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5 commits

Author SHA1 Message Date
saarsena@gmail.com
216c233645 chore: track blobber_party.gd.uid
Godot generates this on editor open; tracking it keeps the script's
uid stable across clones (matches how dungeon_builder.gd.uid is handled).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 14:33:05 -04:00
saarsena@gmail.com
5235b5bb22 feat: discrete party controller + aligned stair pairs (PR 2)
Adds the Wizardry/M&M core loop: you walk cell-by-cell with 90° turns
and descend stairs between levels that actually line up.

C side:
- pipeline.c: after per-level 2D generation, a link_stairs() pass
  replaces the randomly-placed down/up stairs with aligned pairs
  (room cells preferred). Bottom level loses its down-stair; top
  level keeps the up-stair as the entry point.
- dungeon_to_dict.cpp: expose sizeof(cell3d_t) as "cell_stride" so
  GDScript can index raw cell bytes without hardcoding layout.

Godot side:
- scripts/blobber_party.gd: reads cell3d_t bytes directly for wall
  queries, tweens position/rotation on step/turn, swaps level when
  stair cell is activated.
- scripts/dungeon_builder.gd: now hands the generated Dictionary to
  a party node via `party_path` and groups mesh instances under a
  "Meshes" child for clean regeneration.
- scenes/demo_blobber.tscn: FlyCamera replaced with a Party node
  (script-driven) holding a child Camera3D. num_levels=3 by default.

Still deferred to later PRs: the full port/retirement of src/gen/,
and a standalone plan.c/h module (linkage is currently inlined in
pipeline.c with just StairPair-equivalent data).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 14:00:53 -04:00
saarsena@gmail.com
06ef034866 cli: add --help to genesis 2D CLI and reject unknown args
Previously unknown flags were silently ignored; now they print usage to
stderr and exit 2, matching the genesis3d behavior.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 13:24:42 -04:00
saarsena@gmail.com
7a6ae79d01 feat: 3D blobber dungeon generator (PR 1)
Replaces the 2D-only demo pipeline with a 3D cell-based blobber
generator. Per-cell face walls, per-material mesh emission, and a
GDExtension binding that returns a Dictionary with ArrayMesh surfaces
the demo consumes directly.

- src/blobber/: cell3d_t data model, dungeon container, pipeline that
  wraps the 2D generator per level and materializes into cell3d
- src/mesh/: face-quad emitter with per-material groups + .obj dump
- src/genesis3d_main.c: new CLI driving the blobber + mesh
- godot/: BrogueGen.generate_dungeon(seed, num_levels, depth) binding
  with dungeon_to_dict packing cells + mesh surfaces
- demo/: demo_blobber.tscn + dungeon_builder.gd, func_godot addon for
  the .map export path, point/entity templates, TrenchBroom docs
- Retired: old arcade/FPS demo scenes and their scripts, unused meshlib

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 13:24:27 -04:00
saarsena@gmail.com
6ee49c3375 chore: broaden .gitignore to exclude bin/ and generated maps
Previously only /bin/genesis was ignored; bin/genesis3d and future
binaries now get covered. demo/maps/ is generated export output and
should not be tracked.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 13:23:54 -04:00
164 changed files with 7576 additions and 2074 deletions

7
.gitignore vendored
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@ -1,9 +1,12 @@
# Compiled genesis binary # Compiled binaries
/bin/genesis /bin/
# C build objects # C build objects
/obj/ /obj/
# Generated maps
/demo/maps/
# Godot GDExtension build artifacts # Godot GDExtension build artifacts
/godot/build/ /godot/build/
/demo/addons/brogue_gen/ /demo/addons/brogue_gen/

