Level Setup

Integrated with Trenchbroom
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MIT License
Copyright (c) 2024 DmitriySalnikov
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the Software), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, andor sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED AS IS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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![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.
<a href="https://boosty.to/dmitriysalnikov/donate"><img src="/docs/images/boosty.png" alt="Boosty" width=150px/></a>
<a href="#"><img src="/docs/images/USDT-TRC20.png" alt="USDT-TRC20" width=150px/></a>
<b>USDT-TRC20 TEw934PrsffHsAn5M63SoHYRuZo984EF6v</b>
## 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)

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[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"

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[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"
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@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] = []

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uid://cqye8dehq4c7q

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@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")

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@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 <texture_name, Array[Face]>
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

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@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

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@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"

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@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

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@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

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@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

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@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

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@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"

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@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"))

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@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 = ""

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