mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-16 23:43:47 +00:00
1138 lines
46 KiB
GDScript
1138 lines
46 KiB
GDScript
@tool
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@icon("res://addons/func_godot/icons/icon_slipgate3d.svg")
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## A scene generator node that parses a Quake map file using a [FuncGodotFGDFile]. Uses a [FuncGodotMapSettings] resource to define map build settings.
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## To use this node, select an instance of the node in the Godot editor and select "Quick Build", "Full Build", or "Unwrap UV2" from the toolbar. Alternatively, call [method manual_build] from code.
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class_name FuncGodotMap extends Node3D
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## How long to wait between child/owner batches
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const YIELD_DURATION := 0.0
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## Emitted when the build process successfully completes
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signal build_complete()
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## Emitted when the build process finishes a step. [code]progress[/code] is from 0.0-1.0
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signal build_progress(step, progress)
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## Emitted when the build process fails
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signal build_failed()
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## Emitted when UV2 unwrapping is completed
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signal unwrap_uv2_complete()
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@export_category("Map")
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## Local path to Quake map file to build a scene from.
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@export_file("*.map") var local_map_file: String = ""
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## Global path to Quake map file to build a scene from. Overrides [member local_map_file].
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@export_global_file("*.map") var global_map_file: String = ""
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## Map path used by code. Do it this way to support both global and local paths.
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var _map_file_internal: String = ""
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## Map settings resource that defines map build scale, textures location, and more.
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@export var map_settings: FuncGodotMapSettings = load(ProjectSettings.get_setting("func_godot/default_map_settings", "res://addons/func_godot/func_godot_default_map_settings.tres"))
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@export_category("Build")
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## If true, print profiling data before and after each build step.
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@export var print_profiling_data: bool = false
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## If true, stop the whole editor until build is complete.
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@export var block_until_complete: bool = false
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## How many nodes to set the owner of, or add children of, at once. Higher values may lead to quicker build times, but a less responsive editor.
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@export var set_owner_batch_size: int = 1000
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# Build context variables
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var func_godot: FuncGodot = null
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var profile_timestamps: Dictionary = {}
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var add_child_array: Array = []
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var set_owner_array: Array = []
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var should_add_children: bool = true
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var should_set_owners: bool = true
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var texture_list: Array = []
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var texture_loader = null
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var texture_dict: Dictionary = {}
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var texture_size_dict: Dictionary = {}
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var material_dict: Dictionary = {}
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var entity_definitions: Dictionary = {}
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var entity_dicts: Array = []
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var entity_mesh_dict: Dictionary = {}
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var entity_nodes: Array = []
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var entity_mesh_instances: Dictionary = {}
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var entity_occluder_instances: Dictionary = {}
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var entity_collision_shapes: Array = []
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# Utility
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## Verify that FuncGodot is functioning and that [member map_file] exists. If so, build the map. If not, signal [signal build_failed]
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func verify_and_build() -> void:
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if verify_parameters():
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build_map()
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else:
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emit_signal("build_failed")
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## Build the map.
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func manual_build() -> void:
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should_add_children = false
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should_set_owners = false
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verify_and_build()
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## Return true if parameters are valid; FuncGodot should be functioning and [member map_file] should exist.
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func verify_parameters() -> bool:
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# Prioritize global map file path for building at runtime
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_map_file_internal = global_map_file if global_map_file != "" else local_map_file
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if _map_file_internal == "":
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push_error("Error: Map file not set")
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return false
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if not FileAccess.file_exists(_map_file_internal):
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if FileAccess.file_exists(_map_file_internal + ".import"):
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_map_file_internal = _map_file_internal + ".import"
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else:
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push_error("Error: No such file %s" % _map_file_internal)
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return false
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if not map_settings:
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push_error("Error: Map settings not set")
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return false
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if not func_godot:
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func_godot = load("res://addons/func_godot/src/core/func_godot.gd").new()
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if not func_godot:
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push_error("Error: Failed to load func_godot.")
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return false
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return true
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## Reset member variables that affect the current build
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func reset_build_context() -> void:
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add_child_array = []
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set_owner_array = []
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texture_list = []
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texture_loader = null
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texture_dict = {}
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texture_size_dict = {}
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material_dict = {}
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entity_definitions = {}
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entity_dicts = []
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entity_mesh_dict = {}
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entity_nodes = []
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entity_mesh_instances = {}
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entity_occluder_instances = {}
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entity_collision_shapes = []
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build_step_index = 0
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build_step_count = 0
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if func_godot:
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func_godot = load("res://addons/func_godot/src/core/func_godot.gd").new()
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func_godot.map_settings = map_settings
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## Record the start time of a build step for profiling
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func start_profile(item_name: String) -> void:
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if print_profiling_data:
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print(item_name)
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profile_timestamps[item_name] = Time.get_unix_time_from_system()
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## Finish profiling for a build step; print associated timing data
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func stop_profile(item_name: String) -> void:
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if print_profiling_data:
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if item_name in profile_timestamps:
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var delta: float = Time.get_unix_time_from_system() - profile_timestamps[item_name]
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print("Completed in %s sec." % snapped(delta, 0.0001))
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profile_timestamps.erase(item_name)
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## Run a build step. [code]step_name[/code] is the method corresponding to the step.
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func run_build_step(step_name: String) -> Variant:
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start_profile(step_name)
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var result : Variant = call(step_name)
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stop_profile(step_name)
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return result
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## Add [code]node[/code] as a child of parent, or as a child of [code]below[/code] if non-null. Also queue for ownership assignment.