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@ -2,11 +2,35 @@ CC := cc
CFLAGS := -std=c99 -Wall -Wpedantic -Werror=implicit -Wmissing-prototypes -O2 -g -Isrc CFLAGS := -std=c99 -Wall -Wpedantic -Werror=implicit -Wmissing-prototypes -O2 -g -Isrc
LDFLAGS := LDFLAGS :=
GEN_SRC := $(wildcard src/gen/*.c) GEN_SRC := $(wildcard src/gen/*.c)
GEN_OBJ := $(GEN_SRC:src/%.c=obj/%.o) GEN_OBJ := $(GEN_SRC:src/%.c=obj/%.o)
.PHONY: all clean genesis test stress godot godot-clean BLOBBER_SRC := $(wildcard src/blobber/*.c)
all: genesis BLOBBER_OBJ := $(BLOBBER_SRC:src/%.c=obj/%.o)
MESH_SRC := $(wildcard src/mesh/*.c)
MESH_OBJ := $(MESH_SRC:src/%.c=obj/%.o)
.PHONY: all clean genesis genesis3d test stress godot godot-clean map tb-sync
all: genesis genesis3d
# --- TrenchBroom round-trip helpers -----------------------------------------
# Override on the command line: `make map SEED=99 DEPTH=30 LEVELS=4`.
GENERATOR ?= brogue
SEED ?= 42
DEPTH ?= 20
LEVELS ?= 1
MAP_OUT ?= $(abspath demo/maps/generated.map)
TB_GAME_DIR ?= $(HOME)/.TrenchBroom/games/brogue-genesis
map:
@mkdir -p $(dir $(MAP_OUT))
godot --headless --path demo --script scripts/export_map.gd -- \
--generator $(GENERATOR) --seed $(SEED) --depth $(DEPTH) \
--levels $(LEVELS) --out $(MAP_OUT)
tb-sync:
godot --headless --path demo --script scripts/export_tb_config.gd -- $(TB_GAME_DIR)
test: bin/genesis test: bin/genesis
@bash test/run_tests.sh @bash test/run_tests.sh
@ -20,12 +44,17 @@ godot:
godot-clean: godot-clean:
@rm -rf godot/build godot/godot-cpp/bin demo/addons/brogue_gen @rm -rf godot/build godot/godot-cpp/bin demo/addons/brogue_gen
genesis: bin/genesis genesis: bin/genesis
genesis3d: bin/genesis3d
bin/genesis: $(GEN_OBJ) obj/genesis_main.o obj/json_emit.o bin/genesis: $(GEN_OBJ) obj/genesis_main.o obj/json_emit.o
@mkdir -p bin @mkdir -p bin
$(CC) $(LDFLAGS) -o $@ $^ -lm $(CC) $(LDFLAGS) -o $@ $^ -lm
bin/genesis3d: $(GEN_OBJ) $(BLOBBER_OBJ) $(MESH_OBJ) obj/genesis3d_main.o
@mkdir -p bin
$(CC) $(LDFLAGS) -o $@ $^ -lm
obj/%.o: src/%.c obj/%.o: src/%.c
@mkdir -p $(dir $@) @mkdir -p $(dir $@)
$(CC) $(CFLAGS) -c $< -o $@ $(CC) $(CFLAGS) -c $< -o $@
@ -34,6 +63,10 @@ obj/genesis_main.o: src/genesis_main.c
@mkdir -p $(dir $@) @mkdir -p $(dir $@)
$(CC) $(CFLAGS) -c $< -o $@ $(CC) $(CFLAGS) -c $< -o $@
obj/genesis3d_main.o: src/genesis3d_main.c
@mkdir -p $(dir $@)
$(CC) $(CFLAGS) -c $< -o $@
obj/json_emit.o: src/json_emit.c src/json_emit.h obj/json_emit.o: src/json_emit.c src/json_emit.h
@mkdir -p $(dir $@) @mkdir -p $(dir $@)
$(CC) $(CFLAGS) -c $< -o $@ $(CC) $(CFLAGS) -c $< -o $@

1
demo/actor.gd Normal file
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@ -0,0 +1 @@
extends Node3D

1
demo/actor.gd.uid Normal file
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@ -0,0 +1 @@
uid://lcahyros52n4

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@ -0,0 +1,21 @@
MIT License
Copyright (c) 2023 func-godot
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.

