@tool extends RefCounted static func vertical_direction_for_piece(piece: ModularBuilderPiece, world_anchor: Vector3) -> Vector3: var local_anchor := piece.to_local(world_anchor) var low_y := 0.0 var high_y := piece.unit_size match piece.piece_type: ModularBuilderPiece.PieceType.FOUNDATION_SQUARE, ModularBuilderPiece.PieceType.FOUNDATION_TRIANGLE: low_y = -piece.thickness * 0.5 if piece.centered_origin else 0.0 high_y = piece.thickness * 0.5 if piece.centered_origin else piece.thickness ModularBuilderPiece.PieceType.FLOOR: high_y = piece.custom_points[0].y if not piece.custom_points.is_empty() else (piece.thickness * 0.5 if piece.centered_origin else piece.thickness) low_y = high_y - piece.thickness ModularBuilderPiece.PieceType.GABLE_WALL, ModularBuilderPiece.PieceType.GABLE_WALL_RIGHT: if piece.custom_points.size() >= 2: var base_points: PackedVector3Array = piece.call("_get_centered_gable_base") if piece.center_align else piece.custom_points low_y = base_points[0].y high_y = low_y + piece.rise _: if piece.custom_points.size() >= 2: var nearest_endpoint := piece.custom_points[0] var nearest_horizontal := INF for endpoint in piece.custom_points: var horizontal := Vector2(endpoint.x - local_anchor.x, endpoint.z - local_anchor.z).length_squared() if horizontal < nearest_horizontal: nearest_horizontal = horizontal nearest_endpoint = endpoint low_y = nearest_endpoint.y high_y = nearest_endpoint.y + piece.unit_size return Vector3.DOWN if absf(local_anchor.y - low_y) < absf(local_anchor.y - high_y) else Vector3.UP static func vertical_direction_for_pillar(pillar: ModularBuilderDetail, world_anchor: Vector3) -> Vector3: return Vector3.DOWN if pillar.to_local(world_anchor).y < 0.0 else Vector3.UP