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func add_child_editor(parent: Node, node: Node, below: Node = null) -> void:
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if not node or not parent:
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return
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var prev_parent = node.get_parent()
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if prev_parent:
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prev_parent.remove_child(node)
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if below:
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below.add_sibling(node)
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else:
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parent.add_child(node)
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set_owner_array.append(node)
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## Set the owner of [code]node[/code] to the current scene.
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func set_owner_editor(node: Node) -> void:
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var tree : SceneTree = get_tree()
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if not tree:
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return
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var edited_scene_root : Node = tree.get_edited_scene_root()
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if not edited_scene_root:
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return
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node.set_owner(edited_scene_root)
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var build_step_index : int = 0
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var build_step_count : int = 0
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var build_steps : Array = []
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var post_attach_steps : Array = []
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## Register a build step.
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## [code]build_step[/code] is a string that corresponds to a method on this class, [code]arguments[/code] a list of arguments to pass to this method, and [code]target[/code] is a property on this class to save the return value of the build step in. If [code]post_attach[/code] is true, the step will be run after the scene hierarchy is completed.
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func register_build_step(build_step: String, target: String = "", post_attach: bool = false) -> void:
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(post_attach_steps if post_attach else build_steps).append([build_step, target])
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build_step_count += 1
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## Run all build steps. Emits [signal build_progress] after each step.
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## If [code]post_attach[/code] is true, run post-attach steps instead and signal [signal build_complete] when finished.
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func run_build_steps(post_attach : bool = false) -> void:
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var target_array : Array = post_attach_steps if post_attach else build_steps
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while target_array.size() > 0:
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var build_step : Array = target_array.pop_front()
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emit_signal("build_progress", build_step[0], float(build_step_index + 1) / float(build_step_count))
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var scene_tree : SceneTree = get_tree()
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if scene_tree and not block_until_complete:
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await get_tree().create_timer(YIELD_DURATION).timeout
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var result : Variant = run_build_step(build_step[0])
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var target : String = build_step[1]
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if target != "":
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set(target, result)
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build_step_index += 1
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if scene_tree and not block_until_complete:
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await get_tree().create_timer(YIELD_DURATION).timeout
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if post_attach:
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_build_complete()
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else:
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start_profile('add_children')
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add_children()
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## Register all steps for the build. See [method register_build_step] and [method run_build_steps]
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func register_build_steps() -> void:
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register_build_step('remove_children')
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register_build_step('load_map')
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register_build_step('fetch_texture_list', 'texture_list')
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register_build_step('init_texture_loader', 'texture_loader')
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register_build_step('load_textures', 'texture_dict')
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register_build_step('build_texture_size_dict', 'texture_size_dict')
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register_build_step('build_materials', 'material_dict')
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register_build_step('fetch_entity_definitions', 'entity_definitions')
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register_build_step('set_core_entity_definitions')
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register_build_step('generate_geometry')
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register_build_step('fetch_entity_dicts', 'entity_dicts')
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register_build_step('build_entity_nodes', 'entity_nodes')
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register_build_step('resolve_trenchbroom_group_hierarchy')
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register_build_step('build_entity_mesh_dict', 'entity_mesh_dict')
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register_build_step('build_entity_mesh_instances', 'entity_mesh_instances')
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register_build_step('build_entity_occluder_instances', 'entity_occluder_instances')
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register_build_step('build_entity_collision_shape_nodes', 'entity_collision_shapes')
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## Register all post-attach steps for the build. See [method register_build_step] and [method run_build_steps]
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func register_post_attach_steps() -> void:
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register_build_step('build_entity_collision_shapes', "", true)
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register_build_step('apply_entity_meshes', "", true)
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register_build_step('apply_entity_occluders', "", true)
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register_build_step('apply_properties_and_finish', "", true)
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# Actions
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## Build the map
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func build_map() -> void:
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reset_build_context()
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if map_settings == null:
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printerr("Skipping build process: No map settings resource!")
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emit_signal("build_complete")
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return
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print('Building %s' % _map_file_internal)
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#if print_profiling_data:
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#print('\n')
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start_profile('build_map')
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register_build_steps()
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register_post_attach_steps()
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run_build_steps()
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## Recursively unwrap UV2s for [code]node[/code] and its children, in preparation for baked lighting.