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@ -0,0 +1,15 @@
[gd_resource type="Resource" script_class="FuncGodotFGDBaseClass" load_steps=2 format=3 uid="uid://bcdsueg5pysfq"]
[ext_resource type="Script" uid="uid://ck575aqs1sbrb" path="res://addons/func_godot/src/fgd/func_godot_fgd_base_class.gd" id="1_21jph"]
[resource]
script = ExtResource("1_21jph")
classname = "CullInteriorFaces"
description = "Cull interior faces option for SolidClass Geometry"
class_properties = Dictionary[String, Variant]({
"_cull_interior_faces": false
})
class_property_descriptions = Dictionary[String, Variant]({
"_cull_interior_faces": "If true, cull interior faces with matching vertices or faces that are flush within a larger face. Note: This has a performance impact that scales with how many brushes are in the brush entity."
})
metadata/_custom_type_script = "uid://cgkrrgcimlr8y"

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@ -0,0 +1,18 @@
[gd_resource type="Resource" script_class="FuncGodotFGDSolidClass" load_steps=5 format=3 uid="uid://cxy7jnh6d7msn"]
[ext_resource type="Script" uid="uid://5cow84q03m6a" path="res://addons/func_godot/src/fgd/func_godot_fgd_solid_class.gd" id="1_0fsmp"]
[ext_resource type="Resource" uid="uid://nayxb8n7see2" path="res://addons/func_godot/fgd/phong_base.tres" id="1_c3bns"]
[ext_resource type="Resource" uid="uid://doo4ly322b4jc" path="res://addons/func_godot/fgd/vertex_merge_distance_base.tres" id="2_c03gr"]
[ext_resource type="Resource" uid="uid://bcdsueg5pysfq" path="res://addons/func_godot/fgd/cull_interior_faces.tres" id="3_wuxhx"]
[resource]
script = ExtResource("1_0fsmp")
collision_shape_type = 2
collision_mask = 0
classname = "func_detail"
description = "Static collidable geometry. Builds a StaticBody3D with a MeshInstance3D and a single concave CollisionShape3D. Does not occlude other VisualInstance3D nodes."
base_classes = Array[Resource]([ExtResource("1_c3bns"), ExtResource("2_c03gr"), ExtResource("3_wuxhx")])
meta_properties = Dictionary[String, Variant]({
"color": Color(0.8, 0.8, 0.8, 1)
})
node_class = "StaticBody3D"

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@ -0,0 +1,17 @@
[gd_resource type="Resource" script_class="FuncGodotFGDSolidClass" load_steps=5 format=3 uid="uid://ch3e0dix85uhb"]
[ext_resource type="Resource" uid="uid://nayxb8n7see2" path="res://addons/func_godot/fgd/phong_base.tres" id="1_ar63x"]
[ext_resource type="Resource" uid="uid://doo4ly322b4jc" path="res://addons/func_godot/fgd/vertex_merge_distance_base.tres" id="2_j7vgq"]
[ext_resource type="Script" uid="uid://5cow84q03m6a" path="res://addons/func_godot/src/fgd/func_godot_fgd_solid_class.gd" id="2_lhb87"]
[ext_resource type="Resource" uid="uid://bcdsueg5pysfq" path="res://addons/func_godot/fgd/cull_interior_faces.tres" id="3_1mhrv"]
[resource]
script = ExtResource("2_lhb87")
collision_shape_type = 0
classname = "func_detail_illusionary"
description = "Static geometry with no collision. Builds a Node3D with a MeshInstance3D. Does not occlude other VisualInstance3D nodes."
base_classes = Array[Resource]([ExtResource("1_ar63x"), ExtResource("2_j7vgq"), ExtResource("3_1mhrv")])
meta_properties = Dictionary[String, Variant]({
"color": Color(0.8, 0.8, 0.8, 1)
})
node_class = "Node3D"

