scopedvr-map-editor/addons/modular_builder/modular_vertex_simplifier.gd

32 lines
1.5 KiB
GDScript

@tool
extends RefCounted
static func piece_vertex(piece: ModularBuilderPiece, world_point: Vector3) -> Vector3:
var local := piece.to_local(world_point)
match piece.piece_type:
ModularBuilderPiece.PieceType.FOUNDATION_SQUARE, ModularBuilderPiece.PieceType.FOUNDATION_TRIANGLE:
local.y = piece.thickness * 0.5 if piece.centered_origin else piece.thickness
ModularBuilderPiece.PieceType.FLOOR:
if not piece.custom_points.is_empty():
local.y = piece.custom_points[0].y
ModularBuilderPiece.PieceType.WALL, ModularBuilderPiece.PieceType.GABLE_WALL, ModularBuilderPiece.PieceType.GABLE_WALL_RIGHT:
var endpoints: PackedVector3Array
if piece.piece_type == ModularBuilderPiece.PieceType.WALL:
endpoints = piece.call("_get_centered_wall_points") if piece.center_align else piece.custom_points
else:
endpoints = piece.call("_get_centered_gable_base") if piece.center_align else piece.custom_points
if endpoints.size() >= 2:
var start := Vector2(endpoints[0].x, endpoints[0].z)
var edge := Vector2(endpoints[1].x, endpoints[1].z) - start
if edge.length_squared() > 0.000001:
var fraction := clampf((Vector2(local.x, local.z) - start).dot(edge) / edge.length_squared(), 0.0, 1.0)
var center := start + edge * fraction
local.x = center.x
local.z = center.y
return piece.to_global(local)
static func pillar_vertex(pillar: ModularBuilderDetail, world_point: Vector3) -> Vector3:
var local := pillar.to_local(world_point)
local.x = 0.0
local.z = 0.0
return pillar.to_global(local)