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func unwrap_uv2(node: Node = null) -> void:
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var target_node: Node = null
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if node:
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target_node = node
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else:
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target_node = self
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print("Unwrapping mesh UV2s")
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if target_node is MeshInstance3D:
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if target_node.gi_mode == GeometryInstance3D.GI_MODE_STATIC:
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var mesh: Mesh = target_node.get_mesh()
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if mesh is ArrayMesh:
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mesh.lightmap_unwrap(Transform3D.IDENTITY, map_settings.uv_unwrap_texel_size * map_settings.scale_factor)
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for child in target_node.get_children():
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unwrap_uv2(child)
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if not node:
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print("Unwrap complete")
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emit_signal("unwrap_uv2_complete")
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# Build Steps
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## Recursively remove and delete all children of this node
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func remove_children() -> void:
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for child in get_children():
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remove_child(child)
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child.queue_free()
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## Parse and load [member map_file]
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func load_map() -> void:
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func_godot.load_map(_map_file_internal, map_settings.use_trenchbroom_groups_hierarchy)
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## Get textures found in [member map_file]
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func fetch_texture_list() -> Array:
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return func_godot.get_texture_list() as Array
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## Initialize texture loader, allowing textures in [member base_texture_dir] and [member texture_wads] to be turned into materials
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func init_texture_loader() -> FuncGodotTextureLoader:
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return FuncGodotTextureLoader.new(map_settings)
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## Build a dictionary from Map File texture names to their corresponding Texture2D resources in Godot
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func load_textures() -> Dictionary:
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return texture_loader.load_textures(texture_list) as Dictionary
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## Build a dictionary from Map File texture names to Godot materials
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func build_materials() -> Dictionary:
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return texture_loader.create_materials(texture_list)
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## Collect entity definitions from [member entity_fgd], as a dictionary from Map File classnames to entity definitions
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func fetch_entity_definitions() -> Dictionary:
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return map_settings.entity_fgd.get_entity_definitions()
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## Hand the FuncGodot core the entity definitions
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func set_core_entity_definitions() -> void:
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var core_ent_defs: Dictionary = {}
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for classname in entity_definitions:
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core_ent_defs[classname] = {}
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var entity_definition: FuncGodotFGDEntityClass = entity_definitions[classname]
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if entity_definition is FuncGodotFGDSolidClass:
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core_ent_defs[classname]['spawn_type'] = entity_definition.spawn_type
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core_ent_defs[classname]['origin_type'] = entity_definition.origin_type
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const MFlags = FuncGodotMapData.FuncGodotEntityMetadataInclusionFlags
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var flags := MFlags.NONE
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if entity_definition.add_textures_metadata: flags |= MFlags.TEXTURES
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if entity_definition.add_vertex_metadata: flags |= MFlags.VERTEX
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if entity_definition.add_face_normal_metadata: flags |= MFlags.FACE_NORMAL
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if entity_definition.add_face_position_metadata: flags |= MFlags.FACE_POSITION
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if entity_definition.add_collision_shape_face_range_metadata: flags |= MFlags.COLLISION_SHAPE_TO_FACE_RANGE_MAP
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core_ent_defs[classname]['metadata_inclusion_flags'] = flags
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func_godot.set_entity_definitions(core_ent_defs)
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## Generate geometry from map file
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func generate_geometry() -> void:
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func_godot.generate_geometry(texture_size_dict);
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## Get a list of dictionaries representing each entity from the FuncGodot core
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func fetch_entity_dicts() -> Array:
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return func_godot.get_entity_dicts()
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## Build a dictionary from Map File textures to the sizes of their corresponding Godot textures
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func build_texture_size_dict() -> Dictionary:
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var texture_size_dict: Dictionary = {}
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for tex_key in texture_dict:
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var texture: Texture2D = texture_dict[tex_key] as Texture2D
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if texture:
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texture_size_dict[tex_key] = texture.get_size()
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else:
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texture_size_dict[tex_key] = Vector2.ONE
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return texture_size_dict
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## Build nodes from the entities in [member entity_dicts]
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func build_entity_nodes() -> Array:
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var entity_nodes : Array = []
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entity_nodes.resize(entity_dicts.size())
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# TrenchBroom: Prevent generation of omitted layers
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var omitted_entities : Array[int] = []
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var omitted_groups: Array[String] = []