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@ -0,0 +1,19 @@
[gd_resource type="Resource" script_class="FuncGodotFGDSolidClass" load_steps=5 format=3 uid="uid://b70vf4t5dc70t"]
[ext_resource type="Resource" uid="uid://nayxb8n7see2" path="res://addons/func_godot/fgd/phong_base.tres" id="1_5mwee"]
[ext_resource type="Script" uid="uid://5cow84q03m6a" path="res://addons/func_godot/src/fgd/func_godot_fgd_solid_class.gd" id="2_8o081"]
[ext_resource type="Resource" uid="uid://doo4ly322b4jc" path="res://addons/func_godot/fgd/vertex_merge_distance_base.tres" id="2_bp8pb"]
[ext_resource type="Resource" uid="uid://bcdsueg5pysfq" path="res://addons/func_godot/fgd/cull_interior_faces.tres" id="3_xnsya"]
[resource]
script = ExtResource("2_8o081")
build_occlusion = true
collision_shape_type = 2
collision_mask = 0
classname = "func_geo"
description = "Static collidable geometry. Builds a StaticBody3D with a MeshInstance3D, a single concave CollisionShape3D, and an OccluderInstance3D."
base_classes = Array[Resource]([ExtResource("1_5mwee"), ExtResource("2_bp8pb"), ExtResource("3_xnsya")])
meta_properties = Dictionary[String, Variant]({
"color": Color(0.8, 0.8, 0.8, 1)
})
node_class = "StaticBody3D"

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@ -0,0 +1,15 @@
[gd_resource type="Resource" script_class="FuncGodotFGDFile" load_steps=10 format=3 uid="uid://crgpdahjaj"]
[ext_resource type="Script" uid="uid://drlmgulwbjwqu" path="res://addons/func_godot/src/fgd/func_godot_fgd_file.gd" id="1_axt3h"]
[ext_resource type="Resource" uid="uid://nayxb8n7see2" path="res://addons/func_godot/fgd/phong_base.tres" id="1_ehab8"]
[ext_resource type="Resource" uid="uid://doo4ly322b4jc" path="res://addons/func_godot/fgd/vertex_merge_distance_base.tres" id="2_7jebp"]
[ext_resource type="Resource" uid="uid://bdji3873bg32h" path="res://addons/func_godot/fgd/worldspawn.tres" id="2_ri2rx"]
[ext_resource type="Resource" uid="uid://b70vf4t5dc70t" path="res://addons/func_godot/fgd/func_geo.tres" id="3_7jigp"]
[ext_resource type="Resource" uid="uid://cxy7jnh6d7msn" path="res://addons/func_godot/fgd/func_detail.tres" id="3_fqfww"]
[ext_resource type="Resource" uid="uid://bcdsueg5pysfq" path="res://addons/func_godot/fgd/cull_interior_faces.tres" id="3_h5cmk"]
[ext_resource type="Resource" uid="uid://dg5x44cc7flew" path="res://addons/func_godot/fgd/func_illusionary.tres" id="4_c4ucw"]
[ext_resource type="Resource" uid="uid://ch3e0dix85uhb" path="res://addons/func_godot/fgd/func_detail_illusionary.tres" id="5_b2q3p"]
[resource]
script = ExtResource("1_axt3h")
entity_definitions = Array[Resource]([ExtResource("1_ehab8"), ExtResource("2_7jebp"), ExtResource("3_h5cmk"), ExtResource("2_ri2rx"), ExtResource("3_7jigp"), ExtResource("3_fqfww"), ExtResource("5_b2q3p"), ExtResource("4_c4ucw")])

