid_class.gd" id="2_lhb87"] + +[resource] +script = ExtResource("2_lhb87") +spawn_type = 2 +origin_type = 3 +build_visuals = true +global_illumination_mode = 1 +use_in_baked_light = true +shadow_casting_setting = 1 +build_occlusion = false +render_layers = 1 +collision_shape_type = 0 +collision_layer = 1 +collision_mask = 1 +collision_priority = 1.0 +collision_shape_margin = 0.04 +add_textures_metadata = false +add_vertex_metadata = false +add_face_position_metadata = false +add_face_normal_metadata = false +add_collision_shape_to_face_indices_metadata = false +add_collision_shape_face_range_metadata = false +classname = "func_detail_illusionary" +description = "Static geometry with no collision. Builds a Node3D with a MeshInstance3D. Does not occlude other VisualInstance3D nodes." +func_godot_internal = false +base_classes = Array[Resource]([ExtResource("1_ar63x"), ExtResource("2_j7vgq")]) +class_properties = {} +class_property_descriptions = {} +auto_apply_to_matching_node_properties = false +meta_properties = { +"color": Color(0.8, 0.8, 0.8, 1) +} +node_class = "Node3D" +name_property = "" diff --git a/demo/addons/func_godot/fgd/func_geo.tres b/demo/addons/func_godot/fgd/func_geo.tres new file mode 100644 index 0000000..b9e60aa --- /dev/null +++ b/demo/addons/func_godot/fgd/func_geo.tres @@ -0,0 +1,39 @@ +[gd_resource type="Resource" script_class="FuncGodotFGDSolidClass" load_steps=4 format=3 uid="uid://b70vf4t5dc70t"] + +[ext_resource type="Resource" uid="uid://nayxb8n7see2" path="res://addons/func_godot/fgd/phong_base.tres" id="1_5mwee"] +[ext_resource type="Script" uid="uid://5cow84q03m6a" path="res://addons/func_godot/src/fgd/func_godot_fgd_solid_class.gd" id="2_8o081"] +[ext_resource type="Resource" uid="uid://doo4ly322b4jc" path="res://addons/func_godot/fgd/vertex_merge_distance_base.tres" id="2_bp8pb"] + +[resource] +script = ExtResource("2_8o081") +spawn_type = 2 +origin_type = 3 +build_visuals = true +global_illumination_mode = 1 +use_in_baked_light = true +shadow_casting_setting = 1 +build_occlusion = true +render_layers = 1 +collision_shape_type = 2 +collision_layer = 1 +collision_mask = 0 +collision_priority = 1.0 +collision_shape_margin = 0.04 +add_textures_metadata = false +add_vertex_metadata = false +add_face_position_metadata = false +add_face_normal_metadata = false +add_collision_shape_to_face_indices_metadata = false +add_collision_shape_face_range_metadata = false +classname = "func_geo" +description = "Static collidable geometry. Builds a StaticBody3D with a MeshInstance3D, a single concave CollisionShape3D, and an OccluderInstance3D." +func_godot_internal = false +base_classes = Array[Resource]([ExtResource("1_5mwee"), ExtResource("2_bp8pb")]) +class_properties = {} +class_property_descriptions = {} +auto_apply_to_matching_node_properties = false +meta_properties = { +"color": Color(0.8, 0.8, 0.8, 1) +} +node_class = "StaticBody3D" +name_property = "" diff --git a/demo/addons/func_godot/fgd/func_godot_fgd.tres b/demo/addons/func_godot/fgd/func_godot_fgd.tres new file mode 100644 index 0000000..c8fba83 --- /dev/null +++ b/demo/addons/func_godot/fgd/func_godot_fgd.tres @@ -0,0 +1,17 @@ +[gd_resource type="Resource" script_class="FuncGodotFGDFile" load_steps=9 format=3 uid="uid://crgpdahjaj"] + +[ext_resource type="Script" uid="uid://drlmgulwbjwqu" path="res://addons/func_godot/src/fgd/func_godot_fgd_file.gd" id="1_axt3h"] +[ext_resource type="Resource" uid="uid://nayxb8n7see2" path="res://addons/func_godot/fgd/phong_base.tres" id="1_ehab8"] +[ext_resource type="Resource" uid="uid://doo4ly322b4jc" path="res://addons/func_godot/fgd/vertex_merge_distance_base.tres" id="2_7jebp"] +[ext_resource type="Resource" uid="uid://bdji3873bg32h" path="res://addons/func_godot/fgd/worldspawn.tres" id="2_ri2rx"] +[ext_resource type="Resource" uid="uid://b70vf4t5dc70t" path="res://addons/func_godot/fgd/func_geo.tres" id="3_7jigp"] +[ext_resource type="Resource" uid="uid://cxy7jnh6d7msn" path="res://addons/func_godot/fgd/func_detail.tres" id="3_fqfww"] +[ext_resource type="Resource" uid="uid://dg5x44cc7flew" path="res://addons/func_godot/fgd/func_illusionary.tres" id="4_c4ucw"] +[ext_resource type="Resource" uid="uid://ch3e0dix85uhb" path="res://addons/func_godot/fgd/func_detail_illusionary.tres" id="5_b2q3p"] + +[resource] +script = ExtResource("1_axt3h") +target_map_editor = 1 +fgd_name = "FuncGodot" +base_fgd_files = Array[Resource]([]) +entity_definitions = Array[Resource]([ExtResource("1_ehab8"), ExtResource("2_7jebp"), ExtResource("2_ri2rx"), ExtResource("3_7jigp"), ExtResource("3_fqfww"), ExtResource("5_b2q3p"), ExtResource("4_c4ucw")]) diff --git a/demo/addons/func_godot/fgd/func_illusionary.tres b/demo/addons/func_godot/fgd/func_illusionary.tres new file mode 100644 index 0000000..ece499a --- /dev/null +++ b/demo/addons/func_godot/fgd/func_illusionary.tres @@ -0,0 +1,39 @@ +[gd_resource type="Resource" script_class="FuncGodotFGDSolidClass" load_steps=4 format=3 uid="uid://dg5x44cc7flew"] + +[ext_resource type="Resource" uid="uid://nayxb8n7see2" path="res://addons/func_godot/fgd/phong_base.tres" id="1_kv0mq"] +[ext_resource type="Resource" uid="uid://doo4ly322b4jc" path="res://addons/func_godot/fgd/vertex_merge_distance_base.tres" id="2_hovr4"] +[ext_resource type="Script" uid="uid://5cow84q03m6a" path="res://addons/func_godot/src/fgd/func_godot_fgd_solid_class.gd" id="2_uffhi"] + +[resource] +script = ExtResource("2_uffhi") +spawn_type = 2 +origin_type = 3 +build_visuals = true +global_illumination_mode = 1 +use_in_baked_light = true +shadow_casting_setting = 1 +build_occlusion = true +render_layers = 1 +collision_shape_type = 0 +collision_layer = 1 +collision_mask = 1 +collision_priority = 1.0 +collision_shape_margin = 0.04 +add_textures_metadata = false +add_vertex_metadata = false +add_face_position_metadata = false +add_face_normal_metadata = false +add_collision_shape_to_face_indices_metadata = false +add_collision_shape_face_range_metadata = false +classname = "func_illusionary" +description = "Static geometry with no collision. Builds a Node3D with a MeshInstance3D and an Occluder3D to aid in render culling of other VisualInstance3D nodes." +func_godot_internal = false +base_classes = Array[Resource]([ExtResource("1_kv0mq"), ExtResource("2_hovr4")]) +class_properties = {} +class_property_descriptions = {} +auto_apply_to_matching_node_properties = false +meta_properties = { +"color": Color(0.8, 0.8, 0.8, 1) +} +node_class = "Node3D" +name_property = "" diff --git a/demo/addons/func_godot/fgd/phong_base.tres b/demo/addons/func_godot/fgd/phong_base.tres new file mode 100644 index 0000000..4b8e456 --- /dev/null +++ b/demo/addons/func_godot/fgd/phong_base.tres @@ -0,0 +1,28 @@ +[gd_resource type="Resource" script_class="FuncGodotFGDBaseClass" load_steps=2 format=3 uid="uid://nayxb8n7see2"] + +[ext_resource type="Script" uid="uid://ck575aqs1sbrb" path="res://addons/func_godot/src/fgd/func_godot_fgd_base_class.gd" id="1_04y3n"] + +[resource] +script = ExtResource("1_04y3n") +classname = "Phong" +description = "Phong shading options for SolidClass geometry." +func_godot_internal = false +base_classes = Array[Resource]([]) +class_properties = { +"_phong": { +"Disabled": 0, +"Smooth shading": 1 +}, +"_phong_angle": 89.0 +} +class_property_descriptions = { +"_phong": ["Phong shading", 0], +"_phong_angle": "Phong smoothing angle" +} +auto_apply_to_matching_node_properties = false +meta_properties = { +"color": Color(0.8, 0.8, 0.8, 1), +"size": AABB(-8, -8, -8, 8, 8, 8) +} +node_class = "" +name_property = "" diff --git a/demo/addons/func_godot/fgd/vertex_merge_distance_base.tres b/demo/addons/func_godot/fgd/vertex_merge_distance_base.tres new file mode 100644 index 0000000..68dcc64 --- /dev/null +++ b/demo/addons/func_godot/fgd/vertex_merge_distance_base.tres @@ -0,0 +1,24 @@ +[gd_resource type="Resource" script_class="FuncGodotFGDBaseClass" load_steps=2 format=3 uid="uid://doo4ly322b4jc"] + +[ext_resource type="Script" uid="uid://ck575aqs1sbrb" path="res://addons/func_godot/src/fgd/func_godot_fgd_base_class.gd" id="1_h3atm"] + +[resource] +script = ExtResource("1_h3atm") +classname = "VertexMergeDistance" +description = "Adjustable value to snap vertices to on map build. This can reduce instances of seams between polygons." +func_godot_internal = false +base_classes = Array[Resource]([]) +class_properties = { +"_vertex_merge_distance": 0.008 +} +class_property_descriptions = { +"_vertex_merge_distance": "Adjustable value to snap vertices to on map build. This can reduce instances of seams between polygons." +} +auto_apply_to_matching_node_properties = false +meta_properties = { +"color": Color(0.8, 0.8, 0.8, 1), +"size": AABB(-8, -8, -8, 8, 8, 8) +} +node_class = "" +name_property = "" +metadata/_custom_type_script = "uid://ck575aqs1sbrb" diff --git a/demo/addons/func_godot/fgd/worldspawn.tres b/demo/addons/func_godot/fgd/worldspawn.tres new file mode 100644 index 0000000..408e7fb --- /dev/null +++ b/demo/addons/func_godot/fgd/worldspawn.tres @@ -0,0 +1,38 @@ +[gd_resource type="Resource" script_class="FuncGodotFGDSolidClass" load_steps=3 format=3 uid="uid://bdji3873bg32h"] + +[ext_resource type="Script" uid="uid://5cow84q03m6a" path="res://addons/func_godot/src/fgd/func_godot_fgd_solid_class.gd" id="1_62t8m"] +[ext_resource type="Resource" uid="uid://doo4ly322b4jc" path="res://addons/func_godot/fgd/vertex_merge_distance_base.tres" id="1_h1046"] + +[resource] +script = ExtResource("1_62t8m") +spawn_type = 0 +origin_type = 1 +build_visuals = true +global_illumination_mode = 1 +use_in_baked_light = true +shadow_casting_setting = 1 +build_occlusion = false +render_layers = 1 +collision_shape_type = 1 +collision_layer = 1 +collision_mask = 0 +collision_priority = 1.0 +collision_shape_margin = 0.04 +add_textures_metadata = false +add_vertex_metadata = false +add_face_position_metadata = false +add_face_normal_metadata = false +add_collision_shape_to_face_indices_metadata = false +add_collision_shape_face_range_metadata = false +classname = "worldspawn" +description = "Default static world geometry. Builds a StaticBody3D with a single MeshInstance3D and a single convex CollisionShape3D shape. Also builds Occluder3D to aid in render culling of other VisualInstance3D nodes." +func_godot_internal = false +base_classes = Array[Resource]([ExtResource("1_h1046")]) +class_properties = {} +class_property_descriptions = {} +auto_apply_to_matching_node_properties = false +meta_properties = { +"color": Color(0.8, 0.8, 0.8, 1) +} +node_class = "StaticBody3D" +name_property = "" diff --git a/demo/addons/func_godot/func_godot_default_map_settings.tres b/demo/addons/func_godot/func_godot_default_map_settings.tres new file mode 100644 index 0000000..7be01c9 --- /dev/null +++ b/demo/addons/func_godot/func_godot_default_map_settings.tres @@ -0,0 +1,35 @@ +[gd_resource type="Resource" script_class="FuncGodotMapSettings" load_steps=5 format=3 uid="uid://bkhxcqsquw1yg"] + +[ext_resource type="Material" uid="uid://cvex6toty8yn7" path="res://addons/func_godot/textures/default_material.tres" id="1_8l5wm"] +[ext_resource type="Script" uid="uid://38q6k0ctahjn" path="res://addons/func_godot/src/map/func_godot_map_settings.gd" id="1_dlf23"] +[ext_resource type="Resource" uid="uid://crgpdahjaj" path="res://addons/func_godot/fgd/func_godot_fgd.tres" id="2_hf4oi"] +[ext_resource type="Script" uid="uid://cij36hpqc46c" path="res://addons/func_godot/src/import/quake_wad_file.gd" id="4_576s4"] + +[resource] +script = ExtResource("1_dlf23") +inverse_scale_factor = 32.0 +entity_fgd = ExtResource("2_hf4oi") +entity_name_property = "" +entity_smoothing_property = "_phong" +entity_smoothing_angle_property = "_phong_angle" +use_groups_hierarchy = false +base_texture_dir = "res://textures" +texture_file_extensions = Array[String](["png", "jpg", "jpeg", "bmp", "tga", "webp"]) +clip_texture = "special/clip" +skip_texture = "special/skip" +origin_texture = "special/origin" +texture_wads = Array[ExtResource("4_576s4")]([]) +base_material_dir = "" +material_file_extension = "tres" +default_material = ExtResource("1_8l5wm") +default_material_albedo_uniform = "" +albedo_map_pattern = "%s_albedo.%s" +normal_map_pattern = "%s_normal.%s" +metallic_map_pattern = "%s_metallic.%s" +roughness_map_pattern = "%s_roughness.%s" +emission_map_pattern = "%s_emission.%s" +ao_map_pattern = "%s_ao.%s" +height_map_pattern = "%s_height.%s" +orm_map_pattern = "%s_orm.%s" +save_generated_materials = true +uv_unwrap_texel_size = 2.0 diff --git a/demo/addons/func_godot/func_godot_local_config.tres b/demo/addons/func_godot/func_godot_local_config.tres new file mode 100644 index 0000000..482e00e --- /dev/null +++ b/demo/addons/func_godot/func_godot_local_config.tres @@ -0,0 +1,6 @@ +[gd_resource type="Resource" script_class="FuncGodotLocalConfig" load_steps=2 format=3 uid="uid://bqjt7nyekxgog"] + +[ext_resource type="Script" uid="uid://xsjnhahhyein" path="res://addons/func_godot/src/util/func_godot_local_config.gd" id="1_g8kqj"] + +[resource] +script = ExtResource("1_g8kqj") diff --git a/demo/addons/func_godot/game_config/netradiant_custom/func_godot_netradiant_custom_gamepack_config.tres b/demo/addons/func_godot/game_config/netradiant_custom/func_godot_netradiant_custom_gamepack_config.tres new file mode 100644 index 0000000..85c0e6f --- /dev/null +++ b/demo/addons/func_godot/game_config/netradiant_custom/func_godot_netradiant_custom_gamepack_config.tres @@ -0,0 +1,24 @@ +[gd_resource type="Resource" script_class="NetRadiantCustomGamePackConfig" load_steps=6 format=3 uid="uid://cv1k2e85fo2ax"] + +[ext_resource type="Resource" uid="uid://crgpdahjaj" path="res://addons/func_godot/fgd/func_godot_fgd.tres" id="1_gct4v"] +[ext_resource type="Script" uid="uid://dfhj3me2g5j0l" path="res://addons/func_godot/src/netradiant_custom/netradiant_custom_gamepack_config.gd" id="2_en8ro"] +[ext_resource type="Resource" uid="uid://f5erfnvbg6b7" path="res://addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_clip.tres" id="2_w7psh"] +[ext_resource type="Resource" uid="uid://cfhg30jclb4lw" path="res://addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_skip.tres" id="3_6gpk8"] +[ext_resource type="Resource" uid="uid://bpnj14oaufdpt" path="res://addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_origin.tres" id="4_8rl60"] + +[resource] +script = ExtResource("2_en8ro") +gamepack_name = "func_godot" +game_name = "FuncGodot" +base_game_path = "" +fgd_file = ExtResource("1_gct4v") +netradiant_custom_shaders = Array[Resource]([ExtResource("2_w7psh"), ExtResource("3_6gpk8"), ExtResource("4_8rl60")]) +texture_types = PackedStringArray("png", "jpg", "jpeg", "bmp", "tga") +model_types = PackedStringArray("glb", "gltf", "obj") +sound_types = PackedStringArray("wav", "ogg") +default_scale = "1.0" +clip_texture = "textures/special/clip" +skip_texture = "textures/special/skip" +map_type = 1 +default_build_menu_variables = {} +default_build_menu_commands = {} diff --git a/demo/addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_clip.tres b/demo/addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_clip.tres new file mode 100644 index 0000000..d969774 --- /dev/null +++ b/demo/addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_clip.tres @@ -0,0 +1,8 @@ +[gd_resource type="Resource" script_class="NetRadiantCustomShader" load_steps=2 format=3 uid="uid://f5erfnvbg6b7"] + +[ext_resource type="Script" uid="uid://dn86acprv4e86" path="res://addons/func_godot/src/netradiant_custom/netradiant_custom_shader.gd" id="1_cuylw"] + +[resource] +script = ExtResource("1_cuylw") +texture_path = "textures/special/clip" +shader_attributes = Array[String](["qer_trans 0.4"]) diff --git a/demo/addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_origin.tres b/demo/addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_origin.tres new file mode 100644 index 0000000..72bd171 --- /dev/null +++ b/demo/addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_origin.tres @@ -0,0 +1,8 @@ +[gd_resource type="Resource" script_class="NetRadiantCustomShader" load_steps=2 format=3 uid="uid://bpnj14oaufdpt"] + +[ext_resource type="Script" uid="uid://dn86acprv4e86" path="res://addons/func_godot/src/netradiant_custom/netradiant_custom_shader.gd" id="1_ah2cp"] + +[resource] +script = ExtResource("1_ah2cp") +texture_path = "textures/special/origin" +shader_attributes = Array[String](["qer_trans 0.4"]) diff --git a/demo/addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_skip.tres b/demo/addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_skip.tres new file mode 100644 index 0000000..f368140 --- /dev/null +++ b/demo/addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_skip.tres @@ -0,0 +1,8 @@ +[gd_resource type="Resource" script_class="NetRadiantCustomShader" load_steps=2 format=3 uid="uid://cfhg30jclb4lw"] + +[ext_resource type="Script" uid="uid://dn86acprv4e86" path="res://addons/func_godot/src/netradiant_custom/netradiant_custom_shader.gd" id="1_4ja6h"] + +[resource] +script = ExtResource("1_4ja6h") +texture_path = "textures/special/skip" +shader_attributes = Array[String](["qer_trans 0.4"]) diff --git a/demo/addons/func_godot/game_config/trenchbroom/func_godot_tb_game_config.tres b/demo/addons/func_godot/game_config/trenchbroom/func_godot_tb_game_config.tres new file mode 100644 index 0000000..a08fb68 --- /dev/null +++ b/demo/addons/func_godot/game_config/trenchbroom/func_godot_tb_game_config.tres @@ -0,0 +1,34 @@ +[gd_resource type="Resource" script_class="TrenchBroomGameConfig" load_steps=7 format=3 uid="uid://b44ah5b2000wa"] + +[ext_resource type="Resource" uid="uid://crgpdahjaj" path="res://addons/func_godot/fgd/func_godot_fgd.tres" id="1_8u1vq"] +[ext_resource type="Resource" uid="uid://b4xhdj0e16lop" path="res://addons/func_godot/game_config/trenchbroom/tb_face_tag_clip.tres" id="1_rsp20"] +[ext_resource type="Resource" uid="uid://ca7377sfgj074" path="res://addons/func_godot/game_config/trenchbroom/tb_face_tag_skip.tres" id="2_166i2"] +[ext_resource type="Script" uid="uid://cx44c4vnq8bt5" path="res://addons/func_godot/src/trenchbroom/trenchbroom_game_config.gd" id="2_ns6ah"] +[ext_resource type="Resource" uid="uid://bkjxc54mmdhbo" path="res://addons/func_godot/game_config/trenchbroom/tb_face_tag_origin.tres" id="3_stisi"] +[ext_resource type="Texture2D" uid="uid://decwujsyhj0qy" path="res://addons/func_godot/icon32.png" id="6_tex5j"] + +[resource] +script = ExtResource("2_ns6ah") +game_name = "FuncGodot" +icon = ExtResource("6_tex5j") +map_formats = Array[Dictionary]([{ +"format": "Valve", +"initialmap": "initial_valve.map" +}, { +"format": "Standard", +"initialmap": "initial_standard.map" +}, { +"format": "Quake2", +"initialmap": "initial_quake2.map" +}, { +"format": "Quake3" +}]) +textures_root_folder = "textures" +texture_exclusion_patterns = Array[String](["*_albedo", "*_ao", "*_emission", "*_height", "*_metallic", "*_normal", "*_orm", "*_roughness", "*_sss"]) +palette_path = "textures/palette.lmp" +fgd_file = ExtResource("1_8u1vq") +entity_scale = "32" +brush_tags = Array[Resource]([]) +brushface_tags = Array[Resource]([ExtResource("1_rsp20"), ExtResource("2_166i2"), ExtResource("3_stisi")]) +default_uv_scale = Vector2(1, 1) +game_config_version = 0 diff --git a/demo/addons/func_godot/game_config/trenchbroom/tb_brush_tag_func.tres b/demo/addons/func_godot/game_config/trenchbroom/tb_brush_tag_func.tres new file mode 100644 index 0000000..e6f73c7 --- /dev/null +++ b/demo/addons/func_godot/game_config/trenchbroom/tb_brush_tag_func.tres @@ -0,0 +1,11 @@ +[gd_resource type="Resource" script_class="TrenchBroomTag" load_steps=2 format=3 uid="uid://37iduqf7tpxq"] + +[ext_resource type="Script" uid="uid://b66qdknwqpfup" path="res://addons/func_godot/src/trenchbroom/trenchbroom_tag.gd" id="1_rn13a"] + +[resource] +script = ExtResource("1_rn13a") +tag_name = "Func" +tag_attributes = Array[String]([]) +tag_match_type = 1 +tag_pattern = "func*" +texture_name = "" diff --git a/demo/addons/func_godot/game_config/trenchbroom/tb_brush_tag_trigger.tres b/demo/addons/func_godot/game_config/trenchbroom/tb_brush_tag_trigger.tres new file mode 100644 index 0000000..c915f1c --- /dev/null +++ b/demo/addons/func_godot/game_config/trenchbroom/tb_brush_tag_trigger.tres @@ -0,0 +1,11 @@ +[gd_resource type="Resource" script_class="TrenchBroomTag" load_steps=2 format=3 uid="uid://co2sb1ng7cw4i"] + +[ext_resource type="Script" uid="uid://b66qdknwqpfup" path="res://addons/func_godot/src/trenchbroom/trenchbroom_tag.gd" id="1_msqpk"] + +[resource] +script = ExtResource("1_msqpk") +tag_name = "Trigger" +tag_attributes = Array[String](["transparent"]) +tag_match_type = 1 +tag_pattern = "trigger*" +texture_name = "special/trigger" diff --git a/demo/addons/func_godot/game_config/trenchbroom/tb_face_tag_clip.tres b/demo/addons/func_godot/game_config/trenchbroom/tb_face_tag_clip.tres new file mode 100644 index 0000000..bec8a2c --- /dev/null +++ b/demo/addons/func_godot/game_config/trenchbroom/tb_face_tag_clip.tres @@ -0,0 +1,11 @@ +[gd_resource type="Resource" script_class="TrenchBroomTag" load_steps=2 format=3 uid="uid://b4xhdj0e16lop"] + +[ext_resource type="Script" uid="uid://b66qdknwqpfup" path="res://addons/func_godot/src/trenchbroom/trenchbroom_tag.gd" id="1_7td58"] + +[resource] +script = ExtResource("1_7td58") +tag_name = "Clip" +tag_attributes = Array[String](["transparent"]) +tag_match_type = 0 +tag_pattern = "clip" +texture_name = "" diff --git a/demo/addons/func_godot/game_config/trenchbroom/tb_face_tag_origin.tres b/demo/addons/func_godot/game_config/trenchbroom/tb_face_tag_origin.tres new file mode 100644 index 0000000..82478f3 --- /dev/null +++ b/demo/addons/func_godot/game_config/trenchbroom/tb_face_tag_origin.tres @@ -0,0 +1,11 @@ +[gd_resource type="Resource" script_class="TrenchBroomTag" load_steps=2 format=3 uid="uid://bkjxc54mmdhbo"] + +[ext_resource type="Script" uid="uid://b66qdknwqpfup" path="res://addons/func_godot/src/trenchbroom/trenchbroom_tag.gd" id="1_enkfc"] + +[resource] +script = ExtResource("1_enkfc") +tag_name = "Origin" +tag_attributes = Array[String](["transparent"]) +tag_match_type = 0 +tag_pattern = "origin" +texture_name = "" diff --git a/demo/addons/func_godot/game_config/trenchbroom/tb_face_tag_skip.tres b/demo/addons/func_godot/game_config/trenchbroom/tb_face_tag_skip.tres new file mode 100644 index 0000000..342646c --- /dev/null +++ b/demo/addons/func_godot/game_config/trenchbroom/tb_face_tag_skip.tres @@ -0,0 +1,11 @@ +[gd_resource type="Resource" script_class="TrenchBroomTag" load_steps=2 format=3 uid="uid://ca7377sfgj074"] + +[ext_resource type="Script" uid="uid://b66qdknwqpfup" path="res://addons/func_godot/src/trenchbroom/trenchbroom_tag.gd" id="1_2teqe"] + +[resource] +script = ExtResource("1_2teqe") +tag_name = "Skip" +tag_attributes = Array[String](["transparent"]) +tag_match_type = 0 +tag_pattern = "skip" +texture_name = "" diff --git a/demo/addons/func_godot/icon.png b/demo/addons/func_godot/icon.png new file mode 100644 index 0000000..9376a44 Binary files /dev/null and b/demo/addons/func_godot/icon.png differ diff --git a/demo/addons/func_godot/icon.png.import b/demo/addons/func_godot/icon.png.import new file mode 100644 index 0000000..a91ba08 --- /dev/null +++ b/demo/addons/func_godot/icon.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://cp2as6ujvknyu" +path="res://.godot/imported/icon.png-6db43b6a52df1ce3744a82f15cbdbbea.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://addons/func_godot/icon.png" +dest_files=["res://.godot/imported/icon.png-6db43b6a52df1ce3744a82f15cbdbbea.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/demo/addons/func_godot/icon.svg b/demo/addons/func_godot/icon.svg new file mode 100644 index 0000000..dddf76b --- /dev/null +++ b/demo/addons/func_godot/icon.svg @@ -0,0 +1,13 @@ + + + + + + + diff --git a/demo/addons/func_godot/icon.svg.import b/demo/addons/func_godot/icon.svg.import new file mode 100644 index 0000000..61f16c6 --- /dev/null +++ b/demo/addons/func_godot/icon.svg.import @@ -0,0 +1,43 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://bx5buvf1ydm7q" +path="res://.godot/imported/icon.svg-99f2c56e0c1ce867c819715c68d9c120.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://addons/func_godot/icon.svg" +dest_files=["res://.godot/imported/icon.svg-99f2c56e0c1ce867c819715c68d9c120.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 +svg/scale=1.0 +editor/scale_with_editor_scale=false +editor/convert_colors_with_editor_theme=false diff --git a/demo/addons/func_godot/icon32.png b/demo/addons/func_godot/icon32.png new file mode 100644 index 0000000..9376a44 Binary files /dev/null and b/demo/addons/func_godot/icon32.png differ diff --git a/demo/addons/func_godot/icon32.png.import b/demo/addons/func_godot/icon32.png.import new file mode 100644 index 0000000..8d3039c --- /dev/null +++ b/demo/addons/func_godot/icon32.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://decwujsyhj0qy" +path="res://.godot/imported/icon32.png-7025e2d95a64a3066b7947e1900b4daf.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://addons/func_godot/icon32.png" +dest_files=["res://.godot/imported/icon32.png-7025e2d95a64a3066b7947e1900b4daf.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/demo/addons/func_godot/icons/icon_godambler.svg b/demo/addons/func_godot/icons/icon_godambler.svg new file mode 100644 index 0000000..8ad76b2 --- /dev/null +++ b/demo/addons/func_godot/icons/icon_godambler.svg @@ -0,0 +1,13 @@ + + + + + + + diff --git a/demo/addons/func_godot/icons/icon_godambler.svg.import b/demo/addons/func_godot/icons/icon_godambler.svg.import new file mode 100644 index 0000000..86a30c3 --- /dev/null +++ b/demo/addons/func_godot/icons/icon_godambler.svg.import @@ -0,0 +1,43 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://bm2kwpq18quv0" +path="res://.godot/imported/icon_godambler.svg-a6dbba375ab2a45be046a1875b8d41e6.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://addons/func_godot/icons/icon_godambler.svg" +dest_files=["res://.godot/imported/icon_godambler.svg-a6dbba375ab2a45be046a1875b8d41e6.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 +svg/scale=1.0 +editor/scale_with_editor_scale=false +editor/convert_colors_with_editor_theme=false diff --git a/demo/addons/func_godot/icons/icon_godambler3d.svg b/demo/addons/func_godot/icons/icon_godambler3d.svg new file mode 100644 index 0000000..d38311c --- /dev/null +++ b/demo/addons/func_godot/icons/icon_godambler3d.svg @@ -0,0 +1,34 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/demo/addons/func_godot/icons/icon_godambler3d.svg.import b/demo/addons/func_godot/icons/icon_godambler3d.svg.import new file mode 100644 index 0000000..0508918 --- /dev/null +++ b/demo/addons/func_godot/icons/icon_godambler3d.svg.import @@ -0,0 +1,43 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://dieefivfbkovw" +path="res://.godot/imported/icon_godambler3d.svg-f7df9bfe58320474198644aa06a8f3f6.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://addons/func_godot/icons/icon_godambler3d.svg" +dest_files=["res://.godot/imported/icon_godambler3d.svg-f7df9bfe58320474198644aa06a8f3f6.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 +svg/scale=1.0 +editor/scale_with_editor_scale=false +editor/convert_colors_with_editor_theme=false diff --git a/demo/addons/func_godot/icons/icon_godot_ranger.svg b/demo/addons/func_godot/icons/icon_godot_ranger.svg new file mode 100644 index 0000000..6875584 --- /dev/null +++ b/demo/addons/func_godot/icons/icon_godot_ranger.svg @@ -0,0 +1,13 @@ + + + + + + + diff --git a/demo/addons/func_godot/icons/icon_godot_ranger.svg.import b/demo/addons/func_godot/icons/icon_godot_ranger.svg.import new file mode 100644 index 0000000..3be49c6 --- /dev/null +++ b/demo/addons/func_godot/icons/icon_godot_ranger.svg.import @@ -0,0 +1,43 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://cfxlhjsefleff" +path="res://.godot/imported/icon_godot_ranger.svg-8572582518f54de6403b767a923b5a92.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://addons/func_godot/icons/icon_godot_ranger.svg" +dest_files=["res://.godot/imported/icon_godot_ranger.svg-8572582518f54de6403b767a923b5a92.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 +svg/scale=1.0 +editor/scale_with_editor_scale=false +editor/convert_colors_with_editor_theme=false diff --git a/demo/addons/func_godot/icons/icon_godot_ranger3d.svg b/demo/addons/func_godot/icons/icon_godot_ranger3d.svg new file mode 100644 index 0000000..5771453 --- /dev/null +++ b/demo/addons/func_godot/icons/icon_godot_ranger3d.svg @@ -0,0 +1,13 @@ + + + + + + + diff --git a/demo/addons/func_godot/icons/icon_godot_ranger3d.svg.import b/demo/addons/func_godot/icons/icon_godot_ranger3d.svg.import new file mode 100644 index 0000000..d56cb29 --- /dev/null +++ b/demo/addons/func_godot/icons/icon_godot_ranger3d.svg.import @@ -0,0 +1,43 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://brm515f5ivx8m" +path="res://.godot/imported/icon_godot_ranger3d.svg-a9a2c9bcf2e8b1e07a0a941a16264e98.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://addons/func_godot/icons/icon_godot_ranger3d.svg" +dest_files=["res://.godot/imported/icon_godot_ranger3d.svg-a9a2c9bcf2e8b1e07a0a941a16264e98.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 +svg/scale=1.0 +editor/scale_with_editor_scale=false +editor/convert_colors_with_editor_theme=false diff --git a/demo/addons/func_godot/icons/icon_quake_file.svg b/demo/addons/func_godot/icons/icon_quake_file.svg new file mode 100644 index 0000000..4685159 --- /dev/null +++ b/demo/addons/func_godot/icons/icon_quake_file.svg @@ -0,0 +1,85 @@ + + + + + + + + + + + + image/svg+xml + + + + + + + + + + + diff --git a/demo/addons/func_godot/icons/icon_quake_file.svg.import b/demo/addons/func_godot/icons/icon_quake_file.svg.import new file mode 100644 index 0000000..668f5bb --- /dev/null +++ b/demo/addons/func_godot/icons/icon_quake_file.svg.import @@ -0,0 +1,43 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://c0464gp8lby0w" +path="res://.godot/imported/icon_quake_file.svg-1718b9a2b5e0b124f6d72bb4c72d2ee6.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://addons/func_godot/icons/icon_quake_file.svg" +dest_files=["res://.godot/imported/icon_quake_file.svg-1718b9a2b5e0b124f6d72bb4c72d2ee6.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 +svg/scale=1.0 +editor/scale_with_editor_scale=false +editor/convert_colors_with_editor_theme=false diff --git a/demo/addons/func_godot/icons/icon_slipgate.svg b/demo/addons/func_godot/icons/icon_slipgate.svg new file mode 100644 index 0000000..f78ac7b --- /dev/null +++ b/demo/addons/func_godot/icons/icon_slipgate.svg @@ -0,0 +1,13 @@ + + + + + + + diff --git a/demo/addons/func_godot/icons/icon_slipgate.svg.import b/demo/addons/func_godot/icons/icon_slipgate.svg.import new file mode 100644 index 0000000..49b2c5b --- /dev/null +++ b/demo/addons/func_godot/icons/icon_slipgate.svg.import @@ -0,0 +1,43 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://bw74kacajcaxb" +path="res://.godot/imported/icon_slipgate.svg-f42668b28b92f93c031f56d95dfcf5a6.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://addons/func_godot/icons/icon_slipgate.svg" +dest_files=["res://.godot/imported/icon_slipgate.svg-f42668b28b92f93c031f56d95dfcf5a6.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 +svg/scale=1.0 +editor/scale_with_editor_scale=false +editor/convert_colors_with_editor_theme=false diff --git a/demo/addons/func_godot/icons/icon_slipgate3d.svg b/demo/addons/func_godot/icons/icon_slipgate3d.svg new file mode 100644 index 0000000..7780d05 --- /dev/null +++ b/demo/addons/func_godot/icons/icon_slipgate3d.svg @@ -0,0 +1,13 @@ + + + + + + + diff --git a/demo/addons/func_godot/icons/icon_slipgate3d.svg.import b/demo/addons/func_godot/icons/icon_slipgate3d.svg.import new file mode 100644 index 0000000..6fc598d --- /dev/null +++ b/demo/addons/func_godot/icons/icon_slipgate3d.svg.import @@ -0,0 +1,43 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://cfvririkaa4tv" +path="res://.godot/imported/icon_slipgate3d.svg-f125bef6ff5aa79b5fe3f232a083425e.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://addons/func_godot/icons/icon_slipgate3d.svg" +dest_files=["res://.godot/imported/icon_slipgate3d.svg-f125bef6ff5aa79b5fe3f232a083425e.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 +svg/scale=1.0 +editor/scale_with_editor_scale=false +editor/convert_colors_with_editor_theme=false diff --git a/demo/addons/func_godot/palette.lmp b/demo/addons/func_godot/palette.lmp new file mode 100644 index 0000000..7eefda1 Binary files /dev/null and b/demo/addons/func_godot/palette.lmp differ diff --git a/demo/addons/func_godot/palette.lmp.import b/demo/addons/func_godot/palette.lmp.import new file mode 100644 index 0000000..27c6b0d --- /dev/null +++ b/demo/addons/func_godot/palette.lmp.import @@ -0,0 +1,14 @@ +[remap] + +importer="func_godot.palette" +type="Resource" +uid="uid://drgnc41yfybr" +path="res://.godot/imported/palette.lmp-138c33f2ac0cab3ad6373e7c0425cf00.tres" + +[deps] + +source_file="res://addons/func_godot/palette.lmp" +dest_files=["res://.godot/imported/palette.lmp-138c33f2ac0cab3ad6373e7c0425cf00.tres"] + +[params] + diff --git a/demo/addons/func_godot/plugin.cfg b/demo/addons/func_godot/plugin.cfg new file mode 100644 index 0000000..d0bb251 --- /dev/null +++ b/demo/addons/func_godot/plugin.cfg @@ -0,0 +1,7 @@ +[plugin] + +name="FuncGodot" +description="Quake .map and Half-Life .vmf file support for Godot." +author="Josh Palmer, Hannah Crawford, Emberlynn Bland, Tim Maccabe, Vera Lux" +version="2025.9" +script="src/func_godot_plugin.gd" diff --git a/demo/addons/func_godot/src/core/data.gd b/demo/addons/func_godot/src/core/data.gd new file mode 100644 index 0000000..adb33ee --- /dev/null +++ b/demo/addons/func_godot/src/core/data.gd @@ -0,0 +1,190 @@ +@icon("res://addons/func_godot/icons/icon_godot_ranger.svg") +class_name FuncGodotData +## Container that holds various data structs to be used in the [FuncGodotMap] build process. +## +## FuncGodot utilizes multiple custom data structs to hold information parsed from the map file +## and read and modified by the other core build classes. +## All data structs extend from [RefCounted], therefore all data is passed by reference. +## [br][br] +## [FuncGodotData.FaceData][br] +## [FuncGodotData.BrushData][br] +## [FuncGodotData.PatchData][br] +## [FuncGodotData.GroupData][br] +## [FuncGodotData.EntityData][br] + +## Data struct representing both a single map plane and a mesh face. Generated during parsing by plane definitions in the map file, +## it is further modified and utilized during the geo generation stage to create the final entity meshes. +class FaceData extends RefCounted: + ## Vertex array for the face. Only populated in combination with other faces, as a result of planar intersections. + var vertices: PackedVector3Array = [] + ## Index array for the face. Used in ArrayMesh creation. + var indices: PackedInt32Array = [] + ## Vertex normal array for the face. + ## By default, set to the planar normal, which results in flat shading. May be modified to adjust shading. + var normals: PackedVector3Array = [] + ## Tangent data for the face. + var tangents: PackedFloat32Array = [] + ## Local path to the texture without the extension, relative to the FuncGodotMap node's settings' base texture directory. + var texture: String + ## UV transform data generated during the parsing stage. Used for both Standard and Valve 220 UV formats, + ## though rotation is not applied to the transform when using Valve 220. + var uv: Transform2D + ## Raw vector data provided by the Valve 220 format during parsing. It is used to calculate rotations. + ## The presence of this data determines how face UVs and tangents are calculated. + var uv_axes: PackedVector3Array = [] + ## Raw plane data parsed from the map file using the id Tech coordinate system. + var plane: Plane + + ## Returns the average position of all vertices in the face. Only valid when the face has at least one vertex. + func get_centroid() -> Vector3: + return FuncGodotUtil.op_vec3_avg(vertices) + + ## Returns an arbitrary coplanar direction to use for winding the face. + ## Only valid when the face has at least two vertices. + func get_basis() -> Vector3: + if vertices.size() < 2: + push_error("Cannot get winding basis without at least 2 vertices!") + return Vector3.ZERO + return (vertices[1] - vertices[0]).normalized() + + ## Prepares the face for OpenGL triangle winding order. + ## Sorts the vertex array in-place by angle from the centroid. + func wind() -> void: + var centroid: Vector3 = get_centroid() + var u_axis: Vector3 = get_basis() + var v_axis: Vector3 = u_axis.cross(plane.normal).normalized() + var cmp_winding_angle: Callable = ( + func(a: Vector3, b: Vector3) -> bool: + var dir_a: Vector3 = a - centroid + var dir_b: Vector3 = b - centroid + var angle_a: float = atan2(dir_a.dot(v_axis), dir_a.dot(u_axis)) + var angle_b: float = atan2(dir_b.dot(v_axis), dir_b.dot(u_axis)) + return angle_a < angle_b + ) + + var _vertices: Array[Vector3] + _vertices.assign(vertices) + _vertices.sort_custom(cmp_winding_angle) + vertices = _vertices + + ## Repopulate the [member indices] array to create a triangle fan. + ## The face must be properly wound for the resulting indices to be valid. + func index_vertices() -> void: + var tri_count: int = vertices.size() - 2 + indices.resize(tri_count * 3) + var index: int = 0 + for i in tri_count: + indices[index] = 0 + indices[index + 1] = i + 1 + indices[index + 2] = i + 2 + index += 3 + +## Data struct representing a single map format brush. It is largely meant as a container for [FuncGodotData.FaceData] data. +class BrushData extends RefCounted: + ## Raw plane data parsed from the map file using the id Tech coordinate system. + var planes: Array[Plane] + ## Collection of [FuncGodotData.FaceData]. + var faces: Array[FaceData] + ## [code]true[/code] if this brush is completely covered in the [i]Origin[/i] texture defined in [FuncGodotMapSettings]. + ## Determined during [FuncGodotParser] and utilized during [FuncGodotGeometryGenerator]. + var origin: bool = false + +## Data struct representing a patch def entity. +class PatchData extends RefCounted: + ## Local path to the texture without the extension, relative to the FuncGodotMap node's settings' base texture directory. + var texture: String + var size: PackedInt32Array + var points: PackedVector3Array + var uvs: PackedVector2Array + +## Data struct representing a TrenchBroom Group, TrenchBroom Layer, or Valve VisGroup. +## Generated during the parsing stage and utilized during both parsing and entity assembly stages. +class GroupData extends RefCounted: + enum GroupType { GROUP, LAYER, } + ## Defines whether the group is a Group or a Layer. Currently only determines the name of the group. + var type: GroupType = GroupType.GROUP + ## Group ID retrieved from the map file. Utilized during the parsing and entity assembly stages to determine + ## which entities belong to which groups as well as which groups are children of other groups. + var id: int + ## Generated during the parsing stage using the format of type_id_name, eg: group_2_Arkham. + var name: String + ## ID of the parent group data, used to determine which group data is this group's parent. + var parent_id: int = -1 + ## Pointer to another group data that this group is a child of. + var parent: GroupData = null + ## Pointer to generated Node3D representing this group in the SceneTree. + var node: Node3D = null + ## If true, erases all entities assigned to this group and then the group itself at the end of the parsing stage, preventing those entities from being generated into nodes. + ## Can be set in TrenchBroom on layers using the "omit layer" option. + var omit: bool = false + +## Data struct representing a map format entity. +class EntityData extends RefCounted: + ## All of the entity's key value pairs from the map file, retrieved during parsing. + ## The func_godot_properties dictionary generated at the end of entity assembly is derived from this. + var properties: Dictionary = {} + ## The entity's brush data collected during the parsing stage. If the entity's FGD resource cannot be found, + ## the presence of a single brush determines this entity to be a Solid Entity. + var brushes: Array[BrushData] = [] + ## The entity's patch def data collected during the parsing stage. If the entity's FGD resource cannot be found, + ## the presence of a single patch def determines this entity to be a Solid Entity. + var patches: Array[PatchData] = [] + ## Pointer to the group data this entity belongs to. + var group: GroupData = null + ## The entity's FGD resource, determined by matching the classname properties of each. + ## This can only be a [FuncGodotFGDSolidClass], [FuncGodotFGDPointClass], or [FuncGodotFGDModelPointClass]. + var definition: FuncGodotFGDEntityClass = null + ## Mesh resource generated during the geometry generation stage and applied during the entity assembly stage. + var mesh: ArrayMesh = null + ## MeshInstance3D node generated during the entity assembly stage. + var mesh_instance: MeshInstance3D = null + ## Optional mesh metadata compiled during the geometry generation stage, used to determine face information from collision. + var mesh_metadata: Dictionary = {} + ## A collection of collision shape resources generated during the geometry generation stage and applied during the entity assembly stage. + var shapes: Array[Shape3D] = [] + ## A collection of [CollisionShape3D] nodes generated during the entity assembly stage. Each node corresponds to a shape in the [member shapes] array. + var collision_shapes: Array[CollisionShape3D] = [] + ## [OccluderInstance3D] node generated during the entity assembly stage using the [member mesh] resource. + var occluder_instance: OccluderInstance3D = null + ## True global position of the entity's generated node that the mesh's vertices are offset by during the geometry generation stage. + var origin: Vector3 = Vector3.ZERO + + ## Checks the entity's FGD resource definition, returning whether the Solid Class has a [MeshInstance3D] built for it. + func is_visual() -> bool: + return (definition + and definition is FuncGodotFGDSolidClass + and definition.build_visuals) + + ## Checks the entity's FGD resource definition, returning whether the Solid Class CollisionShapeType is set to Convex. + func is_collision_convex() -> bool: + return (definition + and definition is FuncGodotFGDSolidClass + and definition.collision_shape_type == FuncGodotFGDSolidClass.CollisionShapeType.CONVEX + ) + + ## Checks the entity's FGD resource definition, returning whether the Solid Class CollisionShapeType is set to Concave. + func is_collision_concave() -> bool: + return (definition + and definition is FuncGodotFGDSolidClass + and definition.collision_shape_type == FuncGodotFGDSolidClass.CollisionShapeType.CONCAVE + ) + + ## Determines if the entity's mesh should be processed for normal smoothing. + ## The smoothing property can be retrieved from [member FuncGodotMapSettings.entity_smoothing_property]. + func is_smooth_shaded(smoothing_property: String = "_phong") -> bool: + return properties.get(smoothing_property, "0").to_int() + + ## Retrieves the entity's smoothing angle to determine if the face should be smoothed. + ## The smoothing angle property can be retrieved from [member FuncGodotMapSettings.entity_smoothing_angle_property]. + func get_smoothing_angle(smoothing_angle_property: String = "_phong_angle") -> float: + return properties.get(smoothing_angle_property, "89.0").to_float() + +class VertexGroupData: + ## Faces this vertex appears in. + var faces: Array[FaceData] + ## Index within the associated face for this vertex. + var face_indices: PackedInt32Array + +class ParseData: + var entities: Array[EntityData] = [] + var groups: Array[GroupData] = [] diff --git a/demo/addons/func_godot/src/core/data.gd.uid b/demo/addons/func_godot/src/core/data.gd.uid new file mode 100644 index 0000000..e10beda --- /dev/null +++ b/demo/addons/func_godot/src/core/data.gd.uid @@ -0,0 +1 @@ +uid://cqye8dehq4c7q diff --git a/demo/addons/func_godot/src/core/entity_assembler.gd b/demo/addons/func_godot/src/core/entity_assembler.gd new file mode 100644 index 0000000..39ce37e --- /dev/null +++ b/demo/addons/func_godot/src/core/entity_assembler.gd @@ -0,0 +1,451 @@ +@icon("res://addons/func_godot/icons/icon_godot_ranger.svg") +class_name FuncGodotEntityAssembler extends RefCounted +## Entity assembly class that is instantiated by a [FuncGodotMap] node. + +const _SIGNATURE: String = "[ENT]" + +# Namespacing +const _GroupData := FuncGodotData.GroupData +const _EntityData := FuncGodotData.EntityData + +# Class members +## [FuncGodotMapSettings] provided by the [FuncGodotMap] during the build process. +var map_settings: FuncGodotMapSettings = null +## [enum FuncGodotMap.BuildFlags] that may affect the build process provided by the [FuncGodotMap]. +var build_flags: int = 0 + +# Signals +## Emitted when a step in the entity assembly process is completed. +## It is connected to [method FuncGodotUtil.print_profile_info] method if [member FuncGodotMap.build_flags] SHOW_PROFILE_INFO flag is set. +signal declare_step(step: String) + +func _init(settings: FuncGodotMapSettings) -> void: + map_settings = settings + +## Attempts to retrieve a [Script] via class name, to allow for [GDScript] class instantiation. +static func get_script_by_class_name(name_of_class: String) -> Script: + if ResourceLoader.exists(name_of_class, "Script"): + return load(name_of_class) as Script + for global_class in ProjectSettings.get_global_class_list(): + var found_name_of_class : String = global_class["class"] + var found_path : String = global_class["path"] + if found_name_of_class == name_of_class: + return load(found_path) as Script + return null + +## Generates a [Node3D] for a group's [SceneTree] representation and links the new [Node3D] to that group. +func generate_group_node(group_data: _GroupData) -> Node3D: + var group_node := Node3D.new() + group_node.name = group_data.name + group_data.node = group_node + return group_node + +## Generates and assembles a new [Node] based upon processed [FuncGodotData.EntityData]. Depending upon provided data, +## additional [MeshInstance3D], [CollisionShape3D], and [OccluderInstance3D] nodes may also be generated. +func generate_solid_entity_node(node: Node, node_name: String, data: _EntityData, definition: FuncGodotFGDSolidClass) -> Node: + if definition.spawn_type == FuncGodotFGDSolidClass.SpawnType.MERGE_WORLDSPAWN: + return null + + if definition.node_class != "": + if ClassDB.class_exists(definition.node_class): + node = ClassDB.instantiate(definition.node_class) + else: + var script: Script = get_script_by_class_name(definition.node_class) + if script is GDScript: + node = (script as GDScript).new() + else: + node = Node3D.new() + + node.name = node_name + node_name = node_name.trim_suffix(definition.classname).trim_suffix("_") + var properties: Dictionary = data.properties + + # Mesh Instance generation + if data.mesh: + var mesh_instance := MeshInstance3D.new() + mesh_instance.name = node_name + "_mesh_instance" + mesh_instance.mesh = data.mesh + mesh_instance.gi_mode = GeometryInstance3D.GI_MODE_DISABLED + if definition.global_illumination_mode: + mesh_instance.gi_mode = definition.global_illumination_mode + mesh_instance.cast_shadow = definition.shadow_casting_setting + mesh_instance.layers = definition.render_layers + node.add_child(mesh_instance) + data.mesh_instance = mesh_instance + + # Occluder generation + if definition.build_occlusion and data.mesh: + var verts: PackedVector3Array = [] + var indices: PackedInt32Array = [] + var index: int = 0 + for surf_idx in range(data.mesh.get_surface_count()): + var vert_count: int = verts.size() + var surf_array: Array = data.mesh.surface_get_arrays(surf_idx) + verts.append_array(surf_array[Mesh.ARRAY_VERTEX]) + indices.resize(indices.size() + surf_array[Mesh.ARRAY_INDEX].size()) + for new_index in surf_array[Mesh.ARRAY_INDEX]: + indices[index] = (new_index + vert_count) + index += 1 + + var occluder := ArrayOccluder3D.new() + occluder.set_arrays(verts, indices) + var occluder_instance := OccluderInstance3D.new() + occluder_instance.name = node_name + "_occluder_instance" + occluder_instance.occluder = occluder + node.add_child(occluder_instance) + data.occluder_instance = occluder_instance + + if not (build_flags & FuncGodotMap.BuildFlags.DISABLE_SMOOTHING) and data.is_smooth_shaded(map_settings.entity_smoothing_property): + mesh_instance.mesh = FuncGodotUtil.smooth_mesh_by_angle(data.mesh, data.get_smoothing_angle(map_settings.entity_smoothing_angle_property)) + + # Collision generation + if data.shapes.size() and node is CollisionObject3D: + node.collision_layer = definition.collision_layer + node.collision_mask = definition.collision_mask + node.collision_priority = definition.collision_priority + + var shape_to_face_array : Array[PackedInt32Array] = [] + if data.mesh_metadata.has('shape_to_face_array'): + shape_to_face_array = data.mesh_metadata['shape_to_face_array'] + data.mesh_metadata.erase('shape_to_face_array') + + # Generate CollisionShape3D nodes and apply shapes + var face_index_metadata : Dictionary[String, PackedInt32Array] = {} + for i in data.shapes.size(): + var shape := data.shapes[i] + var collision_shape := CollisionShape3D.new() + if definition.collision_shape_type == FuncGodotFGDSolidClass.CollisionShapeType.CONCAVE: + collision_shape.name = node_name + "_collision_shape" + else: + collision_shape.name = node_name + "_brush_%s_collision_shape" % i + collision_shape.shape = shape + collision_shape.shape.margin = definition.collision_shape_margin + collision_shape.owner = node.owner + node.add_child(collision_shape) + data.collision_shapes.append(collision_shape) + if shape_to_face_array.size() > i: + face_index_metadata[collision_shape.name] = shape_to_face_array[i] + + if definition.add_collision_shape_to_face_indices_metadata: + data.mesh_metadata['collision_shape_to_face_indices_map'] = face_index_metadata + + if "position" in node: + if node.position is Vector3: + node.position = FuncGodotUtil.id_to_opengl(data.origin) * map_settings.scale_factor + + if not data.mesh_metadata.is_empty(): + node.set_meta("func_godot_mesh_data", data.mesh_metadata) + + return node + +## Generates and assembles a new [Node] or [PackedScene] based upon processed [FuncGodotData.EntityData]. +func generate_point_entity_node(node: Node, node_name: String, properties: Dictionary, definition: FuncGodotFGDPointClass) -> Node: + var classname: String = properties["classname"] + + if definition.scene_file: + var flag: PackedScene.GenEditState = PackedScene.GEN_EDIT_STATE_DISABLED + if Engine.is_editor_hint(): + flag = PackedScene.GEN_EDIT_STATE_INSTANCE + node = definition.scene_file.instantiate(flag) + elif definition.node_class != "": + if ClassDB.class_exists(definition.node_class): + node = ClassDB.instantiate(definition.node_class) + else: + var script: Script = get_script_by_class_name(definition.node_class) + if script is GDScript: + node = (script as GDScript).new() + else: + node = Node3D.new() + + node.name = node_name + + if "rotation_degrees" in node and definition.apply_rotation_on_map_build: + var angles := Vector3.ZERO + if "angles" in properties or "mangle" in properties: + var key := "angles" if "angles" in properties else "mangle" + var angles_raw = properties[key] + if not angles_raw is Vector3: + angles_raw = angles_raw.split_floats(' ') + if angles_raw.size() > 2: + angles = Vector3(-angles_raw[0], angles_raw[1], -angles_raw[2]) + if key == "mangle": + if definition.classname.begins_with("light"): + angles = Vector3(angles_raw[1], angles_raw[0], -angles_raw[2]) + elif definition.classname == "info_intermission": + angles = Vector3(angles_raw[0], angles_raw[1], -angles_raw[2]) + else: + push_error("Invalid vector format for \"" + key + "\" in entity \"" + classname + "\"") + elif "angle" in properties: + var angle = properties["angle"] + if not angle is float: + angle = float(angle) + angles.y += angle + angles.y += 180 + node.rotation_degrees = angles + + if "scale" in node and definition.apply_scale_on_map_build: + if "scale" in properties: + var scale_prop: Variant = properties["scale"] + if typeof(scale_prop) == TYPE_STRING: + var scale_arr: PackedStringArray = (scale_prop as String).split(" ") + match scale_arr.size(): + 1: scale_prop = scale_arr[0].to_float() + 3: scale_prop = Vector3(scale_arr[1].to_float(), scale_arr[2].to_float(), scale_arr[0].to_float()) + 2: scale_prop = Vector2(scale_arr[0].to_float(), scale_arr[0].to_float()) + if typeof(scale_prop) == TYPE_FLOAT or typeof(scale_prop) == TYPE_INT: + node.scale *= scale_prop as float + elif node.scale is Vector3: + if typeof(scale_prop) == TYPE_VECTOR3 or typeof(scale_prop) == TYPE_VECTOR3I: + node.scale *= scale_prop as Vector3 + elif node.scale is Vector2: + if typeof(scale_prop) == TYPE_VECTOR2 or typeof(scale_prop) == TYPE_VECTOR2I: + node.scale *= scale_prop as Vector2 + + if "origin" in properties: + var origin_vec: Vector3 = Vector3.ZERO + var origin_comps: PackedFloat64Array = properties['origin'].split_floats(' ') + if origin_comps.size() > 2: + origin_vec = Vector3(origin_comps[1], origin_comps[2], origin_comps[0]) + else: + push_error("Invalid vector format for \"origin\" in " + node_name) + if "position" in node: + if node.position is Vector3: + node.position = origin_vec * map_settings.scale_factor + elif node.position is Vector2: + node.position = Vector2(origin_vec.z, -origin_vec.y) + + return node + +## Converts the [String] values of the entity data's [code]properties[/code] [Dictionary] to various [Variant] formats +## based upon the [FuncGodotFGDEntity]'s class properties, then attempts to send those properties to a [code]func_godot_properties[/code] [Dictionary] +## and an [code]_func_godot_apply_properties(properties: Dictionary)[/code] method on the node. A deferred call to [code]_func_godot_build_complete()[/code] is also made. +func apply_entity_properties(node: Node, data: _EntityData) -> void: + var properties: Dictionary = data.properties + + if data.definition: + var def := data.definition + for property in properties: + var prop_string = properties[property] + if property in def.class_properties: + var prop_default: Variant = def.class_properties[property] + + match typeof(prop_default): + TYPE_INT: + properties[property] = prop_string.to_int() + TYPE_FLOAT: + properties[property] = prop_string.to_float() + TYPE_BOOL: + properties[property] = bool(prop_string.to_int()) + TYPE_VECTOR3: + var prop_comps: PackedFloat64Array = prop_string.split_floats(" ") + if prop_comps.size() > 2: + properties[property] = Vector3(prop_comps[0], prop_comps[1], prop_comps[2]) + else: + push_error("Invalid Vector3 format for \'" + property + "\' in entity \'" + def.classname + "\': " + prop_string) + properties[property] = prop_default + TYPE_VECTOR3I: + var prop_vec: Vector3i = prop_default + var prop_comps: PackedStringArray = prop_string.split(" ") + if prop_comps.size() > 2: + for i in 3: + prop_vec[i] = prop_comps[i].to_int() + else: + push_error("Invalid Vector3i format for \'" + property + "\' in entity \'" + def.classname + "\': " + prop_string) + properties[property] = prop_vec + TYPE_COLOR: + var prop_color: Color = prop_default + var prop_comps: PackedStringArray = prop_string.split(" ") + if prop_comps.size() > 2: + prop_color.r8 = prop_comps[0].to_int() + prop_color.g8 = prop_comps[1].to_int() + prop_color.b8 = prop_comps[2].to_int() + prop_color.a = 1.0 + else: + push_error("Invalid Color format for \'" + property + "\' in entity \'" + def.classname + "\': " + prop_string) + properties[property] = prop_color + TYPE_DICTIONARY: + var prop_desc = def.class_property_descriptions[property] + if prop_desc is Array and prop_desc.size() > 1 and prop_desc[1] is int: + properties[property] = prop_string.to_int() + TYPE_ARRAY: + properties[property] = prop_string.to_int() + TYPE_VECTOR2: + var prop_comps: PackedFloat64Array = prop_string.split_floats(" ") + if prop_comps.size() > 1: + properties[property] = Vector2(prop_comps[0], prop_comps[1]) + else: + push_error("Invalid Vector2 format for \'" + property + "\' in entity \'" + def.classname + "\': " + prop_string) + properties[property] = prop_default + TYPE_VECTOR2I: + var prop_vec: Vector2i = prop_default + var prop_comps: PackedStringArray = prop_string.split(" ") + if prop_comps.size() > 1: + for i in 2: + prop_vec[i] = prop_comps[i].to_int() + else: + push_error("Invalid Vector2i format for \'" + property + "\' in entity \'" + def.classname + "\': " + prop_string) + properties[property] = prop_vec + TYPE_VECTOR4: + var prop_comps: PackedFloat64Array = prop_string.split_floats(" ") + if prop_comps.size() > 3: + properties[property] = Vector4(prop_comps[0], prop_comps[1], prop_comps[2], prop_comps[3]) + else: + push_error("Invalid Vector4 format for \'" + property + "\' in entity \'" + def.classname + "\': " + prop_string) + properties[property] = prop_default + TYPE_VECTOR4I: + var prop_vec: Vector4i = prop_default + var prop_comps: PackedStringArray = prop_string.split(" ") + if prop_comps.size() > 3: + for i in 4: + prop_vec[i] = prop_comps[i].to_int() + else: + push_error("Invalid Vector4i format for \'" + property + "\' in entity \'" + def.classname + "\': " + prop_string) + properties[property] = prop_vec + TYPE_STRING_NAME: + properties[property] = StringName(prop_string) + TYPE_NODE_PATH: + properties[property] = prop_string + TYPE_OBJECT: + properties[property] = prop_string + + # Assign properties not defined with defaults from the entity definition + for property in def.class_properties: + if not property in properties: + var prop_default: Variant = def.class_properties[property] + # Flags + if prop_default is Array: + var prop_flags_sum := 0 + for prop_flag in prop_default: + if prop_flag is Array and prop_flag.size() > 2: + if prop_flag[2] and prop_flag[1] is int: + prop_flags_sum += prop_flag[1] + properties[property] = prop_flags_sum + # Choices + elif prop_default is Dictionary: + var prop_desc = def.class_property_descriptions.get(property, "") + if prop_desc is Array and prop_desc.size() > 1 and (prop_desc[1] is int or prop_desc[1] is String): + properties[property] = prop_desc[1] + elif prop_default.size(): + properties[property] = prop_default[prop_default.keys().front()] + else: + properties[property] = 0 + # Materials, Shaders, and Sounds + elif prop_default is Resource: + properties[property] = prop_default.resource_path + # Target Destination and Target Source + elif prop_default is NodePath or prop_default is Object or prop_default == null: + properties[property] = "" + # Everything else + else: + properties[property] = prop_default + + if def.auto_apply_to_matching_node_properties: + for property in properties: + if property in node: + if typeof(node.get(property)) == typeof(properties[property]): + node.set(property, properties[property]) + else: + push_error("Entity %s property \'%s\' type mismatch with matching generated node property." % [node.name, property]) + + if "func_godot_properties" in node: + node.func_godot_properties = properties + + if node.has_method("_func_godot_apply_properties"): + node.call("_func_godot_apply_properties", properties) + + if node.has_method("_func_godot_build_complete"): + node.call_deferred("_func_godot_build_complete") + +## Generate a [Node] from [FuncGodotData.EntityData]. The returned node value can be [code]null[/code], +## in the case of [FuncGodotFGDSolidClass] entities with no [FuncGodotData.BrushData] entries. +func generate_entity_node(entity_data: _EntityData, entity_index: int) -> Node: + var node: Node = null + var node_name: String = "entity_%s" % entity_index + var properties: Dictionary = entity_data.properties + var entity_def: FuncGodotFGDEntityClass = entity_data.definition + + if "classname" in entity_data.properties: + var classname: String = properties["classname"] + + node_name += "_" + properties["classname"] + var default_point_def := FuncGodotFGDPointClass.new() + var default_solid_def := FuncGodotFGDSolidClass.new() + default_solid_def.collision_shape_type = FuncGodotFGDSolidClass.CollisionShapeType.NONE + + if entity_def: + var name_prop: String + if entity_def.name_property in properties: + name_prop = str(properties[entity_def.name_property]) + elif map_settings.entity_name_property in properties: + name_prop = str(properties[map_settings.entity_name_property]) + if not name_prop.is_empty(): + node_name = "entity_" + name_prop + + if entity_def is FuncGodotFGDSolidClass: + node = generate_solid_entity_node(node, node_name, entity_data, entity_def) + elif entity_def is FuncGodotFGDPointClass: + node = generate_point_entity_node(node, node_name, properties, entity_def) + else: + push_error("Invalid entity definition for \"" + node_name + "\". Entity definition must be Solid Class or Point Class.") + node = generate_point_entity_node(node, node_name, properties, default_point_def) + + if node and entity_def.script_class: + node.set_script(entity_def.script_class) + else: + push_error("No entity definition found for \"" + node_name + "\"") + if entity_data.brushes.size(): + node = generate_solid_entity_node(node, node_name, entity_data, default_solid_def) + else: + node = generate_point_entity_node(node, node_name, properties, default_point_def) + + return node + +## Main entity assembly process called by [FuncGodotMap]. Generates and sorts group nodes in the [SceneTree] first, +## then generates and assembles [Node]s based upon the provided [FuncGodotData.EntityData] and adds them to the [SceneTree]. +func build(map_node: FuncGodotMap, entities: Array[_EntityData], groups: Array[_GroupData]) -> void: + var scene_root := map_node.get_tree().edited_scene_root if map_node.get_tree() else map_node + build_flags = map_node.build_flags + + if map_settings.use_groups_hierarchy: + declare_step.emit("Generating %s groups" % groups.size()) + # Generate group nodes + for group in groups: + group.node = generate_group_node(group) + # Sort hierarchy and add them to the map + for group in groups: + if group.parent_id < 0: + map_node.add_child(group.node) + group.node.owner = scene_root + else: + for parent in groups: + if group.parent_id == parent.id: + parent.node.add_child(group.node) + group.node.owner = scene_root + declare_step.emit("Groups generation and sorting complete") + + declare_step.emit("Assembling %s entities" % entities.size()) + var entity_node: Node = null + for entity_index in entities.size(): + var entity_data : _EntityData = entities[entity_index] + entity_node = generate_entity_node(entity_data, entity_index) + if entity_node: + if not map_settings.use_groups_hierarchy or not entity_data.group: + map_node.add_child(entity_node) + if entity_index == 0: + map_node.move_child(entity_node, 0) + elif map_settings.use_groups_hierarchy: + for group in groups: + if entity_data.group.id == group.id: + group.node.add_child(entity_node) + + entity_node.owner = scene_root + if entity_data.mesh_instance: + entity_data.mesh_instance.owner = scene_root + for shape in entity_data.collision_shapes: + if shape: + shape.owner = scene_root + if entity_data.occluder_instance: + entity_data.occluder_instance.owner = scene_root + + apply_entity_properties(entity_node, entity_data) + declare_step.emit("Entity assembly and property application complete") diff --git a/demo/addons/func_godot/src/core/entity_assembler.gd.uid b/demo/addons/func_godot/src/core/entity_assembler.gd.uid new file mode 100644 index 0000000..7bec2d0 --- /dev/null +++ b/demo/addons/func_godot/src/core/entity_assembler.gd.uid @@ -0,0 +1 @@ +uid://dh73tfvwp7kr6 diff --git a/demo/addons/func_godot/src/core/geometry_generator.gd b/demo/addons/func_godot/src/core/geometry_generator.gd new file mode 100644 index 0000000..4280ce1 --- /dev/null +++ b/demo/addons/func_godot/src/core/geometry_generator.gd @@ -0,0 +1,567 @@ +@icon("res://addons/func_godot/icons/icon_slipgate.svg") +class_name FuncGodotGeometryGenerator extends RefCounted +## Geometry generation class that is instantiated by a [FuncGodotMap] node. + +const _SIGNATURE: String = "[GEO]" + +# Namespacing +const _VERTEX_EPSILON := FuncGodotUtil._VERTEX_EPSILON +const _VERTEX_EPSILON2 := _VERTEX_EPSILON * _VERTEX_EPSILON + +const _HYPERPLANE_SIZE := 65355.0 + +const _OriginType := FuncGodotFGDSolidClass.OriginType + +const _GroupData := FuncGodotData.GroupData +const _EntityData := FuncGodotData.EntityData +const _BrushData := FuncGodotData.BrushData +const _PatchData := FuncGodotData.PatchData +const _FaceData := FuncGodotData.FaceData +const _VertexGroupData := FuncGodotData.VertexGroupData + +# Class members +var map_settings: FuncGodotMapSettings = null +var entity_data: Array[_EntityData] +var texture_materials: Dictionary[String, Material] +var texture_sizes: Dictionary[String, Vector2] + +# Signals + +## Emitted when beginning a new step of the generation process. +signal declare_step(step: String) + +func _init(settings: FuncGodotMapSettings = null) -> void: + map_settings = settings + +#region TOOLS +func is_skip(face: _FaceData) -> bool: + return FuncGodotUtil.is_skip(face.texture, map_settings) + +func is_clip(face: _FaceData) -> bool: + return FuncGodotUtil.is_clip(face.texture, map_settings) + +func is_origin(face: _FaceData) -> bool: + return FuncGodotUtil.is_origin(face.texture, map_settings) + +#endregion + +#region PATCHES +func sample_bezier_curve(controls: Array[Vector3], t: float) -> Vector3: + var points: Array[Vector3] = controls.duplicate() + for i in controls.size(): + for j in controls.size() - 1 - i: + points[j] = points[j].lerp(points[j + 1], t) + return points[0] + +func sample_bezier_surface(controls: Array[Vector3], width: int, height: int, u: float, v: float) -> Vector3: + var curve: Array[Vector3] = [] + for x in range(width): + var col: Array[Vector3] = [] + for y in range(height): + var idx := y * width + x + col.append(controls[idx]) + curve.append(sample_bezier_curve(col, v)) + return sample_bezier_curve(curve, u) + +# Generate patch triangle indices +func get_triangle_indices(width: int, height: int) -> Array[int]: + var indices: Array[int] = [] + if width < 2 or height < 2: + return indices + + for row in range(height - 1): + for col in range(width - 1): + ## First triangle of the square; top left, top right, bottom left + indices.append(col + row * width) + indices.append((col + 1) + row * width) + indices.append(col + (row + 1) * width) + + ## Second triangle of the square; top right, bottom right, bottom left + indices.append((col + 1) + row * width) + indices.append((col + 1) + (row + 1) * width) + indices.append(col + (row + 1) * width) + return indices + +func create_patch_mesh(data: Array[_PatchData], mesh: Mesh): + return + +#endregion + +#region BRUSHES +func generate_base_winding(plane: Plane) -> PackedVector3Array: + var up := Vector3.UP + if abs(plane.normal.dot(up)) > 0.9: + up = Vector3.RIGHT + + var right: Vector3 = plane.normal.cross(up).normalized() + var forward: Vector3 = right.cross(plane.normal).normalized() + var centroid: Vector3 = plane.get_center() + + # construct oversized square on the plane to clip against + var winding := PackedVector3Array() + winding.append(centroid + (right * _HYPERPLANE_SIZE) + (forward * _HYPERPLANE_SIZE)) + winding.append(centroid + (right * -_HYPERPLANE_SIZE) + (forward * _HYPERPLANE_SIZE)) + winding.append(centroid + (right * -_HYPERPLANE_SIZE) + (forward * -_HYPERPLANE_SIZE)) + winding.append(centroid + (right * _HYPERPLANE_SIZE) + (forward * -_HYPERPLANE_SIZE)) + return winding + +func generate_face_vertices(brush: _BrushData, face_index: int, vertex_merge_distance: float = 0.0) -> PackedVector3Array: + var plane: Plane = brush.faces[face_index].plane + + # Generate initial square polygon to clip other planes against + var winding: PackedVector3Array = generate_base_winding(plane) + + for other_face_index in brush.faces.size(): + if other_face_index == face_index: + continue + + # NOTE: This may need to be recentered to the origin, then moved back to the correct face position + # This problem may arise from floating point inaccuracy, given a large enough initial brush + winding = Geometry3D.clip_polygon(winding, brush.faces[other_face_index].plane) + if winding.is_empty(): + break + + # Reduce seams between vertices + for i in winding.size(): + winding.set(i, winding.get(i).snappedf(vertex_merge_distance)) + + return winding + +func generate_brush_vertices(entity_index: int, brush_index: int) -> void: + var entity: _EntityData = entity_data[entity_index] + var brush: _BrushData = entity.brushes[brush_index] + var vertex_merge_distance: float = entity.properties.get(map_settings.vertex_merge_distance_property, 0.0) as float + + for face_index in brush.faces.size(): + var face: _FaceData = brush.faces[face_index] + face.vertices = generate_face_vertices(brush, face_index, vertex_merge_distance) + + face.normals.resize(face.vertices.size()) + face.normals.fill(face.plane.normal) + + var tangent: PackedFloat32Array = FuncGodotUtil.get_face_tangent(face) + + # convert into OpenGL coordinates + for i in face.vertices.size(): + face.tangents.append(tangent[1]) # Y + face.tangents.append(tangent[2]) # Z + face.tangents.append(tangent[0]) # X + face.tangents.append(tangent[3]) # W + return + +func generate_entity_vertices(entity_index: int) -> void: + var entity: _EntityData = entity_data[entity_index] + for brush_index in entity.brushes.size(): + generate_brush_vertices(entity_index, brush_index) + +func determine_entity_origins(entity_index: int) -> void: + var entity: _EntityData = entity_data[entity_index] + var origin_type := _OriginType.BRUSH + + if entity.definition is not FuncGodotFGDSolidClass: + if entity.brushes.is_empty(): + return + else: + origin_type = entity.definition.origin_type + + if entity_index == 0: + entity.origin = Vector3.ZERO + return + + var entity_mins: Vector3 = Vector3.INF + var entity_maxs: Vector3 = Vector3.INF + var origin_mins: Vector3 = Vector3.INF + var origin_maxs: Vector3 = -Vector3.INF + + for brush in entity.brushes: + for face in brush.faces: + for vertex in face.vertices: + if entity_mins != Vector3.INF: + entity_mins = entity_mins.min(vertex) + else: + entity_mins = vertex + if entity_maxs != Vector3.INF: + entity_maxs = entity_maxs.max(vertex) + else: + entity_maxs = vertex + + if brush.origin: + if origin_mins != Vector3.INF: + origin_mins = origin_mins.min(vertex) + else: + origin_mins = vertex + if origin_maxs != Vector3.INF: + origin_maxs = origin_maxs.max(vertex) + else: + origin_maxs = vertex + + # Default origin type is BOUNDS_CENTER + if entity_maxs != Vector3.INF and entity_mins != Vector3.INF: + entity.origin = entity_maxs - ((entity_maxs - entity_mins) * 0.5) + + if origin_type != _OriginType.BOUNDS_CENTER and entity.brushes.size() > 0: + match origin_type: + _OriginType.ABSOLUTE, _OriginType.RELATIVE: + if "origin" in entity.properties: + var origin_comps: PackedFloat64Array = entity.properties["origin"].split_floats(" ") + if origin_comps.size() > 2: + if entity.origin_type == _OriginType.ABSOLUTE: + entity.origin = Vector3(origin_comps[0], origin_comps[1], origin_comps[2]) + else: # _OriginType.RELATIVE + entity.origin += Vector3(origin_comps[0], origin_comps[1], origin_comps[2]) + + _OriginType.BRUSH: + if origin_mins != Vector3.INF: + entity.origin = origin_maxs - ((origin_maxs - origin_mins) * 0.5) + + _OriginType.BOUNDS_MINS: + entity.origin = entity_mins + + _OriginType.BOUNDS_MAXS: + entity.origin = entity_maxs + + _OriginType.AVERAGED: + entity.origin = Vector3.ZERO + var vertices: PackedVector3Array + for brush in entity.brushes: + for face in brush.faces: + vertices.append_array(face.vertices) + entity.origin = FuncGodotUtil.op_vec3_avg(vertices) + +func wind_entity_faces(entity_index: int) -> void: + var entity: _EntityData = entity_data[entity_index] + for brush in entity.brushes: + for face in brush.faces: + # Faces should already be wound from the new generation process, but this should be tested further first. + face.wind() + face.index_vertices() + +func smooth_entity_vertices(entity_index: int) -> void: + var entity: _EntityData = entity_data[entity_index] + if not entity.is_smooth_shaded(map_settings.entity_smoothing_property): + return + + var smoothing_angle: float = deg_to_rad(entity.get_smoothing_angle(map_settings.entity_smoothing_angle_property)) + var vertex_map: Dictionary[Vector3, _VertexGroupData] = {} + + # Group vertices by position and build map. NOTE: Vector3 keys can suffer from floating point precision. + # However, the vertex position should have already been snapped to _VERTEX_EPSILON. + for brush in entity.brushes: + for face in brush.faces: + for i in face.vertices.size(): + var pos := face.vertices[i].snappedf(_VERTEX_EPSILON) + + if not vertex_map.has(pos): + vertex_map[pos] = _VertexGroupData.new() + + var data := vertex_map[pos] + data.faces.append(face) + data.face_indices.append(i) + + var smoothed_normals: PackedVector3Array + + for vertex_group in vertex_map.values(): + if vertex_group.faces.size() <= 1: + continue + + # Collect final normals in a temporary arrays + # These cannot be applied until all original normals have been checked. + smoothed_normals = [] + + for i in vertex_group.faces.size(): + var this_face: _FaceData = vertex_group.faces[i] + var this_index: int = vertex_group.face_indices[i] + var this_normal: Vector3 = this_face.normals[this_index] + var average_normal: Vector3 = this_normal + + for j in vertex_group.faces.size(): + # Skip this face + if i == j: + continue + + var other_face: _FaceData = vertex_group.faces[j] + var other_index: int = vertex_group.face_indices[j] + var other_normal: Vector3 = other_face.normals[other_index] + + if this_normal.angle_to(other_normal) <= smoothing_angle: + average_normal += other_normal + + # Store the averaged normal + smoothed_normals.append(average_normal.normalized()) + + # Apply smoothed normals back to face data + for i in vertex_group.faces.size(): + var face: _FaceData = vertex_group.faces[i] + var index: int = vertex_group.face_indices[i] + face.normals[index] = smoothed_normals[i] + return + +#endregion + +func generate_entity_surfaces(entity_index: int) -> void: + var entity: _EntityData = entity_data[entity_index] + + # Don't build for non-solid classes or solids without any brushes. + if not entity or entity.brushes.is_empty(): + return + + var def: FuncGodotFGDSolidClass + if entity.definition is not FuncGodotFGDSolidClass: + def = FuncGodotFGDSolidClass.new() + else: + def = entity.definition + + var op_entity_ogl_xf: Callable = func(v: Vector3) -> Vector3: + return (FuncGodotUtil.id_to_opengl(v - entity.origin) * map_settings.scale_factor) + + # Surface groupings + var surfaces: Dictionary[String, Array] = {} + + # Metadata + var current_metadata_index: int = 0 + var texture_names_metadata: Array[StringName] = [] + var textures_metadata: PackedInt32Array = [] + var vertices_metadata: PackedVector3Array = [] + var normals_metadata: PackedVector3Array = [] + var positions_metadata: PackedVector3Array = [] + var shape_to_face_metadata: Array[PackedInt32Array] = [] + var face_index_metadata_map: Dictionary[_FaceData, PackedInt32Array] = {} + + # Arrange faces by surface texture + for brush in entity.brushes: + for face in brush.faces: + if is_skip(face) or is_origin(face): + continue + + if not surfaces.has(face.texture): + surfaces[face.texture] = [] + surfaces[face.texture].append(face) + + # Cache order for consistency when rebuilding + var textures: Array[String] = surfaces.keys() + + # Output mesh data + var mesh := ArrayMesh.new() + var mesh_arrays: Array[Array] = [] + var build_concave: bool = entity.is_collision_concave() + var concave_vertices: PackedVector3Array + + # Iteration variables + var arrays: Array + var faces: Array + + # MULTISURFACE SCOPE BEGIN + for texture_name in textures: + # SURFACE SCOPE BEGIN + faces = surfaces[texture_name] + + # Get texture index for metadata + var tex_index: int = texture_names_metadata.size() + if def.add_textures_metadata: + texture_names_metadata.append(texture_name) + + # Prepare new array + arrays = Array() + arrays.resize(ArrayMesh.ARRAY_MAX) + arrays[Mesh.ARRAY_VERTEX] = PackedVector3Array() + arrays[Mesh.ARRAY_NORMAL] = PackedVector3Array() + arrays[Mesh.ARRAY_TANGENT] = PackedFloat32Array() + arrays[Mesh.ARRAY_TEX_UV] = PackedVector2Array() + arrays[Mesh.ARRAY_INDEX] = PackedInt32Array() + + # Begin fresh index offset for this subarray + var index_offset: int = 0 + + for face in faces: + # FACE SCOPE BEGIN + + # Reject invalid faces + if face.vertices.size() < 3 or is_skip(face) or is_origin(face): + continue + + # Create trimesh points regardless of texture + if build_concave: + var tris: PackedVector3Array + tris.resize(face.indices.size()) + + # Add triangles from face indices directly + # TODO: This can possibly be merged with the below loop in a clever way + for i in face.indices.size(): + tris[i] = op_entity_ogl_xf.call(face.vertices[face.indices[i]]) + + concave_vertices.append_array(tris) + + # Do not generate visuals for clip textures + if is_clip(face): + continue + + # Handle metadata for this face + # Add metadata per triangle rather than per face to keep consistent metadata + var num_tris = face.indices.size() / 3 + if def.add_textures_metadata: + var tex_array: Array[int] = [] + tex_array.resize(num_tris) + tex_array.fill(tex_index) + textures_metadata.append_array(tex_array) + if def.add_face_normal_metadata: + var normal_array: Array[Vector3] = [] + normal_array.resize(num_tris) + normal_array.fill(FuncGodotUtil.id_to_opengl(face.plane.normal)) + normals_metadata.append_array(normal_array) + if def.add_face_position_metadata: + for i in num_tris: + var triangle_indices: Array[int] = [] + var triangle_vertices: Array[Vector3] = [] + triangle_indices.assign(face.indices.slice(i * 3, i * 3 + 3)) + triangle_vertices.assign(triangle_indices.map(func(idx : int) -> Vector3: return face.vertices[idx])) + var position := FuncGodotUtil.op_vec3_avg(triangle_vertices) + positions_metadata.append(op_entity_ogl_xf.call(position)) + if def.add_vertex_metadata: + for i in face.indices: + vertices_metadata.append(op_entity_ogl_xf.call(face.vertices[i])) + if def.add_collision_shape_to_face_indices_metadata: + face_index_metadata_map[face] = PackedInt32Array(range(current_metadata_index, current_metadata_index + num_tris)) + current_metadata_index += num_tris + + # Append face data to surface array + for i in face.vertices.size(): + # TODO: Mesh metadata may be generated here. + var v: Vector3 = face.vertices[i] + arrays[ArrayMesh.ARRAY_VERTEX].append(op_entity_ogl_xf.call(v)) + arrays[ArrayMesh.ARRAY_NORMAL].append(FuncGodotUtil.id_to_opengl(face.normals[i])) + var tx_sz: Vector2 = texture_sizes.get(face.texture, Vector2.ONE * map_settings.inverse_scale_factor) + arrays[ArrayMesh.ARRAY_TEX_UV].append(FuncGodotUtil.get_face_vertex_uv(v, face, tx_sz)) + + for j in 4: + arrays[ArrayMesh.ARRAY_TANGENT].append(face.tangents[(i * 4) + j]) + + # Create offset indices for the visual mesh + var op_shift_index: Callable = (func(a: int) -> int: return a + index_offset) + arrays[ArrayMesh.ARRAY_INDEX].append_array(Array(face.indices).map(op_shift_index)) + + index_offset += face.vertices.size() + + # FACE SCOPE END + + if FuncGodotUtil.filter_face(texture_name, map_settings): + continue + + mesh_arrays.append(arrays) + + # SURFACE SCOPE END + + # MULTISURFACE SCOPE END + textures.erase(map_settings.clip_texture) + + if def.build_visuals: + # Build mesh + for array_index in mesh_arrays.size(): + mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, mesh_arrays[array_index]) + mesh.surface_set_name(array_index, textures[array_index]) + mesh.surface_set_material(array_index, texture_materials[textures[array_index]]) + + # Apply mesh metadata + if def.add_textures_metadata: + entity.mesh_metadata["texture_names"] = texture_names_metadata + entity.mesh_metadata["textures"] = textures_metadata + if def.add_vertex_metadata: + entity.mesh_metadata["vertices"] = vertices_metadata + if def.add_face_normal_metadata: + entity.mesh_metadata["normals"] = normals_metadata + if def.add_face_position_metadata: + entity.mesh_metadata["positions"] = positions_metadata + + entity.mesh = mesh + + # Clear up unusued memory + arrays = [] + surfaces = {} + + if entity.is_collision_convex(): + var sh: ConvexPolygonShape3D + for b in entity.brushes: + if b.planes.is_empty() or b.origin: + continue + + var points := Array(Geometry3D.compute_convex_mesh_points(b.planes)).map(op_entity_ogl_xf) + if points.is_empty(): + continue + + sh = ConvexPolygonShape3D.new() + sh.points = points + entity.shapes.append(sh) + + if def.add_collision_shape_to_face_indices_metadata: + # convex collision has one shape per brush, so collect the + # indices for this brush's faces + var face_indices_array : PackedInt32Array = [] + for face in b.faces: + if face_index_metadata_map.has(face): + face_indices_array.append_array(face_index_metadata_map[face]) + shape_to_face_metadata.append(face_indices_array) + + elif build_concave and concave_vertices.size(): + var sh := ConcavePolygonShape3D.new() + sh.set_faces(concave_vertices) + entity.shapes.append(sh) + + if def.add_collision_shape_to_face_indices_metadata: + # for concave collision the shape will always represent every face + # in the entity, so just add every face here + var face_indices_array : PackedInt32Array = [] + for fm in face_index_metadata_map.values(): + face_indices_array.append_array(fm) + shape_to_face_metadata.append(face_indices_array) + + if def.add_collision_shape_to_face_indices_metadata: + # this metadata will be mapped to the actual shape node names during entity assembly + entity.mesh_metadata["shape_to_face_array"] = shape_to_face_metadata + +func unwrap_uv2s(entity_index: int, texel_size: float) -> void: + var entity: _EntityData = entity_data[entity_index] + if entity.mesh: + if (entity.definition as FuncGodotFGDSolidClass).global_illumination_mode: + entity.mesh.lightmap_unwrap(Transform3D.IDENTITY, texel_size) + +# Main build process +func build(build_flags: int, entities: Array[_EntityData]) -> Error: + var entity_count: int = entities.size() + declare_step.emit("Preparing %s %s" % [entity_count, "entity" if entity_count == 1 else "entities"]) + entity_data = entities + + declare_step.emit("Gathering materials") + var texture_map: Array[Dictionary] = FuncGodotUtil.build_texture_map(entity_data, map_settings) + texture_materials = texture_map[0] + texture_sizes = texture_map[1] + + var task_id: int + declare_step.emit("Generating brush vertices") + task_id = WorkerThreadPool.add_group_task(generate_entity_vertices, entity_count, -1, false, "Generate Brush Vertices") + WorkerThreadPool.wait_for_group_task_completion(task_id) + + declare_step.emit("Determining