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if map_settings.use_trenchbroom_groups_hierarchy:
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# Omit layers
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for entity_idx in range(0, entity_dicts.size()):
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var entity_dict: Dictionary = entity_dicts[entity_idx] as Dictionary
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var properties: Dictionary = entity_dict['properties'] as Dictionary
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if '_tb_type' in properties and properties['_tb_type'] == '_tb_layer':
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if '_tb_layer_omit_from_export' in properties and properties['_tb_layer_omit_from_export'] == "1":
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omitted_entities.append(entity_idx)
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omitted_groups.append("layer_" + str(properties.get('_tb_id', "-1")))
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# Omit groups and top-level entities
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for entity_idx in range(0, entity_dicts.size()):
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if omitted_entities.find(entity_idx) != -1:
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continue
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var entity_dict: Dictionary = entity_dicts[entity_idx] as Dictionary
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var properties: Dictionary = entity_dict['properties'] as Dictionary
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if '_tb_layer' in properties:
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if omitted_groups.find("layer_" + str(properties['_tb_layer'])) != -1:
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omitted_entities.append(entity_idx)
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if '_tb_id' in properties and properties['_tb_type'] == '_tb_group':
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omitted_groups.append("group_" + str(properties.get('_tb_id', "-1")))
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for entity_idx in range(0, entity_dicts.size()):
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var entity_dict: Dictionary = entity_dicts[entity_idx] as Dictionary
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var properties: Dictionary = entity_dict['properties'] as Dictionary
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if map_settings.use_trenchbroom_groups_hierarchy:
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if omitted_entities.find(entity_idx) != -1:
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entity_nodes[entity_idx] = null
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continue
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if '_tb_group' in properties and omitted_groups.find("group_" + str(properties['_tb_group'])) != -1:
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entity_nodes[entity_idx] = null
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continue
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var node: Node = null
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var node_name: String = "entity_%s" % entity_idx
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var should_add_child: bool = should_add_children
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if 'classname' in properties:
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var classname: String = properties['classname']
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node_name += "_" + classname
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if classname in entity_definitions:
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var entity_definition: FuncGodotFGDEntityClass = entity_definitions[classname] as FuncGodotFGDEntityClass
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var name_prop: String
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if entity_definition.name_property in properties:
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name_prop = str(properties[entity_definition.name_property])
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elif map_settings.entity_name_property in properties:
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name_prop = str(properties[map_settings.entity_name_property])
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if not name_prop.is_empty():
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node_name = "entity_" + name_prop
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if entity_definition is FuncGodotFGDSolidClass:
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if entity_definition.spawn_type == FuncGodotFGDSolidClass.SpawnType.MERGE_WORLDSPAWN:
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entity_nodes[entity_idx] = null
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continue
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if entity_definition.node_class != "":
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node = ClassDB.instantiate(entity_definition.node_class)
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elif entity_definition is FuncGodotFGDPointClass:
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if entity_definition.scene_file:
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var flag: PackedScene.GenEditState = PackedScene.GEN_EDIT_STATE_DISABLED
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if Engine.is_editor_hint():
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flag = PackedScene.GEN_EDIT_STATE_INSTANCE
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node = entity_definition.scene_file.instantiate(flag)
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elif entity_definition.node_class != "":
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node = ClassDB.instantiate(entity_definition.node_class)
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if 'rotation_degrees' in node and entity_definition.apply_rotation_on_map_build:
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var angles := Vector3.ZERO
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if 'angles' in properties or 'mangle' in properties:
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var key := 'angles' if 'angles' in properties else 'mangle'
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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 entity_definition.classname.begins_with('light'):
|
|
angles = Vector3(angles_raw[1], angles_raw[0], -angles_raw[2])
|
|
elif entity_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 entity_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
|
|
else:
|
|
node = Node3D.new()
|
|
if entity_definition.script_class:
|
|
node.set_script(entity_definition.script_class)
|
|
if not node:
|
|
node = Node3D.new()
|
|
|
|
node.name = node_name
|
|
|
|
if 'origin' in properties and entity_dict.brush_count < 1:
|
|
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)
|
|
else:
|
|
if entity_idx != 0 and 'position' in node:
|
|
if node.position is Vector3:
|
|
node.position = entity_dict['center'] * map_settings.scale_factor
|
|
|
|
entity_nodes[entity_idx] = node
|
|
|
|
if should_add_child:
|
|
queue_add_child(self, node)
|
|
|
|
return entity_nodes
|
|
|
|
## Build [CollisionShape3D] nodes for brush entities
|
|
func build_entity_collision_shape_nodes() -> Array:
|
|
var entity_collision_shapes_arr: Array = []
|
|
|
|
for entity_idx in range(0, entity_nodes.size()):
|
|
var entity_collision_shapes: Array = []
|
|
|
|
var entity_dict: Dictionary = entity_dicts[entity_idx]
|
|
var properties: Dictionary = entity_dict['properties']
|
|
|
|
var node: Node = entity_nodes[entity_idx] as Node
|
|
var concave: bool = false
|
|
|
|
if 'classname' in properties:
|
|
var classname: String = properties['classname']
|
|
if classname in entity_definitions:
|
|
var entity_definition: FuncGodotFGDSolidClass = entity_definitions[classname] as FuncGodotFGDSolidClass
|
|
if entity_definition:
|
|
if entity_definition.collision_shape_type == FuncGodotFGDSolidClass.CollisionShapeType.NONE:
|
|