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@ -0,0 +1,18 @@
[gd_resource type="Resource" script_class="FuncGodotFGDSolidClass" load_steps=5 format=3 uid="uid://dg5x44cc7flew"]
[ext_resource type="Resource" uid="uid://nayxb8n7see2" path="res://addons/func_godot/fgd/phong_base.tres" id="1_kv0mq"]
[ext_resource type="Resource" uid="uid://doo4ly322b4jc" path="res://addons/func_godot/fgd/vertex_merge_distance_base.tres" id="2_hovr4"]
[ext_resource type="Script" uid="uid://5cow84q03m6a" path="res://addons/func_godot/src/fgd/func_godot_fgd_solid_class.gd" id="2_uffhi"]
[ext_resource type="Resource" uid="uid://bcdsueg5pysfq" path="res://addons/func_godot/fgd/cull_interior_faces.tres" id="3_woywv"]
[resource]
script = ExtResource("2_uffhi")
build_occlusion = true
collision_shape_type = 0
classname = "func_illusionary"
description = "Static geometry with no collision. Builds a Node3D with a MeshInstance3D and an Occluder3D to aid in render culling of other VisualInstance3D nodes."
base_classes = Array[Resource]([ExtResource("1_kv0mq"), ExtResource("2_hovr4"), ExtResource("3_woywv")])
meta_properties = Dictionary[String, Variant]({
"color": Color(0.8, 0.8, 0.8, 1)
})
node_class = "Node3D"

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@ -0,0 +1,19 @@
[gd_resource type="Resource" script_class="FuncGodotFGDBaseClass" load_steps=2 format=3 uid="uid://nayxb8n7see2"]
[ext_resource type="Script" uid="uid://ck575aqs1sbrb" path="res://addons/func_godot/src/fgd/func_godot_fgd_base_class.gd" id="1_04y3n"]
[resource]
script = ExtResource("1_04y3n")
classname = "Phong"
description = "Phong shading options for SolidClass geometry."
class_properties = Dictionary[String, Variant]({
"_phong": {
"Disabled": 0,
"Smooth shading": 1
},
"_phong_angle": 89.0
})
class_property_descriptions = Dictionary[String, Variant]({
"_phong": ["Phong shading", 0],
"_phong_angle": "Phong smoothing angle"
})

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@ -0,0 +1,15 @@
[gd_resource type="Resource" script_class="FuncGodotFGDBaseClass" load_steps=2 format=3 uid="uid://doo4ly322b4jc"]
[ext_resource type="Script" uid="uid://ck575aqs1sbrb" path="res://addons/func_godot/src/fgd/func_godot_fgd_base_class.gd" id="1_h3atm"]
[resource]
script = ExtResource("1_h3atm")
classname = "VertexMergeDistance"
description = "Adjustable value to snap vertices to on map build. This can reduce instances of seams between polygons."
class_properties = Dictionary[String, Variant]({
"_vertex_merge_distance": 0.03125
})
class_property_descriptions = Dictionary[String, Variant]({
"_vertex_merge_distance": "Adjustable value to snap vertices to on map build. This can reduce instances of seams between polygons."
})
metadata/_custom_type_script = "uid://ck575aqs1sbrb"

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@ -0,0 +1,18 @@
[gd_resource type="Resource" script_class="FuncGodotFGDSolidClass" load_steps=4 format=3 uid="uid://bdji3873bg32h"]
[ext_resource type="Script" uid="uid://5cow84q03m6a" path="res://addons/func_godot/src/fgd/func_godot_fgd_solid_class.gd" id="1_62t8m"]
[ext_resource type="Resource" uid="uid://doo4ly322b4jc" path="res://addons/func_godot/fgd/vertex_merge_distance_base.tres" id="1_h1046"]
[ext_resource type="Resource" uid="uid://bcdsueg5pysfq" path="res://addons/func_godot/fgd/cull_interior_faces.tres" id="2_ky6lr"]
[resource]
script = ExtResource("1_62t8m")
spawn_type = 0
origin_type = 1
collision_mask = 0
classname = "worldspawn"
description = "Default static world geometry. Builds a StaticBody3D with a single MeshInstance3D and a single convex CollisionShape3D shape."
base_classes = Array[Resource]([ExtResource("1_h1046"), ExtResource("2_ky6lr")])
meta_properties = Dictionary[String, Variant]({
"color": Color(0.8, 0.8, 0.8, 1)
})
node_class = "StaticBody3D"