solid entity origins") + task_id = WorkerThreadPool.add_group_task(determine_entity_origins, entity_count, -1, false, "Determine Entity Origins") + WorkerThreadPool.wait_for_group_task_completion(task_id) + + declare_step.emit("Winding faces") + task_id = WorkerThreadPool.add_group_task(wind_entity_faces, entity_count, -1, false, "Wind Brush Faces") + WorkerThreadPool.wait_for_group_task_completion(task_id) + + # TODO: Reimplement after solving issues + #if not (build_flags & FuncGodotMap.BuildFlags.DISABLE_SMOOTHING): + # declare_step.emit("Smoothing entity faces") + # task_id = WorkerThreadPool.add_group_task(smooth_entity_vertices, entity_count, -1, false, "Smooth Entities") + # WorkerThreadPool.wait_for_group_task_completion(task_id) + + declare_step.emit("Generating surfaces") + task_id = WorkerThreadPool.add_group_task(generate_entity_surfaces, entity_count, -1, false, "Generate Surfaces") + WorkerThreadPool.wait_for_group_task_completion(task_id) + + if build_flags & FuncGodotMap.BuildFlags.UNWRAP_UV2: + declare_step.emit("Unwrapping UV2s") + var texel_size: float = map_settings.uv_unwrap_texel_size * map_settings.scale_factor + for entity_index in entity_count: + unwrap_uv2s(entity_index, texel_size) + + declare_step.emit("Geometry generation complete") + return OK diff --git a/demo/addons/func_godot/src/core/geometry_generator.gd.uid b/demo/addons/func_godot/src/core/geometry_generator.gd.uid new file mode 100644 index 0000000..327fa18 --- /dev/null +++ b/demo/addons/func_godot/src/core/geometry_generator.gd.uid @@ -0,0 +1 @@ +uid://b1yg28xbyno7v diff --git a/demo/addons/func_godot/src/core/parser.gd b/demo/addons/func_godot/src/core/parser.gd new file mode 100644 index 0000000..d54d526 --- /dev/null +++ b/demo/addons/func_godot/src/core/parser.gd @@ -0,0 +1,439 @@ +@icon("res://addons/func_godot/icons/icon_godambler.svg") +class_name FuncGodotParser extends RefCounted +## MAP and VMF parser class that is instantiated by a [FuncGodotMap] node during the build process. +## +## @tutorial(Quake Wiki Map Format Article): https://quakewiki.org/wiki/Quake_Map_Format +## @tutorial(Valve Developer Wiki VMF Article): https://developer.valvesoftware.com/wiki/VMF_(Valve_Map_Format) + +const _SIGNATURE: String = "[PRS]" + +const _GroupData := FuncGodotData.GroupData +const _EntityData := FuncGodotData.EntityData +const _BrushData := FuncGodotData.BrushData +const _PatchData := FuncGodotData.PatchData +const _FaceData := FuncGodotData.FaceData +const _ParseData := FuncGodotData.ParseData + +## Emitted when a step in the parsing process is completed. +## It is connected to [method FuncGodotUtil.print_profile_info] method if [member FuncGodotMap.build_flags] SHOW_PROFILE_INFO flag is set. +signal declare_step(step: String) + +## Parses the map file, generating entity and group data and sub-data, then returns the generated data as an array of arrays. +## The first array is Array[FuncGodotData.EntityData], while the second array is Array[FuncGodotData.GroupData]. +func parse_map_data(map_file: String, map_settings: FuncGodotMapSettings) -> _ParseData: + var map_data: PackedStringArray = [] + var parse_data := _ParseData.new() + declare_step.emit("Loading map file %s" % map_file) + + # Retrieve real path if needed + if map_file.begins_with("uid://"): + var uid := ResourceUID.text_to_id(map_file) + if not ResourceUID.has_id(uid): + printerr("Error: failed to retrieve path for UID (%s)" % map_file) + return parse_data + map_file = ResourceUID.get_id_path(uid) + + # Open the map file + var file: FileAccess = FileAccess.open(map_file, FileAccess.READ) + if not file: + file = FileAccess.open(map_file + ".import", FileAccess.READ) + if file: + map_file += ".import" + else: + printerr("Error: Failed to open map file (" + map_file + ")") + return parse_data + + # Packed map file resources need to be accessed differently in exported projects. + if map_file.ends_with(".import"): + while not file.eof_reached(): + var line: String = file.get_line() + if line.begins_with("path"): + file.close() + line = line.replace("path=", "") + line = line.replace('"', '') + var data: String = (load(line) as QuakeMapFile).map_data + if data.is_empty(): + printerr("Error: Failed to open map file (" + line + ")") + return parse_data + map_data = data.split("\n") + break + else: + while not file.eof_reached(): + map_data.append(file.get_line()) + + # Determine map type and parse data + if map_file.to_lower().contains(".map"): + declare_step.emit("Parsing as Quake MAP") + parse_data = _parse_quake_map(map_data, map_settings, parse_data) + elif map_file.to_lower().contains(".vmf"): + declare_step.emit("Parsing as Source VMF") + parse_data = _parse_vmf(map_data, map_settings, parse_data) + + # Determine group hierarchy + declare_step.emit("Determining groups hierarchy") + var groups_data: Array[_GroupData] = parse_data.groups + for g in groups_data: + if g.parent_id != -1: + for p in groups_data: + if p.id == g.parent_id: + g.parent = p + break + + var entities_data: Array[_EntityData] = parse_data.entities + var entity_defs: Dictionary[String, FuncGodotFGDEntityClass] = map_settings.entity_fgd.get_entity_definitions() + + declare_step.emit("Checking entity omission and definition status") + + for i in range(entities_data.size() - 1, -1, -1): + var entity: _EntityData = entities_data[i] + + # Delete entities from omitted groups + if entity.group != null and entity.group.omit == true: + entities_data.remove_at(i) + continue + + # Provide entity definition to entity data. This gets used in both + # geo generation and entity assembly. + if "classname" in entity.properties: + var classname: String = entity.properties["classname"] + if classname in entity_defs: + entity.definition = entity_defs[classname] + + # Delete omitted groups + declare_step.emit("Removing omitted layers and groups") + for i in range(groups_data.size() - 1, -1, -1): + if groups_data[i].omit == true: + groups_data.remove_at(i) + + declare_step.emit("Map parsing complete") + return parse_data + +## Parser subroutine called by [method parse_map_data], specializing in the Quake MAP format. +func _parse_quake_map(map_data: PackedStringArray, map_settings: FuncGodotMapSettings, parse_data: _ParseData) -> _ParseData: + var entities_data: Array[_EntityData] = parse_data.entities + var groups_data: Array[_GroupData] = parse_data.groups + var ent: _EntityData = null + var brush: _BrushData = null + var patch: _PatchData = null + var scope: int = 0 # Scope level, to keep track of where we are in PatchDef parsing + + for line in map_data: + line = line.replace("\t", "") + + #region START DATA + # Start entity, brush, or patchdef + if line.begins_with("{"): + if not ent: + ent = _EntityData.new() + else: + if not patch: + brush = _BrushData.new() + else: + scope += 1 + continue + #endregion + + #region COMMIT DATA + # Commit entity or brush + if line.begins_with("}"): + if brush: + ent.brushes.append(brush) + brush = null + elif patch: + if scope: + scope -= 1 + else: + ent.patches.append(patch) + patch = null + else: + # TrenchBroom layers and groups + if ent.properties["classname"] == "func_group" and ent.properties.has("_tb_type"): + # Merge TB Group / Layer structural brushes with worldspawn + if entities_data.size(): + entities_data[0].brushes.append_array(ent.brushes) + + # Create group data + var group: _GroupData = _GroupData.new() + var props: Dictionary = ent.properties + group.id = props["_tb_id"] as int + if props["_tb_type"] == "_tb_layer": + group.type = _GroupData.GroupType.GROUP + group.name = "layer_" + else: + group.name = "group_" + group.name = group.name + str(group.id) + if props["_tb_name"] != "Unnamed": + group.name = group.name + "_" + (props["_tb_name"] as String).replace(" ", "_") + if props.has("_tb_layer"): + group.parent_id = props["_tb_layer"] as int + if props.has("_tb_group"): + group.parent_id = props["_tb_group"] as int + if props.has("_tb_layer_omit_from_export"): + group.omit = true + + # Commit group + groups_data.append(group) + + # Commit entity + else: + entities_data.append(ent) + ent = null + continue + #endregion + + #region PROPERTY DATA + # Retrieve key value pairs + if line.begins_with("\""): + var tokens: PackedStringArray = line.split("\" \"") + if tokens.size() < 2: + tokens = line.split("\"\"") + var key: String = tokens[0].trim_prefix("\"") + var value: String = tokens[1].trim_suffix("\"") + ent.properties[key] = value + #endregion + + #region BRUSH DATA + if brush and line.begins_with("("): + line = line.replace("(","") + var tokens: PackedStringArray = line.split(" ) ") + + # Retrieve plane data + var points: PackedVector3Array + points.resize(3) + for i in 3: + tokens[i] = tokens[i].trim_prefix("(") + var pts: PackedFloat64Array = tokens[i].split_floats(" ", false) + var point := Vector3(pts[0], pts[1], pts[2]) + points[i] = point + + var plane := Plane(points[0], points[1], points[2]) + brush.planes.append(plane) + + var face: _FaceData = _FaceData.new() + face.plane = plane + + # Retrieve texture data + var tex: String = String() + if tokens[3].begins_with("\""): # textures with spaces get surrounded by double quotes + var last_quote := tokens[3].rfind("\"") + tex = tokens[3].substr(1, last_quote - 1) + tokens = tokens[3].substr(last_quote + 2).split(" ] ") + else: + tex = tokens[3].get_slice(" ", 0) + tokens = tokens[3].trim_prefix(tex + " ").split(" ] ") + face.texture = tex + + # Check for origin brushes. Brushes must be completely textured with origin to be valid. + if brush.faces.is_empty(): + if tex == map_settings.origin_texture: + brush.origin = true + elif brush.origin == true: + if tex != map_settings.origin_texture: + brush.origin = false + + # Retrieve UV data + var uv: Transform2D = Transform2D.IDENTITY + + # Valve 220: texname [ ux uy ux offsetX ] [vx vy vz offsetY] rotation scaleX scaleY + if tokens.size() > 1: + var coords: PackedFloat64Array + for i in 2: + coords = tokens[i].trim_prefix("[ ").split_floats(" ", false) + face.uv_axes.append(Vector3(coords[0], coords[1], coords[2])) # Save axis vectors separately + face.uv.origin[i] = coords[3] # UV offset stored as transform origin + + coords = tokens[2].split_floats(" ", false) + # UV scale factor stored in basis + face.uv.x = Vector2(coords[1], 0.0) + face.uv.y = Vector2(0.0, coords[2]) + + # Quake Standard: texname offsetX offsetY rotation scaleX scaleY + else: + var coords: PackedFloat64Array = tokens[0].split_floats(" ", false) + face.uv.origin = Vector2(coords[0], coords[1]) + + var r: float = deg_to_rad(coords[2]) + face.uv.x = Vector2(cos(r), -sin(r)) * coords[3] + face.uv.y = Vector2(sin(r), cos(r)) * coords[4] + + brush.faces.append(face) + continue + #endregion + + #region PATCH DATA + if patch: + if line.begins_with("("): + line = line.replace("( ","") + # Retrieve patch control points + if patch.size: + var tokens: PackedStringArray = line.replace("(", "").split(" )", false) + for i in tokens.size(): + var subtokens: PackedFloat64Array = tokens[i].split_floats(" ", false) + patch.points.append(Vector3(subtokens[0], subtokens[1], subtokens[2])) + patch.uvs.append(Vector2(subtokens[3], subtokens[4])) + # Retrieve patch size + else: + var tokens: PackedStringArray = line.replace(")","").split(" ", false) + patch.size.resize(tokens.size()) + for i in tokens.size(): + patch.size[i] = tokens[i].to_int() + # Retrieve patch texture + elif not line.begins_with(")"): + patch.texture = line.replace("\"","") + + if line.begins_with("patchDef"): + brush = null + patch = _PatchData.new() + continue + #endregion + + #region ASSIGN GROUPS + for e in entities_data: + var group_id: int = -1 + if e.properties.has("_tb_layer"): + group_id = e.properties["_tb_layer"] as int + elif e.properties.has("_tb_group"): + group_id = e.properties["_tb_group"] as int + if group_id != -1: + for g in groups_data: + if g.id == group_id: + e.group = g + break + #endregion + + return parse_data + +## Parser subroutine called by [method parse_map_data], specializing in the Valve Map Format used by Hammer based editors. +func _parse_vmf(map_data: PackedStringArray, map_settings: FuncGodotMapSettings, parse_data: _ParseData) -> _ParseData: + var entities_data: Array[_EntityData] = parse_data.entities + var groups_data: Array[_GroupData] = parse_data.groups + var ent: _EntityData = null + var brush: _BrushData = null + var group: _GroupData = null + var group_parent_hierarchy: Array[_GroupData] = [] + var scope: int = 0 + + for line in map_data: + line = line.replace("\t", "") + + #region START DATA + if line.begins_with("entity") or line.begins_with("world"): + ent = _EntityData.new() + continue + if line.begins_with("solid"): + brush = _BrushData.new() + continue + if brush and line.begins_with("{"): + scope += 1 + continue + if line == "visgroup": + if group != null: + groups_data.append(group) + group_parent_hierarchy.append(group) + group = _GroupData.new() + if group_parent_hierarchy.size(): + group.parent = group_parent_hierarchy.back() + group.parent_id = group.parent.id + continue + #endregion + + #region COMMIT DATA + if line.begins_with("}"): + if scope > 0: + scope -= 1 + if not scope: + if brush: + if brush.faces.size(): + ent.brushes.append(brush) + brush = null + elif ent: + entities_data.append(ent) + ent = null + elif group: + groups_data.append(group) + group = null + elif group_parent_hierarchy.size(): + group_parent_hierarchy.pop_back() + continue + #endregion + + # Retrieve key value pairs + if (ent or group) and line.begins_with("\""): + var tokens: PackedStringArray = line.split("\" \"") + var key: String = tokens[0].trim_prefix("\"") + var value: String = tokens[1].trim_suffix("\"") + + #region BRUSH DATA + if brush: + if scope > 1: + match key: + "plane": + tokens = value.replace("(", "").split(")", false) + var points: PackedVector3Array + points.resize(3) + for i in 3: + tokens[i] = tokens[i].trim_prefix("(") + var pts: PackedFloat64Array = tokens[i].split_floats(" ", false) + var point: Vector3 = Vector3(pts[0], pts[1], pts[2]) + points[i] = point + brush.planes.append(Plane(points[0], points[1], points[2])) + brush.faces.append(_FaceData.new()) + brush.faces[-1].plane = brush.planes[-1] + continue + "material": + if brush.faces.size(): + brush.faces[-1].texture = value + # Origin brush needs to be completely set to origin, otherwise it's invalid + if brush.faces.size() < 2: + if value == map_settings.origin_texture: + brush.origin = true + elif brush.origin == true: + if value != map_settings.origin_texture: + brush.origin = false + continue + "uaxis", "vaxis": + if brush.faces.size(): + value = value.replace("[", "") + var vals: PackedFloat64Array = value.replace("]", "").split_floats(" ", false) + var face: _FaceData = brush.faces[-1] + face.uv_axes.append(Vector3(vals[0], vals[1], vals[2])) + if key.begins_with("u"): + face.uv.origin.x = vals[3] # Offset + face.uv.x *= vals[4] # Scale + else: + face.uv.origin.y = vals[3] # Offset + face.uv.y *= vals[4] # Scale + continue + "rotation": + # Rotation isn't used in Valve 220 mapping and VMFs are 220 exclusive + continue + "visgroupid": + # Don't put worldspawn into a group + if entities_data.size(): + # Only nodes can be organized into groups in the SceneTree, so only use the first brush's group + if not ent.properties.has(key): + ent.properties[key] = value + #endregion + elif ent: + ent.properties[key] = value + continue + elif group: + if key == "name": + group.name = "group_%s_" + value + elif key == "visgroupid": + group.id = value.to_int() + group.name = group.name % value + group.name = group.name.replace(" ", "_") + continue + + #region ASSIGN GROUPS + for e in entities_data: + if e.properties.has("visgroupid"): + var group_id: int = e.properties["visgroupid"] as int + for g in groups_data: + if g.id == group_id: + e.group = g + break + #endregion + + return parse_data diff --git a/demo/addons/func_godot/src/core/parser.gd.uid b/demo/addons/func_godot/src/core/parser.gd.uid new file mode 100644 index 0000000..ef9cd26 --- /dev/null +++ b/demo/addons/func_godot/src/core/parser.gd.uid @@ -0,0 +1 @@ +uid://dflet6p5hbqts diff --git a/demo/addons/func_godot/src/fgd/func_godot_fgd_base_class.gd b/demo/addons/func_godot/src/fgd/func_godot_fgd_base_class.gd new file mode 100644 index 0000000..e64111a --- /dev/null +++ b/demo/addons/func_godot/src/fgd/func_godot_fgd_base_class.gd @@ -0,0 +1,14 @@ +@tool +@icon("res://addons/func_godot/icons/icon_godot_ranger.svg") +class_name FuncGodotFGDBaseClass extends FuncGodotFGDEntityClass +## Special inheritance class for [FuncGodotFGDSolidClass] and [FuncGodotFGDPointClass] entity definitions. +## +## Inheritance class for [FuncGodotFGDSolidClass] and [FuncGodotFGDPointClass] entities, +## used to shared or common properties and descriptions across different definitions. +## +## @tutorial(Quake Wiki Entity Article): https://quakewiki.org/wiki/Entity +## @tutorial(Level Design Book: Entity Types and Settings): https://book.leveldesignbook.com/appendix/resources/formats/fgd#entity-types-and-settings-basic +## @tutorial(Valve Developer Wiki FGD Article): https://developer.valvesoftware.com/wiki/FGD#Class_Types_and_Properties + +func _init() -> void: + prefix = "@BaseClass" diff --git a/demo/addons/func_godot/src/fgd/func_godot_fgd_base_class.gd.uid b/demo/addons/func_godot/src/fgd/func_godot_fgd_base_class.gd.uid new file mode 100644 index 0000000..987112e --- /dev/null +++ b/demo/addons/func_godot/src/fgd/func_godot_fgd_base_class.gd.uid @@ -0,0 +1 @@ +uid://ck575aqs1sbrb diff --git a/demo/addons/func_godot/src/fgd/func_godot_fgd_entity_class.gd b/demo/addons/func_godot/src/fgd/func_godot_fgd_entity_class.gd new file mode 100644 index 0000000..0e135f1 --- /dev/null +++ b/demo/addons/func_godot/src/fgd/func_godot_fgd_entity_class.gd @@ -0,0 +1,233 @@ +@icon("res://addons/func_godot/icons/icon_godot_ranger.svg") +class_name FuncGodotFGDEntityClass extends Resource +## Entity definition template. WARNING! Not to be used directly! Use [FuncGodotFGDBaseClass], [FuncGodotFGDSolidClass], or [FuncGodotFGDPointClass] instead. +## +## Entity definition template. It holds all of the common entity class properties shared between [FuncGodotFGDBaseClass], [FuncGodotFGDSolidClass], or [FuncGodotFGDPointClass]. +## Not to be used directly, use one of the aforementioned FGD class types instead. +## +## @tutorial(Quake Wiki Entity Article): https://quakewiki.org/wiki/Entity +## @tutorial(Level Design Book: Entity Types and Settings): https://book.leveldesignbook.com/appendix/resources/formats/fgd#entity-types-and-settings-basic +## @tutorial(Valve Developer Wiki FGD Article): https://developer.valvesoftware.com/wiki/FGD#Class_Types_and_Properties +## @tutorial(Valve Developer Wiki Entity Descriptions): https://developer.valvesoftware.com/wiki/FGD#Entity_Description + +var prefix: String = "" + +@export_group("Entity Definition") + +## Entity classname. [b][i]This is a required field in all entity types[/i][/b] as it is parsed by both the map editor and by FuncGodot on map build. +@export var classname : String = "" + +## Entity description that appears in the map editor. Not required. +@export_multiline var description : String = "" + +## Entity does not get written to the exported FGD. Entity is only used for [FuncGodotMap] build process. +@export var func_godot_internal : bool = false + +## [FuncGodotFGDBaseClass] resources to inherit [member class_properties] and [member class_descriptions] from. +@export var base_classes: Array[Resource] = [] + +## Key value pair properties that will appear in the map editor. After building the [FuncGodotMap] in Godot, these properties will be added to a [Dictionary] +## that gets applied to the generated node, as long as that node is a tool script with an exported `func_godot_properties` Dictionary. +@export var class_properties : Dictionary = {} + +## Map editor descriptions for previously defined key value pair properties. Optional but recommended. +@export var class_property_descriptions : Dictionary = {} + +## Automatically applies entity class properties to matching properties in the generated node. +## When using this feature, class properties need to be the correct type or you may run into errors on map build. +@export var auto_apply_to_matching_node_properties : bool = false + +## Appearance properties for the map editor. See the Valve Developer Wiki and TrenchBroom documentation for more information. +@export var meta_properties : Dictionary = { + "size": AABB(Vector3(-8, -8, -8), Vector3(8, 8, 8)), + "color": Color(0.8, 0.8, 0.8) +} + +@export_group("Node Generation") + +## Node to generate on map build. This can be a built-in Godot class, a GDScript class, or a GDExtension class. +## For Point Class entities that use Scene File instantiation leave this blank. +@export var node_class := "" + +## Optional class property to use in naming the generated node. Overrides [member FuncGodotMapSettings.name_property]. +## Naming occurs before adding to the [SceneTree] and applying properties. +## Nodes will be named `"entity_" + name_property`. An entity's name should be unique, otherwise you may run into unexpected behavior. +@export var name_property := "" + +## Parses the definition and outputs it into the FGD format. +func build_def_text(target_editor: FuncGodotFGDFile.FuncGodotTargetMapEditors = FuncGodotFGDFile.FuncGodotTargetMapEditors.TRENCHBROOM) -> String: + # Class prefix + var res : String = prefix + + # Meta properties + var base_str = "" + var meta_props = meta_properties.duplicate() + + for base_class in base_classes: + if not 'classname' in base_class: + continue + + base_str += base_class.classname + + if base_class != base_classes.back(): + base_str += ", " + + if base_str != "": + meta_props['base'] = base_str + + for prop in meta_props: + if prefix == '@SolidClass': + if prop == "size" or prop == "model": + continue + + if prop == 'model' and target_editor != FuncGodotFGDFile.FuncGodotTargetMapEditors.TRENCHBROOM: + continue + + var value = meta_props[prop] + res += " " + prop + "(" + + if value is AABB: + res += "%s %s %s, %s %s %s" % [ + value.position.x, + value.position.y, + value.position.z, + value.size.x, + value.size.y, + value.size.z + ] + elif value is Color: + res += "%s %s %s" % [ + value.r8, + value.g8, + value.b8 + ] + elif value is String: + res += value + elif value is Dictionary and target_editor == FuncGodotFGDFile.FuncGodotTargetMapEditors.TRENCHBROOM: + res += JSON.stringify(value) + + res += ")" + + res += " = " + classname + + if prefix != "@BaseClass": # having a description in BaseClasses crashes some editors + var normalized_description = description.replace("\"", "\'") + if normalized_description != "": + res += " : \"%s\" " % [normalized_description] + else: # Having no description crashes some editors + res += " : \"" + classname + "\" " + + if class_properties.size() > 0: + res += FuncGodotUtil.newline() + "[" + FuncGodotUtil.newline() + else: + res += "[" + + # Class properties + for prop in class_properties: + var value = class_properties[prop] + var prop_val = null + var prop_type := "" + var prop_description: String + if prop in class_property_descriptions: + # Optional default value for Choices can be set up as [String, int] + if value is Dictionary and class_property_descriptions[prop] is Array: + var prop_arr: Array = class_property_descriptions[prop] + if prop_arr.size() > 1 and (prop_arr[1] is int or prop_arr[1] is String): + var value_str : String = str(prop_arr[1]) if prop_arr[1] is int else "\"" + prop_arr[1] + "\"" + prop_description = "\"" + prop_arr[0] + "\" : " + value_str + else: + prop_description = "\"\" : 0" + printerr(str(prop) + " has incorrect description format. Should be [String description, int / String default value].") + else: + prop_description = "\"" + class_property_descriptions[prop] + "\"" + else: + prop_description = "\"\"" + + match typeof(value): + TYPE_INT: + prop_type = "integer" + prop_val = str(value) + TYPE_FLOAT: + prop_type = "float" + prop_val = "\"" + str(value) + "\"" + TYPE_STRING: + prop_type = "string" + prop_val = "\"" + value + "\"" + TYPE_BOOL: + prop_type = "choices" + prop_val = FuncGodotUtil.newline() + "\t[" + FuncGodotUtil.newline() + prop_val += "\t\t" + str(0) + " : \"No\"" + FuncGodotUtil.newline() + prop_val += "\t\t" + str(1) + " : \"Yes\"" + FuncGodotUtil.newline() + prop_val += "\t]" + TYPE_VECTOR2, TYPE_VECTOR2I: + prop_type = "string" + prop_val = "\"%s %s\"" % [value.x, value.y] + TYPE_VECTOR3, TYPE_VECTOR3I: + prop_type = "string" + prop_val = "\"%s %s %s\"" % [value.x, value.y, value.z] + TYPE_VECTOR4, TYPE_VECTOR4I: + prop_type = "string" + prop_val = "\"%s %s %s %s\"" % [value[0], value[1], value[2], value[3]] + TYPE_COLOR: + prop_type = "color255" + prop_val = "\"%s %s %s\"" % [value.r8, value.g8, value.b8] + TYPE_DICTIONARY: + prop_type = "choices" + prop_val = FuncGodotUtil.newline() + "\t[" + FuncGodotUtil.newline() + for choice in value: + var choice_val = value[choice] + if typeof(choice_val) == TYPE_STRING: + if not (choice_val as String).begins_with("\""): + choice_val = "\"" + choice_val + "\"" + prop_val += "\t\t" + str(choice_val) + " : \"" + choice + "\"" + FuncGodotUtil.newline() + prop_val += "\t]" + TYPE_ARRAY: + prop_type = "flags" + prop_val = FuncGodotUtil.newline() + "\t[" + FuncGodotUtil.newline() + for arr_val in value: + prop_val += "\t\t" + str(arr_val[1]) + " : \"" + str(arr_val[0]) + "\" : " + ("1" if arr_val[2] else "0") + FuncGodotUtil.newline() + prop_val += "\t]" + TYPE_NODE_PATH: + prop_type = "target_destination" + prop_val = "\"\"" + TYPE_OBJECT: + if value is Resource: + prop_val = "\"" + value.resource_path + "\"" + if value is Material: + if target_editor != FuncGodotFGDFile.FuncGodotTargetMapEditors.JACK: + prop_type = "material" + else: + prop_type = "shader" + elif value is Texture2D: + prop_type = "decal" + elif value is AudioStream: + prop_type = "sound" + else: + prop_type = "target_source" + prop_val = "\"\"" + + if prop_val: + res += "\t" + res += prop + res += "(" + res += prop_type + res += ")" + + if not value is Array: + if not value is Dictionary or prop_description != "": + res += " : " + res += prop_description + + if value is bool: + res += " : 1 = " if value else " : 0 = " + elif value is Dictionary or value is Array: + res += " = " + else: + res += " : " + + res += prop_val + res += FuncGodotUtil.newline() + + res += "]" + FuncGodotUtil.newline() + + return res diff --git a/demo/addons/func_godot/src/fgd/func_godot_fgd_entity_class.gd.uid b/demo/addons/func_godot/src/fgd/func_godot_fgd_entity_class.gd.uid new file mode 100644 index 0000000..543024c --- /dev/null +++ b/demo/addons/func_godot/src/fgd/func_godot_fgd_entity_class.gd.uid @@ -0,0 +1 @@ +uid://cgkrrgcimlr8y diff --git a/demo/addons/func_godot/src/fgd/func_godot_fgd_file.gd b/demo/addons/func_godot/src/fgd/func_godot_fgd_file.gd new file mode 100644 index 0000000..e0bf13b --- /dev/null +++ b/demo/addons/func_godot/src/fgd/func_godot_fgd_file.gd @@ -0,0 +1,177 @@ +@tool +@icon("res://addons/func_godot/icons/icon_godot_ranger.svg") +class_name FuncGodotFGDFile extends Resource +## [Resource] file used to express a set of [FuncGodotFGDEntity] definitions. +## +## Can be exported as an FGD file for use with a Quake or Hammer-based map editor. Used in conjunction with [FuncGodotMapSetting] to generate nodes in a [FuncGodotMap] node. +## +## @tutorial(Level Design Book FGD Chapter): https://book.leveldesignbook.com/appendix/resources/formats/fgd +## @tutorial(Valve Developer Wiki FGD Article): https://developer.valvesoftware.com/wiki/FGD + +## Supported map editors enum, used in conjunction with [member target_map_editor]. +enum FuncGodotTargetMapEditors { + OTHER, + TRENCHBROOM, + JACK, + NET_RADIANT_CUSTOM, +} + +## Builds and exports the FGD file. +@export_tool_button("Export FGD") var export_file := export_button + +func export_button() -> void: + do_export_file(target_map_editor) + +func do_export_file(target_editor: FuncGodotTargetMapEditors = FuncGodotTargetMapEditors.TRENCHBROOM, fgd_output_folder: String = "") -> void: + if not Engine.is_editor_hint(): + return + + if fgd_output_folder.is_empty(): + fgd_output_folder = FuncGodotLocalConfig.get_setting(FuncGodotLocalConfig.PROPERTY.FGD_OUTPUT_FOLDER) as String + if fgd_output_folder.is_empty(): + print("Skipping export: No game config folder") + return + + if fgd_name == "": + print("Skipping export: Empty FGD name") + + if not DirAccess.dir_exists_absolute(fgd_output_folder): + if DirAccess.make_dir_recursive_absolute(fgd_output_folder) != OK: + print("Skipping export: Failed to create directory") + return + + var fgd_file = fgd_output_folder.path_join(fgd_name + ".fgd") + + var file_obj := FileAccess.open(fgd_file, FileAccess.WRITE) + if not file_obj: + print("Failed to open file for writing: ", fgd_file) + return + + print("Exporting FGD to ", fgd_file) + file_obj.store_string(build_class_text(target_editor)) + file_obj.close() + +@export_group("Map Editor") + +## Some map editors do not support the features found in others +## (ex: TrenchBroom supports the "model" key word while others require "studio", +## J.A.C.K. uses the "shader" key word while others use "material", etc...). +## If you get errors in your map editor, try changing this setting and re-exporting. +## This setting is overridden when the FGD is built via the Game Config resource. +@export var target_map_editor: FuncGodotTargetMapEditors = FuncGodotTargetMapEditors.TRENCHBROOM + +# Some map editors do not support the "model" key word and require the "studio" key word instead. +# If you get errors in your map editor, try changing this setting. +# This setting is overridden when the FGD is built via the Game Config resource. +#@export var model_key_word_supported: bool = true + +@export_group("FGD") + +## FGD output filename without the extension. +@export var fgd_name: String = "FuncGodot" + +## Array of [FuncGodotFGDFile] resources to include in FGD file output. All of the entities included with these FuncGodotFGDFile resources will be prepended to the outputted FGD file. +@export var base_fgd_files: Array[Resource] = [] + +## Array of resources that inherit from [FuncGodotFGDEntityClass]. This array defines the entities that will be added to the exported FGD file and the nodes that will be generated in a [FuncGodotMap]. +@export var entity_definitions: Array[Resource] = [] + +func build_class_text(target_editor: FuncGodotTargetMapEditors = FuncGodotTargetMapEditors.TRENCHBROOM) -> String: + var res : String = "" + + for base_fgd in base_fgd_files: + if base_fgd is FuncGodotFGDFile: + res += base_fgd.build_class_text(target_editor) + else: + printerr("Base Fgd Files contains incorrect resource type! Should only be type FuncGodotFGDFile.") + + var entities = get_fgd_classes() + for ent in entities: + if not ent is FuncGodotFGDEntityClass: + continue + if ent.func_godot_internal: + continue + + var ent_text = ent.build_def_text(target_editor) + res += ent_text + if ent != entities[-1]: + res += "\n" + return res + +## This getter does a little bit of validation. Providing only an array of non-null uniquely-named entity definitions +func get_fgd_classes() -> Array: + var res : Array = [] + for cur_ent_def_ind in range(entity_definitions.size()): + var cur_ent_def = entity_definitions[cur_ent_def_ind] + if cur_ent_def == null: + continue + elif not (cur_ent_def is FuncGodotFGDEntityClass): + printerr("Bad value in entity definition set at position %s! Not an entity defintion." % cur_ent_def_ind) + continue + res.append(cur_ent_def) + return res + +func get_entity_definitions() -> Dictionary[String, FuncGodotFGDEntityClass]: + var res: Dictionary[String, FuncGodotFGDEntityClass] = {} + + for base_fgd in base_fgd_files: + var fgd_res = base_fgd.get_entity_definitions() + for key in fgd_res: + res[key] = fgd_res[key] + + for ent in get_fgd_classes(): + # Skip entities without classnames + if ent.classname.replace(" ","") == "": + printerr("Skipping " + ent.get_path() + ": Empty classname") + continue + + if ent is FuncGodotFGDPointClass or ent is FuncGodotFGDSolidClass: + var entity_def = ent.duplicate() + var meta_properties := {} + var class_properties := {} + var class_property_descriptions := {} + + for base_class in _generate_base_class_list(entity_def): + for meta_property in base_class.meta_properties: + meta_properties[meta_property] = base_class.meta_properties[meta_property] + + for class_property in base_class.class_properties: + class_properties[class_property] = base_class.class_properties[class_property] + + for class_property_desc in base_class.class_property_descriptions: + class_property_descriptions[class_property_desc] = base_class.class_property_descriptions[class_property_desc] + + for meta_property in entity_def.meta_properties: + meta_properties[meta_property] = entity_def.meta_properties[meta_property] + + for class_property in entity_def.class_properties: + class_properties[class_property] = entity_def.class_properties[class_property] + + for class_property_desc in entity_def.class_property_descriptions: + class_property_descriptions[class_property_desc] = entity_def.class_property_descriptions[class_property_desc] + + entity_def.meta_properties = meta_properties + entity_def.class_properties = class_properties + entity_def.class_property_descriptions = class_property_descriptions + + res[ent.classname] = entity_def + return res + +func _generate_base_class_list(entity_def : Resource, visited_base_classes = []) -> Array: + var base_classes : Array = [] + + visited_base_classes.append(entity_def.classname) + + # End recursive search if no more base_classes + if len(entity_def.base_classes) == 0: + return base_classes + + # Traverse up to the next level of hierarchy, if not already visited + for base_class in entity_def.base_classes: + if not base_class.classname in visited_base_classes: + base_classes.append(base_class) + base_classes += _generate_base_class_list(base_class, visited_base_classes) + else: + printerr(str("Entity '", entity_def.classname,"' contains cycle/duplicate to Entity '", base_class.classname, "'")) + + return base_classes diff --git a/demo/addons/func_godot/src/fgd/func_godot_fgd_file.gd.uid b/demo/addons/func_godot/src/fgd/func_godot_fgd_file.gd.uid new file mode 100644 index 0000000..6d61229 --- /dev/null +++ b/demo/addons/func_godot/src/fgd/func_godot_fgd_file.gd.uid @@ -0,0 +1 @@ +uid://drlmgulwbjwqu diff --git a/demo/addons/func_godot/src/fgd/func_godot_fgd_model_point_class.gd b/demo/addons/func_godot/src/fgd/func_godot_fgd_model_point_class.gd new file mode 100644 index 0000000..c27065d --- /dev/null +++ b/demo/addons/func_godot/src/fgd/func_godot_fgd_model_point_class.gd @@ -0,0 +1,190 @@ +@tool +@icon("res://addons/func_godot/icons/icon_godambler3d.svg") +class_name FuncGodotFGDModelPointClass extends FuncGodotFGDPointClass +## A special type of [FuncGodotFGDPointClass] entity that automatically generates a special simplified GLB model file for the map editor display. +## Only supported in map editors that support GLTF or GLB. +## +## @tutorial(Quake Wiki Entity Article): https://quakewiki.org/wiki/Entity +## @tutorial(Level Design Book: Entity Types and Settings): https://book.leveldesignbook.com/appendix/resources/formats/fgd#entity-types-and-settings-basic +## @tutorial(Valve Developer Wiki FGD Article): https://developer.valvesoftware.com/wiki/FGD#Class_Types_and_Properties +## @tutorial(dumptruck_ds' Quake Mapping Entities Tutorial): https://www.youtube.com/watch?v=gtL9f6_N2WM +## @tutorial(Level Design Book: Display Models for Entities): https://book.leveldesignbook.com/appendix/resources/formats/fgd#display-models-for-entities +## @tutorial(Valve Developer Wiki FGD Article: Entity Description Section): https://developer.valvesoftware.com/wiki/FGD#Entity_Description +## @tutorial(TrenchBroom Manual: Display Models for Entities): https://trenchbroom.github.io/manual/latest/#display-models-for-entities + +enum TargetMapEditor { + GENERIC, ## Entity definition uses the [b]@studio[/b] key word. [member scale_expression] is ignored. Supported by all map editors. + TRENCHBROOM ## Entity definition uses the [b]@model[/b] key word. [member scale_expression] is applied if set. +} + +@export var target_map_editor: TargetMapEditor = TargetMapEditor.GENERIC +## Display model export folder relative to [member ProjectSettings.func_godot/model_point_class_save_path]. +@export var models_sub_folder : String = "" +## Scale expression applied to model. Only used by TrenchBroom. If left empty, uses [member ProjectSettings.func_godot/default_inverse_scale_factor]. [br][br]Read the TrenchBroom Manual for more information on the "scale expression" feature. +@export var scale_expression : String = "" +## Model Point Class can override the 'size' meta property by auto-generating a value from the meshes' [AABB]. Proper generation requires [member scale_expression] set to a float or vector. [br][br][color=orange]WARNING:[/color] Generated size property unlikely to align cleanly to grid! +@export var generate_size_property : bool = false +## Degrees to rotate model prior to export. Different editors may handle GLTF transformations differently. If your model isn't oriented correctly, try modifying this property. +@export var rotation_offset: Vector3 = Vector3(0.0, 0.0, 0.0) +## Creates a .gdignore file in the model export folder to prevent Godot importing the display models. Only needs to be generated once. +@export_tool_button("Generate GD Ignore File", "FileAccess") var generate_gd_ignore_file : Callable = _generate_gd_ignore_file + +func _generate_gd_ignore_file() -> void: + if Engine.is_editor_hint(): + var path: String = _get_game_path().path_join(_get_model_folder()) + var error: Error = DirAccess.make_dir_recursive_absolute(path) + if error != Error.OK: + printerr("Failed creating dir for GDIgnore file", error) + return + path = path.path_join('.gdignore') + if FileAccess.file_exists(path): + return + var file: FileAccess = FileAccess.open(path, FileAccess.WRITE) + file.store_string('') + file.close() + +## Builds and saves the display model into the specified destination, then parses the definition and outputs it into the FGD format. +func build_def_text(target_editor: FuncGodotFGDFile.FuncGodotTargetMapEditors = FuncGodotFGDFile.FuncGodotTargetMapEditors.TRENCHBROOM) -> String: + _generate_model() + return super() + +func _generate_model() -> void: + if not scene_file: + return + + var gltf_state := GLTFState.new() + var path: String = _get_export_dir() + var node: Node3D = _get_node() + if not node: + return + if not _create_gltf_file(gltf_state, path, node): + printerr("could not create gltf file") + return + node.queue_free() + + if target_map_editor == TargetMapEditor.TRENCHBROOM: + const model_key: String = "model" + if scale_expression.is_empty(): + meta_properties[model_key] = '"%s"' % _get_local_path() + else: + meta_properties[model_key] = '{"path": "%s", "scale": %s }' % [ + _get_local_path(), + scale_expression + ] + else: + meta_properties["studio"] = '"%s"' % _get_local_path() + + if generate_size_property: + meta_properties["size"] = _generate_size_from_aabb(gltf_state.meshes, gltf_state.get_nodes()) + +func _get_node() -> Node3D: + var node := scene_file.instantiate() + if node is Node3D: + return node as Node3D + node.queue_free() + printerr("Scene is not of type 'Node3D'") + return null + +func _get_export_dir() -> String: + var work_dir: String = _get_game_path() + var model_dir: String = _get_model_folder() + return work_dir.path_join(model_dir).path_join('%s.glb' % classname) + +func _get_local_path() -> String: + return _get_model_folder().path_join('%s.glb' % classname) + +func _get_model_folder() -> String: + var model_dir: String = ProjectSettings.get_setting("func_godot/model_point_class_save_path", "") as String + if not models_sub_folder.is_empty(): + model_dir = model_dir.path_join(models_sub_folder) + return model_dir + +func _get_game_path() -> String: + return FuncGodotLocalConfig.get_setting(FuncGodotLocalConfig.PROPERTY.MAP_EDITOR_GAME_PATH) as String + +func _create_gltf_file(gltf_state: GLTFState, path: String, node: Node3D) -> bool: + var global_export_path = path + var gltf_document := GLTFDocument.new() + gltf_state.create_animations = false + + node.rotate_x(deg_to_rad(rotation_offset.x)) + node.rotate_y(deg_to_rad(rotation_offset.y)) + node.rotate_z(deg_to_rad(rotation_offset.z)) + + # With TrenchBroom we can specify a scale expression, but for other editors we need to scale our models manually. + if target_map_editor != TargetMapEditor.TRENCHBROOM: + var scale_factor: Vector3 = Vector3.ONE + if scale_expression.is_empty(): + scale_factor *= ProjectSettings.get_setting("func_godot/default_inverse_scale_factor", 32.0) as float + else: + if scale_expression.begins_with('\''): + var scale_arr := scale_expression.split_floats(' ', false) + if scale_arr.size() == 3: + scale_factor *= Vector3(scale_arr[0], scale_arr[1], scale_arr[2]) + elif scale_expression.to_float() > 0: + scale_factor *= scale_expression.to_float() + if scale_factor.length() == 0: + scale_factor = Vector3.ONE # Don't let the node scale into oblivion! + node.scale *= scale_factor + + var error: Error = gltf_document.append_from_scene(node, gltf_state) + if error != Error.OK: + printerr("Failed appending to gltf document", error) + return false + + call_deferred("_save_to_file_system", gltf_document, gltf_state, global_export_path) + return