entity_collision_shapes_arr.append(null)
|
|
continue
|
|
elif entity_definition.collision_shape_type == FuncGodotFGDSolidClass.CollisionShapeType.CONCAVE:
|
|
concave = true
|
|
|
|
if entity_definition.spawn_type == FuncGodotFGDSolidClass.SpawnType.MERGE_WORLDSPAWN:
|
|
# TODO: Find the worldspawn object instead of assuming index 0
|
|
node = entity_nodes[0] as Node
|
|
|
|
if node and node is CollisionObject3D:
|
|
(node as CollisionObject3D).collision_layer = entity_definition.collision_layer
|
|
(node as CollisionObject3D).collision_mask = entity_definition.collision_mask
|
|
(node as CollisionObject3D).collision_priority = entity_definition.collision_priority
|
|
|
|
# don't create collision shapes that wont be attached to a CollisionObject3D as they are a waste
|
|
if not node or (not node is CollisionObject3D):
|
|
entity_collision_shapes_arr.append(null)
|
|
continue
|
|
|
|
if concave:
|
|
var collision_shape: CollisionShape3D = CollisionShape3D.new()
|
|
collision_shape.name = "entity_%s_collision_shape" % entity_idx
|
|
entity_collision_shapes.append(collision_shape)
|
|
queue_add_child(node, collision_shape)
|
|
else:
|
|
for brush_idx in entity_dict['brush_indices']:
|
|
var collision_shape: CollisionShape3D = CollisionShape3D.new()
|
|
collision_shape.name = "entity_%s_brush_%s_collision_shape" % [entity_idx, brush_idx]
|
|
entity_collision_shapes.append(collision_shape)
|
|
queue_add_child(node, collision_shape)
|
|
entity_collision_shapes_arr.append(entity_collision_shapes)
|
|
|
|
return entity_collision_shapes_arr
|
|
|
|
## Build the concrete [Shape3D] resources for each brush
|
|
func build_entity_collision_shapes() -> void:
|
|
for entity_idx in range(0, entity_dicts.size()):
|
|
var entity_dict: Dictionary = entity_dicts[entity_idx] as Dictionary
|
|
var properties: Dictionary = entity_dict['properties']
|
|
var entity_position: Vector3 = Vector3.ZERO
|
|
if entity_nodes[entity_idx] != null and entity_nodes[entity_idx].get("position"):
|
|
if entity_nodes[entity_idx].position is Vector3:
|
|
entity_position = entity_nodes[entity_idx].position
|
|
|
|
if entity_collision_shapes.size() < entity_idx:
|
|
continue
|
|
if entity_collision_shapes[entity_idx] == null:
|
|
continue
|
|
|
|
var entity_collision_shape: Array = entity_collision_shapes[entity_idx]
|
|
var concave: bool = false
|
|
var shape_margin: float = 0.04
|
|
var entity_definition: FuncGodotFGDSolidClass
|
|
|
|
if 'classname' in properties:
|
|
var classname: String = properties['classname']
|
|
if classname in entity_definitions:
|
|
entity_definition = entity_definitions[classname] as FuncGodotFGDSolidClass
|
|
if entity_definition:
|
|
match(entity_definition.collision_shape_type):
|
|
FuncGodotFGDSolidClass.CollisionShapeType.NONE:
|
|
continue
|
|
FuncGodotFGDSolidClass.CollisionShapeType.CONVEX:
|
|
concave = false
|
|
FuncGodotFGDSolidClass.CollisionShapeType.CONCAVE:
|
|
concave = true
|
|
shape_margin = entity_definition.collision_shape_margin
|
|
|
|
if entity_collision_shapes[entity_idx] == null:
|
|
continue
|
|
|
|
if concave:
|
|
func_godot.gather_entity_concave_collision_surfaces(entity_idx)
|
|
else:
|
|
func_godot.gather_entity_convex_collision_surfaces(entity_idx)
|
|
var entity_surfaces: Array = func_godot.fetch_surfaces(func_godot.surface_gatherer)
|
|
var metadata: Dictionary = func_godot.surface_gatherer.out_metadata
|
|
var collision_shape_to_face_range_map: Dictionary = {}
|
|
var face_shape_indices: Array[Vector2i] = metadata["shape_index_ranges"]
|
|
|
|
var entity_verts: PackedVector3Array = PackedVector3Array()
|
|
|
|
for surface_idx in range(0, entity_surfaces.size()):
|
|
if entity_surfaces[surface_idx] == null:
|
|
continue
|
|
|
|
var surface_verts: Array = entity_surfaces[surface_idx]
|
|
|
|
if concave:
|
|
var vertices: PackedVector3Array = surface_verts[Mesh.ARRAY_VERTEX] as PackedVector3Array
|
|
var indices: PackedInt32Array = surface_verts[Mesh.ARRAY_INDEX] as PackedInt32Array
|
|
for vert_idx in indices:
|
|
entity_verts.append(vertices[vert_idx])
|
|
else:
|
|
var shape_points = PackedVector3Array()
|
|
for vertex in surface_verts[Mesh.ARRAY_VERTEX]:
|
|
if not vertex in shape_points:
|
|
shape_points.append(vertex)
|
|
|
|
var shape: ConvexPolygonShape3D = ConvexPolygonShape3D.new()
|
|
shape.set_points(shape_points)
|
|
shape.margin = shape_margin
|
|
|
|
var collision_shape: CollisionShape3D = entity_collision_shape[surface_idx]
|
|
collision_shape.set_shape(shape)
|
|
|
|
# For face shape range metadata, we need to add info about child node names
|
|
if entity_definition and entity_definition.add_collision_shape_face_range_metadata:
|
|
collision_shape_to_face_range_map[collision_shape.name] = face_shape_indices[surface_idx]
|
|
|
|
if concave:
|
|
if entity_verts.size() == 0:
|
|
continue
|
|
|
|
var shape: ConcavePolygonShape3D = ConcavePolygonShape3D.new()
|
|
shape.set_faces(entity_verts)
|
|
shape.margin = shape_margin
|
|
|
|
var collision_shape: CollisionShape3D = entity_collision_shapes[entity_idx][0]
|
|
collision_shape.set_shape(shape)
|
|
|
|
if entity_definition and entity_definition.add_collision_shape_face_range_metadata:
|
|
collision_shape_to_face_range_map[collision_shape.name] = Vector2i(0, entity_verts.size() / 3)
|
|
|
|
if entity_definition:
|
|
if not entity_definition.add_face_normal_metadata:
|
|
metadata.erase("normals")
|
|
if not entity_definition.add_face_position_metadata:
|
|
metadata.erase("positions")
|
|
if not entity_definition.add_textures_metadata:
|
|
metadata.erase("textures")
|
|
metadata.erase("texture_names")
|
|
if not entity_definition.add_vertex_metadata:
|
|
metadata.erase("vertices")
|
|
|
|
metadata.erase("shape_index_ranges") # cleanup intermediate / buffer
|
|
if entity_definition.add_collision_shape_face_range_metadata:
|
|
metadata["collision_shape_to_face_range_map"] = collision_shape_to_face_range_map
|
|
|
|
if not metadata.is_empty():
|
|
entity_nodes[entity_idx].set_meta("func_godot_mesh_data", metadata)
|
|
|
|
## Build Dictionary from entity indices to [ArrayMesh] instances
|
|
func build_entity_mesh_dict() -> Dictionary:
|
|
var meshes: Dictionary = {}
|
|
|
|
var texture_surf_map: Dictionary
|
|
var texture_to_metadata_map: Dictionary
|
|
for texture in texture_dict:
|
|
texture_surf_map[texture] = Array()
|
|
texture_to_metadata_map[texture] = {}
|
|
|
|
var gather_task = func(i):
|
|
var texture: String = texture_dict.keys()[i]
|
|
var fetch_result = func_godot.gather_texture_surfaces(texture)
|
|
texture_surf_map[texture] = fetch_result["surfaces"]
|
|
texture_to_metadata_map[texture] = fetch_result["metadata"]
|
|
|
|
var task_id: int = WorkerThreadPool.add_group_task(gather_task, texture_dict.keys().size(), 4, true)
|
|
WorkerThreadPool.wait_for_group_task_completion(task_id)
|
|
|
|
for texture in texture_dict:
|
|
var texture_surfaces: Array = texture_surf_map[texture] as Array
|
|
|
|
for entity_idx in range(0, texture_surfaces.size()):
|
|
var entity_dict: Dictionary = entity_dicts[entity_idx] as Dictionary
|
|
var properties: Dictionary = entity_dict['properties']
|
|
|
|
var entity_surface = texture_surfaces[entity_idx]
|
|
var entity_definition: FuncGodotFGDSolidClass
|
|
|
|
if 'classname' in properties:
|
|
var classname: String = properties['classname']
|
|
if classname in entity_definitions:
|
|
entity_definition = entity_definitions[classname] as FuncGodotFGDSolidClass
|
|
if entity_definition:
|
|
if entity_definition.spawn_type == FuncGodotFGDSolidClass.SpawnType.MERGE_WORLDSPAWN:
|
|
entity_surface = null
|
|
|
|
if not entity_definition.build_visuals and not entity_definition.build_occlusion:
|
|
entity_surface = null
|
|
|
|
if entity_surface == null:
|
|
continue
|
|
|
|
if not entity_idx in meshes:
|
|
meshes[entity_idx] = ArrayMesh.new()
|
|
|
|
var mesh: ArrayMesh = meshes[entity_idx]
|
|
mesh.add_surface_from_arrays(ArrayMesh.PRIMITIVE_TRIANGLES, entity_surface)
|
|
mesh.surface_set_name(mesh.get_surface_count() - 1, texture)
|
|
mesh.surface_set_material(mesh.get_surface_count() - 1, material_dict[texture])
|
|
|
|
# Build metadata only if the node is set to not build collision. Otherwise we are already building it in build_entity_collision_shapes.
