promiscuity/game/addons/simplegrasstextured/default_mesh_builder.gd
2026-03-19 11:35:38 -05:00

101 lines
3.6 KiB
GDScript

# default_mesh_builder.gd
# This file is part of: SimpleGrassTextured
# Copyright (c) 2023 IcterusGames
#
# 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, and/or sell copies of the Software, and to
# permit persons to whom the Software is furnished to do so, subject to
# the following conditions:
#
# 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.
## Builds and saves the default grass mesh when called.
func rebuild_and_save_default_mesh() -> void:
var array_mesh := ArrayMesh.new()
var vertices := PackedVector3Array()
var normals := PackedVector3Array()
var tangents := PackedFloat32Array()
var colors := PackedColorArray()
var uvs := PackedVector2Array()
var index := PackedInt32Array()
vertices.push_back(Vector3(-0.5, 1, 0))
vertices.push_back(Vector3(0.5, 0, 0))
vertices.push_back(Vector3(-0.5, 0, 0))
vertices.push_back(Vector3(0.5, 1, 0))
vertices.push_back(Vector3(0, 1, -0.5))
vertices.push_back(Vector3(0, 0, 0.5))
vertices.push_back(Vector3(0, 0, -0.5))
vertices.push_back(Vector3(0, 1, 0.5))
normals.push_back(Vector3(0, 0, 1))
normals.push_back(Vector3(0, 0, 1))
normals.push_back(Vector3(0, 0, 1))
normals.push_back(Vector3(0, 0, 1))
normals.push_back(Vector3(-1, 0, 0))
normals.push_back(Vector3(-1, 0, 0))
normals.push_back(Vector3(-1, 0, 0))
normals.push_back(Vector3(-1, 0, 0))
for i in range(4):
tangents.push_back(1)
tangents.push_back(0)
tangents.push_back(0)
tangents.push_back(1)
for i in range(4):
tangents.push_back(0)
tangents.push_back(0)
tangents.push_back(1)
tangents.push_back(1)
uvs.push_back(Vector2(0, 0))
uvs.push_back(Vector2(1, 1))
uvs.push_back(Vector2(0, 1))
uvs.push_back(Vector2(1, 0))
uvs.push_back(Vector2(0, 0))
uvs.push_back(Vector2(1, 1))
uvs.push_back(Vector2(0, 1))
uvs.push_back(Vector2(1, 0))
colors.push_back(Color(1, 0, 0))
colors.push_back(Color(0, 0, 0))
colors.push_back(Color(0, 0, 0))
colors.push_back(Color(1, 0, 0))
colors.push_back(Color(1, 0, 0))
colors.push_back(Color(0, 0, 0))
colors.push_back(Color(0, 0, 0))
colors.push_back(Color(1, 0, 0))
index.push_back(0)
index.push_back(1)
index.push_back(2)
index.push_back(3)
index.push_back(1)
index.push_back(0)
index.push_back(4)
index.push_back(5)
index.push_back(6)
index.push_back(7)
index.push_back(5)
index.push_back(4)
var arrays := []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertices
arrays[ArrayMesh.ARRAY_NORMAL] = normals
arrays[ArrayMesh.ARRAY_TANGENT] = tangents
arrays[ArrayMesh.ARRAY_TEX_UV] = uvs
arrays[ArrayMesh.ARRAY_COLOR] = colors
arrays[ArrayMesh.ARRAY_INDEX] = index
array_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
array_mesh.set_meta(&"GodotVersion", Engine.get_version_info()["string"])
ResourceSaver.save(array_mesh, "res://addons/simplegrasstextured/default_mesh.tres")