true + +func _save_to_file_system(gltf_document: GLTFDocument, gltf_state: GLTFState, path: String) -> void: + var error: Error = DirAccess.make_dir_recursive_absolute(path.get_base_dir()) + if error != Error.OK: + printerr("Failed creating dir", error) + return + + error = gltf_document.write_to_filesystem(gltf_state, path) + if error != Error.OK: + printerr("Failed writing to file system", error) + return + print('Exported model to ', path) + +func _generate_size_from_aabb(meshes: Array[GLTFMesh], nodes: Array[GLTFNode]) -> AABB: + var aabb := AABB() + for mesh in meshes: + aabb = aabb.merge(mesh.mesh.get_mesh().get_aabb()) + var pos_ofs := Vector3.ZERO + if not nodes.is_empty(): + var ct: int = 0 + for node in nodes: + if node.parent == 0: + pos_ofs += node.position + ct += 1 + pos_ofs /= maxi(ct, 1) + aabb.position += pos_ofs + + # Reorient the AABB so it matches TrenchBroom's coordinate system + var size_prop := AABB() + size_prop.position = Vector3(aabb.position.z, aabb.position.x, aabb.position.y) + size_prop.size = Vector3(aabb.size.z, aabb.size.x, aabb.size.y) + + # Scale the size bounds to our scale factor + # Scale factor will need to be set if we decide to auto-generate our bounds + var scale_factor: Vector3 = Vector3.ONE + if target_map_editor == TargetMapEditor.TRENCHBROOM: + if scale_expression.is_empty(): + scale_factor *= ProjectSettings.get_setting("func_godot/default_inverse_scale_factor", 32.0) as float + else: + if scale_expression.begins_with('\''): + var scale_arr := scale_expression.split_floats(' ', false) + if scale_arr.size() == 3: + scale_factor *= Vector3(scale_arr[0], scale_arr[1], scale_arr[2]) + elif scale_expression.to_float() > 0: + scale_factor *= scale_expression.to_float() + + size_prop.position *= scale_factor + size_prop.size *= scale_factor + size_prop.size += size_prop.position + # Round the size so it can stay on grid level 1 at least + for i in 3: + size_prop.position[i] = round(size_prop.position[i]) + size_prop.size[i] = round(size_prop.size[i]) + return size_prop diff --git a/demo/addons/func_godot/src/fgd/func_godot_fgd_model_point_class.gd.uid b/demo/addons/func_godot/src/fgd/func_godot_fgd_model_point_class.gd.uid new file mode 100644 index 0000000..e32b42d --- /dev/null +++ b/demo/addons/func_godot/src/fgd/func_godot_fgd_model_point_class.gd.uid @@ -0,0 +1 @@ +uid://ldfqjtq0br35 diff --git a/demo/addons/func_godot/src/fgd/func_godot_fgd_point_class.gd b/demo/addons/func_godot/src/fgd/func_godot_fgd_point_class.gd new file mode 100644 index 0000000..58b4dce --- /dev/null +++ b/demo/addons/func_godot/src/fgd/func_godot_fgd_point_class.gd @@ -0,0 +1,35 @@ +@tool +@icon("res://addons/func_godot/icons/icon_godambler3d.svg") +class_name FuncGodotFGDPointClass extends FuncGodotFGDEntityClass +## FGD PointClass entity definition. +## +## A resource used to define an FGD PointClass entity. PointClass entities can use either the [member FuncGodotFGDEntityClass.node_class] +## or the [member scene_file] property to tell [FuncGodotMap] what to generate on map build. +## +## @tutorial(Quake Wiki Entity Article): https://quakewiki.org/wiki/Entity +## @tutorial(Level Design Book: Entity Types and Settings): https://book.leveldesignbook.com/appendix/resources/formats/fgd#entity-types-and-settings-basic +## @tutorial(Valve Developer Wiki FGD Article): https://developer.valvesoftware.com/wiki/FGD#Class_Types_and_Properties +## @tutorial(dumptruck_ds' Quake Mapping Entities Tutorial): https://www.youtube.com/watch?v=gtL9f6_N2WM +## @tutorial(Level Design Book: Display Models for Entities): https://book.leveldesignbook.com/appendix/resources/formats/fgd#display-models-for-entities +## @tutorial(Valve Developer Wiki FGD Article: Entity Description Section): https://developer.valvesoftware.com/wiki/FGD#Entity_Description +## @tutorial(TrenchBroom Manual: Display Models for Entities): https://trenchbroom.github.io/manual/latest/#display-models-for-entities + +func _init() -> void: + prefix = "@PointClass" + +@export_group ("Scene") +## An optional [PackedScene] file to instantiate on map build. Overrides [member FuncGodotFGDEntityClass.node_class] and [member script_class]. +@export var scene_file: PackedScene + +@export_group ("Scripting") +## An optional [Script] resource to attach to the node generated on map build. Ignored if [member scene_file] is specified. +@export var script_class: Script + +@export_group("Build") +## Toggles whether entity will use `angles`, `mangle`, or `angle` to determine rotations on [FuncGodotMap] build, prioritizing the key value pairs in that order. +## Set to [code]false[/code] if you would like to define how the generated node is rotated yourself. +@export var apply_rotation_on_map_build : bool = true + +## Toggles whether entity will use `scale` to determine the generated node or scene's scale. This is performed on the top level node. +## The property can be a [float], [Vector3], or [Vector2]. Set to [code]false[/code] if you would like to define how the generated node is scaled yourself. +@export var apply_scale_on_map_build: bool = true diff --git a/demo/addons/func_godot/src/fgd/func_godot_fgd_point_class.gd.uid b/demo/addons/func_godot/src/fgd/func_godot_fgd_point_class.gd.uid new file mode 100644 index 0000000..a8956ee --- /dev/null +++ b/demo/addons/func_godot/src/fgd/func_godot_fgd_point_class.gd.uid @@ -0,0 +1 @@ +uid://cxsqwtsqd8w33 diff --git a/demo/addons/func_godot/src/fgd/func_godot_fgd_solid_class.gd b/demo/addons/func_godot/src/fgd/func_godot_fgd_solid_class.gd new file mode 100644 index 0000000..3c7642e --- /dev/null +++ b/demo/addons/func_godot/src/fgd/func_godot_fgd_solid_class.gd @@ -0,0 +1,106 @@ +@tool +@icon("res://addons/func_godot/icons/icon_slipgate3d.svg") +class_name FuncGodotFGDSolidClass extends FuncGodotFGDEntityClass +## FGD SolidClass entity definition that generates a mesh from [FuncGodotData.BrushData]. +## +## A [MeshInstance3D] will be generated by [FuncGodotMap] according to this definition's Visual Build settings. +## If [member FuncGodotFGDEntityClass.node_class] inherits [CollisionObject3D] +## then one or more [CollisionShape3D] nodes will be generated according to Collision Build settings. +## +## @tutorial(Quake Wiki Entity Article): https://quakewiki.org/wiki/Entity +## @tutorial(Level Design Book: Entity Types and Settings): https://book.leveldesignbook.com/appendix/resources/formats/fgd#entity-types-and-settings-basic +## @tutorial(Valve Developer Wiki FGD Article): https://developer.valvesoftware.com/wiki/FGD#Class_Types_and_Properties +## @tutorial(dumptruck_ds' Quake Mapping Entities Tutorial): https://www.youtube.com/watch?v=gtL9f6_N2WM + +enum SpawnType { + WORLDSPAWN = 0, ## Builds the geometry of this entity relative to the FuncGodotMap position. + MERGE_WORLDSPAWN = 1, ## This entity's geometry is merged with the [b]worldspawn[/b] entity and this entity is removed. Behavior mimics [b]func_group[/b] in modern Quake compilers. + ENTITY = 2, ## This entity is built as its own object. It finds the origin of the entity based on [member origin_type]. +} + +enum OriginType { + AVERAGED = 0, ## Use averaged brush vertices for center position. This is the old Qodot behavior. + ABSOLUTE = 1, ## Use [code]origin[/code] class property in global coordinates as the center position. + RELATIVE = 2, ## Calculate center position using [code]origin[/code] class property as an offset to the entity's bounding box center. + BRUSH = 3, ## Calculate center position based on the bounding box center of all brushes using the 'origin' texture specified in the [FuncGodotMapSettings]. If no Origin Brush is found, fall back to BOUNDS_CENTER. This is the default option and recommended for most entities. + BOUNDS_CENTER = 4, ## Use the center of the entity's bounding box for center position. + BOUNDS_MINS = 5, ## Use the lowest bounding box coordinates for center position. This is standard Quake and Half-Life brush entity behavior. + BOUNDS_MAXS = 6, ## Use the highest bounding box coordinates for center position. +} + +enum CollisionShapeType { + NONE, ## No collision shape is built. Useful for decorative geometry like vines, hanging wires, grass, etc... + CONVEX, ## Will build a Convex CollisionShape3D for each brush used to make this Solid Class. Required for non-[StaticBody3D] nodes like [Area3D]. + CONCAVE ## Should have a concave collision shape +} + +## Controls whether this Solid Class is the worldspawn, is combined with the worldspawn, or is spawned as its own free-standing entity. +@export var spawn_type: SpawnType = SpawnType.ENTITY +## Controls how this Solid Class determines its center position. Only valid if [member spawn_type] is set to ENTITY. +@export var origin_type: OriginType = OriginType.BRUSH + +@export_group("Visual Build") +## Controls whether a [MeshInstance3D] is built for this Solid Class. +@export var build_visuals : bool = true +## Global illumination mode for the generated [MeshInstance3D]. Setting to [b]GI_MODE_STATIC[/b] will unwrap the mesh's UV2 during build. +@export var global_illumination_mode : GeometryInstance3D.GIMode = GeometryInstance3D.GI_MODE_STATIC +## @deprecated: Use [member global_illumination_mode] instead. [br]Sets generated [MeshInstance3D] to be available for UV2 unwrapping after [FuncGodotMap] build. Utilized in baked lightmapping. +@export var use_in_baked_light : bool = true +## Shadow casting setting allows for further lightmapping customization. +@export var shadow_casting_setting : GeometryInstance3D.ShadowCastingSetting = GeometryInstance3D.SHADOW_CASTING_SETTING_ON +## Automatically build [OccluderInstance3D] for this entity. +@export var build_occlusion : bool = false +## This Solid Class' [MeshInstance3D] will only be visible for [Camera3D]s whose cull mask includes any of these render layers. +@export_flags_3d_render var render_layers: int = 1 + +@export_group("Collision Build") +## Controls how collisions are built for this Solid Class. +@export var collision_shape_type: CollisionShapeType = CollisionShapeType.CONVEX +## The physics layers this Solid Class can be detected in. +@export_flags_3d_physics var collision_layer: int = 1 +## The physics layers this Solid Class scans. +@export_flags_3d_physics var collision_mask: int = 1 +## The priority used to solve colliding when penetration occurs. The higher the priority is, the lower the penetration into the Solid Class will be. This can for example be used to prevent the player from breaking through the boundaries of a level. +@export var collision_priority: float = 1.0 +## The collision margin for the Solid Class' collision shapes. Not used in Godot Physics. See [Shape3D] for details. +@export var collision_shape_margin: float = 0.04 + +## The following properties tell FuncGodot to add a [i]"func_godot_mesh_data"[/i] Dictionary to the metadata of the generated node upon build. +## This data is parallelized, so that each element of the array is ordered to reference the same face in the mesh. +@export_group("Mesh Metadata") +## Add a texture lookup table to the generated node's metadata on build.[br][br] +## The data is split between an [Array] of [StringName] called [i]"texture_names"[/i] containing all currently used texture materials +## and a [PackedInt32Array] called [i]"textures"[/i] where each element is an index corresponding to the [i]"texture_names"[/i] entries. +@export var add_textures_metadata: bool = false +## Add a [PackedVector3Array] called [i]"vertices"[/i] to the generated node's metadata on build.[br][br] +## This is a list of every vertex in the generated node's [MeshInstance3D]. Every 3 vertices represent a single face. +@export var add_vertex_metadata: bool = false +## Add a [PackedVector3Array] called [i]"positions"[/i] to the generated node's metadata on build.[br][br] +## This is a list of positions for each face, local to the generated node, calculated by averaging the vertices to find the face's center. +@export var add_face_position_metadata: bool = false +## Add a [PackedVector3Array] called [i]"normals"[/i] to the generated node's metadata on build.[br][br] +## Contains a list of each face's normal. +@export var add_face_normal_metadata: bool = false +## Add a [Dictionary] called [i]"collision_shape_to_face_indices_map"[/i] in the generated node's metadata on build.[br][br] +## Contains keys of strings, which are the names of child [CollisionShape3D] nodes, and values of +## [PackedInt32Array], containing indices of that child's faces.[br][br] +## For example, an element of [br][br][code]{ "entity_1_brush_0_collision_shape" : [0, 1, 3] }[/code][br][br] +## shows that this solid class has been generated with one child collision shape named +## [i]entity_1_brush_0_collision_shape[/i] which handles 3 faces of the mesh with collision, at indices 0, 1, and 3. +@export var add_collision_shape_to_face_indices_metadata : bool = false +## [s]Add a [Dictionary] called [i]"collision_shape_to_face_range_map"[/i] in the generated node's metadata on build.[br][br] +## Contains keys of strings, which are the names of child [CollisionShape3D] nodes, and values of +## [Vector2i], where [i]X[/i] represents the starting index of that child's faces and [i]Y[/i] represents the +## ending index.[br][br] +## For example, an element of [br][br][code]{ "entity_1_brush_0_collision_shape" : Vector2i(0, 15) }[/code][br][br] +## shows that this solid class has been generated with one child collision shape named +## [i]entity_1_brush_0_collision_shape[/i] which handles the first 15 faces of the parts of the mesh with collision.[/s] +## @deprecated: No longer supported or planned as of 2025.7, but retained in case a contributor provides an appropriate solution in the future. +@export var add_collision_shape_face_range_metadata: bool = false + +@export_group("Scripting") +## An optional [Script] file to attach to the node generated on map build. +@export var script_class: Script + +func _init(): + prefix = "@SolidClass" diff --git a/demo/addons/func_godot/src/fgd/func_godot_fgd_solid_class.gd.uid b/demo/addons/func_godot/src/fgd/func_godot_fgd_solid_class.gd.uid new file mode 100644 index 0000000..59517bb --- /dev/null +++ b/demo/addons/func_godot/src/fgd/func_godot_fgd_solid_class.gd.uid @@ -0,0 +1 @@ +uid://5cow84q03m6a diff --git a/demo/addons/func_godot/src/func_godot_plugin.gd b/demo/addons/func_godot/src/func_godot_plugin.gd new file mode 100644 index 0000000..11c18b7 --- /dev/null +++ b/demo/addons/func_godot/src/func_godot_plugin.gd @@ -0,0 +1,131 @@ +@tool +@icon("res://addons/func_godot/icons/icon_godot_ranger.svg") +class_name FuncGodotPlugin extends EditorPlugin + +var map_import_plugin : QuakeMapImportPlugin = null +var palette_import_plugin : QuakePaletteImportPlugin = null +var wad_import_plugin: QuakeWadImportPlugin = null + +#var func_godot_map_progress_bar: Control = null +var edited_object_ref: WeakRef = weakref(null) + +func _get_plugin_name() -> String: + return "FuncGodot" + +func _handles(object: Object) -> bool: + return object is FuncGodotMap + +func _edit(object: Object) -> void: + edited_object_ref = weakref(object) + +#func _make_visible(visible: bool) -> void: + #if func_godot_map_progress_bar: + #func_godot_map_progress_bar.set_visible(visible) + +func _enter_tree() -> void: + # Import plugins + map_import_plugin = QuakeMapImportPlugin.new() + palette_import_plugin = QuakePaletteImportPlugin.new() + wad_import_plugin = QuakeWadImportPlugin.new() + + add_import_plugin(map_import_plugin) + add_import_plugin(palette_import_plugin) + add_import_plugin(wad_import_plugin) + + #func_godot_map_progress_bar = create_func_godot_map_progress_bar() + #func_godot_map_progress_bar.set_visible(false) + #add_control_to_container(EditorPlugin.CONTAINER_INSPECTOR_BOTTOM, func_godot_map_progress_bar) + + add_custom_type("FuncGodotMap", "Node3D", preload("res://addons/func_godot/src/map/func_godot_map.gd"), null) + + # Default Map Settings + if not ProjectSettings.has_setting("func_godot/default_map_settings"): + ProjectSettings.set_setting("func_godot/default_map_settings", "res://addons/func_godot/func_godot_default_map_settings.tres") + var property_info = { + "name": "func_godot/default_map_settings", + "type": TYPE_STRING, + "hint": PROPERTY_HINT_FILE, + "hint_string": "*.tres" + } + ProjectSettings.add_property_info(property_info) + ProjectSettings.set_as_basic("func_godot/default_map_settings", true) + ProjectSettings.set_initial_value("func_godot/default_map_settings", "res://addons/func_godot/func_godot_default_map_settings.tres") + + # Default Inverse Scale Factor + if not ProjectSettings.has_setting("func_godot/default_inverse_scale_factor"): + ProjectSettings.set_setting("func_godot/default_inverse_scale_factor", 32.0) + var property_info = { + "name": "func_godot/default_inverse_scale_factor", + "type": TYPE_FLOAT + } + ProjectSettings.add_property_info(property_info) + ProjectSettings.set_as_basic("func_godot/default_inverse_scale_factor", true) + ProjectSettings.set_initial_value("func_godot/default_inverse_scale_factor", 32.0) + + # Model Point Class Default Path + if not ProjectSettings.has_setting("func_godot/model_point_class_save_path"): + ProjectSettings.set_setting("func_godot/model_point_class_save_path", "") + var property_info = { + "name": "func_godot/model_point_class_save_path", + "type": TYPE_STRING + } + ProjectSettings.add_property_info(property_info) + ProjectSettings.set_as_basic("func_godot/model_point_class_save_path", true) + ProjectSettings.set_initial_value("func_godot/model_point_class_save_path", "") + +func _exit_tree() -> void: + remove_custom_type("FuncGodotMap") + remove_import_plugin(map_import_plugin) + remove_import_plugin(palette_import_plugin) + if wad_import_plugin: + remove_import_plugin(wad_import_plugin) + + map_import_plugin = null + palette_import_plugin = null + wad_import_plugin = null + + #if func_godot_map_progress_bar: + #remove_control_from_container(EditorPlugin.CONTAINER_INSPECTOR_BOTTOM, func_godot_map_progress_bar) + #func_godot_map_progress_bar.queue_free() + #func_godot_map_progress_bar = null + +# Create a progress bar for building a [FuncGodotMap] +#func create_func_godot_map_progress_bar() -> Control: + #var progress_label = Label.new() + #progress_label.name = "ProgressLabel" + #progress_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER + #progress_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER + # + #var progress_bar := ProgressBar.new() + #progress_bar.name = "ProgressBar" + #progress_bar.show_percentage = false + #progress_bar.min_value = 0.0 + #progress_bar.max_value = 1.0 + #progress_bar.custom_minimum_size.y = 30 + #progress_bar.set_anchors_and_offsets_preset(Control.PRESET_LEFT_WIDE) + #progress_bar.add_child(progress_label) + #progress_label.set_anchors_and_offsets_preset(Control.PRESET_LEFT_WIDE) + #progress_label.offset_top = -9 + #progress_label.offset_left = 3 + # + #return progress_bar + +# Update the build progress bar (see: [method create_func_godot_map_progress_bar]) to display the current step and progress (0-1) +#func func_godot_map_build_progress(step: String, progress: float) -> void: + #var progress_label = func_godot_map_progress_bar.get_node("ProgressLabel") + #func_godot_map_progress_bar.value = progress + #progress_label.text = step.capitalize() + +## Callback for when the build process for a [FuncGodotMap] is finished. +func func_godot_map_build_complete(func_godot_map: FuncGodotMap) -> void: + #var progress_label = func_godot_map_progress_bar.get_node("ProgressLabel") + #progress_label.text = "Build Complete" + + #if func_godot_map.is_connected("build_progress",Callable(self,"func_godot_map_build_progress")): + #func_godot_map.disconnect("build_progress",Callable(self,"func_godot_map_build_progress")) + + if func_godot_map.is_connected("build_complete",Callable(self,"func_godot_map_build_complete")): + func_godot_map.disconnect("build_complete",Callable(self,"func_godot_map_build_complete")) + + if func_godot_map.is_connected("build_failed",Callable(self,"func_godot_map_build_complete")): + func_godot_map.disconnect("build_failed",Callable(self,"func_godot_map_build_complete")) diff --git a/demo/addons/func_godot/src/func_godot_plugin.gd.uid b/demo/addons/func_godot/src/func_godot_plugin.gd.uid new file mode 100644 index 0000000..5d0a1bf --- /dev/null +++ b/demo/addons/func_godot/src/func_godot_plugin.gd.uid @@ -0,0 +1 @@ +uid://bqy3tr83l7di diff --git a/demo/addons/func_godot/src/import/quake_map_file.gd b/demo/addons/func_godot/src/import/quake_map_file.gd new file mode 100644 index 0000000..e1f7d1a --- /dev/null +++ b/demo/addons/func_godot/src/import/quake_map_file.gd @@ -0,0 +1,14 @@ +@icon("res://addons/func_godot/icons/icon_quake_file.svg") +class_name QuakeMapFile extends Resource +## Map file that can be built by [FuncGodotMap]. +## +## Map file that can be built by a [FuncGodotMap]. Supports the Quake and Valve map formats. +## +## @tutorial(Quake Wiki Map Format Article): https://quakewiki.org/wiki/Quake_Map_Format +## @tutorial(Valve Developer Wiki VMF Article): https://developer.valvesoftware.com/wiki/VMF_(Valve_Map_Format) + +## Number of times this map file has been imported. +@export var revision: int = 0 + +## Raw map data. +@export_multiline var map_data: String = "" diff --git a/demo/addons/func_godot/src/import/quake_map_file.gd.uid b/demo/addons/func_godot/src/import/quake_map_file.gd.uid new file mode 100644 index 0000000..369df36 --- /dev/null +++ b/demo/addons/func_godot/src/import/quake_map_file.gd.uid @@ -0,0 +1 @@ +uid://cxvwf50mehesf diff --git a/demo/addons/func_godot/src/import/quake_map_import_plugin.gd b/demo/addons/func_godot/src/import/quake_map_import_plugin.gd new file mode 100644 index 0000000..f1d6d6d --- /dev/null +++ b/demo/addons/func_godot/src/import/quake_map_import_plugin.gd @@ -0,0 +1,43 @@ +@tool +class_name QuakeMapImportPlugin extends EditorImportPlugin + +func _get_importer_name() -> String: + return 'func_godot.map' + +func _get_visible_name() -> String: + return 'Quake Map' + +func _get_resource_type() -> String: + return 'Resource' + +func _get_recognized_extensions() -> PackedStringArray: + return PackedStringArray(['map','vmf']) + +func _get_priority(): + return 1.0 + +func _get_save_extension() -> String: + return 'tres' + +func _get_import_options(path, preset): + return [] + +func _get_preset_count() -> int: + return 0 + +func _get_import_order(): + return 0 + +func _import(source_file, save_path, options, r_platform_variants, r_gen_files) -> Error: + var save_path_str = '%s.%s' % [save_path, _get_save_extension()] + + var map_resource : QuakeMapFile = null + + if ResourceLoader.exists(save_path_str): + map_resource = load(save_path_str) as QuakeMapFile + map_resource.revision += 1 + else: + map_resource = QuakeMapFile.new() + map_resource.map_data = FileAccess.open(source_file, FileAccess.READ).get_as_text(true) + + return ResourceSaver.save(map_resource, save_path_str) diff --git a/demo/addons/func_godot/src/import/quake_map_import_plugin.gd.uid b/demo/addons/func_godot/src/import/quake_map_import_plugin.gd.uid new file mode 100644 index 0000000..be39667 --- /dev/null +++ b/demo/addons/func_godot/src/import/quake_map_import_plugin.gd.uid @@ -0,0 +1 @@ +uid://dnsj08ot32vpc diff --git a/demo/addons/func_godot/src/import/quake_palette_file.gd b/demo/addons/func_godot/src/import/quake_palette_file.gd new file mode 100644 index 0000000..3cbb8a2 --- /dev/null +++ b/demo/addons/func_godot/src/import/quake_palette_file.gd @@ -0,0 +1,14 @@ +@icon("res://addons/func_godot/icons/icon_quake_file.svg") +class_name QuakePaletteFile extends Resource +## Quake LMP palette format file used with [QuakeWadFile]. +## +## Quake LMP palette format file used in conjunction with a Quake WAD2 format [QuakeWadFile]. +## Not required for the Valve WAD3 format. +## +## @tutorial(Quake Wiki Palette Article): https://quakewiki.org/wiki/Quake_palette#palette.lmp + +## Collection of [Color]s retrieved from the LMP palette file. +@export var colors: PackedColorArray + +func _init(colors): + self.colors = colors diff --git a/demo/addons/func_godot/src/import/quake_palette_file.gd.uid b/demo/addons/func_godot/src/import/quake_palette_file.gd.uid new file mode 100644 index 0000000..2a964ce --- /dev/null +++ b/demo/addons/func_godot/src/import/quake_palette_file.gd.uid @@ -0,0 +1 @@ +uid://dqhjx7jjbif5d diff --git a/demo/addons/func_godot/src/import/quake_palette_import_plugin.gd b/demo/addons/func_godot/src/import/quake_palette_import_plugin.gd new file mode 100644 index 0000000..93abd08 --- /dev/null +++ b/demo/addons/func_godot/src/import/quake_palette_import_plugin.gd @@ -0,0 +1,58 @@ +@tool +class_name QuakePaletteImportPlugin extends EditorImportPlugin + +func _get_importer_name() -> String: + return 'func_godot.palette' + +func _get_visible_name() -> String: + return 'Quake Palette' + +func _get_resource_type() -> String: + return 'Resource' + +func _get_recognized_extensions() -> PackedStringArray: + return PackedStringArray(['lmp']) + +func _get_save_extension() -> String: + return 'tres' + +func _get_import_options(path, preset): + return [] + +func _get_preset_count() -> int: + return 0 + +func _get_priority(): + return 1.0 + +func _get_import_order(): + return 0 + +func _import(source_file, save_path, options, r_platform_variants, r_gen_files) -> Error: + var save_path_str : String = '%s.%s' % [save_path, _get_save_extension()] + + var file = FileAccess.open(source_file, FileAccess.READ) + if file == null: + var err = FileAccess.get_open_error() + print(['Error opening super.lmp file: ', err]) + return err + + var colors := PackedColorArray() + + while true: + var red : int = file.get_8() + var green : int = file.get_8() + var blue : int = file.get_8() + var color := Color(red / 255.0, green / 255.0, blue / 255.0) + + colors.append(color) + + if file.eof_reached(): + break + + if colors.size() == 256: + break + + var palette_resource := QuakePaletteFile.new(colors) + + return ResourceSaver.save(palette_resource, save_path_str) diff --git a/demo/addons/func_godot/src/import/quake_palette_import_plugin.gd.uid b/demo/addons/func_godot/src/import/quake_palette_import_plugin.gd.uid new file mode 100644 index 0000000..188fda9 --- /dev/null +++ b/demo/addons/func_godot/src/import/quake_palette_import_plugin.gd.uid @@ -0,0 +1 @@ +uid://c6k7hftart3u3 diff --git a/demo/addons/func_godot/src/import/quake_wad_file.gd b/demo/addons/func_godot/src/import/quake_wad_file.gd new file mode 100644 index 0000000..5a0d66e --- /dev/null +++ b/demo/addons/func_godot/src/import/quake_wad_file.gd @@ -0,0 +1,14 @@ +@icon("res://addons/func_godot/icons/icon_quake_file.svg") +class_name QuakeWadFile extends Resource +## Texture container in the WAD2 or WAD3 format. +## +## Texture container in the Quake WAD2 or Valve WAD3 format. +## +## @tutorial(Quake Wiki WAD Article): https://quakewiki.org/wiki/Texture_Wad +## @tutorial(Valve Developer Wiki WAD3 Article): https://developer.valvesoftware.com/wiki/WAD + +## Collection of [ImageTexture] imported from the WAD file. +@export var textures: Dictionary[String, ImageTexture] + +func _init(textures: Dictionary = Dictionary()): + self.textures = textures diff --git a/demo/addons/func_godot/src/import/quake_wad_file.gd.uid b/demo/addons/func_godot/src/import/quake_wad_file.gd.uid new file mode 100644 index 0000000..5b6b06b --- /dev/null +++ b/demo/addons/func_godot/src/import/quake_wad_file.gd.uid @@ -0,0 +1 @@ +uid://cij36hpqc46c diff --git a/demo/addons/func_godot/src/import/quake_wad_import_plugin.gd b/demo/addons/func_godot/src/import/quake_wad_import_plugin.gd new file mode 100644 index 0000000..cd14ee9 --- /dev/null +++ b/demo/addons/func_godot/src/import/quake_wad_import_plugin.gd @@ -0,0 +1,209 @@ +@tool +class_name QuakeWadImportPlugin extends EditorImportPlugin + +enum WadFormat { + Quake, + HalfLife +} + +enum QuakeWadEntryType { + Palette = 0x40, + SBarPic = 0x42, + MipsTexture = 0x44, + ConsolePic = 0x45 +} + +enum HalfLifeWadEntryType { + QPic = 0x42, + MipsTexture = 0x43, + FixedFont = 0x45 +} + +const TEXTURE_NAME_LENGTH := 16 +const MAX_MIP_LEVELS := 4 + +func _get_importer_name() -> String: + return 'func_godot.wad' + +func _get_visible_name() -> String: + return 'Quake WAD' + +func _get_resource_type() -> String: + return 'Resource' + +func _get_recognized_extensions() -> PackedStringArray: + return PackedStringArray(['wad']) + +func _get_save_extension() -> String: + return 'res' + +func _get_option_visibility(path: String, option_name: StringName, options: Dictionary) -> bool: + return true + +func _get_import_options(path, preset) -> Array[Dictionary]: + return [ + { + 'name': 'palette_file', + 'default_value': 'res://addons/func_godot/palette.lmp', + 'property_hint': PROPERTY_HINT_FILE, + 'hint_string': '*.lmp' + }, + { + 'name': 'generate_mipmaps', + 'default_value': true, + 'property_hint': PROPERTY_HINT_NONE + } + ] + +func _get_preset_count() -> int: + return 0 + +func _get_import_order() -> int: + return 0 + +func _get_priority() -> float: + return 1.0 + +func _import(source_file, save_path, options, r_platform_variants, r_gen_files) -> Error: + var save_path_str : String = '%s.%s' % [save_path, _get_save_extension()] + + var file = FileAccess.open(source_file, FileAccess.READ) + if file == null: + var err = FileAccess.get_open_error() + print(['Error opening super.wad file: ', err]) + return err + + # Read WAD header + var magic : PackedByteArray = file.get_buffer(4) + var magic_string : String = magic.get_string_from_ascii() + var wad_format: int = WadFormat.Quake + + if magic_string == 'WAD3': + wad_format = WadFormat.HalfLife + elif magic_string != 'WAD2': + print('Error: Invalid WAD magic') + return ERR_INVALID_DATA + + var palette_path : String = options['palette_file'] + var palette_file : QuakePaletteFile = load(palette_path) as QuakePaletteFile + if wad_format == WadFormat.Quake and not palette_file: + print('Error: Invalid Quake palette file') + file.close() + return ERR_CANT_ACQUIRE_RESOURCE + + var num_entries : int = file.get_32() + var dir_offset : int = file.get_32() + + # Read entry list + file.seek(0) + file.seek(dir_offset) + + var entries : Array = [] + + for entry_idx in range(0, num_entries): + var offset : int = file.get_32() + var in_wad_size : int = file.get_32() + var size : int = file.get_32() + var type : int = file.get_8() + var compression : int = file.get_8() + var unknown : int = file.get_16() + var name : PackedByteArray = file.get_buffer(TEXTURE_NAME_LENGTH) + var name_string : String = name.get_string_from_ascii() + + if (wad_format == WadFormat.Quake and type == int(QuakeWadEntryType.MipsTexture)) or ( + wad_format == WadFormat.HalfLife and type == int(HalfLifeWadEntryType.MipsTexture)): + entries.append([ + offset, + in_wad_size, + size, + type, + compression, + name_string + ]) + + # Read mip textures + var texture_data_array: Array = [] + for entry in entries: + var offset : int = entry[0] + file.seek(offset) + + var name : PackedByteArray = file.get_buffer(TEXTURE_NAME_LENGTH) + var name_string : String = name.get_string_from_ascii() + + var width : int = file.get_32() + var height : int = file.get_32() + + var mip_offsets : Array = [] + for idx in range(0, MAX_MIP_LEVELS): + mip_offsets.append(file.get_32()) + + var num_pixels : int = width * height + var pixels : PackedByteArray = file.get_buffer(num_pixels) + + if wad_format == WadFormat.Quake: + texture_data_array.append([name_string, width, height, pixels]) + continue + # Half-Life WADs have a 256 color palette embedded in each texture + elif wad_format == WadFormat.HalfLife: + # Find the end of the mipmap data + file.seek(offset + mip_offsets[-1] + (width / 8) * (height / 8)) + file.get_16() + + var palette_colors := PackedColorArray() + for idx in 256: + var red : int = file.get_8() + var green : int = file.get_8() + var blue : int = file.get_8() + var color := Color(red / 255.0, green / 255.0, blue / 255.0) + palette_colors.append(color) + + texture_data_array.append([name_string, width, height, pixels, palette_colors]) + + # Create texture resources + var textures : Dictionary[String, ImageTexture] = {} + + for texture_data in texture_data_array: + var name : String = texture_data[0] + var width : int = texture_data[1] + var height : int = texture_data[2] + var pixels : PackedByteArray = texture_data[3] + + var texture_image : Image + var pixels_rgb := PackedByteArray() + + if wad_format == WadFormat.HalfLife: + var colors : PackedColorArray = texture_data[4] + for palette_color in pixels: + var rgb_color : Color = colors[palette_color] + pixels_rgb.append(rgb_color.r8) + pixels_rgb.append(rgb_color.g8) + pixels_rgb.append(rgb_color.b8) + # Color(0, 0, 255) is used for transparency in Half-Life + if rgb_color.b == 1 and rgb_color.r == 0 and rgb_color.b == 0: + pixels_rgb.append(0) + else: + pixels_rgb.append(255) + texture_image = Image.create_from_data(width, height, false, Image.FORMAT_RGBA8, pixels_rgb) + + else: # WadFormat.Quake + for palette_color in pixels: + var rgb_color : Color = palette_file.colors[palette_color] + pixels_rgb.append(rgb_color.r8) + pixels_rgb.append(rgb_color.g8) + pixels_rgb.append(rgb_color.b8) + # Palette index 255 is used for transparency + if palette_color != 255: + pixels_rgb.append(255) + else: + pixels_rgb.append(0) + texture_image = Image.create_from_data(width, height, false, Image.FORMAT_RGBA8, pixels_rgb) + + if options["generate_mipmaps"] == true: + texture_image.generate_mipmaps() + + var texture := ImageTexture.create_from_image(texture_image) #,Texture2D.FLAG_MIPMAPS | Texture2D.FLAG_REPEAT | Texture2D.FLAG_ANISOTROPIC_FILTER + textures[name.to_lower()] = texture + + # Save WAD resource + var wad_resource := QuakeWadFile.new(textures) + return ResourceSaver.save(wad_resource, save_path_str) diff --git a/demo/addons/func_godot/src/import/quake_wad_import_plugin.gd.uid b/demo/addons/func_godot/src/import/quake_wad_import_plugin.gd.uid new file mode 100644 index 0000000..f8c94c3 --- /dev/null +++ b/demo/addons/func_godot/src/import/quake_wad_import_plugin.gd.uid @@ -0,0 +1 @@ +uid://ridgf32rxg6s diff --git a/demo/addons/func_godot/src/map/func_godot_map.gd b/demo/addons/func_godot/src/map/func_godot_map.gd new file mode 100644 index 0000000..9970b21 --- /dev/null +++ b/demo/addons/func_godot/src/map/func_godot_map.gd @@ -0,0 +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() diff --git a/demo/addons/func_godot/src/map/func_godot_map.gd.uid b/demo/addons/func_godot/src/map/func_godot_map.gd.uid new file mode 100644 index 0000000..1f80e68 --- /dev/null +++ b/demo/addons/func_godot/src/map/func_godot_map.gd.uid @@ -0,0 +1 @@ +uid://cwu5cf7a0awcd diff --git a/demo/addons/func_godot/src/map/func_godot_map_settings.gd b/demo/addons/func_godot/src/map/func_godot_map_settings.gd new file mode 100644 index 0000000..189a9d1 --- /dev/null +++ b/demo/addons/func_godot/src/map/func_godot_map_settings.gd @@ -0,0 +1,125 @@ +@tool +@icon("res://addons/func_godot/icons/icon_godot_ranger.svg") +class_name FuncGodotMapSettings extends Resource +## Reusable map settings configuration for [FuncGodotMap] nodes. + +#region BUILD +@export_category("Build Settings") +## Set automatically when [member inverse_scale_factor] is changed. Used primarily during the build process. +var scale_factor: float = 0.03125 + +## Ratio between map editor units and Godot units. FuncGodot will divide brush coordinates by this number and save the results to [member scale_factor]. +## This does not affect entity properties unless scripted to do so. +@export var inverse_scale_factor: float = 32.0 : + set(value): + if value == 0.0: + printerr("Error: Cannot set Inverse Scale Factor to Zero") + return + inverse_scale_factor = value + scale_factor = 1.0 / value + +## [FuncGodotFGDFile] that translates map file classnames into Godot nodes and packed scenes. +@export var entity_fgd: FuncGodotFGDFile = preload("res://addons/func_godot/fgd/func_godot_fgd.tres") + +## Default class property to use in naming generated nodes. This setting is overridden by [member FuncGodotFGDEntityClass.name_property]. +## Naming occurs before adding to the [SceneTree] and applying properties. +## Nodes will be named `"entity_" + name_property`. An entity's name should be unique, otherwise you may run into unexpected behavior. +@export var entity_name_property: String = "" + +## Class property that determines whether the [FuncGodotFGDSolidClass] entity performs mesh smoothing operations. +@export var entity_smoothing_property: String = "_phong" + +## Class property that contains the angular threshold that determines when a [FuncGodotFGDSolidClass] entity's mesh vertices are smoothed. +@export var entity_smoothing_angle_property: String = "_phong_angle" + +## If true, will organize [SceneTree] using TrenchBroom Layers and Groups or Hammer Visgroups. Groups will be generated as [Node3D] nodes. +## All non-entity structural brushes will be moved out of their groups and merged into the `Worldspawn` entity. +## Any Layers toggled to be omitted from export in TrenchBroom and their child entities and groups will not be built. +@export var use_groups_hierarchy: bool = false + +## Class property that contains the snapping epsilon for generated vertices of [FuncGodotFGDSolidClass] entities. +## Utilizing this property can help reduce instances of seams between polygons. +@export var vertex_merge_distance_property: String = "_vertex_merge_distance" + +#endregion + +#region TEXTURES +@export_category("Textures") + +## Base directory for textures. When building materials, FuncGodot will search this directory for texture files with matching names to the textures assigned to map brush faces. +@export_dir var base_texture_dir: String = "res://textures" + +## File extensions to search for texture data. +@export var texture_file_extensions: Array[String] = ["png", "jpg", "jpeg", "bmp", "tga", "webp"] + +## Optional path for the clip texture, relative to [member base_texture_dir]. +## Brush faces textured with the clip texture will have those faces removed from the generated [Mesh] but not the generated [Shape3D]. +@export var clip_texture: String = "special/clip": + set(tex): + clip_texture = tex.to_lower() + +## Optional path for the skip texture, relative to [member base_texture_dir]. +## Brush faces textured with the skip texture will have those faces removed from the generated [Mesh]. +## If [member FuncGodotFGDSolidClass.collision_shape_type] is set to concave then it will also remove collision from those faces in the generated [Shape3D]. +@export var skip_texture: String = "special/skip": + set(tex): + skip_texture = tex.to_lower() + +## Optional path for the origin texture, relative to [member base_texture_dir]. +## Brush faces textured with the origin texture will have those faces removed from the generated [Mesh] and [Shape3D]. +## The bounds of these faces will be used to calculate the origin point of the entity. +@export var origin_texture: String = "special/origin": + set(tex): + origin_texture = tex.to_lower() + +## Optional [QuakeWadFile] resources to apply textures from. See the [Quake Wiki](https://quakewiki.org/wiki/Texture_Wad) for more information on Quake Texture WADs. +@export var texture_wads: Array[QuakeWadFile] = [] + +#endregion + +#region MATERIALS +@export_category("Materials") + +## Base directory for loading and saving materials. When building materials, FuncGodot will search this directory for material resources +## with matching names to the textures assigned to map brush faces. If not found, will fall back to [member base_texture_dir]. +@export_dir var base_material_dir: String = "" + +## File extension to search for [Material] definitions +@export var material_file_extension: String = "tres" + +## [Material] used as template when generating missing materials. +@export var default_material: Material = preload("res://addons/func_godot/textures/default_material.tres") + +## Sampler2D uniform that supplies the Albedo in a custom shader when [member default_material] is a [ShaderMaterial]. +@export var default_material_albedo_uniform: String = "" + +## Automatic PBR material generation albedo map pattern. +@export var albedo_map_pattern: String = "%s_albedo.%s" +## Automatic PBR material generation normal map pattern. +@export var normal_map_pattern: String = "%s_normal.%s" +## Automatic PBR material generation metallic map pattern +@export var metallic_map_pattern: String = "%s_metallic.%s" +## Automatic PBR material generation roughness map pattern +@export var roughness_map_pattern: String = "%s_roughness.%s" +## Automatic PBR material generation emission map pattern +@export var emission_map_pattern: String = "%s_emission.%s" +## Automatic PBR material generation ambient occlusion map pattern +@export var ao_map_pattern: String = "%s_ao.%s" +## Automatic PBR material generation height map pattern +@export var height_map_pattern: String = "%s_height.%s" +## Automatic PBR material generation ORM map pattern +@export var orm_map_pattern: String = "%s_orm.%s" + +## Save automatically generated materials to disk, allowing reuse across [FuncGodotMap] nodes. +## [i]NOTE: Materials do not use the [member default_material] settings after saving.