|
|
if entity_definition and entity_definition.collision_shape_type == FuncGodotFGDSolidClass.CollisionShapeType.NONE:
|
|
if not mesh.has_meta("func_godot_mesh_data"):
|
|
mesh.set_meta("func_godot_mesh_data", Dictionary())
|
|
var this_textures_metadata: Dictionary = texture_to_metadata_map[texture]
|
|
var entity_metadata: Dictionary = mesh.get_meta("func_godot_mesh_data")
|
|
var entity_index_ranges: Array[Vector2i] = this_textures_metadata["entity_index_ranges"]
|
|
var range: Vector2i = entity_index_ranges[entity_idx]
|
|
|
|
if entity_definition.add_vertex_metadata:
|
|
var vertices: PackedVector3Array = entity_metadata.get("vertices", PackedVector3Array())
|
|
vertices.append_array((this_textures_metadata["vertices"] as PackedVector3Array).slice(range.x * 3, range.y * 3))
|
|
entity_metadata["vertices"] = vertices
|
|
|
|
if entity_definition.add_face_normal_metadata:
|
|
var normals: PackedVector3Array = entity_metadata.get("normals", PackedVector3Array())
|
|
normals.append_array((this_textures_metadata["normals"] as PackedVector3Array).slice(range.x, range.y))
|
|
entity_metadata["normals"] = normals
|
|
|
|
if entity_definition.add_face_position_metadata:
|
|
var positions: PackedVector3Array = entity_metadata.get("positions", PackedVector3Array())
|
|
positions.append_array((this_textures_metadata["positions"] as PackedVector3Array).slice(range.x, range.y))
|
|
entity_metadata["positions"] = positions
|
|
|
|
if entity_definition.add_textures_metadata:
|
|
# different (if null: add empty) logic for texture_names due to not being able make a static typed
|
|
# Array[StringName] inline in the get() function
|
|
if not entity_metadata.has("texture_names"):
|
|
var new: Array[StringName] = []
|
|
entity_metadata["texture_names"] = new
|
|
var texture_names: Array[StringName] = entity_metadata["texture_names"]
|
|
var textures: PackedInt32Array = entity_metadata.get("textures", PackedInt32Array())
|
|
var texture_block: PackedInt32Array = []
|
|
texture_block.resize(range.y - range.x)
|
|
texture_block.fill(texture_names.size())
|
|
texture_names.append(StringName(texture))
|
|
textures.append_array(texture_block)
|
|
entity_metadata["textures"] = textures
|
|
|
|
return meshes
|
|
|
|
## Build [MeshInstance3D]s from brush entities and add them to the add child queue
|
|
func build_entity_mesh_instances() -> Dictionary:
|
|
var entity_mesh_instances: Dictionary = {}
|
|
for entity_idx in entity_mesh_dict:
|
|
var use_in_baked_light: bool = false
|
|
var shadow_casting_setting: GeometryInstance3D.ShadowCastingSetting = GeometryInstance3D.SHADOW_CASTING_SETTING_DOUBLE_SIDED
|
|
var render_layers: int = 1
|
|
|
|
var entity_dict: Dictionary = entity_dicts[entity_idx] as Dictionary
|
|
var properties: Dictionary = entity_dict['properties']
|
|
var classname: String = properties['classname']
|
|
if classname in entity_definitions:
|
|
var entity_definition: FuncGodotFGDSolidClass = entity_definitions[classname] as FuncGodotFGDSolidClass
|
|
if entity_definition:
|
|
if not entity_definition.build_visuals:
|
|
continue
|
|
|
|
if entity_definition.use_in_baked_light:
|
|
use_in_baked_light = true
|
|
elif '_shadow' in properties:
|
|
if properties['_shadow'] == "1":
|
|
use_in_baked_light = true
|
|
shadow_casting_setting = entity_definition.shadow_casting_setting
|
|
render_layers = entity_definition.render_layers
|
|
|
|
if not entity_mesh_dict[entity_idx]:
|
|
continue
|
|
|
|
var mesh_instance: MeshInstance3D = MeshInstance3D.new()
|
|
mesh_instance.name = 'entity_%s_mesh_instance' % entity_idx
|
|
mesh_instance.gi_mode = MeshInstance3D.GI_MODE_STATIC if use_in_baked_light else GeometryInstance3D.GI_MODE_DISABLED
|
|
mesh_instance.cast_shadow = shadow_casting_setting
|
|
mesh_instance.layers = render_layers
|
|
|
|
queue_add_child(entity_nodes[entity_idx], mesh_instance)
|
|
|
|
entity_mesh_instances[entity_idx] = mesh_instance
|
|
|
|
return entity_mesh_instances
|
|
|
|
func build_entity_occluder_instances() -> Dictionary:
|
|
var entity_occluder_instances: Dictionary = {}
|
|
for entity_idx in entity_mesh_dict:
|
|
var entity_dict: Dictionary = entity_dicts[entity_idx] as Dictionary
|
|
var properties: Dictionary = entity_dict['properties']
|
|
var classname: String = properties['classname']
|
|
if classname in entity_definitions:
|
|
var entity_definition: FuncGodotFGDSolidClass = entity_definitions[classname] as FuncGodotFGDSolidClass
|
|
if entity_definition:
|
|
if entity_definition.build_occlusion:
|
|
if not entity_mesh_dict[entity_idx]:
|
|
continue
|
|
|
|
var occluder_instance: OccluderInstance3D = OccluderInstance3D.new()
