101 lines
3.6 KiB
GDScript
101 lines
3.6 KiB
GDScript
# default_mesh_builder.gd
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# This file is part of: SimpleGrassTextured
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# Copyright (c) 2023 IcterusGames
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#
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# Permission is hereby granted, free of charge, to any person obtaining
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# a copy of this software and associated documentation files (the
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# "Software"), to deal in the Software without restriction, including
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# without limitation the rights to use, copy, modify, merge, publish,
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# distribute, sublicense, and/or sell copies of the Software, and to
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# permit persons to whom the Software is furnished to do so, subject to
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# the following conditions:
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#
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# The above copyright notice and this permission notice shall be
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# included in all copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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# IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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# CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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# TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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# SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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## Builds and saves the default grass mesh when called.
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func rebuild_and_save_default_mesh() -> void:
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var array_mesh := ArrayMesh.new()
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var vertices := PackedVector3Array()
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var normals := PackedVector3Array()
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var tangents := PackedFloat32Array()
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var colors := PackedColorArray()
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var uvs := PackedVector2Array()
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var index := PackedInt32Array()
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vertices.push_back(Vector3(-0.5, 1, 0))
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vertices.push_back(Vector3(0.5, 0, 0))
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vertices.push_back(Vector3(-0.5, 0, 0))
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vertices.push_back(Vector3(0.5, 1, 0))
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vertices.push_back(Vector3(0, 1, -0.5))
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vertices.push_back(Vector3(0, 0, 0.5))
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vertices.push_back(Vector3(0, 0, -0.5))
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vertices.push_back(Vector3(0, 1, 0.5))
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normals.push_back(Vector3(0, 0, 1))
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normals.push_back(Vector3(0, 0, 1))
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normals.push_back(Vector3(0, 0, 1))
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normals.push_back(Vector3(0, 0, 1))
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normals.push_back(Vector3(-1, 0, 0))
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normals.push_back(Vector3(-1, 0, 0))
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normals.push_back(Vector3(-1, 0, 0))
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normals.push_back(Vector3(-1, 0, 0))
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for i in range(4):
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tangents.push_back(1)
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tangents.push_back(0)
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tangents.push_back(0)
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tangents.push_back(1)
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for i in range(4):
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tangents.push_back(0)
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tangents.push_back(0)
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tangents.push_back(1)
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tangents.push_back(1)
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uvs.push_back(Vector2(0, 0))
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uvs.push_back(Vector2(1, 1))
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uvs.push_back(Vector2(0, 1))
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uvs.push_back(Vector2(1, 0))
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uvs.push_back(Vector2(0, 0))
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uvs.push_back(Vector2(1, 1))
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uvs.push_back(Vector2(0, 1))
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uvs.push_back(Vector2(1, 0))
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colors.push_back(Color(1, 0, 0))
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colors.push_back(Color(0, 0, 0))
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colors.push_back(Color(0, 0, 0))
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colors.push_back(Color(1, 0, 0))
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colors.push_back(Color(1, 0, 0))
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colors.push_back(Color(0, 0, 0))
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colors.push_back(Color(0, 0, 0))
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colors.push_back(Color(1, 0, 0))
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index.push_back(0)
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index.push_back(1)
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index.push_back(2)
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index.push_back(3)
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index.push_back(1)
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index.push_back(0)
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index.push_back(4)
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index.push_back(5)
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index.push_back(6)
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index.push_back(7)
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index.push_back(5)
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index.push_back(4)
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var arrays := []
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arrays.resize(Mesh.ARRAY_MAX)
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arrays[Mesh.ARRAY_VERTEX] = vertices
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arrays[ArrayMesh.ARRAY_NORMAL] = normals
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arrays[ArrayMesh.ARRAY_TANGENT] = tangents
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arrays[ArrayMesh.ARRAY_TEX_UV] = uvs
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arrays[ArrayMesh.ARRAY_COLOR] = colors
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arrays[ArrayMesh.ARRAY_INDEX] = index
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array_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
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array_mesh.set_meta(&"GodotVersion", Engine.get_version_info()["string"])
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ResourceSaver.save(array_mesh, "res://addons/simplegrasstextured/default_mesh.tres")
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