[/i] +@export var save_generated_materials: bool = true + +#endregion + +@export_category("UV Unwrap") + +## Texel size for UV2 unwrapping. +## Actual texel size is uv_unwrap_texel_size / [member inverse_scale_factor]. A ratio of 1/16 is usually a good place to start with +## (if inverse_scale_factor is 32, start with a uv_unwrap_texel_size of 2). +## Larger values will produce less detailed lightmaps. To conserve memory and filesize, use the largest value that still looks good. +@export var uv_unwrap_texel_size: float = 2.0 diff --git a/demo/addons/func_godot/src/map/func_godot_map_settings.gd.uid b/demo/addons/func_godot/src/map/func_godot_map_settings.gd.uid new file mode 100644 index 0000000..c6b1f8d --- /dev/null +++ b/demo/addons/func_godot/src/map/func_godot_map_settings.gd.uid @@ -0,0 +1 @@ +uid://38q6k0ctahjn diff --git a/demo/addons/func_godot/src/netradiant_custom/netradiant_custom_gamepack_config.gd b/demo/addons/func_godot/src/netradiant_custom/netradiant_custom_gamepack_config.gd new file mode 100644 index 0000000..7cc7a4e --- /dev/null +++ b/demo/addons/func_godot/src/netradiant_custom/netradiant_custom_gamepack_config.gd @@ -0,0 +1,316 @@ +@tool +@icon("res://addons/func_godot/icons/icon_godot_ranger.svg") +class_name NetRadiantCustomGamePackConfig extends Resource +## Builds a gamepack for NetRadiant Custom. +## +## Resource that builds a gamepack configuration for NetRadiant Custom. + +enum NetRadiantCustomMapType { + QUAKE_1, ## Removes PatchDef entries from the map file. + QUAKE_3 ## Allows the saving of PatchDef entries in the map file. +} + +@export_tool_button("Export Gamepack") var _export_file: Callable = export_file + +## Gamepack folder and file name. Must be lower case and must not contain special characters. +@export var gamepack_name : String = "func_godot": + set(new_name): + gamepack_name = new_name.to_lower() + +## Name of the game in NetRadiant Custom's gamepack list. +@export var game_name : String = "FuncGodot" + +## Directory path containing your maps, textures, shaders, etc... relative to your project directory. +@export var base_game_path : String = "" + +## [FuncGodotFGDFile] to include with this gamepack. If using multiple FGD file resources, +## this should be the master FGD that contains them in [member FuncGodotFGDFile.base_fgd_files]. +@export var fgd_file : FuncGodotFGDFile = preload("res://addons/func_godot/fgd/func_godot_fgd.tres") + +## Collection of [NetRadiantCustomShader] resources for shader file generation. +@export var netradiant_custom_shaders : Array[Resource] = [ + preload("res://addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_clip.tres"), + preload("res://addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_skip.tres"), + preload("res://addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_origin.tres") +] + +## Supported texture file types. +@export var texture_types : PackedStringArray = ["png", "jpg", "jpeg", "bmp", "tga"] + +## Supported model file types. +@export var model_types : PackedStringArray = ["glb", "gltf", "obj"] + +## Supported audio file types. +@export var sound_types : PackedStringArray = ["wav", "ogg"] + +## Default scale of textures in NetRadiant Custom. +@export var default_scale : String = "1.0" + +## Clip texture path that gets applied to [i]weapclip[/i] and [i]nodraw[/i] shaders. +@export var clip_texture: String = "textures/special/clip" + +## Skip texture path that gets applied to [i]caulk[/i] and [i]nodrawnonsolid[/i] shaders. +@export var skip_texture: String = "textures/special/skip" + +## Quake map type NetRadiant will filter the map for, determining whether PatchDef entries are saved. +## [color=red][b]WARNING![/b][/color] Toggling this option may be destructive! +@export var map_type: NetRadiantCustomMapType = NetRadiantCustomMapType.QUAKE_1 + +## Variables to include in the exported gamepack's [code]default_build_menu.xml[/code].[br][br] +## Each [String] key defines a variable name, and its corresponding [String] value as the literal command-line string +## to execute in place of this variable identifier[br][br] +## Entries may be referred to by key in [member default_build_menu_commands] values. +@export var default_build_menu_variables: Dictionary + +## Commands to include in the exported gamepack's [code]default_build_menu.xml[/code].[br][br] +## Keys, specified as a [String], define the build option name as you want it to appear in NetRadiant Custom.[br][br] +## Values represent commands taken within each option.[br][br]They may be either a [String] or an [Array] of [String] elements +## that will be used as the full command-line text issued by each command [i]within[/i] its associated build option key.[br][br] +## They may reference entries in [member default_build_menu_variables] by using brackets: [code][variable key name][/code] +@export var default_build_menu_commands: Dictionary + +# Generates completed text for a .shader file. +func _build_shader_text() -> String: + var shader_text: String = "" + for shader_res in netradiant_custom_shaders: + shader_text += (shader_res as NetRadiantCustomShader).texture_path + "\n{\n" + for shader_attrib in (shader_res as NetRadiantCustomShader).shader_attributes: + shader_text += "\t" + shader_attrib + "\n" + shader_text += "}\n" + return shader_text + +# Generates completed text for a .gamepack file. +func _build_gamepack_text() -> String: + var texturetypes_str: String = "" + for texture_type in texture_types: + texturetypes_str += texture_type + if texture_type != texture_types[-1]: + texturetypes_str += " " + + var modeltypes_str: String = "" + for model_type in model_types: + modeltypes_str += model_type + if model_type != model_types[-1]: + modeltypes_str += " " + + var soundtypes_str: String = "" + for sound_type in sound_types: + soundtypes_str += sound_type + if sound_type != sound_types[-1]: + soundtypes_str += " " + + var maptype_str: String + + if map_type == NetRadiantCustomMapType.QUAKE_3: + maptype_str = "mapq3" + else: + maptype_str = "mapq1" + + var gamepack_text: String = """ + +""" + + return gamepack_text % [ + game_name, + game_name, + gamepack_name, + game_name, + gamepack_name, + base_game_path, + game_name, + game_name, + texturetypes_str, + modeltypes_str, + soundtypes_str, + maptype_str, + default_scale, + clip_texture, + skip_texture, + clip_texture, + skip_texture + ] + +## Exports this game's configuration with an icon, .cfg, and all accompanying FGD files in the [FuncGodotLocalConfig] [b]NetRadiant Custom Gamepacks Folder[/b]. +func export_file() -> void: + var game_path: String = FuncGodotLocalConfig.get_setting(FuncGodotLocalConfig.PROPERTY.MAP_EDITOR_GAME_PATH) as String + if game_path.is_empty(): + printerr("Skipping export: Map Editor Game Path not set in Project Configuration") + return + + var gamepacks_folder: String = FuncGodotLocalConfig.get_setting(FuncGodotLocalConfig.PROPERTY.NETRADIANT_CUSTOM_GAMEPACKS_FOLDER) as String + if gamepacks_folder.is_empty(): + printerr("Skipping export: No NetRadiant Custom gamepacks folder") + return + + # Make sure FGD file is set + if !fgd_file: + printerr("Skipping export: No FGD file") + return + + # Make sure we're actually in the NetRadiant Custom gamepacks folder + if DirAccess.open(gamepacks_folder + "/games") == null: + printerr("Skipping export: No \'games\' folder. Is this the NetRadiant Custom gamepacks folder?") + return + + # Create gamepack folders in case they do not exist + var gamepack_dir_paths: Array = [ + gamepacks_folder + "/" + gamepack_name + ".game", + gamepacks_folder + "/" + gamepack_name + ".game/" + base_game_path, + gamepacks_folder + "/" + gamepack_name + ".game/scripts", + game_path + "/scripts" + ] + var err: Error + + for path in gamepack_dir_paths: + if DirAccess.open(path) == null: + print("Couldn't open " + path + ", creating...") + err = DirAccess.make_dir_recursive_absolute(path) + if err != OK: + printerr("Skipping export: Failed to create directory") + return + + var target_file_path: String + var file: FileAccess + + # .gamepack + target_file_path = gamepacks_folder + "/games/" + gamepack_name + ".game" + print("Exporting NetRadiant Custom Gamepack to ", target_file_path) + file = FileAccess.open(target_file_path, FileAccess.WRITE) + if file != null: + file.store_string(_build_gamepack_text()) + file.close() + else: + printerr("Error: Could not modify " + target_file_path) + + # .shader + # NOTE: To work properly, this should go in the game path. For now, I'm leaving the export to NRC as well, so it can easily + # be repackaged for distribution. However, I believe in the end, it shouldn't exist there. + # We'll need to make a decision for this. - Vera + var shader_text: String = _build_shader_text() + + # build to /scripts/ + target_file_path = gamepacks_folder + "/" + gamepack_name + ".game/scripts/" + gamepack_name + ".shader" + print("Exporting NetRadiant Custom shader definitions to ", target_file_path) + file = FileAccess.open(target_file_path, FileAccess.WRITE) + if file != null: + file.store_string(shader_text) + file.close() + else: + printerr("Error: Could not modify " + target_file_path) + + # build to /scripts/ + target_file_path = game_path.path_join("scripts/%s.shader" % gamepack_name) + print("Exporting NetRadiant Custom shader definitions to ", target_file_path) + file = FileAccess.open(target_file_path, FileAccess.WRITE) + if file != null: + file.store_string(shader_text) + file.close() + else: + printerr("Error: could not modify " + target_file_path) + + # shaderlist.txt - see above NOTE regarding duplication + target_file_path = gamepacks_folder + "/" + gamepack_name + ".game/scripts/shaderlist.txt" + print("Exporting NetRadiant Custom shader list to ", target_file_path) + file = FileAccess.open(target_file_path, FileAccess.WRITE) + if file != null: + file.store_string(gamepack_name) + file.close() + else: + printerr("Error: Could not modify " + target_file_path) + + # game path/scripts/shaderlist.txt + target_file_path = game_path.path_join("scripts/shaderlist.txt") + print("Exporting NetRadiant Custom shader list to ", target_file_path) + file = FileAccess.open(target_file_path, FileAccess.WRITE) + if file != null: + file.store_string(gamepack_name) + file.close() + else: + printerr("Error: Could not modify " + target_file_path) + + # default_build_menu.xml + target_file_path = gamepacks_folder + "/" + gamepack_name + ".game/default_build_menu.xml" + print("Exporting NetRadiant Custom default build menu to ", target_file_path) + file = FileAccess.open(target_file_path, FileAccess.WRITE) + + if file != null: + file.store_string("\n\n") + + for key in default_build_menu_variables.keys(): + if key is String: + if default_build_menu_variables[key] is String: + file.store_string('\t%s\n' % [key, default_build_menu_variables[key]]) + + else: + push_error( + "Variable key '%s' value '%s' is invalid type: %s; should be: String" % [ + key, default_build_menu_variables[key], + type_string(typeof(default_build_menu_variables[key])) + ]) + else: + push_error( + "Variable '%s' is an invalid key type: %s; should be: String" % [ + key, type_string(typeof(key)) + ]) + + + for key in default_build_menu_commands.keys(): + if key is String: + file.store_string('\t\n' % key) + + if default_build_menu_commands[key] is String: + file.store_string('\t\t%s\n\t\n' % default_build_menu_commands[key]) + + elif default_build_menu_commands[key] is Array: + for command in default_build_menu_commands[key]: + if command is String: + file.store_string('\t\t%s\n' % command) + else: + push_error("Build option '%s' has invalid command: %s with type: %s; should be: String" % [ + key, command, type_string(typeof(command)) + ]) + + file.store_string('\t\n') + + else: + push_error("Build option '%s' is an invalid type: %s; should be: String" % [ + key, type_string(typeof(key)) + ]) + + file.store_string("") + + # FGD + var export_fgd : FuncGodotFGDFile = fgd_file.duplicate() + export_fgd.do_export_file(FuncGodotFGDFile.FuncGodotTargetMapEditors.NET_RADIANT_CUSTOM, gamepacks_folder + "/" + gamepack_name + ".game/" + base_game_path) + print("NetRadiant Custom Gamepack export complete\n") diff --git a/demo/addons/func_godot/src/netradiant_custom/netradiant_custom_gamepack_config.gd.uid b/demo/addons/func_godot/src/netradiant_custom/netradiant_custom_gamepack_config.gd.uid new file mode 100644 index 0000000..70d8d87 --- /dev/null +++ b/demo/addons/func_godot/src/netradiant_custom/netradiant_custom_gamepack_config.gd.uid @@ -0,0 +1 @@ +uid://dfhj3me2g5j0l diff --git a/demo/addons/func_godot/src/netradiant_custom/netradiant_custom_shader.gd b/demo/addons/func_godot/src/netradiant_custom/netradiant_custom_shader.gd new file mode 100644 index 0000000..20524da --- /dev/null +++ b/demo/addons/func_godot/src/netradiant_custom/netradiant_custom_shader.gd @@ -0,0 +1,12 @@ +@icon("res://addons/func_godot/icons/icon_godot_ranger.svg") +class_name NetRadiantCustomShader +extends Resource +## Shader resource for NetRadiant Custom configurations. +## +## Resource that gets built into a shader file that applies a special effect to a specified texture in NetRadiant Custom. + +## Path to texture without extension, eg: [i]"textures/special/clip"[/i]. +@export var texture_path: String + +## Array of shader properties to apply to faces using [member texture_path]. +@export var shader_attributes : Array[String] = ["qer_trans 0.4"] diff --git a/demo/addons/func_godot/src/netradiant_custom/netradiant_custom_shader.gd.uid b/demo/addons/func_godot/src/netradiant_custom/netradiant_custom_shader.gd.uid new file mode 100644 index 0000000..e5be615 --- /dev/null +++ b/demo/addons/func_godot/src/netradiant_custom/netradiant_custom_shader.gd.uid @@ -0,0 +1 @@ +uid://dn86acprv4e86 diff --git a/demo/addons/func_godot/src/trenchbroom/trenchbroom_game_config.gd b/demo/addons/func_godot/src/trenchbroom/trenchbroom_game_config.gd new file mode 100644 index 0000000..3d7f015 --- /dev/null +++ b/demo/addons/func_godot/src/trenchbroom/trenchbroom_game_config.gd @@ -0,0 +1,329 @@ +@tool +@icon("res://addons/func_godot/icons/icon_godot_ranger.svg") +class_name TrenchBroomGameConfig extends Resource +## Game configuration definition for TrenchBroom. +## +## Defines a game for TrenchBroom to express a set of entity definitions and editor behaviors. +## +## @tutorial(TrenchBroom Manual Game Configuration Information): https://trenchbroom.github.io/manual/latest/#game_configuration + +enum GameConfigVersion { + Latest, + Version4, + Version8, + Version9 +} + +@export_tool_button("Export GameConfig") var _export_file: Callable = export_file + +## Name of the game in TrenchBroom's game list. +@export var game_name : String = "FuncGodot" + +## Icon for TrenchBroom's game list. +@export var icon : Texture2D = preload("res://addons/func_godot/icon32.png") + +## Available map formats when creating a new map in TrenchBroom. The order of elements in the array is the order TrenchBroom will list the available formats. +## The [i]"initialmap"[/i] key value is optional. +@export var map_formats: Array[Dictionary] = [ + { "format": "Valve", "initialmap": "initial_valve.map" }, + { "format": "Standard", "initialmap": "initial_standard.map" }, + { "format": "Quake2", "initialmap": "initial_quake2.map" }, + { "format": "Quake3" } +] + +@export_category("Textures") + +## Path to top level textures folder relative to the game path. Also referred to as materials in the latest versions of TrenchBroom. +@export var textures_root_folder: String = "textures" + +## Textures matching these patterns will be hidden from TrenchBroom. +@export var texture_exclusion_patterns: Array[String] = ["*_albedo", "*_ao", "*_emission", "*_height", "*_metallic", "*_normal", "*_orm", "*_roughness", "*_sss"] + +## Palette path relative to your Game Path. Only needed for Quake WAD2 files. Half-Life WAD3 files contain the palettes within the texture information. +@export var palette_path: String = "textures/palette.lmp" + +@export_category("Entities") + +## [FuncGodotFGDFile] resource to include with this game. If using multiple FGD File resources, +## this should be the master FGD File that contains them in [member FuncGodotFGDFile.base_fgd_files]. +@export var fgd_file : FuncGodotFGDFile = preload("res://addons/func_godot/fgd/func_godot_fgd.tres") + +## Scale expression that modifies the default display scale of entities in TrenchBroom. +## See [url="https://trenchbroom.github.io/manual/latest/#game_configuration_files_entities"]TrenchBroom Manual Entity Configuration Information[/url] for more information. +@export var entity_scale: String = "32" + +## Arrays containing the [TrenchbroomTag] resource type. +@export_category("Tags") + +## [TrenchbroomTag] resources that apply to brush entities. +@export var brush_tags : Array[Resource] = [] + +## [TrenchbroomTag] resources that apply to brush faces. +@export var brushface_tags : Array[Resource] = [ + preload("res://addons/func_godot/game_config/trenchbroom/tb_face_tag_clip.tres"), + preload("res://addons/func_godot/game_config/trenchbroom/tb_face_tag_skip.tres"), + preload("res://addons/func_godot/game_config/trenchbroom/tb_face_tag_origin.tres") +] + +@export_category("Face Attributes") + +## Default scale of textures on new brushes and when UV scale is reset. +@export var default_uv_scale : Vector2 = Vector2(1, 1) + +@export_category("Compatibility") + +## Game configuration format compatible with the version of TrenchBroom being used. +@export var game_config_version: GameConfigVersion = GameConfigVersion.Latest + +# Matches tag key enum to the [String] name used in .cfg +static func _get_match_key(tag_match_type: int) -> String: + match tag_match_type: + TrenchBroomTag.TagMatchType.TEXTURE: + return "material" + TrenchBroomTag.TagMatchType.CLASSNAME: + return "classname" + _: + push_error("Tag match type %s is not valid" % [tag_match_type]) + return "ERROR" + +# Generates completed text for a .cfg file. +func _build_class_text() -> String: + var map_formats_str : String = "" + for map_format in map_formats: + map_formats_str += "{ \"format\": \"" + map_format.format + "\"" + if map_format.has("initialmap"): + map_formats_str += ", \"initialmap\": \"" + map_format.initialmap + "\"" + if map_format != map_formats[-1]: + map_formats_str += " },\n\t\t" + else: + map_formats_str += " }" + + var texture_exclusion_patterns_str := "" + for tex_pattern in texture_exclusion_patterns: + texture_exclusion_patterns_str += "\"" + tex_pattern + "\"" + if tex_pattern != texture_exclusion_patterns[-1]: + texture_exclusion_patterns_str += ", " + + var fgd_filename_str : String = "\"" + fgd_file.fgd_name + ".fgd\"" + + var brush_tags_str = _parse_tags(brush_tags) + var brushface_tags_str = _parse_tags(brushface_tags) + var uv_scale_str = _parse_default_uv_scale(default_uv_scale) + + var config_text : String = "" + match game_config_version: + GameConfigVersion.Latest, GameConfigVersion.Version8, GameConfigVersion.Version9: + config_text = _get_game_config_v9v8_text() % [ + game_name, + map_formats_str, + textures_root_folder, + texture_exclusion_patterns_str, + palette_path, + fgd_filename_str, + entity_scale, + brush_tags_str, + brushface_tags_str, + uv_scale_str + ] + + GameConfigVersion.Version4: + config_text = _get_game_config_v4_text() % [ + game_name, + map_formats_str, + textures_root_folder, + texture_exclusion_patterns_str, + palette_path, + fgd_filename_str, + entity_scale, + brush_tags_str, + brushface_tags_str, + uv_scale_str + ] + + _: + push_error("Unsupported Game Config Version!") + + return config_text + +# Converts brush, face, and attribute tags into a .cfg-usable String. +func _parse_tags(tags: Array) -> String: + var tags_str := "" + for brush_tag in tags: + if brush_tag.tag_match_type >= TrenchBroomTag.TagMatchType.size(): + continue + tags_str += "{\n" + tags_str += "\t\t\t\t\"name\": \"%s\",\n" % brush_tag.tag_name + var attribs_str := "" + for brush_tag_attrib in brush_tag.tag_attributes: + attribs_str += "\"%s\"" % brush_tag_attrib + if brush_tag_attrib != brush_tag.tag_attributes[-1]: + attribs_str += ", " + tags_str += "\t\t\t\t\"attribs\": [ %s ],\n" % attribs_str + tags_str += "\t\t\t\t\"match\": \"%s\",\n" % _get_match_key(brush_tag.tag_match_type) + tags_str += "\t\t\t\t\"pattern\": \"%s\"" % brush_tag.tag_pattern + if brush_tag.texture_name != "": + tags_str += ",\n" + tags_str += "\t\t\t\t\"material\": \"%s\"" % brush_tag.texture_name + tags_str += "\n" + tags_str += "\t\t\t}" + if brush_tag != tags[-1]: + tags_str += "," + if game_config_version > GameConfigVersion.Latest and game_config_version < GameConfigVersion.Version9: + tags_str = tags_str.replace("material", "texture") + return tags_str + +# Converts array of flags to .cfg String. +func _parse_flags(flags: Array) -> String: + var flags_str := "" + for attrib_flag in flags: + flags_str += "{\n" + flags_str += "\t\t\t\t\"name\": \"%s\",\n" % attrib_flag.attrib_name + flags_str += "\t\t\t\t\"description\": \"%s\"\n" % attrib_flag.attrib_description + flags_str += "\t\t\t}" + if attrib_flag != flags[-1]: + flags_str += "," + return flags_str + +# Converts default uv scale vector to .cfg String. +func _parse_default_uv_scale(texture_scale : Vector2) -> String: + var entry_str = "\"scale\": [{x}, {y}]" + return entry_str.format({ + "x": texture_scale.x, + "y": texture_scale.y + }) + +## Exports this game's configuration with an icon, .cfg, and all accompanying FGD files in the [FuncGodotLocalConfig] [b]Trenchbroom Game Config Folder[/b]. +func export_file() -> void: + var config_folder: String = FuncGodotLocalConfig.get_setting(FuncGodotLocalConfig.PROPERTY.TRENCHBROOM_GAME_CONFIG_FOLDER) as String + if config_folder.is_empty(): + printerr("Skipping export: No TrenchBroom Game folder") + return + + # Make sure FGD file is set + if not fgd_file: + printerr("Skipping export: No FGD file") + return + + var config_dir := DirAccess.open(config_folder) + # Create config folder in case it does not exist + if config_dir == null: + print("Couldn't open directory, creating...") + var err := DirAccess.make_dir_recursive_absolute(config_folder) + if err != OK: + printerr("Skipping export: Failed to create directory") + return + + # Icon + var icon_path : String = config_folder + "/icon.png" + print("Exporting icon to ", icon_path) + var export_icon : Image = icon.get_image() + export_icon.resize(32, 32, Image.INTERPOLATE_LANCZOS) + export_icon.save_png(icon_path) + + # .cfg + var target_file_path: String = config_folder + "/GameConfig.cfg" + print("Exporting TrenchBroom Game Config to ", target_file_path) + var file = FileAccess.open(target_file_path, FileAccess.WRITE) + file.store_string(_build_class_text()) + file.close() + + # FGD + var export_fgd : FuncGodotFGDFile = fgd_file.duplicate() + export_fgd.do_export_file(FuncGodotFGDFile.FuncGodotTargetMapEditors.TRENCHBROOM, config_folder) + print("TrenchBroom Game Config export complete\n") + +#region GameConfigDeclarations +func _get_game_config_v4_text() -> String: + return """\ +{ + "version": 4, + "name": "%s", + "icon": "icon.png", + "fileformats": [ + %s + ], + "filesystem": { + "searchpath": ".", + "packageformat": { "extension": ".zip", "format": "zip" } + }, + "textures": { + "package": { "type": "directory", "root": "%s" }, + "format": { "extensions": ["jpg", "jpeg", "tga", "png", "D", "C"], "format": "image" }, + "excludes": [ %s ], + "palette": "%s", + "attribute": ["_tb_textures", "wad"] + }, + "entities": { + "definitions": [ %s ], + "defaultcolor": "0.6 0.6 0.6 1.0", + "modelformats": [ "bsp, mdl, md2" ], + "scale": %s + }, + "tags": { + "brush": [ + %s + ], + "brushface": [ + %s + ] + }, + "faceattribs": { + "defaults": { + %s + }, + "contentflags": [], + "surfaceflags": [] + } +} + """ + +func _get_game_config_v9v8_text() -> String: + var config_text: String = """\ +{ + "version": 9, + "name": "%s", + "icon": "icon.png", + "fileformats": [ + %s + ], + "filesystem": { + "searchpath": ".", + "packageformat": { "extension": ".zip", "format": "zip" } + }, + "materials": { + "root": "%s", + "extensions": [".bmp", ".exr", ".hdr", ".jpeg", ".jpg", ".png", ".tga", ".webp", ".D", ".C"], + "excludes": [ %s ], + "palette": "%s", + "attribute": "wad" + }, + "entities": { + "definitions": [ %s ], + "defaultcolor": "0.6 0.6 0.6 1.0", + "scale": %s + }, + "tags": { + "brush": [ + %s + ], + "brushface": [ + %s + ] + }, + "faceattribs": { + "defaults": { + %s + }, + "contentflags": [], + "surfaceflags": [] + } +} + """ + + if game_config_version == GameConfigVersion.Version8: + config_text = config_text.replace(": 9,", ": 8,") + config_text = config_text.replace("material", "texture") + + return config_text + +#endregion diff --git a/demo/addons/func_godot/src/trenchbroom/trenchbroom_game_config.gd.uid b/demo/addons/func_godot/src/trenchbroom/trenchbroom_game_config.gd.uid new file mode 100644 index 0000000..3bf163c --- /dev/null +++ b/demo/addons/func_godot/src/trenchbroom/trenchbroom_game_config.gd.uid @@ -0,0 +1 @@ +uid://cx44c4vnq8bt5 diff --git a/demo/addons/func_godot/src/trenchbroom/trenchbroom_tag.gd b/demo/addons/func_godot/src/trenchbroom/trenchbroom_tag.gd new file mode 100644 index 0000000..9588251 --- /dev/null +++ b/demo/addons/func_godot/src/trenchbroom/trenchbroom_tag.gd @@ -0,0 +1,30 @@ +@icon("res://addons/func_godot/icons/icon_godot_ranger.svg") +class_name TrenchBroomTag extends Resource +## Pattern matching tag added to [TrenchbroomGameConfig] for appearance and menu filtering purposes. +## +## Pattern matching tags to enable a number of features in TrenchBroom, including display appearance and menu filtering options. +## This resource gets added to the [TrenchBroomGameConfig] resource. Does not affect appearance or functionality in Godot. +## +## @tutorial(TrenchBroom Manual Game Configuration): https://trenchbroom.github.io/manual/latest/#game_configuration_files +## @tutorial(TrenchBroom Manual Special Brush Face Types): https://trenchbroom.github.io/manual/latest/#special_brush_face_types + +enum TagMatchType { + TEXTURE, ## Tag applies to any brush face with a texture matching the texture name. + CLASSNAME ## Tag applies to any brush entity with a class name matching the tag pattern. +} + +## Name to define this tag. Not used as the matching pattern. +@export var tag_name: String + +## The attributes applied to matching faces or brush entities. Only "_transparent" is supported in TrenchBroom, which makes matching faces or brush entities transparent. +@export var tag_attributes : Array[String] = ["transparent"] + +## Determines how the tag is matched. See [constant TagMatchType]. +@export var tag_match_type: TagMatchType + +## A string that filters which flag, param, or classname to use. [code]*[/code] can be used as a wildcard to include multiple options. +## [b]Example:[/b] [code]trigger*[/code] with [constant TagMatchType] [i]Classname[/i] will apply this tag to all brush entities with the [code]trigger[/code] prefix. +@export var tag_pattern: String + +## A string that filters which textures recieve these attributes. Only used with a [constant TagMatchType] of [i]Texture[/i]. +@export var texture_name: String diff --git a/demo/addons/func_godot/src/trenchbroom/trenchbroom_tag.gd.uid b/demo/addons/func_godot/src/trenchbroom/trenchbroom_tag.gd.uid new file mode 100644 index 0000000..8774eb7 --- /dev/null +++ b/demo/addons/func_godot/src/trenchbroom/trenchbroom_tag.gd.uid @@ -0,0 +1 @@ +uid://b66qdknwqpfup diff --git a/demo/addons/func_godot/src/util/func_godot_local_config.gd b/demo/addons/func_godot/src/util/func_godot_local_config.gd new file mode 100644 index 0000000..f4af36d --- /dev/null +++ b/demo/addons/func_godot/src/util/func_godot_local_config.gd @@ -0,0 +1,150 @@ +@tool +@icon("res://addons/func_godot/icons/icon_godot_ranger.svg") +class_name FuncGodotLocalConfig extends Resource +## Local machine project wide settings. [color=red]WARNING![/color] Do not create your own! Use the resource in [i]addons/func_godot[/i]. +## +## Local machine project wide settings. Can define global defaults for some FuncGodot properties. +## [color=red][b]DO NOT CREATE A NEW RESOURCE![/b][/color] This resource works by saving a configuration file to your game's [b][i]user://[/i][/b] folder +## and pulling the properties from that config file rather than this resource. Use the premade [b][i]addons/func_godot/func_godot_local_config.tres[/i][/b] instead. +## [br][br] +## [b]Fgd Output Folder :[/b] Global directory path that [FuncGodotFGDFile] saves to when exported. Overridden when exported from a game configuration resource like [TrenchBroomGameConfig].[br][br] +## [b]Trenchbroom Game Config Folder :[/b] Global directory path where your TrenchBroom game configuration should be saved to. Consult the [url="https://trenchbroom.github.io/manual/latest/#game_configuration_files"]TrenchBroom Manual's Game Configuration documentation[/url] for more information.[br][br] +## [b]Netradiant Custom Gamepacks Folder :[/b] Global directory path where your NetRadiant Custom gamepacks are saved. On Windows this is the [i]gamepacks[/i] folder in your NetRadiant Custom installation.[br][br] +## [b]Map Editor Game Path :[/b] Global directory path to your mapping folder where all of your mapping assets exist. This is usually either your project folder or a subfolder within it.[br][br] +## [b]Game Path Models Folder :[/b] Relative directory path from your Map Editor Game Path to a subfolder containing any display models you might use for your map editor. Currently only used by [FuncGodotFGDModelPointClass].[br][br] +## [b]Default Inverse Scale Factor :[/b] Scale factor that affects how [FuncGodotFGDModelPointClass] entities scale their map editor display models. Not used with TrenchBroom, use [member TrenchBroomGameConfig.entity_scale] expression instead.[br][br] + +enum PROPERTY { + FGD_OUTPUT_FOLDER, + TRENCHBROOM_GAME_CONFIG_FOLDER, + NETRADIANT_CUSTOM_GAMEPACKS_FOLDER, + MAP_EDITOR_GAME_PATH, + #GAME_PATH_MODELS_FOLDER, + #DEFAULT_INVERSE_SCALE +} + +@export_tool_button("Export func_godot settings", "Save") var _save_settings = export_func_godot_settings +@export_tool_button("Reload func_godot settings", "Reload") var _load_settings = reload_func_godot_settings + +const _CONFIG_PROPERTIES: Array[Dictionary] = [ + { + "name": "fgd_output_folder", + "usage": PROPERTY_USAGE_EDITOR, + "type": TYPE_STRING, + "hint": PROPERTY_HINT_GLOBAL_DIR, + "func_godot_type": PROPERTY.FGD_OUTPUT_FOLDER + }, + { + "name": "trenchbroom_game_config_folder", + "usage": PROPERTY_USAGE_EDITOR, + "type": TYPE_STRING, + "hint": PROPERTY_HINT_GLOBAL_DIR, + "func_godot_type": PROPERTY.TRENCHBROOM_GAME_CONFIG_FOLDER + }, + { + "name": "netradiant_custom_gamepacks_folder", + "usage": PROPERTY_USAGE_EDITOR, + "type": TYPE_STRING, + "hint": PROPERTY_HINT_GLOBAL_DIR, + "func_godot_type": PROPERTY.NETRADIANT_CUSTOM_GAMEPACKS_FOLDER + }, + { + "name": "map_editor_game_path", + "usage": PROPERTY_USAGE_EDITOR, + "type": TYPE_STRING, + "hint": PROPERTY_HINT_GLOBAL_DIR, + "func_godot_type": PROPERTY.MAP_EDITOR_GAME_PATH + }, + #{ + #"name": "game_path_models_folder", + #"usage": PROPERTY_USAGE_EDITOR, + #"type": TYPE_STRING, + #"func_godot_type": PROPERTY.GAME_PATH_MODELS_FOLDER + #}, + #{ + #"name": "default_inverse_scale_factor", + #"usage": PROPERTY_USAGE_EDITOR, + #"type": TYPE_FLOAT, + #"func_godot_type": PROPERTY.DEFAULT_INVERSE_SCALE + #} +] + +var _settings_dict: Dictionary +var _loaded := false + +## Retrieve a setting from the local configuration. +static func get_setting(name: PROPERTY) -> Variant: + var settings: FuncGodotLocalConfig = load("res://addons/func_godot/func_godot_local_config.tres") + settings.reload_func_godot_settings() + return settings._settings_dict.get(PROPERTY.keys()[name], '') as Variant + +func _get_property_list() -> Array: + return _CONFIG_PROPERTIES.duplicate() + +func _get(property: StringName) -> Variant: + var config = _get_config_property(property) + if config == null and not config is Dictionary: + return null + _try_loading() + return _settings_dict.get(PROPERTY.keys()[config['func_godot_type']], _get_default_value(config['type'])) + +func _set(property: StringName, value: Variant) -> bool: + var config = _get_config_property(property) + if config == null and not config is Dictionary: + return false + _settings_dict[PROPERTY.keys()[config['func_godot_type']]] = value + return true + +func _get_default_value(type) -> Variant: + match type: + TYPE_STRING: return '' + TYPE_INT: return 0 + TYPE_FLOAT: return 0.0 + TYPE_BOOL: return false + TYPE_VECTOR2: return Vector2.ZERO + TYPE_VECTOR3: return Vector3.ZERO + TYPE_ARRAY: return [] + TYPE_DICTIONARY: return {} + push_error("Invalid setting type. Returning null") + return null + +func _get_config_property(name: StringName) -> Variant: + for config in _CONFIG_PROPERTIES: + if config['name'] == name: + return config + return null + +## Reload this system's configuration settings into the Local Config resource. +func reload_func_godot_settings() -> void: + _loaded = true + var path = _get_path() + if not FileAccess.file_exists(path): + return + var settings = FileAccess.get_file_as_string(path) + _settings_dict = {} + if not settings or settings.is_empty(): + return + settings = JSON.parse_string(settings) + for key in settings.keys(): + _settings_dict[key] = settings[key] + notify_property_list_changed() + +func _try_loading() -> void: + if not _loaded: + reload_func_godot_settings() + +## Export the current resource settings to a configuration file in this game's [i]user://[/i] folder. +func export_func_godot_settings() -> void: + if _settings_dict.size() == 0: + return + var path = _get_path() + var file = FileAccess.open(path, FileAccess.WRITE) + var json = JSON.stringify(_settings_dict) + file.store_line(json) + _loaded = false + print("Saved settings to ", path) + +func _get_path() -> String: + var application_name: String = ProjectSettings.get('application/config/name') + application_name = application_name.replace(" ", "_") + return 'user://' + application_name + '_FuncGodotConfig.json' diff --git a/demo/addons/func_godot/src/util/func_godot_local_config.gd.uid b/demo/addons/func_godot/src/util/func_godot_local_config.gd.uid new file mode 100644 index 0000000..e980dda --- /dev/null +++ b/demo/addons/func_godot/src/util/func_godot_local_config.gd.uid @@ -0,0 +1 @@ +uid://xsjnhahhyein diff --git a/demo/addons/func_godot/src/util/func_godot_util.gd b/demo/addons/func_godot/src/util/func_godot_util.gd new file mode 100644 index 0000000..b065fbe --- /dev/null +++ b/demo/addons/func_godot/src/util/func_godot_util.gd @@ -0,0 +1,408 @@ +class_name FuncGodotUtil +## Static class with a number of reuseable utility methods that can be called at Editor or Run Time. + +const _VERTEX_EPSILON: float = 0.008 + +const _VEC3_UP_ID := Vector3(0.0, 0.0, 1.0) +const _VEC3_RIGHT_ID := Vector3(0.0, 1.0, 0.0) +const _VEC3_FORWARD_ID := Vector3(1.0, 0.0, 0.0) + +## Connected by the [FuncGodotMap] node to the build process' sub-components if the +## [member FuncGodotMap.build_flags]'s SHOW_PROFILE_INFO flag is set. +static func print_profile_info(message: String, signature: String) -> void: + prints(signature, message) + +## Return a [String] that corresponds to the current [OS]'s newline control characters. +static func newline() -> String: + if OS.get_name() == "Windows": + return "\r\n" + else: + return "\n" + +#region MATH + +static func op_vec3_sum(lhs: Vector3, rhs: Vector3) -> Vector3: + return lhs + rhs + +static func op_vec3_avg(array: Array[Vector3]) -> Vector3: + if array.is_empty(): + push_error("Cannot average empty Vector3 array!") + return Vector3() + return array.reduce(op_vec3_sum, Vector3()) / array.size() + +## Conversion from id tech coordinate system to Godot, from a top-down perspective. +static func id_to_opengl(vec: Vector3) -> Vector3: + return Vector3(vec.y, vec.z, vec.x) + +## Check if a point is inside a convex hull defined by a series of planes by an epsilon constant. +static func is_point_in_convex_hull(planes: Array[Plane], vertex: Vector3) -> bool: + for plane in planes: + var distance: float = plane.normal.dot(vertex) - plane.d + if distance > _VERTEX_EPSILON: + return false + return true + +#endregion + +#region PATCH DEF + +## Returns the control points that defines a cubic curve for a equivalent input quadratic curve. +static func elevate_quadratic(p0: Vector3, p1: Vector3, p2: Vector3) -> Array[Vector3]: + return [p0, p0 + (2.0/3.0) * (p1 - p0), p2 + (2.0/3.0) * (p1 - p2), p2 ] + +## Create a Curve3D and bake points. +static func create_curve(start: Vector3, control: Vector3, end: Vector3, bake_interval: float = 0.05) -> Curve3D: + var ret := Curve3D.new() + ret.bake_interval = bake_interval + update_ref_curve(ret, start, control, end, bake_interval) + return ret + +## Update a Curve3D given quadratic inputs. +static func update_ref_curve(curve: Curve3D, p0: Vector3, p1: Vector3, p2: Vector3, bake_interval: float = 0.05) -> void: + curve.clear_points() + curve.bake_interval = bake_interval + curve.add_point(p0, (p1 - p0) * (2.0 / 3.0)) + curve.add_point(p1, (p1 - p0) * (1.0 / 3.0), (p2 - p1) * (1.0 / 3.0)) + curve.add_point(p2, (p2 - p1 * (2.0 / 3.0))) + +#endregion + +#region TEXTURES + +## Fallback texture if the one defined in the [QuakeMapFile] cannot be found. +const default_texture_path: String = "res://addons/func_godot/textures/default_texture.png" + +const _pbr_textures: PackedInt32Array = [ + StandardMaterial3D.TEXTURE_ALBEDO, + StandardMaterial3D.TEXTURE_NORMAL, + StandardMaterial3D.TEXTURE_METALLIC, + StandardMaterial3D.TEXTURE_ROUGHNESS, + StandardMaterial3D.TEXTURE_EMISSION, + StandardMaterial3D.TEXTURE_AMBIENT_OCCLUSION, + StandardMaterial3D.TEXTURE_HEIGHTMAP, + ORMMaterial3D.TEXTURE_ORM + ] + +## Searches for a Texture2D within the base texture directory or the WAD files added to map settings. +## If not found, a default texture is returned. +static func load_texture(texture_name: String, wad_resources: Array[QuakeWadFile], map_settings: FuncGodotMapSettings) -> Texture2D: + for texture_file_extension in map_settings.texture_file_extensions: + var texture_path: String = map_settings.base_texture_dir.path_join(texture_name + "." + texture_file_extension) + if ResourceLoader.exists(texture_path): + return load(texture_path) + + var texture_name_lower: String = texture_name.to_lower() + for wad in wad_resources: + if texture_name_lower in wad.textures: + return wad.textures[texture_name_lower] + + return load(default_texture_path) + +## Filters faces textured with Skip during the geometry generation step of the build process. +static func is_skip(texture: String, map_settings: FuncGodotMapSettings) -> bool: + if map_settings: + return texture.to_lower() == map_settings.skip_texture + return false + +## Filters faces textured with Clip during the geometry generation step of the build process. +static func is_clip(texture: String, map_settings: FuncGodotMapSettings) -> bool: + if map_settings: + return texture.to_lower() == map_settings.clip_texture + return false + +## Filters faces textured with Origin during the parsing and geometry generation steps of the build process. +static func is_origin(texture: String, map_settings: FuncGodotMapSettings) -> bool: + if map_settings: + return texture.to_lower() == map_settings.origin_texture + return false + +## Filters faces textured with any of the tool textures during the geometry generation step of the build process. +static func filter_face(texture: String, map_settings: FuncGodotMapSettings) -> bool: + if map_settings: + texture = texture.to_lower() + if (texture == map_settings.skip_texture + or texture == map_settings.clip_texture + or texture == map_settings.origin_texture + ): + return true + return false + +## Adds PBR textures to an existing [BaseMaterial3D]. +static func build_base_material(map_settings: FuncGodotMapSettings, material: BaseMaterial3D, texture: String) -> void: + var path: String = map_settings.base_texture_dir.path_join(texture) + # Check if there is a subfolder with our PBR textures + if DirAccess.open(path.path_join(path)): + path = path.path_join(path) + + var pbr_suffixes: PackedStringArray = [ + map_settings.albedo_map_pattern, + map_settings.normal_map_pattern, + map_settings.metallic_map_pattern, + map_settings.roughness_map_pattern, + map_settings.emission_map_pattern, + map_settings.ao_map_pattern, + map_settings.height_map_pattern, + map_settings.orm_map_pattern, + ] + + for texture_file_extension in map_settings.texture_file_extensions: + for i in pbr_suffixes.size(): + if not pbr_suffixes[i].is_empty(): + var pbr: String = pbr_suffixes[i] % [path, texture_file_extension] + if ResourceLoader.exists(pbr): + material.set_texture(_pbr_textures[i], load(pbr)) + +## Builds both materials and sizes dictionaries for use in the geometry generation step of the build process. +## Both dictionaries use texture names as keys. The materials dictionary uses [Material] as values, +## while the sizes dictionary saves the albedo texture sizes to aid in UV mapping. +static func build_texture_map(entity_data: Array[FuncGodotData.EntityData], map_settings: FuncGodotMapSettings) -> Array[Dictionary]: + var texture_materials: Dictionary[String, Material] = {} + var texture_sizes: Dictionary[String, Vector2] = {} + + # Prepare WAD files + var wad_resources: Array[QuakeWadFile] = [] + for wad in map_settings.texture_wads: + if wad and not wad in wad_resources: + wad_resources.append(wad) + + for entity in entity_data: + if not entity.is_visual(): + continue + + for brush in entity.brushes: + for face in brush.faces: + var texture_name: String = face.texture + + if