|
|
occluder_instance.name = 'entity_%s_occluder_instance' % entity_idx
|
|
|
|
queue_add_child(entity_nodes[entity_idx], occluder_instance)
|
|
entity_occluder_instances[entity_idx] = occluder_instance
|
|
|
|
return entity_occluder_instances
|
|
|
|
## Assign [ArrayMesh]es to their [MeshInstance3D] counterparts
|
|
func apply_entity_meshes() -> void:
|
|
for entity_idx in entity_mesh_instances:
|
|
var mesh: Mesh = entity_mesh_dict[entity_idx] as Mesh
|
|
var mesh_instance: MeshInstance3D = entity_mesh_instances[entity_idx] as MeshInstance3D
|
|
if not mesh or not mesh_instance:
|
|
if mesh.has_meta("func_godot_mesh_data"):
|
|
mesh.remove_meta("func_godot_mesh_data")
|
|
continue
|
|
|
|
mesh_instance.set_mesh(mesh)
|
|
queue_add_child(entity_nodes[entity_idx], mesh_instance)
|
|
if mesh.has_meta("func_godot_mesh_data"):
|
|
entity_nodes[entity_idx].set_meta("func_godot_mesh_data", mesh.get_meta("func_godot_mesh_data"))
|
|
mesh.remove_meta("func_godot_mesh_data")
|
|
|
|
func apply_entity_occluders() -> void:
|
|
for entity_idx in entity_mesh_dict:
|
|
var mesh: Mesh = entity_mesh_dict[entity_idx] as Mesh
|
|
var occluder_instance: OccluderInstance3D
|
|
|
|
if entity_idx in entity_occluder_instances:
|
|
occluder_instance = entity_occluder_instances[entity_idx]
|
|
|
|
if not mesh or not occluder_instance:
|
|
continue
|
|
|
|
var verts: PackedVector3Array
|
|
var indices: PackedInt32Array
|
|
var index: int = 0
|
|
for surf_idx in range(mesh.get_surface_count()):
|
|
var vert_count: int = verts.size()
|
|
var surf_array: Array = 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 = ArrayOccluder3D.new()
|
|
occluder.set_arrays(verts, indices)
|
|
|
|
occluder_instance.occluder = occluder
|
|
|
|
## Resolve entity group hierarchy, turning Trenchbroom groups into nodes and queueing their contents to be added to said nodes as children
|
|
func resolve_trenchbroom_group_hierarchy() -> void:
|
|
if not map_settings.use_trenchbroom_groups_hierarchy:
|
|
return
|
|
|
|
var parent_entities: Dictionary = {}
|
|
var child_entities: Dictionary = {}
|
|
|
|
# Gather all entities which are children in some group or parents in some group
|
|
for node_idx in range(0, entity_nodes.size()):
|
|
var node: Node = entity_nodes[node_idx]
|
|
var properties: Dictionary = entity_dicts[node_idx]['properties']
|
|
|
|
if not properties:
|
|
continue
|
|
|
|
if not ('_tb_id' in properties or '_tb_group' in properties or '_tb_layer' in properties):
|
|
continue
|
|
|
|
# identify children
|
|
if '_tb_group' in properties or '_tb_layer' in properties:
|
|
child_entities[node_idx] = node
|
|
|
|
# identify parents
|
|
if '_tb_id' in properties:
|
|
node.set_meta("_tb_type", properties['_tb_type'])
|
|
if properties['_tb_type'] == "_tb_group":
|
|
node.name = "group_" + str(properties['_tb_id'])
|
|
elif properties['_tb_type'] == "_tb_layer":
|
|
node.name = "layer_" + str(properties['_tb_layer_sort_index'])
|
|
if properties['_tb_name'] != "Unnamed":
|
|
node.name = node.name + "_" + properties['_tb_name']
|
|
parent_entities[node_idx] = node
|
|
|
|
var child_to_parent_map: Dictionary = {}
|
|
|
|
#For each child,...
|
|
for node_idx in child_entities:
|
|
var node: Node = child_entities[node_idx]
|
|
var properties: Dictionary = entity_dicts[node_idx]['properties']
|
|
var tb_group: Variant = null
|
|
if '_tb_group' in properties:
|
|
tb_group = properties['_tb_group']
|
|
elif '_tb_layer' in properties:
|
|
tb_group = properties['_tb_layer']
|
|
if tb_group == null:
|
|
continue
|
|
|
|
var parent: Node = null
|
|
var parent_properties: Dictionary = {}
|
|
var parent_entity = null
|
|
var parent_idx = null
|
|
|
|
# ...identify its direct parent out of the parent_entities array
|
|
for possible_parent in parent_entities:
|
|
parent_entity = parent_entities[possible_parent]
|
|
parent_properties = entity_dicts[possible_parent]['properties']
|
|
if parent_properties['_tb_id'] == tb_group:
|
|
parent = parent_entity
|
|
parent_idx = possible_parent
|
|
break
|
|
# If there's a match, pass it on to the child-parent relationship map
|
|
if parent:
|
|
child_to_parent_map[node_idx] = parent_idx
|
|
|
|
for child_idx in child_to_parent_map:
|
|
var child = entity_nodes[child_idx]
|
|
var parent_idx = child_to_parent_map[child_idx]
|
|
var parent = entity_nodes[parent_idx]
|
|
queue_add_child(parent, child, null, true)
|
|
|
|
## Add a child and its new parent to the add child queue. If [code]below[/code] is a node, add it as a child to that instead. If [code]relative[/code] is true, set the location of node relative to parent.