filter_face(texture_name, map_settings): + continue + if texture_materials.has(texture_name): + continue + + var material_path: String = map_settings.base_material_dir if not map_settings.base_material_dir.is_empty() else map_settings.base_texture_dir + material_path = material_path.path_join(texture_name) + "." + map_settings.material_file_extension + material_path = material_path.replace("*", "") + + if ResourceLoader.exists(material_path): + var material: Material = load(material_path) + texture_materials[texture_name] = material + if material is BaseMaterial3D: + var albedo = material.albedo_texture + if albedo is Texture2D: + texture_sizes[texture_name] = material.albedo_texture.get_size() + elif material is ShaderMaterial: + var albedo = material.get_shader_parameter(map_settings.default_material_albedo_uniform) + if albedo is Texture2D: + texture_sizes[texture_name] = albedo.get_size() + if not texture_sizes.has(texture_name): + var texture: Texture2D = load_texture(texture_name, wad_resources, map_settings) + if texture: + texture_sizes[texture_name] = texture.get_size() + if not texture_sizes.has(texture_name): + texture_sizes[texture_name] = Vector2.ONE * map_settings.inverse_scale_factor + + # Material generation + elif map_settings.default_material: + var material = map_settings.default_material.duplicate(true) + var texture: Texture2D = load_texture(texture_name, wad_resources, map_settings) + texture_sizes[texture_name] = texture.get_size() + + if material is BaseMaterial3D: + material.albedo_texture = texture + build_base_material(map_settings, material, texture_name) + elif material is ShaderMaterial: + material.set_shader_parameter(map_settings.default_material_albedo_uniform, texture) + + if (map_settings.save_generated_materials and material + and texture_name != map_settings.clip_texture + and texture_name != map_settings.skip_texture + and texture_name != map_settings.origin_texture + and texture.resource_path != default_texture_path): + ResourceSaver.save(material, material_path) + + texture_materials[texture_name] = material + else: # No default material exists + printerr("Error: No default material found in map settings") + + return [texture_materials, texture_sizes] + +#endregion + +#region UV MAPPING + +## Returns UV coordinate calculated from the Valve 220 UV format. +static func get_valve_uv(vertex: Vector3, u_axis: Vector3, v_axis: Vector3, uv_basis := Transform2D.IDENTITY, texture_size := Vector2.ONE) -> Vector2: + var uv := Vector2(u_axis.dot(vertex), v_axis.dot(vertex)) + uv += (uv_basis.origin * uv_basis.get_scale()) + uv.x /= uv_basis.x.x + uv.y /= uv_basis.y.y + uv.x /= texture_size.x + uv.y /= texture_size.y + return uv + +## Returns UV coordinate calculated from the original id Standard UV format. +static func get_quake_uv(vertex: Vector3, normal: Vector3, uv_basis := Transform2D.IDENTITY, texture_size := Vector2.ONE) -> Vector2: + var nx := absf(normal.dot(Vector3.RIGHT)) + var ny := absf(normal.dot(Vector3.UP)) + var nz := absf(normal.dot(Vector3.FORWARD)) + var uv: Vector2 + + if ny >= nx and ny >= nz: + uv = Vector2(vertex.x, -vertex.z) + elif nx >= ny and nx >= nz: + uv = Vector2(vertex.y, -vertex.z) + else: + uv = Vector2(vertex.x, vertex.y) + + var uv_out := uv.rotated(uv_basis.get_rotation()) + uv_out /= uv_basis.get_scale() + uv_out += uv_basis.origin + uv_out /= texture_size + return uv_out + +## Determines which UV format is being used and returns the UV coordinate. +static func get_face_vertex_uv(vertex: Vector3, face: FuncGodotData.FaceData, texture_size: Vector2) -> Vector2: + if face.uv_axes.size() >= 2: + return get_valve_uv(vertex, face.uv_axes[0], face.uv_axes[1], face.uv, texture_size) + else: + return get_quake_uv(vertex, face.plane.normal, face.uv, texture_size) + +## Returns the tangent calculated from the Valve 220 UV format. +static func get_valve_tangent(u: Vector3, v: Vector3, normal: Vector3) -> PackedFloat32Array: + var u_axis: Vector3 = u.normalized() + var v_axis: Vector3 = v.normalized() + var v_sign: float = -signf(normal.cross(u_axis).dot(v_axis)) + return [u_axis.x, u_axis.y, u_axis.z, v_sign] + + # NOTE: we may still need to orthonormalize tangents. Just in case, here's a rough outline. + #var tangent: Vector3 = u.normalized() + #tangent = (tangent - normal * normal.dot(tangent)).normalized() + # + ## in the case of parallel U or V axes to planar normal, reconstruct the tangent + #if tangent.length_squared() < 0.01: + # if absf(normal.y) < 0.9: + # tangent = Vector3.UP.cross(normal) + # else: + # tangent = Vector3.RIGHT.cross(normal) + # + #tangent = tangent.normalized() + #return [tangent.x, tangent.y, tangent.z, -signf(normal.cross(tangent).dot(v.normalized))] + +## Returns the tangent calculated from the original id Standard UV format. +static func get_quake_tangent(normal: Vector3, uv_y_scale: float, uv_rotation: float) -> PackedFloat32Array: + var dx := normal.dot(_VEC3_RIGHT_ID) + var dy := normal.dot(_VEC3_UP_ID) + var dz := normal.dot(_VEC3_FORWARD_ID) + var dxa := absf(dx) + var dya := absf(dy) + var dza := absf(dz) + var u_axis: Vector3 + var v_sign: float = 0.0 + + if dya >= dxa and dya >= dza: + u_axis = _VEC3_FORWARD_ID + v_sign = signf(dy) + elif dxa >= dya and dxa >= dza: + u_axis = _VEC3_FORWARD_ID + v_sign = -signf(dx) + elif dza >= dya and dza >= dxa: + u_axis = _VEC3_RIGHT_ID + v_sign = signf(dz) + + v_sign *= signf(uv_y_scale) + u_axis = u_axis.rotated(normal, deg_to_rad(-uv_rotation) * v_sign) + return [u_axis.x, u_axis.y, u_axis.z, v_sign] + +static func get_face_tangent(face: FuncGodotData.FaceData) -> PackedFloat32Array: + if face.uv_axes.size() >= 2: + return get_valve_tangent(face.uv_axes[0], face.uv_axes[1], face.plane.normal) + else: + return get_quake_tangent(face.plane.normal, face.uv.get_scale().y, face.uv.get_rotation()) + +#endregion + +#region MESH + +static func smooth_mesh_by_angle(mesh: ArrayMesh, angle_deg: float = 89.0) -> Mesh: + if not mesh: + push_error("Need a source mesh to smooth") + return + + var angle: float = deg_to_rad(clampf(angle_deg, 0.0, 360.0)) + + var mesh_vertices: Array[Vector3] = [] + var mesh_normals: Array[Vector3] = [] + var surface_data: Array[Dictionary] = [] + var mdt: MeshDataTool + var st := SurfaceTool.new() + + # Collect surface information + for surface_index in mesh.get_surface_count(): + mdt = MeshDataTool.new() + + if mdt.create_from_surface(mesh, surface_index) != OK: + continue + + var info: Dictionary = { + "mdt": mdt, + "ofs": mesh_vertices.size(), + "mat": mesh.surface_get_material(surface_index) + } + + surface_data.append(info) + + for i in mdt.get_vertex_count(): + mesh_vertices.append(mdt.get_vertex(i)) + mesh_normals.append(mdt.get_vertex_normal(i)) + + var groups: Dictionary = {} + + # Group vertices by position + for i in mesh_vertices.size(): + var pos := mesh_vertices[i] + + # this is likely already snapped from the map building process + var key := pos.snappedf(_VERTEX_EPSILON) + + if not groups.has(key): + groups[key] = [i] + else: + groups[key].append(i) + + # Collect normals. Likely optimizable. + for group in groups.values(): + for i in group: + var this := mesh_normals[i] + var normal_out := Vector3() + for j in group: + var other := mesh_normals[j] + if this.angle_to(other) <= angle: + normal_out += other + + mesh_normals[i] = normal_out.normalized() + + var smoothed_mesh := ArrayMesh.new() + + # Construct smoothed output mesh + for dict in surface_data: + mdt = dict["mdt"] + var offset: int = dict["ofs"] + for i in mdt.get_vertex_count(): + mdt.set_vertex_normal(i, mesh_normals[offset + i]) + + st = SurfaceTool.new() + st.begin(Mesh.PRIMITIVE_TRIANGLES) + st.set_material(dict["mat"]) + + for i in mdt.get_face_count(): + for j in 3: + var index := mdt.get_face_vertex(i, j) + st.set_normal(mdt.get_vertex_normal(index)) + st.set_uv(mdt.get_vertex_uv(index)) + st.set_tangent(mdt.get_vertex_tangent(index)) + st.add_vertex(mdt.get_vertex(index)) + + smoothed_mesh = st.commit(smoothed_mesh) + + return smoothed_mesh + +#endregion diff --git a/demo/addons/func_godot/src/util/func_godot_util.gd.uid b/demo/addons/func_godot/src/util/func_godot_util.gd.uid new file mode 100644 index 0000000..cd81ac3 --- /dev/null +++ b/demo/addons/func_godot/src/util/func_godot_util.gd.uid @@ -0,0 +1 @@ +uid://bursmx2g1betd diff --git a/demo/addons/func_godot/textures/default_material.tres b/demo/addons/func_godot/textures/default_material.tres new file mode 100644 index 0000000..953ae00 --- /dev/null +++ b/demo/addons/func_godot/textures/default_material.tres @@ -0,0 +1,8 @@ +[gd_resource type="StandardMaterial3D" load_steps=2 format=3 uid="uid://cvex6toty8yn7"] + +[ext_resource type="Texture2D" uid="uid://cyg2snr1w5xw5" path="res://addons/func_godot/textures/default_texture.png" id="1_ncj77"] + +[resource] +albedo_texture = ExtResource("1_ncj77") +metallic_specular = 0.0 +texture_filter = 2 diff --git a/demo/addons/func_godot/textures/default_texture.png b/demo/addons/func_godot/textures/default_texture.png new file mode 100644 index 0000000..359168e Binary files /dev/null and b/demo/addons/func_godot/textures/default_texture.png differ diff --git a/demo/addons/func_godot/textures/default_texture.png.import b/demo/addons/func_godot/textures/default_texture.png.import new file mode 100644 index 0000000..c45ce3a --- /dev/null +++ b/demo/addons/func_godot/textures/default_texture.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://cyg2snr1w5xw5" +path="res://.godot/imported/default_texture.png-145fbd5fef7f63ace60797fecb133a19.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://addons/func_godot/textures/default_texture.png" +dest_files=["res://.godot/imported/default_texture.png-145fbd5fef7f63ace60797fecb133a19.ctex"] + +[params] + +compress/mode=3 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=true +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=0 diff --git a/demo/addons/func_godot/textures/special/clip.png b/demo/addons/func_godot/textures/special/clip.png new file mode 100644 index 0000000..50f8011 Binary files /dev/null and b/demo/addons/func_godot/textures/special/clip.png differ diff --git a/demo/addons/func_godot/textures/special/clip.png.import b/demo/addons/func_godot/textures/special/clip.png.import new file mode 100644 index 0000000..c706e51 --- /dev/null +++ b/demo/addons/func_godot/textures/special/clip.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://dhmu0toe1itnr" +path="res://.godot/imported/clip.png-508a86fa3876d8467d5c9af6188a34df.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://addons/func_godot/textures/special/clip.png" +dest_files=["res://.godot/imported/clip.png-508a86fa3876d8467d5c9af6188a34df.ctex"] + +[params] + +compress/mode=3 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/demo/addons/func_godot/textures/special/origin.png b/demo/addons/func_godot/textures/special/origin.png new file mode 100644 index 0000000..4d1b155 Binary files /dev/null and b/demo/addons/func_godot/textures/special/origin.png differ diff --git a/demo/addons/func_godot/textures/special/origin.png.import b/demo/addons/func_godot/textures/special/origin.png.import new file mode 100644 index 0000000..d547fe9 --- /dev/null +++ b/demo/addons/func_godot/textures/special/origin.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://dutip72dl002r" +path="res://.godot/imported/origin.png-85b62dd151467f05fa8f98ed6d2927d0.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://addons/func_godot/textures/special/origin.png" +dest_files=["res://.godot/imported/origin.png-85b62dd151467f05fa8f98ed6d2927d0.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/demo/addons/func_godot/textures/special/skip.png b/demo/addons/func_godot/textures/special/skip.png new file mode 100644 index 0000000..65a58a5 Binary files /dev/null and b/demo/addons/func_godot/textures/special/skip.png differ diff --git a/demo/addons/func_godot/textures/special/skip.png.import b/demo/addons/func_godot/textures/special/skip.png.import new file mode 100644 index 0000000..beac9b1 --- /dev/null +++ b/demo/addons/func_godot/textures/special/skip.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://bk5oo263y3u7w" +path="res://.godot/imported/skip.png-d741e3eb75a5e289907774cb73d93931.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://addons/func_godot/textures/special/skip.png" +dest_files=["res://.godot/imported/skip.png-d741e3eb75a5e289907774cb73d93931.ctex"] + +[params] + +compress/mode=3 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/demo/assets/scripts/destructable/camera.gd b/demo/assets/scripts/destructable/camera.gd deleted file mode 100644 index 8d5202a..0000000 --- a/demo/assets/scripts/destructable/camera.gd +++ /dev/null @@ -1,23 +0,0 @@ -extends Camera3D - -signal wall_hit(wall_id, position, cutter) - -func shoot_ray() -> Dictionary: - var mouse_position = get_viewport().get_mouse_position() - var ray_length = 1000 - var from = project_ray_origin(mouse_position) - var to = from + project_ray_normal(mouse_position) * ray_length - var space = get_world_3d().direct_space_state - var ray_query = PhysicsRayQueryParameters3D.new() - ray_query.from = from - ray_query.to = to - var raycast_result = space.intersect_ray(ray_query) - - return raycast_result - -func _input(event: InputEvent) -> void: - if event.is_action_pressed("left_click"): - var query_result = shoot_ray() - if query_result: - var cutter: PackedVector2Array = Cutter.circleCutter() - wall_hit.emit(query_result["collider_id"], query_result["position"], cutter) diff --git a/demo/assets/scripts/destructable/camera.gd.uid b/demo/assets/scripts/destructable/camera.gd.uid deleted file mode 100644 index d4e99e7..0000000 --- a/demo/assets/scripts/destructable/camera.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://cs057402w7w17 diff --git a/demo/assets/scripts/destructable/destructable_wall.gd b/demo/assets/scripts/destructable/destructable_wall.gd deleted file mode 100644 index d7f436f..0000000 --- a/demo/assets/scripts/destructable/destructable_wall.gd +++ /dev/null @@ -1,103 +0,0 @@ -extends Node - -@export var outer_polygon: PackedVector2Array -@export var inner_polygons: Array[PackedVector2Array] -@export var edge_non_fracture: float = 0.1 - -@onready var camera: Camera3D = get_node("/root/Node3D/Camera3D") -@onready var meshInstance = MeshInstance3D.new() -@onready var parentNode = get_node("..") - -var depth: float: - set(value): - if value > 0: - depth = -value - depth = value - -var static_body: StaticBody3D - -func _ready() -> void: - assert(camera, "camera was not found") - assert(len(outer_polygon) > 2, "outer polygon does not meet the required length") - - camera.connect("wall_hit", _handle_hit_signal) - - self.add_child(meshInstance) - _draw() - -func _draw(): - var vector_indexes = GeoPolyTriangulization.triangulate(outer_polygon, inner_polygons) - var vectors = [] - - vectors.append_array(outer_polygon) - for ip in inner_polygons: - vectors.append_array(ip) - - var meshGenerator = GeoPolyMesh.new(vector_indexes, vectors) - var mesh = meshGenerator.commit_mesh() - - meshInstance.mesh = mesh - meshInstance.create_trimesh_collision() - static_body = _find_static_body() - -func _re_draw(): - meshInstance.remove_child(static_body) - static_body.queue_free() - - var vector_indexes = GeoPolyTriangulization.triangulate(outer_polygon, inner_polygons) - var vectors = [] - - vectors.append_array(outer_polygon) - for ip in inner_polygons: - vectors.append_array(ip) - - var meshGenerator = GeoPolyMesh.new(vector_indexes, vectors) - var mesh = meshGenerator.commit_mesh() - - meshInstance.mesh = mesh - meshInstance.create_trimesh_collision() - static_body = _find_static_body() - - -func _handle_hit_signal(wall_id: int, position: Vector3, cutter: PackedVector2Array): - # validate that the hit was to this wall, if not return - if wall_id != static_body.get_instance_id(): - return - - var hole_position_offset = self.position + position - var hole_vector2_offset = Vector2(hole_position_offset.x, hole_position_offset.y) - - # translate the cutter - var hole_vectors = Transform2D(0, hole_vector2_offset) * cutter - - _add_hole(hole_vectors) - - _re_draw() - -func _add_hole(new_hole: PackedVector2Array): - var values_to_remove = [] - - var merged: PackedVector2Array = new_hole - for index in range(len(self.inner_polygons)): - var result = Geometry2D.merge_polygons(merged, self.inner_polygons[index]) - - if len(result) == 1: - merged = result[0] - values_to_remove.append(self.inner_polygons[index]) - elif len(result) > 1: - # need to check that they have no overlapping area if they do clip - var overlap = Geometry2D.intersect_polygons(result[0], result[1]) - - if len(overlap) != 0: - merged = Geometry2D.clip_polygons(result[0], result[1])[0] - values_to_remove.append(self.inner_polygons[index]) - - for i in values_to_remove: - self.inner_polygons.erase(i) - - inner_polygons.append(merged) - -func _find_static_body(): - for child in meshInstance.get_children(): - if child is StaticBody3D: - return child diff --git a/demo/assets/scripts/destructable/cutters.gd b/demo/assets/scripts/environment/destructable/cutters.gd similarity index 88% rename from demo/assets/scripts/destructable/cutters.gd rename to demo/assets/scripts/environment/destructable/cutters.gd index 08a2158..26f4dec 100644 --- a/demo/assets/scripts/destructable/cutters.gd +++ b/demo/assets/scripts/environment/destructable/cutters.gd @@ -2,7 +2,7 @@ extends Node class_name Cutter -static func circleCutter(num_sides = 10, perimerter_length = 0.5) -> PackedVector2Array: +static func circleCutter(num_sides = 8, perimerter_length = 0.1) -> PackedVector2Array: var line_length: float = perimerter_length/num_sides var line_angle: float = 360.0/num_sides var current_angle: float = 0.0 diff --git a/demo/assets/scripts/destructable/cutters.gd.uid b/demo/assets/scripts/environment/destructable/cutters.gd.uid similarity index 100% rename from demo/assets/scripts/destructable/cutters.gd.uid rename to demo/assets/scripts/environment/destructable/cutters.gd.uid diff --git a/demo/assets/scripts/environment/destructable/destructable_wall.gd b/demo/assets/scripts/environment/destructable/destructable_wall.gd new file mode 100644 index 0000000..6bf82ca --- /dev/null +++ b/demo/assets/scripts/environment/destructable/destructable_wall.gd @@ -0,0 +1,180 @@ +@tool +class_name DestructableWall extends Node3D + +enum ExtrudeDirection { + BACK = 0, # z + RIGHT = 1, # x + UP = 2 # y +} + +@export_category("TrechBroom Generated Values") +@export var verts2d: PackedVector2Array +@export var meshInstance3d: MeshInstance3D +@export var extrusion_direction: ExtrudeDirection +@export var depth: float = 0.1 +@export var depth_position_offset: Vector3 = Vector3.ZERO + +@export var edge_non_fracture: float = 0.1 +@onready var parentNode = get_node("..") + +var outer_polygon: PackedVector2Array +var inner_polygons: Array[PackedVector2Array] + +var static_body: StaticBody3D + +func _func_godot_apply_properties(entity_properties: Dictionary) -> void: + meshInstance3d = _find_mesh_body() + var verticies = meshInstance3d.mesh.surface_get_arrays(0)[Mesh.ARRAY_VERTEX] + + extrusion_direction = entity_properties["extrude_direction"] + + var depth_min: float + var depth_max: float + + var verts_2d: PackedVector2Array = [] + if extrusion_direction == ExtrudeDirection.BACK: + for vert in verticies: + verts_2d.append(Vector2(vert.x, vert.y)) + + var d = vert.z + + if d > depth_max: + depth_max = d + elif d < depth_min: + depth_min = d + depth = -(abs(depth_min) + abs(depth_max)) + + depth_position_offset = -(Vector3.BACK * (depth/2)) + elif extrusion_direction == ExtrudeDirection.RIGHT: + for vert in verticies: + verts_2d.append(Vector2(vert.z, vert.y)) + + var d = vert.x + + if d > depth_max: + depth_max = d + elif d < depth_min: + depth_min = d + depth = -(abs(depth_min) + abs(depth_max)) + + depth_position_offset = Vector3.RIGHT * (depth/2) + elif extrusion_direction == ExtrudeDirection.UP: + for vert in verticies: + verts_2d.append(Vector2(vert.x, vert.z)) + + var d = vert.y + + if d > depth_max: + depth_max = d + elif d < depth_min: + depth_min = d + depth = -(abs(depth_min) + abs(depth_max)) + + depth_position_offset = (Vector3.UP * (depth/2)) + + + var outer_boudary = Geometry2D.convex_hull(verts_2d) + verts2d = outer_boudary + +func _ready() -> void: + if Engine.is_editor_hint(): + return + + outer_polygon = verts2d + _draw() + +func _draw(): + var vector_indexes = GeoPolyTriangulization.triangulate(outer_polygon, inner_polygons) + var vectors = [] + + vectors.append_array(outer_polygon) + for ip in inner_polygons: + vectors.append_array(ip) + + var meshGenerator = GeoPolyMesh.new(vector_indexes, vectors, extrusion_direction, depth) + var commited_mesh = meshGenerator.commit_mesh(meshInstance3d.get_active_material(0)) + + meshInstance3d.mesh = commited_mesh + meshInstance3d.position += depth_position_offset + meshInstance3d.create_trimesh_collision() + static_body = _find_static_body() + +func _re_draw(): + meshInstance3d.remove_child(static_body) + static_body.queue_free() + + var vector_indexes = GeoPolyTriangulization.triangulate(outer_polygon, inner_polygons) + var vectors = [] + + vectors.append_array(outer_polygon) + for ip in inner_polygons: + vectors.append_array(ip) + + var meshGenerator = GeoPolyMesh.new(vector_indexes, vectors, extrusion_direction, depth) + var commited_mesh = meshGenerator.commit_mesh(meshInstance3d.get_active_material(0)) + + meshInstance3d.mesh = commited_mesh + meshInstance3d.create_trimesh_collision() + static_body = _find_static_body() + + +func hit(position: Vector3): + var cutter = Cutter.circleCutter() + var hole_position_offset = meshInstance3d.to_local(position) + + var hole_vector2_offset: Vector2 + if extrusion_direction == ExtrudeDirection.BACK: + hole_vector2_offset = Vector2(hole_position_offset.x, hole_position_offset.y) + elif extrusion_direction == ExtrudeDirection.RIGHT: + hole_vector2_offset = Vector2(hole_position_offset.z, hole_position_offset.y) + elif extrusion_direction == ExtrudeDirection.UP: + hole_vector2_offset = Vector2(hole_position_offset.x, hole_position_offset.z) + + # translate the cutter + var hole_vectors = Transform2D(0, hole_vector2_offset) * cutter + var draw = _add_hole(hole_vectors) + + if draw: + _re_draw() + +func _add_hole(new_hole: PackedVector2Array) -> bool: + var values_to_remove = [] + + # validate that the hole is valid + var boundary_polygon = Geometry2D.offset_polygon(outer_polygon, -edge_non_fracture) + + var boundary_hole = Geometry2D.intersect_polygons(new_hole, boundary_polygon[0]) + if !boundary_hole: + return false + + var merged: PackedVector2Array = boundary_hole[0] + for index in range(len(self.inner_polygons)): + var result = Geometry2D.merge_polygons(merged, self.inner_polygons[index]) + + if len(result) == 1: + merged = result[0] + values_to_remove.append(self.inner_polygons[index]) + elif len(result) > 1: + # need to check that they have no overlapping area if they do clip + var overlap = Geometry2D.intersect_polygons(result[0], result[1]) + + if len(overlap) != 0: + merged = Geometry2D.clip_polygons(result[0], result[1])[0] + values_to_remove.append(self.inner_polygons[index]) + + for i in values_to_remove: + inner_polygons.erase(i) + + inner_polygons.append(merged) + + return true + +func _find_static_body(): + for child in meshInstance3d.get_children(): + if child is StaticBody3D: + return child + +func _find_mesh_body(): + for child in self.get_children(): + if child is MeshInstance3D: + return child diff --git a/demo/assets/scripts/destructable/destructable_wall.gd.uid b/demo/assets/scripts/environment/destructable/destructable_wall.gd.uid similarity index 100% rename from demo/assets/scripts/destructable/destructable_wall.gd.uid rename to demo/assets/scripts/environment/destructable/destructable_wall.gd.uid diff --git a/demo/assets/scripts/destructable/geometry/geopolymesh.gd b/demo/assets/scripts/environment/destructable/geometry/geopolymesh.gd similarity index 60% rename from demo/assets/scripts/destructable/geometry/geopolymesh.gd rename to demo/assets/scripts/environment/destructable/geometry/geopolymesh.gd index fc88414..e64b980 100644 --- a/demo/assets/scripts/destructable/geometry/geopolymesh.gd +++ b/demo/assets/scripts/environment/destructable/geometry/geopolymesh.gd @@ -5,7 +5,7 @@ class_name GeoPolyMesh var surface_array = [] var verts = PackedVector3Array() -var uvs = PackedVector3Array() +var uvs = PackedVector2Array() var normals = PackedVector3Array() var array_mesh = ArrayMesh.new() @@ -14,20 +14,35 @@ var _v_points = [] var edges = {} -func _init(vector_indexes: PackedInt32Array, vector_points: PackedVector2Array, depth: float = -0.1): +var depth_vector: Vector3 +var extrude_direction: DestructableWall.ExtrudeDirection + +func _init(vector_indexes: PackedInt32Array, vector_points: PackedVector2Array, extrude_direction: DestructableWall.ExtrudeDirection, depth: float = -0.1): assert(len(vector_indexes) % 3 == 0 && len(vector_indexes) != 0, "Number of vertex points is not divisible by 3, invalid triangle verticies") surface_array.resize(Mesh.ARRAY_MAX) self._v_indexes = vector_indexes + self.extrude_direction = extrude_direction + + if extrude_direction == DestructableWall.ExtrudeDirection.BACK: + for point in vector_points: + self._v_points.append(Vector3(point.x, point.y, 0)) + depth_vector = Vector3.BACK * depth + 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 + elif extrude_direction == DestructableWall.ExtrudeDirection.UP: + for point in vector_points: + self._v_points.append(Vector3(point.x, 0, point.y)) + depth_vector = Vector3.DOWN * depth - for point in vector_points: - self._v_points.append(Vector3(point.x, point.y, 0)) self._pre_process_edges() self._draw_mesh() - self._extrude_mesh(depth) - self._draw_sides(depth) + self._extrude_mesh() + self._draw_sides() func calculate_area(mesh_vertices: PackedVector2Array) -> float: var result := 0.0 @@ -85,9 +100,16 @@ func get_loops(): for loop in loops: var vector2_loop = [] for ind in loop: - vector2_loop.append(self._v_points[ind]) + var point = self._v_points[ind] + if extrude_direction == DestructableWall.ExtrudeDirection.BACK: + vector2_loop.append(Vector2(point.x, point.y)) + elif extrude_direction == DestructableWall.ExtrudeDirection.RIGHT: + vector2_loop.append(Vector2(point.z, point.y)) + elif extrude_direction == DestructableWall.ExtrudeDirection.UP: + vector2_loop.append(Vector2(point.x, point.z)) vector2_loops.append(vector2_loop) + var area = [] for vector2_loop in vector2_loops: var result = self.calculate_area(vector2_loop) @@ -117,7 +139,6 @@ func get_loops(): if a < 0: # all inside loops need to rendered in CCW, if + then it is CW loops[area_index].reverse() - return loops func get_outline_edge(): @@ -131,7 +152,7 @@ func get_outline_edge(): func _calc_triangle_normal(a: Vector3, b: Vector3, c: Vector3): return ((b-a).cross(c-a)).normalized() -func _draw_sides(depth: float): +func _draw_sides(): var loops = get_loops() for l in loops: @@ -139,14 +160,42 @@ func _draw_sides(depth: float): for outline_vector_ind in range(len(outline_edges_ordered) - 1): var v0 = self._v_points[outline_edges_ordered[outline_vector_ind]] var v1 = self._v_points[outline_edges_ordered[outline_vector_ind + 1]] - var v2 = self._v_points[outline_edges_ordered[outline_vector_ind]] + Vector3(0, 0, depth) - var v3 = self._v_points[outline_edges_ordered[outline_vector_ind + 1]]+ Vector3(0, 0, depth) + var v2 = self._v_points[outline_edges_ordered[outline_vector_ind]] + depth_vector + var v3 = self._v_points[outline_edges_ordered[outline_vector_ind + 1]] + depth_vector + + #print("v0: ", v0, " v1: ", v1, " v2: ", v2, " v3: ", v3) var n1 = self._calc_triangle_normal(v2, v1, v0) - self.verts.append_array([v0, v1, v2, v1, v3, v2]) + _append_uvs4(v0, v1, v2, v3, n1) self.normals.append_array([n1, n1, n1, n1, n1, n1]) +func _append_uvs4(v0: Vector3, v1: Vector3, v2: Vector3, v3: Vector3, normal: Vector3): + if normal == Vector3.BACK or normal == Vector3.FORWARD: + self.uvs.append_array([Vector2(-v0.x, -v0.y), Vector2(-v1.x, -v1.y), Vector2(-v2.x, -v2.y), Vector2(-v1.x, -v1.y), Vector2(-v3.x, -v3.y), Vector2(-v2.x, -v2.y)]) + return + elif normal == Vector3.RIGHT or normal == Vector3.LEFT: + self.uvs.append_array([Vector2(-v0.z, -v0.y), Vector2(-v1.z, -v1.y), Vector2(-v2.z, -v2.y), Vector2(-v1.z, -v1.y), Vector2(-v3.z, -v3.y), Vector2(-v2.z, -v2.y)]) + return + elif normal == Vector3.UP or normal == Vector3.DOWN: + self.uvs.append_array([Vector2(-v0.x, -v0.z), Vector2(-v1.x, -v1.z), Vector2(-v2.x, -v2.z), Vector2(-v1.x, -v1.z), Vector2(-v3.x, -v3.z), Vector2(-v2.x, -v2.z)]) + return + + self.uvs.append_array([Vector2(-v0.x, -v0.y), Vector2(-v1.x, -v1.y), Vector2(-v2.x, -v2.y), Vector2(-v1.x, -v1.y), Vector2(-v3.x, -v3.y), Vector2(-v2.x, -v2.y)]) + +func _append_uvs3(v0: Vector3, v1: Vector3, v2: Vector3, normal: Vector3): + if normal == Vector3.BACK or normal == Vector3.FORWARD: + self.uvs.append_array([Vector2(-v0.x, -v0.y), Vector2(-v1.x, -v1.y), Vector2(-v2.x, -v2.y)]) + return + elif normal == Vector3.RIGHT or normal == Vector3.LEFT: + self.uvs.append_array([Vector2(-v0.z, -v0.y), Vector2(-v1.z, -v1.y), Vector2(-v2.z, -v2.y)]) + return + elif normal == Vector3.UP or normal == Vector3.DOWN: + self.uvs.append_array([Vector2(-v0.x, -v0.z), Vector2(-v1.x, -v1.z), Vector2(-v2.x, -v2.z)]) + return + + self.uvs.append_array([Vector2(-v0.x, -v0.y), Vector2(-v1.x, -v1.y), Vector2(-v2.x, -v2.y)]) + # front face func _draw_mesh(): var vector3A = self._v_points[self._v_indexes[0]] @@ -155,7 +204,10 @@ func _draw_mesh(): var normal = self._calc_triangle_normal(vector3C, vector3B, vector3A) + self.verts.append_array([vector3A, vector3B, vector3C]) + _append_uvs3(vector3A, vector3B, vector3C, normal) + self.normals.append_array([normal, normal, normal]) # insert each front face into the mesh "clockwise" @@ -164,38 +216,44 @@ func _draw_mesh(): vector3B = self._v_points[self._v_indexes[index+1]] vector3C = self._v_points[self._v_indexes[index+2]] + self.verts.append_array([vector3A, vector3B, vector3C]) + _append_uvs3(vector3A, vector3B, vector3C, normal) self.normals.append_array([normal, normal, normal]) # ## back face -func _extrude_mesh(depth: float): +func _extrude_mesh(): var vector3A = self._v_points[self._v_indexes[len(self._v_indexes) - 1]] var vector3B = self._v_points[self._v_indexes[len(self._v_indexes) - 2]] var vector3C = self._v_points[self._v_indexes[len(self._v_indexes) - 3]] var normal = self._calc_triangle_normal(vector3C, vector3B, vector3A) - vector3A = self._v_points[self._v_indexes[len(self._v_indexes) - 1]] - (normal * Vector3(depth, depth, depth)) - vector3B = self._v_points[self._v_indexes[len(self._v_indexes) - 2]] - (normal * Vector3(depth, depth, depth)) - vector3C = self._v_points[self._v_indexes[len(self._v_indexes) - 3]] - (normal * Vector3(depth, depth, depth)) + vector3A = self._v_points[self._v_indexes[len(self._v_indexes) - 1]] + depth_vector + vector3B = self._v_points[self._v_indexes[len(self._v_indexes) - 2]] + depth_vector + vector3C = self._v_points[self._v_indexes[len(self._v_indexes) - 3]] + depth_vector self.verts.append_array([vector3A, vector3B, vector3C]) + _append_uvs3(vector3A, vector3B, vector3C, normal) + self.normals.append_array([normal, normal, normal]) # insert each back face into the mesh "counter-clockwise" extruded for index in range(len(self._v_indexes) - 4, -1, -3): - vector3A = self._v_points[self._v_indexes[index]] - (normal * Vector3(depth, depth, depth)) - vector3B = self._v_points[self._v_indexes[index-1]] - (normal * Vector3(depth, depth, depth)) - vector3C = self._v_points[self._v_indexes[index-2]] - (normal * Vector3(depth, depth, depth)) + vector3A = self._v_points[self._v_indexes[index]] + depth_vector + vector3B = self._v_points[self._v_indexes[index-1]] + depth_vector + vector3C = self._v_points[self._v_indexes[index-2]] + depth_vector self.verts.append_array([vector3A, vector3B, vector3C]) + _append_uvs3(vector3A, vector3B, vector3C, normal) self.normals.append_array([normal, normal, normal]) -func commit_mesh() -> Mesh: +func commit_mesh(mat) -> Mesh: surface_array[Mesh.ARRAY_VERTEX] = verts surface_array[Mesh.ARRAY_NORMAL] = normals - #surface_array[Mesh.ARRAY_TEX_UV] = uvs + surface_array[Mesh.ARRAY_TEX_UV] = uvs #print("VERTS: ", self.verts) array_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, surface_array) + array_mesh.surface_set_material(0, mat) return array_mesh diff --git a/demo/assets/scripts/destructable/geometry/geopolymesh.gd.uid b/demo/assets/scripts/environment/destructable/geometry/geopolymesh.gd.uid similarity index 100% rename from demo/assets/scripts/destructable/geometry/geopolymesh.gd.uid rename to demo/assets/scripts/environment/destructable/geometry/geopolymesh.gd.uid diff --git a/demo/assets/scripts/destructable/geometry/geopolytriangulization.gd b/demo/assets/scripts/environment/destructable/geometry/geopolytriangulization.gd similarity index 100% rename from demo/assets/scripts/destructable/geometry/geopolytriangulization.gd rename to demo/assets/scripts/environment/destructable/geometry/geopolytriangulization.gd diff --git a/demo/assets/scripts/destructable/geometry/geopolytriangulization.gd.uid b/demo/assets/scripts/environment/destructable/geometry/geopolytriangulization.gd.uid similarity index 100% rename from demo/assets/scripts/destructable/geometry/geopolytriangulization.gd.uid rename to demo/assets/scripts/environment/destructable/geometry/geopolytriangulization.gd.uid diff --git a/demo/assets/scripts/destructable/util.gd b/demo/assets/scripts/environment/destructable/util.gd similarity index 100% rename from demo/assets/scripts/destructable/util.gd rename to demo/assets/scripts/environment/destructable/util.gd diff --git a/demo/assets/scripts/destructable/util.gd.uid b/demo/assets/scripts/environment/destructable/util.gd.uid similarity index 100% rename from demo/assets/scripts/destructable/util.gd.uid rename to demo/assets/scripts/environment/destructable/util.gd.uid diff --git a/demo/assets/scripts/environment/moving_platform.gd b/demo/assets/scripts/environment/moving_platform.gd new file mode 100644 index 0000000..9677d26 --- /dev/null +++ b/demo/assets/scripts/environment/moving_platform.gd @@ -0,0 +1,27 @@ +@tool +class_name MovingPlatform extends AnimatableBody3D + +@export var move_distance: float = 2.0 +@export var move_time: float = 2.0 +@export var move_direction: Vector3 = Vector3(0, 1, 0) + +var start_position: Vector3 +var end_position: Vector3 +var platform_tween: Tween + +func _func_godot_apply_properties(entity_properties: Dictionary) -> void: + move_direction = entity_properties["move_direction"] as Vector3 + move_time = entity_properties["move_time"] as float + move_distance = entity_properties["move_distance"] as float + +func _ready() -> void: + if not Engine.is_editor_hint(): + start_position = global_position + end_position = start_position + (move_direction.normalized() * move_distance) + _start_movement() + +func _start_movement(): + platform_tween = create_tween() + platform_tween.set_loops() + platform_tween.tween_property(self, "global_position", end_position, move_time) + platform_tween.tween_property(self, "global_position", start_position, move_time) diff --git a/demo/assets/scripts/environment/moving_platform.gd.uid b/demo/assets/scripts/environment/moving_platform.gd.uid new file mode 100644 index 0000000..47c8ab4 --- /dev/null +++ b/demo/assets/scripts/environment/moving_platform.gd.uid @@ -0,0 +1 @@ +uid://br22sm42ks1m0 diff --git a/demo/assets/scripts/player/camera_controller.gd b/demo/assets/scripts/player/camera_controller.gd index 6ca8343..31593e0 100644 --- a/demo/assets/scripts/player/camera_controller.gd +++ b/demo/assets/scripts/player/camera_controller.gd @@ -56,7 +56,6 @@ func update_camera_rotation(input: Vector2) -> void: rotation.z = 0.0 - func update_camera_height(delta: float, direction: int) -> void: if position.y >= crouch_offset and position.y <= DEFAULT_HEIGHT: position.y = clampf(position.y + (crouch_speed * direction) * delta, crouch_offset, DEFAULT_HEIGHT) diff --git a/demo/assets/scripts/player/camera_effects.gd b/demo/assets/scripts/player/camera_effects.gd index 9050bbc..766fc6f 100644 --- a/demo/assets/scripts/player/camera_effects.gd +++ b/demo/assets/scripts/player/camera_effects.gd @@ -53,6 +53,8 @@ const MAX_SCREEN_SHAKE: float = 0.5 func _process(delta: float) -> void: calc_view_offset(delta) +func get_camera_center(): + return self.get_viewport().get_size() / 2 func calc_view_offset(delta: float): assert(player, "player is not attached to camera effects script") diff --git a/demo/assets/scripts/player/player_controller.gd b/demo/assets/scripts/player/player_controller.gd index c0972d0..a8c5647 100644 --- a/demo/assets/scripts/player/player_controller.gd +++ b/demo/assets/scripts/player/player_controller.gd @@ -1,5 +1,7 @@ class_name PlayerController extends CharacterBody3D +signal hit_static_body(rid, position) + @export var debug: bool = false @export_category("References") @export var camera: CameraController @@ -30,6 +32,21 @@ var speed: float = 0.0 var current_fall_velocity: float var previous_velocity: Vector3 +func _input(event: InputEvent) -> void: + if event.is_action_pressed("left_click"): + var center = camera_effects.get_camera_center() + var ray_orgin = camera_effects.project_ray_origin(center) + var ray_end = ray_orgin + camera_effects.project_ray_normal(center) * 1000 + + var new_intersection = PhysicsRayQueryParameters3D.create(ray_orgin, ray_end) + var query = get_world_3d().direct_space_state.intersect_ray(new_intersection) + + if query: + var collider = query["collider"] + var wall = collider.get_parent().get_parent() + if wall and wall is DestructableWall: + wall.hit(query["position"]) + func _physics_process(delta: float) -> void: previous_velocity = self.velocity @@ -67,28 +84,22 @@ func update_rotation(rotation_input) -> void: func sprint() -> void: sprint_modifier = sprint_speed - - func walk() -> void: sprint_modifier = 0.0 - func stand() -> void: crouch_modifier = 0.0 standing_collision.disabled = false crouching_collision.disabled = true - func crouch() -> void: crouch_modifier = crouch_speed standing_collision.disabled = true crouching_collision.disabled = false - func jump() -> void: velocity.y += jump_velocity - func check_fall_speed() -> bool: if current_fall_velocity < fall_velocity_threashold: current_fall_velocity = 0.0 diff --git a/demo/levels/prototype_level.tscn b/demo/levels/prototype_level.tscn index 492c584..b792f1d 100644 --- a/demo/levels/prototype_level.tscn +++ b/demo/levels/prototype_level.tscn @@ -1,75 +1,9 @@ -[gd_scene load_steps=15 format=3 uid="uid://yr0ymw4fpseu"] +[gd_scene load_steps=7 format=3 uid="uid://yr0ymw4fpseu"] -[ext_resource type="Texture2D" uid="uid://dwhdp7spars2b" path="res://assets/textures/texture.png" id="1_htrvu"] -[ext_resource type="Texture2D" uid="uid://doknmohl75xnp" path="res://assets/textures/t_floormetal1.png" id="2_6lfjr"] +[ext_resource type="PackedScene" uid="uid://b2sgheexmeisv" path="res://levels/test.tscn" id="1_htrvu"] [ext_resource type="PackedScene" uid="uid://bm4jq3rokgbn2" path="res://scenes/environment/world_environment.tscn" id="3_qd0o6"] [ext_resource type="PackedScene" uid="uid://dh8v00nh02l1" path="res://scenes/player/player_controller.tscn" id="4_6lfjr"] -[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_i5e4g"] -albedo_texture = ExtResource("1_htrvu") -uv1_triplanar = true - -[sub_resource type="BoxMesh" id="BoxMesh_pvbb1"] -size = Vector3(50, 1, 50) - -[sub_resource type="ConcavePolygonShape3D" id="ConcavePolygonShape3D_0bul0"] -data = PackedVector3Array(-25, 0.5, 25, 25, 0.5, 25, -25, -0.5, 25, 25, 0.5, 25, 25, -0.5, 25, -25, -0.5, 25, 25, 0.5, -25, -25, 0.5, -25, 25, -0.5, -25, -25, 0.5, -25, -25, -0.5, -25, 25, -0.5, -25, 25, 0.5, 25, 25, 0.5, -25, 25, -0.5, 25, 25, 0.5, -25, 25, -0.5, -25, 25, -0.5, 25, -25, 0.5, -25, -25, 0.5, 25, -25, -0.5, -25, -25, 0.5, 25, -25, -0.5, 25, -25, -0.5, -25, 25, 0.5, 25, -25, 0.5, 25, 25, 0.5, -25, -25, 0.5, 25, -25, 0.5, -25, 25, 0.5, -25, -25, -0.5, 25, 25, -0.5, 25, -25, -0.5, -25, 25, -0.5, 25, 25, -0.5, -25, -25, -0.5, -25) - -[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_rl8gb"] -albedo_texture = ExtResource("2_6lfjr") - -[sub_resource type="BoxMesh" id="BoxMesh_3sjje"] -size = Vector3(4, 1, 4) - -[sub_resource type="ConcavePolygonShape3D" id="ConcavePolygonShape3D_1wlit"] -data = PackedVector3Array(-2, 0.5, 2, 2, 0.5, 2, -2, -0.5, 2, 2, 0.5, 2, 2, -0.5, 2, -2, -0.5, 2, 2, 0.5, -2, -2, 0.5, -2, 2, -0.5, -2, -2, 0.5, -2, -2, -0.5, -2, 2, -0.5, -2, 2, 0.5, 2, 2, 0.5, -2, 2, -0.5, 2, 2, 0.5, -2, 2, -0.5, -2, 2, -0.5, 2, -2, 0.5, -2, -2, 0.5, 2, -2, -0.5, -2, -2, 0.5, 2, -2, -0.5, 2, -2, -0.5, -2, 2, 0.5, 2, -2, 0.5, 2, 2, 0.5, -2, -2, 0.5, 2, -2, 0.5, -2, 2, 0.5, -2, -2, -0.5, 2, 2, -0.5, 2, -2, -0.5, -2, 2, -0.5, 2, 2, -0.5, -2, -2, -0.5, -2) - -[sub_resource type="GDScript" id="GDScript_i5e4g"] -script/source = "@tool - -extends Line2D - -@export var camera : Camera3D -@export var start_position : Vector3 -@export var end_position: Vector3 -@export var line_color : Color -@export var target : Node -@export var offset : Vector3 -@export_range(0.0, 1.0) var alpha : float - -var start_point -var end_point -var line_points : PackedVector2Array -var direction : int = 0 - - -func _ready() -> void: - default_color = line_color - - -func _process(delta: float) -> void: - var pos = target.global_position - start_point = camera.unproject_position(pos) - end_point = camera.unproject_position(pos + offset) - - if start_point and end_point: - var a = start_point - var b = lerp(start_point, end_point, alpha) - line_points = [a, b] - - set_points(line_points) - - -func enter() -> void: - var tween = get_tree().create_tween() - tween.tween_property(self, \"alpha\", 1.0, 1.0).set_ease(Tween.EASE_IN_OUT).set_trans(Tween.TRANS_CUBIC) - - -func exit() -> void: - var tween = get_tree().create_tween() - tween.tween_property(self, \"alpha\", 0.0, 1.0).set_ease(Tween.EASE_IN_OUT).set_trans(Tween.TRANS_CUBIC) -" - [sub_resource type="Animation" id="Animation_q6206"] resource_name = "Camera_Pan" length = 2.0 @@ -86,23 +20,6 @@ tracks/0/keys = { "update": 0, "values": [Vector3(0, 0.6, 0), Vector3(2.864, 0.6, -5.781)] } -tracks/1/type = "method" -tracks/1/imported = false -tracks/1/enabled = true -tracks/1/path = NodePath("CanvasLayer/TutLine") -tracks/1/interp = 1 -tracks/1/loop_wrap = true -tracks/1/keys = { -"times": PackedFloat32Array(0.1, 1.66667), -"transitions": PackedFloat32Array(1, 1), -"values": [{ -"args": [], -"method": &"enter" -}, { -"args": [], -"method": &"exit" -}] -} [sub_resource type="Animation" id="Animation_6aore"] length = 0.001 @@ -160,84 +77,16 @@ _data = { [node name="PrototypeLevel" type="Node3D"] -[node name="Geometry" type="Node3D" parent="."] - -[node name="Floor" type="StaticBody3D" parent="Geometry"] -transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.5, 0) - -[node name="MeshInstance3D" type="MeshInstance3D" parent="Geometry/Floor"] -material_override = SubResource("StandardMaterial3D_i5e4g") -mesh = SubResource("BoxMesh_pvbb1") - -[node name="CollisionShape3D" type="CollisionShape3D" parent="Geometry/Floor"] -shape = SubResource("ConcavePolygonShape3D_0bul0") - -[node name="CrouchCheck" type="StaticBody3D" parent="Geometry"] -transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, -7) - -[node name="MeshInstance3D" type="MeshInstance3D" parent="Geometry/CrouchCheck"] -material_override = SubResource("StandardMaterial3D_rl8gb") -mesh = SubResource("BoxMesh_3sjje") - -[node name="CollisionShape3D" type="CollisionShape3D" parent="Geometry/CrouchCheck"] -shape = SubResource("ConcavePolygonShape3D_1wlit") - -[node name="CrouchCheck2" type="StaticBody3D" parent="Geometry"] -transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4, 0.5, -7) - -[node name="MeshInstance3D" type="MeshInstance3D" parent="Geometry/CrouchCheck2"] -material_override = SubResource("StandardMaterial3D_rl8gb") -mesh = SubResource("BoxMesh_3sjje") - -[node name="CollisionShape3D" type="CollisionShape3D" parent="Geometry/CrouchCheck2"] -shape = SubResource("ConcavePolygonShape3D_1wlit") - -[node name="CrouchCheck3" type="StaticBody3D" parent="Geometry"] -transform = Transform3D(0.3, 0, 0, 0, 0.3, 0, 0, 0, 0.3, 0, 0.17173958, 0) - -[node name="MeshInstance3D" type="MeshInstance3D" parent="Geometry/CrouchCheck3"] -material_override = SubResource("StandardMaterial3D_rl8gb") -mesh = SubResource("BoxMesh_3sjje") -skeleton = NodePath("../../CrouchCheck3") - -[node name="CollisionShape3D" type="CollisionShape3D" parent="Geometry/CrouchCheck3"] -shape = SubResource("ConcavePolygonShape3D_1wlit") - -[node name="CrouchCheck4" type="StaticBody3D" parent="Geometry"] -transform = Transform3D(0.3, 0, 0, 0, 0.3, 0, 0, 0, 0.3, -1.1974242, 0.45065737, 0) - -[node name="MeshInstance3D" type="MeshInstance3D" parent="Geometry/CrouchCheck4"] -material_override = SubResource("StandardMaterial3D_rl8gb") -mesh = SubResource("BoxMesh_3sjje") -skeleton = NodePath("../../CrouchCheck3") - -[node name="CollisionShape3D" type="CollisionShape3D" parent="Geometry/CrouchCheck4"] -shape = SubResource("ConcavePolygonShape3D_1wlit") +[node name="Test" parent="." instance=ExtResource("1_htrvu")] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.0006740093, 0, 0.0040898323) [node name="PlayerController" parent="." instance=ExtResource("4_6lfjr")] -transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3.84185, 1, -3.5) +transform = Transform3D(-0.025461588, 0, 0.9996758, 0, 1, 0, -0.9996758, 0, -0.025461588, -3.8619363, 6.026245, -1.4375198) [node name="WorldEnvironment" parent="." instance=ExtResource("3_qd0o6")] [node name="Animator" type="Node" parent="."] -[node name="CanvasLayer" type="CanvasLayer" parent="Animator"] -follow_viewport_enabled = true - -[node name="TutLine" type="Line2D" parent="Animator/CanvasLayer" node_paths=PackedStringArray("camera", "target")] -visible = false -points = PackedVector2Array(998, 477.933, 998, 477.933) -joint_mode = 2 -begin_cap_mode = 2 -end_cap_mode = 2 -round_precision = 32 -antialiased = true -script = SubResource("GDScript_i5e4g") -camera = NodePath("../../Camera3D") -line_color = Color(1, 1, 1, 1) -target = NodePath("../../../Geometry/CrouchCheck") -offset = Vector3(0, -2, 0) - [node name="Camera3D" type="Camera3D" parent="Animator"] transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.84113, 0) diff --git a/demo/levels/test.tscn b/demo/levels/test.tscn new file mode 100644 index 0000000..7ee68d4 --- /dev/null +++ b/demo/levels/test.tscn @@ -0,0 +1,258 @@ +[gd_scene load_steps=19 format=4 uid="uid://b2sgheexmeisv"] + +[ext_resource type="Script" uid="uid://cwu5cf7a0awcd" path="res://addons/func_godot/src/map/func_godot_map.gd" id="1_ny0t1"] +[ext_resource type="Resource" uid="uid://cim67fmjpgouw" 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PackedByteArray("AACGPwAAwD8AAIC8AACGvwAAwD8AAIC8AACGvwAAwL8AAIC8AACGPwAAwL8AAIC8AACGvwAAwL8AAIA8AACGvwAAwL8AAIC8AACGvwAAwD8AAIC8AACGvwAAwD8AAIA8AACGvwAAwL8AAIA8AACGPwAAwL8AAIA8AACGPwAAwL8AAIC8AACGvwAAwL8AAIC8AACGvwAAwD8AAIA8AACGvwAAwD8AAIC8AACGPwAAwD8AAIC8AACGPwAAwD8AAIA8AACGPwAAwD8AAIA8AACGPwAAwD8AAIC8AACGPwAAwL8AAIC8AACGPwAAwL8AAIA8AACGPwAAwL8AAIA8AACGvwAAwL8AAIA8AACGvwAAwD8AAIA8AACGPwAAwD8AAIA8/////////z//////////P/////////8//////////z8AAP9///8AAAAA/3///wAAAAD/f///AAAAAP9///8AAP9/AAD//////38AAP//////fwAA//////9/AAD//////3////9//7//f////3//v/9/////f/+//3////9//7////9//3//P////3//f/8/////f/9//z////9//3//P/9//38AAP8//3//fwAA/z//f/9/AAD/P/9//38AAP8/") +}] + +[node name="Test" type="Node3D"] + +[node name="FuncGodotMap" type="Node3D" parent="."] +script = ExtResource("1_ny0t1") +local_map_file = "uid://da8hglnmlook7" +map_settings = ExtResource("2_r4e4k") +metadata/_custom_type_script = "uid://cwu5cf7a0awcd" + +[node name="entity_0_worldspawn" type="StaticBody3D" parent="FuncGodotMap"] +collision_mask = 0 + +[node name="entity_0_mesh_instance" type="MeshInstance3D" parent="FuncGodotMap/entity_0_worldspawn"] +mesh = SubResource("ArrayMesh_u45fp") + +[node name="entity_0_brush_0_collision_shape" type="CollisionShape3D" parent="FuncGodotMap/entity_0_worldspawn"] +shape = SubResource("ConvexPolygonShape3D_2grjb") + +[node name="entity_1_func_movingplatform" type="AnimatableBody3D" parent="FuncGodotMap"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -6.1035156e-05, 14.25) +script = ExtResource("4_6g8e2") + +[node name="entity_1_mesh_instance" type="MeshInstance3D" parent="FuncGodotMap/entity_1_func_movingplatform"] +mesh = SubResource("ArrayMesh_qhvcx") + +[node name="entity_1_brush_0_collision_shape" type="CollisionShape3D" parent="FuncGodotMap/entity_1_func_movingplatform"] +shape = SubResource("ConvexPolygonShape3D_kqvnf") + +[node name="entity_2_func_destructablewall" type="Node3D" parent="FuncGodotMap" node_paths=PackedStringArray("meshInstance3d")] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.5, 2, 2.5) +script = ExtResource("6_u45fp") +verts2d = PackedVector2Array(-1, -1.5, 1, -1.5, 1, 1.5, -1, 1.5, -1, -1.5) +meshInstance3d = NodePath("entity_2_mesh_instance") +depth = -1.0 +depth_position_offset = Vector3(0, 0, 0.5) + +[node name="entity_2_mesh_instance" type="MeshInstance3D" parent="FuncGodotMap/entity_2_func_destructablewall"] +mesh = SubResource("ArrayMesh_eudka") + +[node name="entity_3_func_destructablewall" type="Node3D" parent="FuncGodotMap" node_paths=PackedStringArray("meshInstance3d")] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -3.75, 2, -2.953125) +script = ExtResource("6_u45fp") +verts2d = PackedVector2Array(-2.546875, -1.5, 2.546875, -1.5, 2.546875, 1.5, -2.546875, 1.5, -2.546875, -1.5) +meshInstance3d = NodePath("entity_3_mesh_instance") +extrusion_direction = 1 +depth = -0.5 +depth_position_offset = Vector3(-0.25, 0, 0) + +[node name="entity_3_mesh_instance" type="MeshInstance3D" parent="FuncGodotMap/entity_3_func_destructablewall"] +mesh = SubResource("ArrayMesh_qtvpr") + +[node name="entity_4_func_destructablewall" type="Node3D" parent="FuncGodotMap" node_paths=PackedStringArray("meshInstance3d")] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 9.953125, 0.75, -4.5) +script = ExtResource("6_u45fp") +verts2d = PackedVector2Array(-1.546875, -2, 1.546875, -2, 1.546875, 2, -1.546875, 2, -1.546875, -2) +meshInstance3d = NodePath("entity_4_mesh_instance") +extrusion_direction = 2 +depth = -0.5 +depth_position_offset = Vector3(0, -0.25, 0) + +[node name="entity_4_mesh_instance" type="MeshInstance3D" parent="FuncGodotMap/entity_4_func_destructablewall"] +mesh = SubResource("ArrayMesh_drwxn") + +[node name="entity_5_func_destructablewall" type="Node3D" parent="FuncGodotMap" node_paths=PackedStringArray("meshInstance3d")] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.953125, 2, 2.5) +script = ExtResource("6_u45fp") +verts2d = PackedVector2Array(-1.046875, -1.5, 1.046875, -1.5, 1.046875, 1.5, -1.046875, 1.5, -1.046875, -1.5) +meshInstance3d = NodePath("entity_5_mesh_instance") +depth = -1.0 +depth_position_offset = Vector3(0, 0, 0.5) + +[node name="entity_5_mesh_instance" type="MeshInstance3D" parent="FuncGodotMap/entity_5_func_destructablewall"] +mesh = SubResource("ArrayMesh_rmkky") + +[node name="entity_6_func_destructablewall" type="Node3D" parent="FuncGodotMap" node_paths=PackedStringArray("meshInstance3d")] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -3.75, 2, 2.546875) +script = ExtResource("6_u45fp") +verts2d = PackedVector2Array(-2.546875, -1.5, 2.546875, -1.5, 2.546875, 1.5, -2.546875, 1.5, -2.546875, -1.5) +meshInstance3d = NodePath("entity_6_mesh_instance") +extrusion_direction = 1 +depth = -0.5 +depth_position_offset = Vector3(-0.25, 0, 0) + +[node name="entity_6_mesh_instance" type="MeshInstance3D" parent="FuncGodotMap/entity_6_func_destructablewall"] +mesh = SubResource("ArrayMesh_epu3l") + +[node name="entity_7_func_destructablewall" type="Node3D" parent="FuncGodotMap" node_paths=PackedStringArray("meshInstance3d")] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3, 1, -3.7500305) +script = ExtResource("6_u45fp") +verts2d = PackedVector2Array(-1.0000001, -0.7500305, 0.9998779, -0.25006104, 1, -0.24996948, 1, 0.7500305, -1.0000001, 0.7500305, -1.0000001, -0.7500305) +meshInstance3d = NodePath("entity_7_mesh_instance") +extrusion_direction = 2 +depth = -1.0000000596046448 +depth_position_offset = Vector3(0, -0.5, 0) + +[node name="entity_7_mesh_instance" type="MeshInstance3D" parent="FuncGodotMap/entity_7_func_destructablewall"] +mesh = SubResource("ArrayMesh_lqn8c") + +[node name="entity_8_func_destructablewall" type="Node3D" parent="FuncGodotMap" node_paths=PackedStringArray("meshInstance3d")] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.546875, 2, 4.015625) +script = ExtResource("6_u45fp") +verts2d = PackedVector2Array(-1.046875, -1.5, 1.046875, -1.5, 1.046875, 1.5, -1.046875, 1.5, -1.046875, -1.5) +meshInstance3d = NodePath("entity_8_mesh_instance") +depth = -0.03125 +depth_position_offset = Vector3(0, 0, 0.015625) + +[node name="entity_8_mesh_instance" type="MeshInstance3D" parent="FuncGodotMap/entity_8_func_destructablewall"] +mesh = SubResource("ArrayMesh_08uri") diff --git a/demo/project.godot b/demo/project.godot index 133a8b1..3929568 100644 --- a/demo/project.godot +++ b/demo/project.godot @@ -26,7 +26,7 @@ window/size/viewport_height=1080 [editor_plugins] -enabled=PackedStringArray("res://addons/godot_state_charts/plugin.cfg") +enabled=PackedStringArray("res://addons/func_godot/plugin.cfg", "res://addons/godot_state_charts/plugin.cfg") [input] @@ -80,3 +80,18 @@ test={ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194343,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) ] } +left_click={ +"deadzone": 0.2, +"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(85, 21),"global_position":Vector2(94, 69),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null) +] +} + +[physics] + +3d/physics_engine="Jolt Physics" + +[rendering] + +textures/canvas_textures/default_texture_filter=0 +textures/decals/filter=0 +textures/light_projectors/filter=0 diff --git a/demo/scenes/player/player_controller.tscn b/demo/scenes/player/player_controller.tscn index 6a60aea..946cd8b 100644 --- a/demo/scenes/player/player_controller.tscn +++ b/demo/scenes/player/player_controller.tscn @@ -88,7 +88,6 @@ script = ExtResource("4_cv1cy") [node name="MouseCapture" type="Node" parent="Components"] script = ExtResource("1_4q5nu") -debug = true [node name="StepHandler" type="Node" parent="Components" node_paths=PackedStringArray("player")] script = ExtResource("7_3nb03") diff --git a/demo/scenes/wall.tscn b/demo/scenes/wall.tscn deleted file mode 100644 index acf5199..0000000 --- a/demo/scenes/wall.tscn +++ /dev/null @@ -1,24 +0,0 @@ -[gd_scene load_steps=4 format=3 uid="uid://dvgdgi3jrhrvt"] - -[ext_resource type="Script" uid="uid://cs057402w7w17" path="res://assets/scripts/destructable/camera.gd" id="1_2ktk7"] -[ext_resource type="Script" uid="uid://42cwsrh6jyns" path="res://assets/scripts/destructable/destructable_wall.gd" id="2_e00m8"] - -[sub_resource type="Environment" id="Environment_ig7tw"] - -[node name="Node3D" type="Node3D"] - -[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."] -transform = Transform3D(0.8192555, 0.5717188, 0.044250764, -0.5075839, 0.7589243, -0.40791288, -0.2667944, 0.31172383, 0.91194814, 0, 0.54785013, 6.354968) -shadow_enabled = true - -[node name="WorldEnvironment" type="WorldEnvironment" parent="."] -environment = SubResource("Environment_ig7tw") - -[node name="Camera3D" type="Camera3D" parent="."] -transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.546, 1, 1.6508019) -current = true -script = ExtResource("1_2ktk7") - -[node name="Wall" type="Node3D" parent="."] -script = ExtResource("2_e00m8") -outer_polygon = PackedVector2Array(0, 2, 2, 2, 2, 0, 0, 0) diff --git a/demo/trenchbroom/demo_fgd.tres b/demo/trenchbroom/demo_fgd.tres new file mode 100644 index 0000000..6933e8b --- /dev/null +++ b/demo/trenchbroom/demo_fgd.tres @@ -0,0 +1,13 @@ +[gd_resource type="Resource" script_class="FuncGodotFGDFile" load_steps=5 format=3 uid="uid://e0ip2my7itxr"] + +[ext_resource type="Resource" uid="uid://crgpdahjaj" path="res://addons/func_godot/fgd/func_godot_fgd.tres" id="1_roqqm"] +[ext_resource type="Script" uid="uid://drlmgulwbjwqu" path="res://addons/func_godot/src/fgd/func_godot_fgd_file.gd" id="2_6tq1h"] +[ext_resource type="Resource" uid="uid://g5ugobh3gjgy" path="res://trenchbroom/fgd/solid/func_moving_platform.tres" id="2_yv5by"] +[ext_resource type="Resource" uid="uid://b80uo2qnaart5" path="res://trenchbroom/fgd/solid/func_destructable_wall.tres" id="3_yv5by"] + +[resource] +script = ExtResource("2_6tq1h") +fgd_name = "demo" +base_fgd_files = Array[Resource]([ExtResource("1_roqqm")]) +entity_definitions = Array[Resource]([ExtResource("2_yv5by"), ExtResource("3_yv5by")]) +metadata/_custom_type_script = "uid://drlmgulwbjwqu" diff --git a/demo/trenchbroom/fgd/solid/func_destructable_wall.tres b/demo/trenchbroom/fgd/solid/func_destructable_wall.tres new file mode 100644 index 0000000..c39cd9e --- /dev/null +++ b/demo/trenchbroom/fgd/solid/func_destructable_wall.tres @@ -0,0 +1,16 @@ +[gd_resource type="Resource" script_class="FuncGodotFGDSolidClass" load_steps=3 format=3 uid="uid://b80uo2qnaart5"] + +[ext_resource type="Script" uid="uid://5cow84q03m6a" path="res://addons/func_godot/src/fgd/func_godot_fgd_solid_class.gd" id="1_1gpns"] +[ext_resource type="Script" uid="uid://42cwsrh6jyns" path="res://assets/scripts/environment/destructable/destructable_wall.gd" id="2_7nwkm"] + +[resource] +script = ExtResource("1_1gpns") +script_class = ExtResource("2_7nwkm") +classname = "func_destructablewall" +description = "Set the brush entity as a destructable. +" +class_properties = { +"extrude_direction": 0 +} +node_class = "Node3D" +metadata/_custom_type_script = "uid://5cow84q03m6a" diff --git a/demo/trenchbroom/fgd/solid/func_moving_platform.tres b/demo/trenchbroom/fgd/solid/func_moving_platform.tres new file mode 100644 index 0000000..04a0571 --- /dev/null +++ b/demo/trenchbroom/fgd/solid/func_moving_platform.tres @@ -0,0 +1,17 @@ +[gd_resource type="Resource" script_class="FuncGodotFGDSolidClass" load_steps=3 format=3 uid="uid://g5ugobh3gjgy"] + +[ext_resource type="Script" uid="uid://5cow84q03m6a" path="res://addons/func_godot/src/fgd/func_godot_fgd_solid_class.gd" id="1_kbho3"] +[ext_resource type="Script" uid="uid://br22sm42ks1m0" path="res://assets/scripts/environment/moving_platform.gd" id="2_adkcc"] + +[resource] +script = ExtResource("1_kbho3") +script_class = ExtResource("2_adkcc") +classname = "func_movingplatform" +description = "Sets brush entity as a moving platform." +class_properties = { +"move_direction": Vector3(0, 0, 0), +"move_distance": 0.0, +"move_time": 0.0 +} +node_class = "AnimatableBody3D" +metadata/_custom_type_script = "uid://5cow84q03m6a" diff --git a/demo/trenchbroom/local_config.tres b/demo/trenchbroom/local_config.tres new file mode 100644 index 0000000..d0f04c2 --- /dev/null +++ b/demo/trenchbroom/local_config.tres @@ -0,0 +1,7 @@ +[gd_resource type="Resource" script_class="FuncGodotLocalConfig" load_steps=2 format=3 uid="uid://7htg0044tbho"] + +[ext_resource type="Script" uid="uid://xsjnhahhyein" path="res://addons/func_godot/src/util/func_godot_local_config.gd" id="1_c215m"] + +[resource] +script = ExtResource("1_c215m") +metadata/_custom_type_script = "uid://xsjnhahhyein" diff --git a/demo/trenchbroom/map_settings.tres b/demo/trenchbroom/map_settings.tres new file mode 100644 index 0000000..23357bd --- /dev/null +++ b/demo/trenchbroom/map_settings.tres @@ -0,0 +1,15 @@ +[gd_resource type="Resource" script_class="FuncGodotMapSettings" load_steps=5 format=3 uid="uid://cim67fmjpgouw"] + +[ext_resource type="Material" uid="uid://cvex6toty8yn7" path="res://addons/func_godot/textures/default_material.tres" id="1_nh48w"] +[ext_resource type="Resource" uid="uid://e0ip2my7itxr" path="res://trenchbroom/demo_fgd.tres" id="2_nh48w"] +[ext_resource type="Script" uid="uid://38q6k0ctahjn" path="res://addons/func_godot/src/map/func_godot_map_settings.gd" id="3_gy2v4"] +[ext_resource type="Script" uid="uid://cij36hpqc46c" path="res://addons/func_godot/src/import/quake_wad_file.gd" id="4_wywvf"] + +[resource] +script = ExtResource("3_gy2v4") +entity_fgd = ExtResource("2_nh48w") +base_texture_dir = "res://trenchbroom/textures" +clip_texture = "clip" +skip_texture = "skip" +origin_texture = "origin" +metadata/_custom_type_script = "uid://38q6k0ctahjn" diff --git a/demo/addons/debug_draw_3d/libs/.gdignore b/demo/trenchbroom/maps/autosave/.gdignore similarity index 100% rename from demo/addons/debug_draw_3d/libs/.gdignore rename to demo/trenchbroom/maps/autosave/.gdignore diff --git a/demo/trenchbroom/maps/autosave/test.1.map b/demo/trenchbroom/maps/autosave/test.1.map new file mode 100644 index 0000000..6b0126d --- /dev/null +++ b/demo/trenchbroom/maps/autosave/test.1.map @@ -0,0 +1,153 @@ +// Game: demo +// Format: Valve +// entity 0 +{ +"mapversion" "220" +"wad" "" +"classname" "worldspawn" +"_tb_mod" "trenchbroom" +// brush 0 +{ +( 416 -368 -16 ) ( 416 -366 -16 ) ( 416 -368 -15 ) tile191 [ 0 -0.5 0 8 ] [ 0 0 -1 0 ] 90 1 1 +( 416 -368 -16 ) ( 416 -368 -15 ) ( 418.12499999999994 -368 -16 ) tile191 [ 0.47058823529411775 0 0 12.235291 ] [ 0 0 -1 0 ] 90 1 1 +( 416 -368 -16 ) ( 418.12499999999994 -368 -16 ) ( 416 -366 -16 ) tile191 [ -0.47058823529411775 0 0 -12.235291 ] [ 0 -0.5 0 8 ] 90 1 1 +( 688 -112 16 ) ( 688 -110 16 ) ( 690.125 -112 16 ) tile191 [ 0.47058823529411775 0 0 12.235291 ] [ 0 -0.5 0 8 ] 90 1 1 +( 688 -112 16 ) ( 690.125 -112 16 ) ( 688 -112 17 ) tile191 [ -0.47058823529411775 0 0 -12.235291 ] [ 0 0 -1 0 ] 90 1 1 +( 688 -112 16 ) ( 688 -112 17 ) ( 688 -110 16 ) tile191 [ 0 0.5 0 -8 ] [ 0 0 -1 0 ] 90 1 1 +} +// brush 1 +{ +( 144 -368 -16 ) ( 144 -366 -16 ) ( 144 -368 -15 ) tile191 [ 0 -0.5 0 8 ] [ 0 0 -1 0 ] 90 1 1 +( 144 -368 -16 ) ( 144 -368 -15 ) ( 146.125 -368 -16 ) tile191 [ 0.47058823529411775 0 0 12.235291 ] [ 0 0 -1 0 ] 90 1 1 +( 144 -368 -16 ) ( 146.125 -368 -16 ) ( 144 -366 -16 ) tile191 [ -0.47058823529411775 0 0 -12.235291 ] [ 0 -0.5 0 8 ] 90 1 1 +( 416 -112 16 ) ( 416 -110 16 ) ( 418.12499999999994 -112 16 ) tile191 [ 0.47058823529411775 0 0 12.235291 ] [ 0 -0.5 0 8 ] 90 1 1 +( 416 -112 16 ) ( 418.12499999999994 -112 16 ) ( 416 -112 17 ) tile191 [ -0.47058823529411775 0 0 -12.235291 ] [ 0 0 -1 0 ] 90 1 1 +( 416 -112 16 ) ( 416 -112 17 ) ( 416 -110 16 ) tile191 [ 0 0.5 0 -8 ] [ 0 0 -1 0 ] 90 1 1 +} +// brush 2 +{ +( -128 -368 -16 ) ( -128 -366 -16 ) ( -128 -368 -15 ) tile191 [ 0 -0.5 0 8 ] [ 0 0 -1 0 ] 180 1 1 +( -128 -368 -16 ) ( -128 -368 -15 ) ( -125.875 -368 -16 ) tile191 [ 0.47058823529411775 0 0 -3.7647057 ] [ 0 0 -1 0 ] 180 1 1 +( -128 -368 -16 ) ( -125.875 -368 -16 ) ( -128 -366 -16 ) tile191 [ -0.47058823529411775 0 0 3.7647057 ] [ 0 -0.5 0 8 ] 180 1 1 +( 144 -112 16 ) ( 144 -110 16 ) ( 146.125 -112 16 ) tile191 [ 0.47058823529411775 0 0 -3.7647057 ] [ 0 -0.5 0 8 ] 180 1 1 +( 144 -112 16 ) ( 146.125 -112 16 ) ( 144 -112 17 ) tile191 [ -0.47058823529411775 0 0 3.7647057 ] [ 0 0 -1 0 ] 180 1 1 +( 144 -112 16 ) ( 144 -112 17 ) ( 144 -110 16 ) tile191 [ 0 0.5 0 -8 ] [ 0 0 -1 0 ] 180 1 1 +} +// brush 3 +{ +( -400 -368 -16 ) ( -400 -366 -16 ) ( -400 -368 -15 ) tile191 [ 0 -0.5 0 8 ] [ 0 0 -1 0 ] 180 1 1 +( -400 -368 -16 ) ( -400 -368 -15 ) ( -397.875 -368 -16 ) tile191 [ 0.47058823529411775 0 0 -3.7647095 ] [ 0 0 -1 0 ] 180 1 1 +( -400 -368 -16 ) ( -397.875 -368 -16 ) ( -400 -366 -16 ) tile191 [ -0.47058823529411775 0 0 3.7647095 ] [ 0 -0.5 0 8 ] 180 1 1 +( -128 -112 16 ) ( -128 -110 16 ) ( -125.875 -112 16 ) tile191 [ 0.47058823529411775 0 0 -3.7647095 ] [ 0 -0.5 0 8 ] 180 1 1 +( -128 -112 16 ) ( -125.875 -112 16 ) ( -128 -112 17 ) tile191 [ -0.47058823529411775 0 0 3.7647095 ] [ 0 0 -1 0 ] 180 1 1 +( -128 -112 16 ) ( -128 -112 17 ) ( -128 -110 16 ) tile191 [ 0 0.5 0 -8 ] [ 0 0 -1 0 ] 180 1 1 +} +// brush 4 +{ +( -400 -112 -16 ) ( -400 -110 -16 ) ( -400 -112 -15 ) tile191 [ 0 -0.5 0 -8 ] [ 0 0 -1 0 ] 0 1 1 +( -400 -112 -16 ) ( -400 -112 -15 ) ( -397.875 -112 -16 ) tile191 [ 0.47058823529411775 0 0 -3.7647095 ] [ 0 0 -1 0 ] 0 1 1 +( -400 -112 -16 ) ( -397.875 -112 -16 ) ( -400 -110 -16 ) tile191 [ -0.47058823529411775 0 0 3.7647095 ] [ 0 -0.5 0 -8 ] 0 1 1 +( -128 144 16 ) ( -128 146 16 ) ( -125.875 144 16 ) tile191 [ 0.47058823529411775 0 0 -3.7647095 ] [ 0 -0.5 0 -8 ] 0 1 1 +( -128 144 16 ) ( -125.875 144 16 ) ( -128 144 17 ) tile191 [ -0.47058823529411775 0 0 3.7647095 ] [ 0 0 -1 0 ] 0 1 1 +( -128 144 16 ) ( -128 144 17 ) ( -128 146 16 ) tile191 [ 0 0.5 0 8 ] [ 0 0 -1 0 ] 0 1 1 +} +// brush 5 +{ +( -128 -112 -16 ) ( -128 -110 -16 ) ( -128 -112 -15 ) tile191 [ 0 -0.5 0 -8 ] [ 0 0 -1 0 ] 0 1 1 +( -128 -112 -16 ) ( -128 -112 -15 ) ( -125.875 -112 -16 ) tile191 [ 0.47058823529411775 0 0 -3.7647057 ] [ 0 0 -1 0 ] 0 1 1 +( -128 -112 -16 ) ( -125.875 -112 -16 ) ( -128 -110 -16 ) tile191 [ -0.47058823529411775 0 0 3.7647057 ] [ 0 -0.5 0 -8 ] 0 1 1 +( 144 144 16 ) ( 144 146 16 ) ( 146.125 144 16 ) tile191 [ 0.47058823529411775 0 0 -3.7647057 ] [ 0 -0.5 0 -8 ] 0 1 1 +( 144 144 16 ) ( 146.125 144 16 ) ( 144 144 17 ) tile191 [ -0.47058823529411775 0 0 3.7647057 ] [ 0 0 -1 0 ] 0 1 1 +( 144 144 16 ) ( 144 144 17 ) ( 144 146 16 ) tile191 [ 0 0.5 0 8 ] [ 0 0 -1 0 ] 0 1 1 +} +// brush 6 +{ +( 144 -112 -16 ) ( 144 -110 -16 ) ( 144 -112 -15 ) tile191 [ 0 -0.5 0 8 ] [ 0 0 -1 0 ] 270 1 1 +( 144 -112 -16 ) ( 144 -112 -15 ) ( 146.125 -112 -16 ) tile191 [ 0.47058823529411775 0 0 12.235291 ] [ 0 0 -1 0 ] 270 1 1 +( 144 -112 -16 ) ( 146.125 -112 -16 ) ( 144 -110 -16 ) tile191 [ -0.47058823529411775 0 0 -12.235291 ] [ 0 -0.5 0 8 ] 270 1 1 +( 416 144 16 ) ( 416 146 16 ) ( 418.12499999999994 144 16 ) tile191 [ 0.47058823529411775 0 0 12.235291 ] [ 0 -0.5 0 8 ] 270 1 1 +( 416 144 16 ) ( 418.12499999999994 144 16 ) ( 416 144 17 ) tile191 [ -0.47058823529411775 0 0 -12.235291 ] [ 0 0 -1 0 ] 270 1 1 +( 416 144 16 ) ( 416 144 17 ) ( 416 146 16 ) tile191 [ 0 0.5 0 -8 ] [ 0 0 -1 0 ] 270 1 1 +} +// brush 7 +{ +( 416 -112 -16 ) ( 416 -110 -16 ) ( 416 -112 -15 ) tile191 [ 0 -0.5 0 8 ] [ 0 0 -1 0 ] 270 1 1 +( 416 -112 -16 ) ( 416 -112 -15 ) ( 418.12499999999994 -112 -16 ) tile191 [ 0.47058823529411775 0 0 12.235291 ] [ 0 0 -1 0 ] 270 1 1 +( 416 -112 -16 ) ( 418.12499999999994 -112 -16 ) ( 416 -110 -16 ) tile191 [ -0.47058823529411775 0 0 -12.235291 ] [ 0 -0.5 0 8 ] 270 1 1 +( 688 144 16 ) ( 688 146 16 ) ( 690.125 144 16 ) tile191 [ 0.47058823529411775 0 0 12.235291 ] [ 0 -0.5 0 8 ] 270 1 1 +( 688 144 16 ) ( 690.125 144 16 ) ( 688 144 17 ) tile191 [ -0.47058823529411775 0 0 -12.235291 ] [ 0 0 -1 0 ] 270 1 1 +( 688 144 16 ) ( 688 144 17 ) ( 688 146 16 ) tile191 [ 0 0.5 0 -8 ] [ 0 0 -1 0 ] 270 1 1 +} +// brush 8 +{ +( 144 144 -16 ) ( 144 146 -16 ) ( 144 144 -15 ) tile191 [ 0 -0.5 0 -8 ] [ 0 0 -1 0 ] 0 1 1 +( 144 144 -16 ) ( 144 144 -15 ) ( 146.125 144 -16 ) tile191 [ 0.47058823529411775 0 0 12.235291 ] [ 0 0 -1 0 ] 0 1 1 +( 144 144 -16 ) ( 146.125 144 -16 ) ( 144 146 -16 ) tile191 [ -0.47058823529411775 0 0 -12.235291 ] [ 0 -0.5 0 -8 ] 0 1 1 +( 416 400 16 ) ( 416 402 16 ) ( 418.125 400 16 ) tile191 [ 0.47058823529411775 0 0 12.235291 ] [ 0 -0.5 0 -8 ] 0 1 1 +( 416 400 16 ) ( 418.125 400 16 ) ( 416 400 17 ) tile191 [ -0.47058823529411775 0 0 -12.235291 ] [ 0 0 -1 0 ] 0 1 1 +( 416 400 16 ) ( 416 400 17 ) ( 416 402 16 ) tile191 [ 0 0.5 0 8 ] [ 0 0 -1 0 ] 0 1 1 +} +// brush 9 +{ +( -128 144 -16 ) ( -128 146 -16 ) ( -128 144 -15 ) tile191 [ 0 -0.5 0 8 ] [ 0 0 -1 0 ] 0 1 1 +( -128 144 -16 ) ( -128 144 -15 ) ( -125.875 144 -16 ) tile191 [ 0.47058823529411775 0 0 -3.764706 ] [ 0 0 -1 0 ] 0 1 1 +( -128 144 -16 ) ( -125.875 144 -16 ) ( -128 146 -16 ) tile191 [ -0.47058823529411775 0 0 3.764706 ] [ 0 -0.5 0 8 ] 0 1 1 +( 144 400 16 ) ( 144 402 16 ) ( 146.125 400 16 ) tile191 [ 0.47058823529411775 0 0 -3.764706 ] [ 0 -0.5 0 8 ] 0 1 1 +( 144 400 16 ) ( 146.125 400 16 ) ( 144 400 17 ) tile191 [ -0.47058823529411775 0 0 3.764706 ] [ 0 0 -1 0 ] 0 1 1 +( 144 400 16 ) ( 144 400 17 ) ( 144 402 16 ) tile191 [ 0 0.5 0 -8 ] [ 0 0 -1 0 ] 0 1 1 +} +// brush 10 +{ +( -400 144 -16 ) ( -400 146 -16 ) ( -400 144 -15 ) tile191 [ 0 -0.5 0 8 ] [ 0 0 -1 0 ] 0 1 1 +( -400 144 -16 ) ( -400 144 -15 ) ( -397.875 144 -16 ) tile191 [ 0.47058823529411775 0 0 -3.7647095 ] [ 0 0 -1 0 ] 0 1 1 +( -400 144 -16 ) ( -397.875 144 -16 ) ( -400 146 -16 ) tile191 [ -0.47058823529411775 0 0 3.7647095 ] [ 0 -0.5 0 8 ] 0 1 1 +( -128 400 16 ) ( -128 402 16 ) ( -125.875 400 16 ) tile191 [ 0.47058823529411775 0 0 -3.7647095 ] [ 0 -0.5 0 8 ] 0 1 1 +( -128 400 16 ) ( -125.875 400 16 ) ( -128 400 17 ) tile191 [ -0.47058823529411775 0 0 3.7647095 ] [ 0 0 -1 0 ] 0 1 1 +( -128 400 16 ) ( -128 400 17 ) ( -128 402 16 ) tile191 [ 0 0.5 0 -8 ] [ 0 0 -1 0 ] 0 1 1 +} +// brush 11 +{ +( 416 144 -16 ) ( 416 146 -16 ) ( 416 144 -15 ) tile191 [ 0 -0.5 0 -8 ] [ 0 0 -1 0 ] 0 1 1 +( 416 144 -16 ) ( 416 144 -15 ) ( 418.125 144 -16 ) tile191 [ 0.47058823529411775 0 0 12.235291 ] [ 0 0 -1 0 ] 0 1 1 +( 416 144 -16 ) ( 418.125 144 -16 ) ( 416 146 -16 ) tile191 [ -0.47058823529411775 0 0 -12.235291 ] [ 0 -0.5 0 -8 ] 0 1 1 +( 688 400 16 ) ( 688 402 16 ) ( 690.125 400 16 ) tile191 [ 0.47058823529411775 0 0 12.235291 ] [ 0 -0.5 0 -8 ] 0 1 1 +( 688 400 16 ) ( 690.125 400 16 ) ( 688 400 17 ) tile191 [ -0.47058823529411775 0 0 -12.235291 ] [ 0 0 -1 0 ] 0 1 1 +( 688 400 16 ) ( 688 400 17 ) ( 688 402 16 ) tile191 [ 0 0.5 0 8 ] [ 0 0 -1 0 ] 0 1 1 +} +// brush 12 +{ +( 416 400 -16 ) ( 416 402 -16 ) ( 416 400 -15 ) tile191 [ 0 -0.5 0 -8 ] [ 0 0 -1 0 ] 180 1 1 +( 416 400 -16 ) ( 416 400 -15 ) ( 418.125 400 -16 ) tile191 [ 0.47058823529411775 0 0 12.235291 ] [ 0 0 -1 0 ] 180 1 1 +( 416 400 -16 ) ( 418.125 400 -16 ) ( 416 402 -16 ) tile191 [ -0.47058823529411775 0 0 -12.235291 ] [ 0 -0.5 0 -8 ] 180 1 1 +( 688 656 16 ) ( 688 658 16 ) ( 690.125 656 16 ) tile191 [ 0.47058823529411775 0 0 12.235291 ] [ 0 -0.5 0 -8 ] 180 1 1 +( 688 656 16 ) ( 690.125 656 16 ) ( 688 656 17 ) tile191 [ -0.47058823529411775 0 0 -12.235291 ] [ 0 0 -1 0 ] 180 1 1 +( 688 656 16 ) ( 688 656 17 ) ( 688 658 16 ) tile191 [ 0 0.5 0 8 ] [ 0 0 -1 0 ] 180 1 1 +} +// brush 13 +{ +( 144 400 -16 ) ( 144 402 -16 ) ( 144 400 -15 ) tile191 [ 0 -0.5 0 -8 ] [ 0 0 -1 0 ] 180 1 1 +( 144 400 -16 ) ( 144 400 -15 ) ( 146.125 400 -16 ) tile191 [ 0.47058823529411775 0 0 12.235291 ] [ 0 0 -1 0 ] 180 1 1 +( 144 400 -16 ) ( 146.125 400 -16 ) ( 144 402 -16 ) tile191 [ -0.47058823529411775 0 0 -12.235291 ] [ 0 -0.5 0 -8 ] 180 1 1 +( 416 656 16 ) ( 416 658 16 ) ( 418.125 656 16 ) tile191 [ 0.47058823529411775 0 0 12.235291 ] [ 0 -0.5 0 -8 ] 180 1 1 +( 416 656 16 ) ( 418.125 656 16 ) ( 416 656 17 ) tile191 [ -0.47058823529411775 0 0 -12.235291 ] [ 0 0 -1 0 ] 180 1 1 +( 416 656 16 ) ( 416 656 17 ) ( 416 658 16 ) tile191 [ 0 0.5 0 8 ] [ 0 0 -1 0 ] 180 1 1 +} +// brush 14 +{ +( -128 400 -16 ) ( -128 402 -16 ) ( -128 400 -15 ) tile191 [ 0 -0.5 0 8 ] [ 0 0 -1 0 ] 180 1 1 +( -128 400 -16 ) ( -128 400 -15 ) ( -125.875 400 -16 ) tile191 [ 0.47058823529411775 0 0 -3.764706 ] [ 0 0 -1 0 ] 180 1 1 +( -128 400 -16 ) ( -125.875 400 -16 ) ( -128 402 -16 ) tile191 [ -0.47058823529411775 0 0 3.764706 ] [ 0 -0.5 0 8 ] 180 1 1 +( 144 656 16 ) ( 144 658 16 ) ( 146.125 656 16 ) tile191 [ 0.47058823529411775 0 0 -3.764706 ] [ 0 -0.5 0 8 ] 180 1 1 +( 144 656 16 ) ( 146.125 656 16 ) ( 144 656 17 ) tile191 [ -0.47058823529411775 0 0 3.764706 ] [ 0 0 -1 0 ] 180 1 1 +( 144 656 16 ) ( 144 656 17 ) ( 144 658 16 ) tile191 [ 0 0.5 0 -8 ] [ 0 0 -1 0 ] 180 1 1 +} +// brush 15 +{ +( -400 400 -16 ) ( -400 402 -16 ) ( -400 400 -15 ) tile191 [ 0 -0.5 0 8 ] [ 0 0 -1 0 ] 180 1 1 +( -400 400 -16 ) ( -400 400 -15 ) ( -397.875 400 -16 ) tile191 [ 0.47058823529411775 0 0 -3.7647095 ] [ 0 0 -1 0 ] 180 1 1 +( -400 400 -16 ) ( -397.875 400 -16 ) ( -400 402 -16 ) tile191 [ -0.47058823529411775 0 0 3.7647095 ] [ 0 -0.5 0 8 ] 180 1 1 +( -128 656 16 ) ( -128 658 16 ) ( -125.875 656 16 ) tile191 [ 0.47058823529411775 0 0 -3.7647095 ] [ 0 -0.5 0 8 ] 180 1 1 +( -128 656 16 ) ( -125.875 656 16 ) ( -128 656 17 ) tile191 [ -0.47058823529411775 0 0 3.7647095 ] [ 0 0 -1 0 ] 180 1 1 +( -128 656 16 ) ( -128 656 17 ) ( -128 658 16 ) tile191 [ 0 0.5 0 -8 ] [ 0 0 -1 0 ] 180 1 1 +} +} diff --git a/demo/trenchbroom/maps/autosave/test.2.map b/demo/trenchbroom/maps/autosave/test.2.map new file mode 100644 index 0000000..0174837 --- /dev/null +++ b/demo/trenchbroom/maps/autosave/test.2.map @@ -0,0 +1,176 @@ +// Game: demo +// Format: Valve +// entity 0 +{ +"mapversion" "220" +"wad" "" +"classname" "worldspawn" +"_tb_mod" "trenchbroom" +} +// entity 1 +{ +"classname" "func_group" +"_tb_type" "_tb_group" +"_tb_name" "floor" +"_tb_id" "1" +"_tb_linked_group_id" "{fbbc3a97-f5d3-443e-97e2-242861ee6c78}" +"_tb_transformation" "1 0 0 -144 0 1 0 -144 0 0 1 0 0 0 0 1" +// brush 0 +{ +( 272 -512 -16 ) ( 272 -510 -16 ) ( 272 -512 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 272 -512 -16 ) ( 272 -512 -15 ) ( 274.125 -512 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 272 -512 -16 ) ( 274.125 -512 -16 ) ( 272 -510 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 0 1 1 +( 544 -256 16 ) ( 544 -254 16 ) ( 546.125 -256 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 0 1 1 +( 544 -256 16 ) ( 546.125 -256 16 ) ( 544 -256 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 544 -256 16 ) ( 544 -256 17 ) ( 544 -254 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 0 1 1 +} +// brush 1 +{ +( 0 -512 -16 ) ( 0 -510 -16 ) ( 0 -512 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 0 -512 -16 ) ( 0 -512 -15 ) ( 2.125 -512 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 0 -512 -16 ) ( 2.125 -512 -16 ) ( 0 -510 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 0 1 1 +( 272 -256 16 ) ( 272 -254 16 ) ( 274.125 -256 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 0 1 1 +( 272 -256 16 ) ( 274.125 -256 16 ) ( 272 -256 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 272 -256 16 ) ( 272 -256 17 ) ( 272 -254 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 0 1 1 +} +// brush 2 +{ +( -272 -512 -16 ) ( -272 -510 -16 ) ( -272 -512 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( -272 -512 -16 ) ( -272 -512 -15 ) ( -269.875 -512 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( -272 -512 -16 ) ( -269.875 -512 -16 ) ( -272 -510 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 90 1 1 +( 0 -256 16 ) ( 0 -254 16 ) ( 2.125 -256 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 90 1 1 +( 0 -256 16 ) ( 2.125 -256 16 ) ( 0 -256 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( 0 -256 16 ) ( 0 -256 17 ) ( 0 -254 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 90 1 1 +} +// brush 3 +{ +( -544 -512 -16 ) ( -544 -510 -16 ) ( -544 -512 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( -544 -512 -16 ) ( -544 -512 -15 ) ( -541.875 -512 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( -544 -512 -16 ) ( -541.875 -512 -16 ) ( -544 -510 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 90 1 1 +( -272 -256 16 ) ( -272 -254 16 ) ( -269.875 -256 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 90 1 1 +( -272 -256 16 ) ( -269.875 -256 16 ) ( -272 -256 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( -272 -256 16 ) ( -272 -256 17 ) ( -272 -254 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 90 1 1 +} +// brush 4 +{ +( -544 -256 -16 ) ( -544 -254 -16 ) ( -544 -256 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( -544 -256 -16 ) ( -544 -256 -15 ) ( -541.875 -256 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( -544 -256 -16 ) ( -541.875 -256 -16 ) ( -544 -254 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 270 1 1 +( -272 0 16 ) ( -272 2 16 ) ( -269.875 0 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 270 1 1 +( -272 0 16 ) ( -269.875 0 16 ) ( -272 0 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( -272 0 16 ) ( -272 0 17 ) ( -272 2 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 270 1 1 +} +// brush 5 +{ +( -272 -256 -16 ) ( -272 -254 -16 ) ( -272 -256 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( -272 -256 -16 ) ( -272 -256 -15 ) ( -269.875 -256 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( -272 -256 -16 ) ( -269.875 -256 -16 ) ( -272 -254 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 270 1 1 +( 0 0 16 ) ( 0 2 16 ) ( 2.125 0 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 270 1 1 +( 0 0 16 ) ( 2.125 0 16 ) ( 0 0 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( 0 0 16 ) ( 0 0 17 ) ( 0 2 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 270 1 1 +} +// brush 6 +{ +( 0 -256 -16 ) ( 0 -254 -16 ) ( 0 -256 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( 0 -256 -16 ) ( 0 -256 -15 ) ( 2.125 -256 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( 0 -256 -16 ) ( 2.125 -256 -16 ) ( 0 -254 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 180 1 1 +( 272 0 16 ) ( 272 2 16 ) ( 274.125 0 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 180 1 1 +( 272 0 16 ) ( 274.125 0 16 ) ( 272 0 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( 272 0 16 ) ( 272 0 17 ) ( 272 2 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 180 1 1 +} +// brush 7 +{ +( 272 -256 -16 ) ( 272 -254 -16 ) ( 272 -256 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( 272 -256 -16 ) ( 272 -256 -15 ) ( 274.125 -256 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( 272 -256 -16 ) ( 274.125 -256 -16 ) ( 272 -254 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 180 1 1 +( 544 0 16 ) ( 544 2 16 ) ( 546.125 0 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 180 1 1 +( 544 0 16 ) ( 546.125 0 16 ) ( 544 0 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( 544 0 16 ) ( 544 0 17 ) ( 544 2 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 180 1 1 +} +// brush 8 +{ +( 0 0 -16 ) ( 0 2 -16 ) ( 0 0 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( 0 0 -16 ) ( 0 0 -15 ) ( 2.125 0 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( 0 0 -16 ) ( 2.125 0 -16 ) ( 0 2 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 270 1 1 +( 272 256 16 ) ( 272 258 16 ) ( 274.125 256 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 270 1 1 +( 272 256 16 ) ( 274.125 256 16 ) ( 272 256 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( 272 256 16 ) ( 272 256 17 ) ( 272 258 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 270 1 1 +} +// brush 9 +{ +( -272 0 -16 ) ( -272 2 -16 ) ( -272 0 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( -272 0 -16 ) ( -272 0 -15 ) ( -269.875 0 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( -272 0 -16 ) ( -269.875 0 -16 ) ( -272 2 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 270 1 1 +( 0 256 16 ) ( 0 258 16 ) ( 2.125 256 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 270 1 1 +( 0 256 16 ) ( 2.125 256 16 ) ( 0 256 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( 0 256 16 ) ( 0 256 17 ) ( 0 258 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 270 1 1 +} +// brush 10 +{ +( -544 0 -16 ) ( -544 2 -16 ) ( -544 0 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( -544 0 -16 ) ( -544 0 -15 ) ( -541.875 0 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( -544 0 -16 ) ( -541.875 0 -16 ) ( -544 2 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 270 1 1 +( -272 256 16 ) ( -272 258 16 ) ( -269.875 256 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 270 1 1 +( -272 256 16 ) ( -269.875 256 16 ) ( -272 256 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( -272 256 16 ) ( -272 256 17 ) ( -272 258 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 270 1 1 +} +// brush 11 +{ +( 272 0 -16 ) ( 272 2 -16 ) ( 272 0 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( 272 0 -16 ) ( 272 0 -15 ) ( 274.125 0 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( 272 0 -16 ) ( 274.125 0 -16 ) ( 272 2 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 270 1 1 +( 544 256 16 ) ( 544 258 16 ) ( 546.125 256 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 270 1 1 +( 544 256 16 ) ( 546.125 256 16 ) ( 544 256 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( 544 256 16 ) ( 544 256 17 ) ( 544 258 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 270 1 1 +} +// brush 12 +{ +( 272 256 -16 ) ( 272 258 -16 ) ( 272 256 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( 272 256 -16 ) ( 272 256 -15 ) ( 274.125 256 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( 272 256 -16 ) ( 274.125 256 -16 ) ( 272 258 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 90 1 1 +( 544 512 16 ) ( 544 514 16 ) ( 546.125 512 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 90 1 1 +( 544 512 16 ) ( 546.125 512 16 ) ( 544 512 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( 544 512 16 ) ( 544 512 17 ) ( 544 514 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 90 1 1 +} +// brush 13 +{ +( 0 256 -16 ) ( 0 258 -16 ) ( 0 256 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( 0 256 -16 ) ( 0 256 -15 ) ( 2.125 256 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( 0 256 -16 ) ( 2.125 256 -16 ) ( 0 258 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 90 1 1 +( 272 512 16 ) ( 272 514 16 ) ( 274.125 512 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 90 1 1 +( 272 512 16 ) ( 274.125 512 16 ) ( 272 512 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( 272 512 16 ) ( 272 512 17 ) ( 272 514 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 90 1 1 +} +// brush 14 +{ +( -272 256 -16 ) ( -272 258 -16 ) ( -272 256 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( -272 256 -16 ) ( -272 256 -15 ) ( -269.875 256 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( -272 256 -16 ) ( -269.875 256 -16 ) ( -272 258 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 90 1 1 +( 0 512 16 ) ( 0 514 16 ) ( 2.125 512 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 90 1 1 +( 0 512 16 ) ( 2.125 512 16 ) ( 0 512 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( 0 512 16 ) ( 0 512 17 ) ( 0 514 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 90 1 1 +} +// brush 15 +{ +( -544 256 -16 ) ( -544 258 -16 ) ( -544 256 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( -544 256 -16 ) ( -544 256 -15 ) ( -541.875 256 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( -544 256 -16 ) ( -541.875 256 -16 ) ( -544 258 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 90 1 1 +( -272 512 16 ) ( -272 514 16 ) ( -269.875 512 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 90 1 1 +( -272 512 16 ) ( -269.875 512 16 ) ( -272 512 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( -272 512 16 ) ( -272 512 17 ) ( -272 514 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 90 1 1 +} +} +// entity 2 +{ +"classname" "func_destructable" +"_tb_group" "1" +// brush 0 +{ +( 96 -144 -16 ) ( 96 -142 -16 ) ( 96 -144 -15 ) tile017 [ 0 -0.5 0 -8 ] [ 0 0 -1 0 ] 270 1 1 +( 96 -144 -16 ) ( 96 -144 -15 ) ( 98.125 -144 -16 ) tile017 [ 0.47058823529411775 0 0 -13.176468 ] [ 0 0 -1 0 ] 270 1 1 +( 96 -144 48 ) ( 98.125 -144 48 ) ( 96 -142 48 ) tile017 [ -0.47058823529411775 0 0 13.176468 ] [ 0 -0.5 0 -8 ] 180 1 1 +( 368 112 144 ) ( 368 114 144 ) ( 370.125 112 144 ) tile017 [ 0.47058823529411775 0 0 -13.176468 ] [ 0 -0.5 0 -8 ] 90 1 1 +( 368 112 16 ) ( 370.125 112 16 ) ( 368 112 17 ) tile017 [ -0.47058823529411775 0 0 13.176468 ] [ 0 0 -1 0 ] 270 1 1 +( 112 112 16 ) ( 112 112 17 ) ( 112 114 16 ) tile017 [ 0 0.5 0 8 ] [ 0 0 -1 0 ] 90 1 1 +} +} diff --git a/demo/trenchbroom/maps/autosave/test.3.map b/demo/trenchbroom/maps/autosave/test.3.map new file mode 100644 index 0000000..cf19938 --- /dev/null +++ b/demo/trenchbroom/maps/autosave/test.3.map @@ -0,0 +1,153 @@ +// Game: demo +// Format: Valve +// entity 0 +{ +"mapversion" "220" +"wad" "" +"classname" "worldspawn" +"_tb_mod" "trenchbroom" +// brush 0 +{ +( 272 -512 -16 ) ( 272 -510 -16 ) ( 272 -512 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 272 -512 -16 ) ( 272 -512 -15 ) ( 274.125 -512 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 272 -512 -16 ) ( 274.125 -512 -16 ) ( 272 -510 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 0 1 1 +( 544 -256 16 ) ( 544 -254 16 ) ( 546.125 -256 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 0 1 1 +( 544 -256 16 ) ( 546.125 -256 16 ) ( 544 -256 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 544 -256 16 ) ( 544 -256 17 ) ( 544 -254 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 0 1 1 +} +// brush 1 +{ +( 0 -512 -16 ) ( 0 -510 -16 ) ( 0 -512 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 0 -512 -16 ) ( 0 -512 -15 ) ( 2.125 -512 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 0 -512 -16 ) ( 2.125 -512 -16 ) ( 0 -510 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 0 1 1 +( 272 -256 16 ) ( 272 -254 16 ) ( 274.125 -256 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 0 1 1 +( 272 -256 16 ) ( 274.125 -256 16 ) ( 272 -256 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 272 -256 16 ) ( 272 -256 17 ) ( 272 -254 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 0 1 1 +} +// brush 2 +{ +( -272 -512 -16 ) ( -272 -510 -16 ) ( -272 -512 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( -272 -512 -16 ) ( -272 -512 -15 ) ( -269.875 -512 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( -272 -512 -16 ) ( -269.875 -512 -16 ) ( -272 -510 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 90 1 1 +( 0 -256 16 ) ( 0 -254 16 ) ( 2.125 -256 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 90 1 1 +( 0 -256 16 ) ( 2.125 -256 16 ) ( 0 -256 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( 0 -256 16 ) ( 0 -256 17 ) ( 0 -254 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 90 1 1 +} +// brush 3 +{ +( -544 -512 -16 ) ( -544 -510 -16 ) ( -544 -512 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( -544 -512 -16 ) ( -544 -512 -15 ) ( -541.875 -512 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( -544 -512 -16 ) ( -541.875 -512 -16 ) ( -544 -510 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 90 1 1 +( -272 -256 16 ) ( -272 -254 16 ) ( -269.875 -256 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 90 1 1 +( -272 -256 16 ) ( -269.875 -256 16 ) ( -272 -256 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( -272 -256 16 ) ( -272 -256 17 ) ( -272 -254 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 90 1 1 +} +// brush 4 +{ +( -544 -256 -16 ) ( -544 -254 -16 ) ( -544 -256 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( -544 -256 -16 ) ( -544 -256 -15 ) ( -541.875 -256 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( -544 -256 -16 ) ( -541.875 -256 -16 ) ( -544 -254 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 270 1 1 +( -272 0 16 ) ( -272 2 16 ) ( -269.875 0 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 270 1 1 +( -272 0 16 ) ( -269.875 0 16 ) ( -272 0 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( -272 0 16 ) ( -272 0 17 ) ( -272 2 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 270 1 1 +} +// brush 5 +{ +( -272 -256 -16 ) ( -272 -254 -16 ) ( -272 -256 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( -272 -256 -16 ) ( -272 -256 -15 ) ( -269.875 -256 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( -272 -256 -16 ) ( -269.875 -256 -16 ) ( -272 -254 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 270 1 1 +( 0 0 16 ) ( 0 2 16 ) ( 2.125 0 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 270 1 1 +( 0 0 16 ) ( 2.125 0 16 ) ( 0 0 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( 0 0 16 ) ( 0 0 17 ) ( 0 2 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 270 1 1 +} +// brush 6 +{ +( 0 -256 -16 ) ( 0 -254 -16 ) ( 0 -256 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( 0 -256 -16 ) ( 0 -256 -15 ) ( 2.125 -256 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( 0 -256 -16 ) ( 2.125 -256 -16 ) ( 0 -254 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 180 1 1 +( 272 0 16 ) ( 272 2 16 ) ( 274.125 0 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 180 1 1 +( 272 0 16 ) ( 274.125 0 16 ) ( 272 0 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( 272 0 16 ) ( 272 0 17 ) ( 272 2 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 180 1 1 +} +// brush 7 +{ +( 272 -256 -16 ) ( 272 -254 -16 ) ( 272 -256 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( 272 -256 -16 ) ( 272 -256 -15 ) ( 274.125 -256 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( 272 -256 -16 ) ( 274.125 -256 -16 ) ( 272 -254 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 180 1 1 +( 544 0 16 ) ( 544 2 16 ) ( 546.125 0 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 180 1 1 +( 544 0 16 ) ( 546.125 0 16 ) ( 544 0 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( 544 0 16 ) ( 544 0 17 ) ( 544 2 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 180 1 1 +} +// brush 8 +{ +( 0 0 -16 ) ( 0 2 -16 ) ( 0 0 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( 0 0 -16 ) ( 0 0 -15 ) ( 2.125 0 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( 0 0 -16 ) ( 2.125 0 -16 ) ( 0 2 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 270 1 1 +( 272 256 16 ) ( 272 258 16 ) ( 274.125 256 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 270 1 1 +( 272 256 16 ) ( 274.125 256 16 ) ( 272 256 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( 272 256 16 ) ( 272 256 17 ) ( 272 258 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 270 1 1 +} +// brush 9 +{ +( -272 0 -16 ) ( -272 2 -16 ) ( -272 0 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( -272 0 -16 ) ( -272 0 -15 ) ( -269.875 0 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( -272 0 -16 ) ( -269.875 0 -16 ) ( -272 2 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 270 1 1 +( 0 256 16 ) ( 0 258 16 ) ( 2.125 256 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 270 1 1 +( 0 256 16 ) ( 2.125 256 16 ) ( 0 256 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( 0 256 16 ) ( 0 256 17 ) ( 0 258 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 270 1 1 +} +// brush 10 +{ +( -544 0 -16 ) ( -544 2 -16 ) ( -544 0 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( -544 0 -16 ) ( -544 0 -15 ) ( -541.875 0 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( -544 0 -16 ) ( -541.875 0 -16 ) ( -544 2 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 270 1 1 +( -272 256 16 ) ( -272 258 16 ) ( -269.875 256 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 270 1 1 +( -272 256 16 ) ( -269.875 256 16 ) ( -272 256 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( -272 256 16 ) ( -272 256 17 ) ( -272 258 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 270 1 1 +} +// brush 11 +{ +( 272 0 -16 ) ( 272 2 -16 ) ( 272 0 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( 272 0 -16 ) ( 272 0 -15 ) ( 274.125 0 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( 272 0 -16 ) ( 274.125 0 -16 ) ( 272 2 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 270 1 1 +( 544 256 16 ) ( 544 258 16 ) ( 546.125 256 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 270 1 1 +( 544 256 16 ) ( 546.125 256 16 ) ( 544 256 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( 544 256 16 ) ( 544 256 17 ) ( 544 258 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 270 1 1 +} +// brush 12 +{ +( 272 256 -16 ) ( 272 258 -16 ) ( 272 256 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( 272 256 -16 ) ( 272 256 -15 ) ( 274.125 256 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( 272 256 -16 ) ( 274.125 256 -16 ) ( 272 258 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 90 1 1 +( 544 512 16 ) ( 544 514 16 ) ( 546.125 512 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 90 1 1 +( 544 512 16 ) ( 546.125 512 16 ) ( 544 512 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( 544 512 16 ) ( 544 512 17 ) ( 544 514 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 90 1 1 +} +// brush 13 +{ +( 0 256 -16 ) ( 0 258 -16 ) ( 0 256 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( 0 256 -16 ) ( 0 256 -15 ) ( 2.125 256 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( 0 256 -16 ) ( 2.125 256 -16 ) ( 0 258 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 90 1 1 +( 272 512 16 ) ( 272 514 16 ) ( 274.125 512 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 90 1 1 +( 272 512 16 ) ( 274.125 512 16 ) ( 272 512 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( 272 512 16 ) ( 272 512 17 ) ( 272 514 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 90 1 1 +} +// brush 14 +{ +( -272 256 -16 ) ( -272 258 -16 ) ( -272 256 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( -272 256 -16 ) ( -272 256 -15 ) ( -269.875 256 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( -272 256 -16 ) ( -269.875 256 -16 ) ( -272 258 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 90 1 1 +( 0 512 16 ) ( 0 514 16 ) ( 2.125 512 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 90 1 1 +( 0 512 16 ) ( 2.125 512 16 ) ( 0 512 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( 0 512 16 ) ( 0 512 17 ) ( 0 514 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 90 1 1 +} +// brush 15 +{ +( -544 256 -16 ) ( -544 258 -16 ) ( -544 256 -15 ) tile191 [ 0 -0.5 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( -544 256 -16 ) ( -544 256 -15 ) ( -541.875 256 -16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( -544 256 -16 ) ( -541.875 256 -16 ) ( -544 258 -16 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 90 1 1 +( -272 512 16 ) ( -272 514 16 ) ( -269.875 512 16 ) tile191 [ 0.47058823529411775 0 0 0 ] [ 0 -0.5 0 0 ] 90 1 1 +( -272 512 16 ) ( -269.875 512 16 ) ( -272 512 17 ) tile191 [ -0.47058823529411775 0 0 0 ] [ 0 0 -1 0 ] 90 1 1 +( -272 512 16 ) ( -272 512 17 ) ( -272 514 16 ) tile191 [ 0 0.5 0 0 ] [ 0 0 -1 0 ] 90 1 1 +} +} diff --git a/demo/trenchbroom/maps/autosave/test.4.map b/demo/trenchbroom/maps/autosave/test.4.map new file mode 100644 index 0000000..c2bafbb --- /dev/null +++ b/demo/trenchbroom/maps/autosave/test.4.map @@ -0,0 +1,31 @@ +// Game: demo +// Format: Valve +// entity 0 +{ +"mapversion" "220" +"wad" "" +"classname" "worldspawn" +"_tb_mod" "trenchbroom" +// brush 0 +{ +( -176 -64 -16 ) ( -176 -63 -16 ) ( -176 -64 -15 ) tile013 [ 0 -1 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( -64 -224 -16 ) ( -64 -224 -15 ) ( -63 -224 -16 ) tile013 [ 1 0 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( -64 -64 -16 ) ( -63 -64 -16 ) ( -64 -63 -16 ) tile013 [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( 64 64 16 ) ( 64 65 16 ) ( 65 64 16 ) tile013 [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( 64 224 16 ) ( 65 224 16 ) ( 64 224 17 ) tile013 [ -1 0 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( 192 64 16 ) ( 192 64 17 ) ( 192 65 16 ) tile013 [ 0 1 0 0 ] [ 0 0 -1 0 ] 180 1 1 +} +} +// entity 1 +{ +"classname" "func_movingplatform" +// brush 0 +{ +( 272 -64 -16 ) ( 272 -63 -16 ) ( 272 -64 -15 ) tile002 [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 384 -224 -16 ) ( 384 -224 -15 ) ( 385 -224 -16 ) tile002 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 384 -64 -16 ) ( 385 -64 -16 ) ( 384 -63 -16 ) tile002 [ -1 0 0 0 ] [ 0 -1 0 0 ] 180 1 1 +( 512 64 16 ) ( 512 65 16 ) ( 513 64 16 ) tile002 [ 1 0 0 0 ] [ 0 -1 0 0 ] 180 1 1 +( 512 224 16 ) ( 513 224 16 ) ( 512 224 17 ) tile002 [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 640 64 16 ) ( 640 64 17 ) ( 640 65 16 ) tile002 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +} +} diff --git a/demo/trenchbroom/maps/autosave/test.5.map b/demo/trenchbroom/maps/autosave/test.5.map new file mode 100644 index 0000000..f2899af --- /dev/null +++ b/demo/trenchbroom/maps/autosave/test.5.map @@ -0,0 +1,43 @@ +// Game: demo +// Format: Valve +// entity 0 +{ +"mapversion" "220" +"wad" "" +"classname" "worldspawn" +"_tb_mod" "trenchbroom" +// brush 0 +{ +( -176 -64 -16 ) ( -176 -63 -16 ) ( -176 -64 -15 ) tile013 [ 0 -1 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( -64 -224 -16 ) ( -64 -224 -15 ) ( -63 -224 -16 ) tile013 [ 1 0 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( -64 -64 -16 ) ( -63 -64 -16 ) ( -64 -63 -16 ) tile013 [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( 64 64 16 ) ( 64 65 16 ) ( 65 64 16 ) tile013 [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( 64 224 16 ) ( 65 224 16 ) ( 64 224 17 ) tile013 [ -1 0 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( 192 64 16 ) ( 192 64 17 ) ( 192 65 16 ) tile013 [ 0 1 0 0 ] [ 0 0 -1 0 ] 180 1 1 +} +// brush 1 +{ +( -96 -80 16 ) ( -96 -79 16 ) ( -96 -80 17 ) tile043 [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( -96 -80 16 ) ( -96 -80 17 ) ( -95 -80 16 ) tile043 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( -96 -80 16 ) ( -95 -80 16 ) ( -96 -79 16 ) tile043 [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( -16 0 112 ) ( -16 1 112 ) ( -15 0 112 ) tile043 [ 1 0 0 0 ] [ 0 -1 0 0 ] 270 1 1 +( -16 0 32 ) ( -15 0 32 ) ( -16 0 33 ) tile043 [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( -80 0 32 ) ( -80 0 33 ) ( -80 1 32 ) tile043 [ 0 1 0 0 ] [ 0 0 -1 0 ] 270 1 1 +} +} +// entity 1 +{ +"classname" "func_movingplatform" +"move_distance" "2" +"move_time" "2" +"move_direction" "0.0 1.0 0.0" +// brush 0 +{ +( 272 -64 -16 ) ( 272 -63 -16 ) ( 272 -64 -15 ) tile002 [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 384 -224 -16 ) ( 384 -224 -15 ) ( 385 -224 -16 ) tile002 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 384 -64 -16 ) ( 385 -64 -16 ) ( 384 -63 -16 ) tile002 [ -1 0 0 0 ] [ 0 -1 0 0 ] 180 1 1 +( 512 64 16 ) ( 512 65 16 ) ( 513 64 16 ) tile002 [ 1 0 0 0 ] [ 0 -1 0 0 ] 180 1 1 +( 512 224 16 ) ( 513 224 16 ) ( 512 224 17 ) tile002 [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 640 64 16 ) ( 640 64 17 ) ( 640 65 16 ) tile002 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +} +} diff --git a/demo/trenchbroom/maps/autosave/test.6.map b/demo/trenchbroom/maps/autosave/test.6.map new file mode 100644 index 0000000..d294d35 --- /dev/null +++ b/demo/trenchbroom/maps/autosave/test.6.map @@ -0,0 +1,60 @@ +// Game: demo +// Format: Valve +// entity 0 +{ +"mapversion" "220" +"wad" "" +"classname" "worldspawn" +"_tb_mod" "trenchbroom" +// brush 0 +{ +( -176 -64 -16 ) ( -176 -63 -16 ) ( -176 -64 -15 ) tile013 [ 0 -1 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( -64 -224 -16 ) ( -64 -224 -15 ) ( -63 -224 -16 ) tile013 [ 1 0 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( -64 -64 -16 ) ( -63 -64 -16 ) ( -64 -63 -16 ) tile013 [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( 64 64 16 ) ( 64 65 16 ) ( 65 64 16 ) tile013 [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( 64 224 16 ) ( 65 224 16 ) ( 64 224 17 ) tile013 [ -1 0 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( 192 64 16 ) ( 192 64 17 ) ( 192 65 16 ) tile013 [ 0 1 0 0 ] [ 0 0 -1 0 ] 180 1 1 +} +} +// entity 1 +{ +"classname" "func_movingplatform" +"move_distance" "2" +"move_time" "2" +"move_direction" "0.0 1.0 0.0" +// brush 0 +{ +( 272 -64 -16 ) ( 272 -63 -16 ) ( 272 -64 -15 ) tile002 [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 384 -224 -16 ) ( 384 -224 -15 ) ( 385 -224 -16 ) tile002 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 384 -64 -16 ) ( 385 -64 -16 ) ( 384 -63 -16 ) tile002 [ -1 0 0 0 ] [ 0 -1 0 0 ] 180 1 1 +( 512 64 16 ) ( 512 65 16 ) ( 513 64 16 ) tile002 [ 1 0 0 0 ] [ 0 -1 0 0 ] 180 1 1 +( 512 224 16 ) ( 513 224 16 ) ( 512 224 17 ) tile002 [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 640 64 16 ) ( 640 64 17 ) ( 640 65 16 ) tile002 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +} +} +// entity 2 +{ +"classname" "func_destructablewall" +// brush 0 +{ +( -96 -80 16 ) ( -96 -79 16 ) ( -96 -80 17 ) tile043 [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( -96 -80 16 ) ( -96 -80 17 ) ( -95 -80 16 ) tile043 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( -96 -80 16 ) ( -95 -80 16 ) ( -96 -79 16 ) tile043 [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( -16 0 112 ) ( -16 1 112 ) ( -15 0 112 ) tile043 [ 1 0 0 0 ] [ 0 -1 0 0 ] 270 1 1 +( -16 48 32 ) ( -15 48 32 ) ( -16 48 33 ) tile043 [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( -80 0 32 ) ( -80 0 33 ) ( -80 1 32 ) tile043 [ 0 1 0 0 ] [ 0 0 -1 0 ] 270 1 1 +} +} +// entity 3 +{ +"classname" "func_destructablewall" +// brush 0 +{ +( -16 -96 16 ) ( -16 -95 16 ) ( -16 -96 17 ) tile043 [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( -16 -96 16 ) ( -16 -96 17 ) ( -15 -96 16 ) tile043 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( -16 -96 16 ) ( -15 -96 16 ) ( -16 -95 16 ) tile043 [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( 64 -16 112 ) ( 64 -15 112 ) ( 65 -16 112 ) tile043 [ 1 0 0 0 ] [ 0 -1 0 0 ] 270 1 1 +( 64 32 32 ) ( 65 32 32 ) ( 64 32 33 ) tile043 [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 0 -16 32 ) ( 0 -16 33 ) ( 0 -15 32 ) tile043 [ 0 1 0 0 ] [ 0 0 -1 0 ] 270 1 1 +} +} diff --git a/demo/trenchbroom/maps/autosave/test.7.map b/demo/trenchbroom/maps/autosave/test.7.map new file mode 100644 index 0000000..b887228 --- /dev/null +++ b/demo/trenchbroom/maps/autosave/test.7.map @@ -0,0 +1,60 @@ +// Game: demo +// Format: Valve +// entity 0 +{ +"mapversion" "220" +"wad" "" +"classname" "worldspawn" +"_tb_mod" "trenchbroom" +// brush 0 +{ +( -176 -64 -16 ) ( -176 -63 -16 ) ( -176 -64 -15 ) tile013 [ 0 -1 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( -64 -224 -16 ) ( -64 -224 -15 ) ( -63 -224 -16 ) tile013 [ 1 0 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( -64 -64 -16 ) ( -63 -64 -16 ) ( -64 -63 -16 ) tile013 [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( 64 64 16 ) ( 64 65 16 ) ( 65 64 16 ) tile013 [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( 64 224 16 ) ( 65 224 16 ) ( 64 224 17 ) tile013 [ -1 0 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( 192 64 16 ) ( 192 64 17 ) ( 192 65 16 ) tile013 [ 0 1 0 0 ] [ 0 0 -1 0 ] 180 1 1 +} +} +// entity 1 +{ +"classname" "func_movingplatform" +"move_distance" "2" +"move_time" "2" +"move_direction" "0.0 1.0 0.0" +// brush 0 +{ +( 272 -64 -16 ) ( 272 -63 -16 ) ( 272 -64 -15 ) tile002 [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 384 -224 -16 ) ( 384 -224 -15 ) ( 385 -224 -16 ) tile002 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 384 -64 -16 ) ( 385 -64 -16 ) ( 384 -63 -16 ) tile002 [ -1 0 0 0 ] [ 0 -1 0 0 ] 180 1 1 +( 512 64 16 ) ( 512 65 16 ) ( 513 64 16 ) tile002 [ 1 0 0 0 ] [ 0 -1 0 0 ] 180 1 1 +( 512 224 16 ) ( 513 224 16 ) ( 512 224 17 ) tile002 [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 640 64 16 ) ( 640 64 17 ) ( 640 65 16 ) tile002 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +} +} +// entity 2 +{ +"classname" "func_destructablewall" +// brush 0 +{ +( 64 -16 32 ) ( 64 -16 33 ) ( 64 -17 32 ) tile043 [ 0 1 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( 0 -67 32 ) ( -1 -67 32 ) ( 0 -67 33 ) tile043 [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 80 64 16 ) ( 79 64 16 ) ( 80 63 16 ) tile043 [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( 0 -16 112 ) ( 0 -17 112 ) ( -1 -16 112 ) tile043 [ 1 0 0 0 ] [ 0 -1 0 0 ] 270 1 1 +( 80 32 16 ) ( 80 32 17 ) ( 79 32 16 ) tile043 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 80 64 16 ) ( 80 63 16 ) ( 80 64 17 ) tile043 [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +} +} +// entity 3 +{ +"classname" "func_destructablewall" +// brush 0 +{ +( -115 -64 32 ) ( -115 -63 32 ) ( -115 -64 33 ) tile043 [ -2.220446049250313e-16 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 16 -144 16 ) ( 15 -144 16 ) ( 16 -144 17 ) tile043 [ -1 -2.220446049250313e-16 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 16 -144 16 ) ( 16 -143 16 ) ( 15 -144 16 ) tile043 [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( -64 -64 112 ) ( -65 -64 112 ) ( -64 -63 112 ) tile043 [ 1 0 0 0 ] [ 0 -1 0 0 ] 270 1 1 +( -64 -128 32 ) ( -64 -128 33 ) ( -65 -128 32 ) tile043 [ 1 2.220446049250313e-16 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( -16 -144 16 ) ( -16 -144 17 ) ( -16 -143 16 ) tile043 [ 2.220446049250313e-16 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +} +} diff --git a/demo/trenchbroom/maps/autosave/test.8.map b/demo/trenchbroom/maps/autosave/test.8.map new file mode 100644 index 0000000..2f69698 --- /dev/null +++ b/demo/trenchbroom/maps/autosave/test.8.map @@ -0,0 +1,116 @@ +// Game: demo +// Format: Valve +// entity 0 +{ +"mapversion" "220" +"wad" "" +"classname" "worldspawn" +"_tb_mod" "trenchbroom" +// brush 0 +{ +( -176 -64 -16 ) ( -176 -63 -16 ) ( -176 -64 -15 ) tile013 [ 0 -1 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( -64 -224 -16 ) ( -64 -224 -15 ) ( -63 -224 -16 ) tile013 [ 1 0 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( -64 -64 -16 ) ( -63 -64 -16 ) ( -64 -63 -16 ) tile013 [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( 64 64 16 ) ( 64 65 16 ) ( 65 64 16 ) tile013 [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( 64 224 16 ) ( 65 224 16 ) ( 64 224 17 ) tile013 [ -1 0 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( 192 64 16 ) ( 192 64 17 ) ( 192 65 16 ) tile013 [ 0 1 0 0 ] [ 0 0 -1 0 ] 180 1 1 +} +} +// entity 1 +{ +"classname" "func_movingplatform" +"move_distance" "2" +"move_time" "2" +"move_direction" "0.0 1.0 0.0" +// brush 0 +{ +( 272 -64 -16 ) ( 272 -63 -16 ) ( 272 -64 -15 ) tile002 [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 384 -224 -16 ) ( 384 -224 -15 ) ( 385 -224 -16 ) tile002 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 384 -64 -16 ) ( 385 -64 -16 ) ( 384 -63 -16 ) tile002 [ -1 0 0 0 ] [ 0 -1 0 0 ] 180 1 1 +( 512 64 16 ) ( 512 65 16 ) ( 513 64 16 ) tile002 [ 1 0 0 0 ] [ 0 -1 0 0 ] 180 1 1 +( 512 224 16 ) ( 513 224 16 ) ( 512 224 17 ) tile002 [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 640 64 16 ) ( 640 64 17 ) ( 640 65 16 ) tile002 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +} +} +// entity 2 +{ +"classname" "func_destructablewall" +// brush 0 +{ +( 64 0 32 ) ( 64 0 33 ) ( 64 -1 32 ) tile043 [ 0 1 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( 0 -48 32 ) ( -1 -48 32 ) ( 0 -48 33 ) tile043 [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 80 80 16 ) ( 79 80 16 ) ( 80 79 16 ) tile043 [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( 0 0 112 ) ( 0 -1 112 ) ( -1 0 112 ) tile043 [ 1 0 0 0 ] [ 0 -1 0 0 ] 270 1 1 +( 80 16 16 ) ( 80 16 17 ) ( 79 16 16 ) tile043 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 96 80 16 ) ( 96 79 16 ) ( 96 80 17 ) tile043 [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +} +} +// entity 3 +{ +"classname" "func_destructablewall" +"extrude_direction" "1" +// brush 0 +{ +( -176 -80 16 ) ( -176 -80 17 ) ( -176 -81 16 ) tile043 [ 2.220446049250313e-16 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( -64 -128 32 ) ( -64 -128 33 ) ( -63 -128 32 ) tile043 [ -1 2.220446049250313e-16 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( -144 -80 16 ) ( -144 -81 16 ) ( -143 -80 16 ) tile043 [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( -64 -160 112 ) ( -63 -160 112 ) ( -64 -161 112 ) tile043 [ 1 0 0 0 ] [ 0 -1 0 0 ] 270 1 1 +( -144 -112 16 ) ( -143 -112 16 ) ( -144 -112 17 ) tile043 [ 1 -2.220446049250313e-16 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( -13 -160 32 ) ( -13 -161 32 ) ( -13 -160 33 ) tile043 [ -2.220446049250313e-16 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +} +} +// entity 4 +{ +"classname" "func_destructablewall" +"extrude_direction" "2" +// brush 0 +{ +( -208 320 32 ) ( -208 320 33 ) ( -208 319 32 ) tile043 [ 0 1 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( -160 269 32 ) ( -161 269 32 ) ( -160 269 33 ) tile043 [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( -80 400 16 ) ( -81 400 16 ) ( -80 399 16 ) tile043 [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( -160 320 32 ) ( -160 319 32 ) ( -161 320 32 ) tile043 [ 1 0 0 0 ] [ 0 -1 0 0 ] 270 1 1 +( -80 368 16 ) ( -80 368 17 ) ( -81 368 16 ) tile043 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( -80 400 16 ) ( -80 399 16 ) ( -80 400 17 ) tile043 [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +} +} +// entity 5 +{ +"classname" "func_destructablewall" +// brush 0 +{ +( 64 80 32 ) ( 64 80 33 ) ( 64 79 32 ) tile043 [ 0 1 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( 0 29 32 ) ( -1 29 32 ) ( 0 29 33 ) tile043 [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 80 160 16 ) ( 79 160 16 ) ( 80 159 16 ) tile043 [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( 0 80 112 ) ( 0 79 112 ) ( -1 80 112 ) tile043 [ 1 0 0 0 ] [ 0 -1 0 0 ] 270 1 1 +( 80 96 16 ) ( 80 96 17 ) ( 79 96 16 ) tile043 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 96 160 16 ) ( 96 159 16 ) ( 96 160 17 ) tile043 [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +} +} +// entity 6 +{ +"classname" "func_destructablewall" +"extrude_direction" "1" +// brush 0 +{ +( 0 -80 16 ) ( 0 -80 17 ) ( 0 -81 16 ) tile043 [ 2.220446049250313e-16 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 112 -128 32 ) ( 112 -128 33 ) ( 113 -128 32 ) tile043 [ -1 2.220446049250313e-16 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( 32 -80 16 ) ( 32 -81 16 ) ( 33 -80 16 ) tile043 [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( 112 -160 112 ) ( 113 -160 112 ) ( 112 -161 112 ) tile043 [ 1 0 0 0 ] [ 0 -1 0 0 ] 270 1 1 +( 32 -112 16 ) ( 33 -112 16 ) ( 32 -112 17 ) tile043 [ 1 -2.220446049250313e-16 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 163 -160 32 ) ( 163 -161 32 ) ( 163 -160 33 ) tile043 [ -2.220446049250313e-16 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +} +} +// entity 7 +{ +"classname" "func_destructablewall" +"extrude_direction" "2" +// brush 0 +{ +( -128 112 32 ) ( -144 64 32 ) ( -144 64 16 ) tile043 [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( -96 128 16 ) ( -96 128 32 ) ( -128 112 32 ) tile043 [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( -144 64 32 ) ( -96 64 32 ) ( -96 64 16 ) tile043 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( -96 64 16 ) ( -96 128 16 ) ( -128 112 16 ) tile043 [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( -128 112 32 ) ( -96 128 32 ) ( -96 64 32 ) tile043 [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( -96 64 32 ) ( -96 128 32 ) ( -96 128 16 ) tile043 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +} +} diff --git a/demo/trenchbroom/maps/test.map b/demo/trenchbroom/maps/test.map new file mode 100644 index 0000000..c6faed5 --- /dev/null +++ b/demo/trenchbroom/maps/test.map @@ -0,0 +1,130 @@ +// Game: demo +// Format: Valve +// entity 0 +{ +"mapversion" "220" +"wad" "" +"classname" "worldspawn" +"_tb_mod" "trenchbroom" +// brush 0 +{ +( -176 -64 -16 ) ( -176 -63 -16 ) ( -176 -64 -15 ) tile013 [ 0 -1 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( -64 -224 -16 ) ( -64 -224 -15 ) ( -63 -224 -16 ) tile013 [ 1 0 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( -64 -64 -16 ) ( -63 -64 -16 ) ( -64 -63 -16 ) tile013 [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( 64 64 16 ) ( 64 65 16 ) ( 65 64 16 ) tile013 [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( 64 224 16 ) ( 65 224 16 ) ( 64 224 17 ) tile013 [ -1 0 0 0 ] [ 0 0 -1 0 ] 180 1 1 +( 192 64 16 ) ( 192 64 17 ) ( 192 65 16 ) tile013 [ 0 1 0 0 ] [ 0 0 -1 0 ] 180 1 1 +} +} +// entity 1 +{ +"classname" "func_movingplatform" +"move_distance" "2" +"move_time" "2" +"move_direction" "0.0 1.0 0.0" +// brush 0 +{ +( 272 -64 -16 ) ( 272 -63 -16 ) ( 272 -64 -15 ) tile002 [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 384 -224 -16 ) ( 384 -224 -15 ) ( 385 -224 -16 ) tile002 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 384 -64 -16 ) ( 385 -64 -16 ) ( 384 -63 -16 ) tile002 [ -1 0 0 0 ] [ 0 -1 0 0 ] 180 1 1 +( 512 64 16 ) ( 512 65 16 ) ( 513 64 16 ) tile002 [ 1 0 0 0 ] [ 0 -1 0 0 ] 180 1 1 +( 512 224 16 ) ( 513 224 16 ) ( 512 224 17 ) tile002 [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 640 64 16 ) ( 640 64 17 ) ( 640 65 16 ) tile002 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +} +} +// entity 2 +{ +"classname" "func_destructablewall" +// brush 0 +{ +( 64 0 32 ) ( 64 0 33 ) ( 64 -1 32 ) tile043 [ 0 1 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( 0 -48 32 ) ( -1 -48 32 ) ( 0 -48 33 ) tile043 [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 80 80 16 ) ( 79 80 16 ) ( 80 79 16 ) tile043 [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( 0 0 112 ) ( 0 -1 112 ) ( -1 0 112 ) tile043 [ 1 0 0 0 ] [ 0 -1 0 0 ] 270 1 1 +( 80 16 16 ) ( 80 16 17 ) ( 79 16 16 ) tile043 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 96 80 16 ) ( 96 79 16 ) ( 96 80 17 ) tile043 [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +} +} +// entity 3 +{ +"classname" "func_destructablewall" +"extrude_direction" "1" +// brush 0 +{ +( -176 -80 16 ) ( -176 -80 17 ) ( -176 -81 16 ) tile043 [ 2.220446049250313e-16 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( -64 -128 32 ) ( -64 -128 33 ) ( -63 -128 32 ) tile043 [ -1 2.220446049250313e-16 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( -144 -80 16 ) ( -144 -81 16 ) ( -143 -80 16 ) tile043 [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( -64 -160 112 ) ( -63 -160 112 ) ( -64 -161 112 ) tile043 [ 1 0 0 0 ] [ 0 -1 0 0 ] 270 1 1 +( -144 -112 16 ) ( -143 -112 16 ) ( -144 -112 17 ) tile043 [ 1 -2.220446049250313e-16 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( -13 -160 32 ) ( -13 -161 32 ) ( -13 -160 33 ) tile043 [ -2.220446049250313e-16 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +} +} +// entity 4 +{ +"classname" "func_destructablewall" +"extrude_direction" "2" +// brush 0 +{ +( -208 320 32 ) ( -208 320 33 ) ( -208 319 32 ) tile043 [ 0 1 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( -160 269 32 ) ( -161 269 32 ) ( -160 269 33 ) tile043 [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( -80 400 16 ) ( -81 400 16 ) ( -80 399 16 ) tile043 [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( -160 320 32 ) ( -160 319 32 ) ( -161 320 32 ) tile043 [ 1 0 0 0 ] [ 0 -1 0 0 ] 270 1 1 +( -80 368 16 ) ( -80 368 17 ) ( -81 368 16 ) tile043 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( -80 400 16 ) ( -80 399 16 ) ( -80 400 17 ) tile043 [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +} +} +// entity 5 +{ +"classname" "func_destructablewall" +// brush 0 +{ +( 64 80 32 ) ( 64 80 33 ) ( 64 79 32 ) tile043 [ 0 1 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( 0 29 32 ) ( -1 29 32 ) ( 0 29 33 ) tile043 [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 80 160 16 ) ( 79 160 16 ) ( 80 159 16 ) tile043 [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( 0 80 112 ) ( 0 79 112 ) ( -1 80 112 ) tile043 [ 1 0 0 0 ] [ 0 -1 0 0 ] 270 1 1 +( 80 96 16 ) ( 80 96 17 ) ( 79 96 16 ) tile043 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 96 160 16 ) ( 96 159 16 ) ( 96 160 17 ) tile043 [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +} +} +// entity 6 +{ +"classname" "func_destructablewall" +"extrude_direction" "1" +// brush 0 +{ +( 0 -80 16 ) ( 0 -80 17 ) ( 0 -81 16 ) tile043 [ 2.220446049250313e-16 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 112 -128 32 ) ( 112 -128 33 ) ( 113 -128 32 ) tile043 [ -1 2.220446049250313e-16 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( 32 -80 16 ) ( 32 -81 16 ) ( 33 -80 16 ) tile043 [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( 112 -160 112 ) ( 113 -160 112 ) ( 112 -161 112 ) tile043 [ 1 0 0 0 ] [ 0 -1 0 0 ] 270 1 1 +( 32 -112 16 ) ( 33 -112 16 ) ( 32 -112 17 ) tile043 [ 1 -2.220446049250313e-16 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 163 -160 32 ) ( 163 -161 32 ) ( 163 -160 33 ) tile043 [ -2.220446049250313e-16 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +} +} +// entity 7 +{ +"classname" "func_destructablewall" +"extrude_direction" "2" +// brush 0 +{ +( -144 64 48 ) ( -144 64 16 ) ( -128 128 16 ) tile043 [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( -128 128 16 ) ( -96 128 48 ) ( -144 64 48 ) tile043 [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( -144 64 48 ) ( -96 64 48 ) ( -96 64 16 ) tile043 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( -96 64 16 ) ( -96 128 16 ) ( -128 128 16 ) tile043 [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( -144 64 48 ) ( -96 128 48 ) ( -96 64 48 ) tile043 [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( -96 128 16 ) ( -96 128 48 ) ( -128 128 16 ) tile043 [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( -96 64 48 ) ( -96 128 48 ) ( -96 128 16 ) tile043 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +} +} +// entity 8 +{ +"classname" "func_destructablewall" +// brush 0 +{ +( 128 0 32 ) ( 128 0 33 ) ( 128 -1 32 ) tile043 [ 0 1 0 0 ] [ 0 0 -1 0 ] 270 1 1 +( 64 -51 32 ) ( 63 -51 32 ) ( 64 -51 33 ) tile043 [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 144 80 16 ) ( 143 80 16 ) ( 144 79 16 ) tile043 [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 +( 64 0 112 ) ( 64 -1 112 ) ( 63 0 112 ) tile043 [ 1 0 0 0 ] [ 0 -1 0 0 ] 270 1 1 +( 144 16 16 ) ( 144 16 17 ) ( 143 16 16 ) tile043 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 +( 129 80 16 ) ( 129 79 16 ) ( 129 80 17 ) tile043 [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 +} +} diff --git a/demo/trenchbroom/maps/test.map.import b/demo/trenchbroom/maps/test.map.import new file mode 100644 index 0000000..63eff25 --- /dev/null +++ b/demo/trenchbroom/maps/test.map.import @@ -0,0 +1,14 @@ +[remap] + +importer="func_godot.map" +type="Resource" +uid="uid://da8hglnmlook7" +path="res://.godot/imported/test.map-75dfd93010aa3e622384aaaff66cbb14.tres" + +[deps] + +source_file="res://trenchbroom/maps/test.map" +dest_files=["res://.godot/imported/test.map-75dfd93010aa3e622384aaaff66cbb14.tres"] + +[params] + diff --git a/demo/trenchbroom/textures/clip.png b/demo/trenchbroom/textures/clip.png new file mode 100644 index 0000000..50f8011 Binary files /dev/null and b/demo/trenchbroom/textures/clip.png differ diff --git a/demo/trenchbroom/textures/clip.png.import b/demo/trenchbroom/textures/clip.png.import new file mode 100644 index 0000000..992efcb --- /dev/null +++ b/demo/trenchbroom/textures/clip.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://bcihbf2kbskir" +path="res://.godot/imported/clip.png-95ac8d8f95e41b7d28fb873cf6edfaf9.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://trenchbroom/textures/clip.png" +dest_files=["res://.godot/imported/clip.png-95ac8d8f95e41b7d28fb873cf6edfaf9.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/demo/trenchbroom/textures/origin.png b/demo/trenchbroom/textures/origin.png new file mode 100644 index 0000000..4d1b155 Binary files /dev/null and b/demo/trenchbroom/textures/origin.png differ diff --git a/demo/trenchbroom/textures/origin.png.import b/demo/trenchbroom/textures/origin.png.import new file mode 100644 index 0000000..b36b93f --- /dev/null +++ b/demo/trenchbroom/textures/origin.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://b5txcerfydmp" +path="res://.godot/imported/origin.png-04be6c9d719671072d6090542f63d4ff.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://trenchbroom/textures/origin.png" +dest_files=["res://.godot/imported/origin.png-04be6c9d719671072d6090542f63d4ff.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/demo/trenchbroom/textures/skip.png b/demo/trenchbroom/textures/skip.png new file mode 100644 index 0000000..65a58a5 Binary files /dev/null and b/demo/trenchbroom/textures/skip.png differ diff --git a/demo/trenchbroom/textures/skip.png.import b/demo/trenchbroom/textures/skip.png.import new file mode 100644 index 0000000..3784c09 --- /dev/null +++ b/demo/trenchbroom/textures/skip.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://bpwhiudlfqpam" +path="res://.godot/imported/skip.png-614ad0bada340a081a3ba32c49186f64.ctex" +metadata={ +"vram_texture": false +} + +[deps] + 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a/demo/trenchbroom/textures/tile000.png.import b/demo/trenchbroom/textures/tile000.png.import new file mode 100644 index 0000000..df8bc16 --- /dev/null +++ b/demo/trenchbroom/textures/tile000.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://dbsjmg75pt4jo" +path="res://.godot/imported/tile000.png-97fdab0ce5276a451085e184dab7b2b6.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://trenchbroom/textures/tile000.png" +dest_files=["res://.godot/imported/tile000.png-97fdab0ce5276a451085e184dab7b2b6.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 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uid="uid://bis3weu41vu2s"] + +[ext_resource type="Texture2D" uid="uid://u16kijdq4paw" path="res://trenchbroom/textures/tile002.png" id="1_fbyd7"] + +[resource] +albedo_texture = ExtResource("1_fbyd7") +metallic_specular = 0.0 +texture_filter = 2 diff --git a/demo/trenchbroom/textures/tile003.png b/demo/trenchbroom/textures/tile003.png new file mode 100644 index 0000000..312f4f3 Binary files /dev/null and b/demo/trenchbroom/textures/tile003.png differ diff --git a/demo/trenchbroom/textures/tile003.png.import b/demo/trenchbroom/textures/tile003.png.import new file mode 100644 index 0000000..72751d3 --- /dev/null +++ b/demo/trenchbroom/textures/tile003.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://b5tpjx05d5774" +path="res://.godot/imported/tile003.png-e7a2e4d986472e0039cd6d168481846c.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://trenchbroom/textures/tile003.png" 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--git a/demo/trenchbroom/textures/tile014.png.import b/demo/trenchbroom/textures/tile014.png.import new file mode 100644 index 0000000..9f664bd --- /dev/null +++ b/demo/trenchbroom/textures/tile014.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://c50jlp33av37i" +path="res://.godot/imported/tile014.png-3a1f98698a1b6eb2cf01deb1d7322e5e.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://trenchbroom/textures/tile014.png" +dest_files=["res://.godot/imported/tile014.png-3a1f98698a1b6eb2cf01deb1d7322e5e.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 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b/demo/trenchbroom/textures/tile016.png.import new file mode 100644 index 0000000..f5bb6f3 --- /dev/null +++ b/demo/trenchbroom/textures/tile016.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://d3drsythkridn" +path="res://.godot/imported/tile016.png-6601ef95e3d00f9b44e75b0429ac9441.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://trenchbroom/textures/tile016.png" +dest_files=["res://.godot/imported/tile016.png-6601ef95e3d00f9b44e75b0429ac9441.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true 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b/demo/trenchbroom/textures/tile171.png.import new file mode 100644 index 0000000..43c5a08 --- /dev/null +++ b/demo/trenchbroom/textures/tile171.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://cjc6u70u282el" +path="res://.godot/imported/tile171.png-0f15aba9aa538172ab975ab96b7a286b.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://trenchbroom/textures/tile171.png" +dest_files=["res://.godot/imported/tile171.png-0f15aba9aa538172ab975ab96b7a286b.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true 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@@ +[gd_resource type="Resource" script_class="TrenchBroomGameConfig" load_steps=7 format=3 uid="uid://ca3q1br5tkyob"] + +[ext_resource type="Resource" uid="uid://b4xhdj0e16lop" path="res://addons/func_godot/game_config/trenchbroom/tb_face_tag_clip.tres" id="1_xdkvf"] +[ext_resource type="Resource" uid="uid://ca7377sfgj074" path="res://addons/func_godot/game_config/trenchbroom/tb_face_tag_skip.tres" id="2_blx85"] +[ext_resource type="Resource" uid="uid://bkjxc54mmdhbo" path="res://addons/func_godot/game_config/trenchbroom/tb_face_tag_origin.tres" id="3_kci0q"] +[ext_resource type="Resource" uid="uid://e0ip2my7itxr" path="res://trenchbroom/demo_fgd.tres" id="4_xdkvf"] +[ext_resource type="Texture2D" uid="uid://decwujsyhj0qy" path="res://addons/func_godot/icon32.png" id="5_gvmc7"] +[ext_resource type="Script" uid="uid://cx44c4vnq8bt5" path="res://addons/func_godot/src/trenchbroom/trenchbroom_game_config.gd" id="6_lhd7s"] + +[resource] +script = ExtResource("6_lhd7s") +game_name = "demo" 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