|
|
func queue_add_child(parent, node, below = null, relative = false) -> void:
|
|
add_child_array.append({"parent": parent, "node": node, "below": below, "relative": relative})
|
|
|
|
## Assign children to parents based on the contents of the add child queue (see [method queue_add_child])
|
|
func add_children() -> void:
|
|
while true:
|
|
for i in range(0, set_owner_batch_size):
|
|
if add_child_array.size() > 0:
|
|
var data: Dictionary = add_child_array.pop_front()
|
|
if data:
|
|
add_child_editor(data['parent'], data['node'], data['below'])
|
|
if data['relative']:
|
|
if (data['node'] is Node3D and data['parent'] is Node3D) or (data['node'] is Node2D and data['parent'] is Node2D):
|
|
data['node'].position -= data['parent'].position
|
|
continue
|
|
add_children_complete()
|
|
return
|
|
|
|
var scene_tree: SceneTree = get_tree()
|
|
if scene_tree and not block_until_complete:
|
|
await get_tree().create_timer(YIELD_DURATION).timeout
|
|
|
|
## Set owners and start post-attach build steps
|
|
func add_children_complete() -> void:
|
|
stop_profile('add_children')
|
|
|
|
if should_set_owners:
|
|
start_profile('set_owners')
|
|
set_owners()
|
|
else:
|
|
run_build_steps(true)
|
|
|
|
## Set owner of nodes generated by FuncGodot to scene root based on [member set_owner_array]
|
|
func set_owners() -> void:
|
|
while true:
|
|
for i in range(0, set_owner_batch_size):
|
|
var node: Node = set_owner_array.pop_front()
|
|
if node:
|
|
set_owner_editor(node)
|
|
else:
|
|
set_owners_complete()
|
|
return
|
|
|
|
var scene_tree: SceneTree = get_tree()
|
|
if scene_tree and not block_until_complete:
|
|
await get_tree().create_timer(YIELD_DURATION).timeout
|
|
|
|
## Finish profiling for set_owners and start post-attach build steps
|
|
func set_owners_complete() -> void:
|
|
stop_profile('set_owners')
|
|
run_build_steps(true)
|
|
|
|
## Apply Map File properties to [Node3D] instances, transferring Map File dictionaries to [Node3D.func_godot_properties]
|
|
## and then calling the appropriate callbacks.
|
|
func apply_properties_and_finish() -> void:
|
|
for entity_idx in range(0, entity_nodes.size()):
|
|
var entity_node: Node = entity_nodes[entity_idx] as Node
|
|
if not entity_node:
|
|
continue
|
|
|
|
var entity_dict: Dictionary = entity_dicts[entity_idx] as Dictionary
|
|
var properties: Dictionary = entity_dict['properties'] as Dictionary
|
|
|
|
if 'classname' in properties:
|
|
var classname: String = properties['classname']
|
|
if classname in entity_definitions:
|
|
var entity_definition: FuncGodotFGDEntityClass = entity_definitions[classname] as FuncGodotFGDEntityClass
|
|
|
|
for property in properties:
|
|
var prop_string = properties[property]
|
|
if property in entity_definition.class_properties:
|
|
var prop_default: Variant = entity_definition.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 \'" + 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 \'" + 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 \'" + classname + "\': " + prop_string)
|
|
properties[property] = prop_color
|
|
TYPE_DICTIONARY:
|
|
var prop_desc = entity_definition.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 \'" + 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 \'" + 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 \'" + 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 \'" + classname + "\': " + prop_string)
|
|
properties[property] = prop_vec
|
|
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 entity_definitions[classname].class_properties:
|
|
if not property in properties:
|
|
var prop_default: Variant = entity_definition.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 = entity_definition.class_property_descriptions[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]
|
|
else:
|
|
properties[property] = 0
|
|
elif prop_default is Resource:
|
|
properties[property] = prop_default.resource_path
|
|
elif prop_default is NodePath or prop_default is Object or prop_default == null:
|
|
properties[property] = ""
|
|
# Everything else
|
|
else:
|
|
properties[property] = prop_default
|
|
|
|
if entity_definition.auto_apply_to_matching_node_properties:
|
|
for property in properties:
|
|
if property in entity_node:
|
|
if typeof(entity_node.get(property)) == typeof(properties[property]):
|
|
entity_node.set(property, properties[property])
|
|
else:
|
|
push_error("Entity %s property \'%s\' type mismatch with matching generated node property." % [entity_node.name, property])
|
|
|
|
if 'func_godot_properties' in entity_node:
|
|
entity_node.func_godot_properties = properties
|
|
|
|
if entity_node.has_method("_func_godot_apply_properties"):
|
|
entity_node.call("_func_godot_apply_properties", properties)
|
|
|
|
if entity_node.has_method("_func_godot_build_complete"):
|
|
entity_node.call_deferred("_func_godot_build_complete")
|
|
|
|
# Cleanup after build is finished (internal)
|
|
func _build_complete():
|
|
reset_build_context()
|
|
stop_profile('build_map')
|
|
print('Build complete\n')
|
|
emit_signal("build_complete")
|