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@ -0,0 +1,9 @@
[gd_resource type="Resource" script_class="FuncGodotMapSettings" load_steps=5 format=3 uid="uid://bkhxcqsquw1yg"]
[ext_resource type="Material" uid="uid://cvex6toty8yn7" path="res://addons/func_godot/textures/default_material.tres" id="1_8l5wm"]
[ext_resource type="Script" uid="uid://38q6k0ctahjn" path="res://addons/func_godot/src/map/func_godot_map_settings.gd" id="1_dlf23"]
[ext_resource type="Resource" uid="uid://crgpdahjaj" path="res://addons/func_godot/fgd/func_godot_fgd.tres" id="2_hf4oi"]
[ext_resource type="Script" uid="uid://cij36hpqc46c" path="res://addons/func_godot/src/import/quake_wad_file.gd" id="4_576s4"]
[resource]
script = ExtResource("1_dlf23")

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@ -0,0 +1,6 @@
[gd_resource type="Resource" script_class="FuncGodotLocalConfig" load_steps=2 format=3 uid="uid://bqjt7nyekxgog"]
[ext_resource type="Script" uid="uid://xsjnhahhyein" path="res://addons/func_godot/src/util/func_godot_local_config.gd" id="1_g8kqj"]
[resource]
script = ExtResource("1_g8kqj")

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@ -0,0 +1,13 @@
[gd_resource type="Resource" script_class="NetRadiantCustomGamePackConfig" load_steps=6 format=3 uid="uid://cv1k2e85fo2ax"]
[ext_resource type="Resource" uid="uid://crgpdahjaj" path="res://addons/func_godot/fgd/func_godot_fgd.tres" id="1_gct4v"]
[ext_resource type="Script" uid="uid://dfhj3me2g5j0l" path="res://addons/func_godot/src/netradiant_custom/netradiant_custom_gamepack_config.gd" id="2_en8ro"]
[ext_resource type="Resource" uid="uid://f5erfnvbg6b7" path="res://addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_clip.tres" id="2_w7psh"]
[ext_resource type="Resource" uid="uid://cfhg30jclb4lw" path="res://addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_skip.tres" id="3_6gpk8"]
[ext_resource type="Resource" uid="uid://bpnj14oaufdpt" path="res://addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_origin.tres" id="4_8rl60"]
[resource]
script = ExtResource("2_en8ro")
model_types = PackedStringArray("glb", "gltf", "obj")
sound_types = PackedStringArray("wav", "ogg")
texture_types = PackedStringArray("png", "jpg", "jpeg", "bmp", "tga")

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@ -0,0 +1,7 @@
[gd_resource type="Resource" script_class="NetRadiantCustomShader" load_steps=2 format=3 uid="uid://f5erfnvbg6b7"]
[ext_resource type="Script" uid="uid://dn86acprv4e86" path="res://addons/func_godot/src/netradiant_custom/netradiant_custom_shader.gd" id="1_cuylw"]
[resource]
script = ExtResource("1_cuylw")
texture_path = "textures/clip"

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@ -0,0 +1,7 @@
[gd_resource type="Resource" script_class="NetRadiantCustomShader" load_steps=2 format=3 uid="uid://bpnj14oaufdpt"]
[ext_resource type="Script" uid="uid://dn86acprv4e86" path="res://addons/func_godot/src/netradiant_custom/netradiant_custom_shader.gd" id="1_ah2cp"]
[resource]
script = ExtResource("1_ah2cp")
texture_path = "textures/origin"

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@ -0,0 +1,7 @@
[gd_resource type="Resource" script_class="NetRadiantCustomShader" load_steps=2 format=3 uid="uid://cfhg30jclb4lw"]
[ext_resource type="Script" uid="uid://dn86acprv4e86" path="res://addons/func_godot/src/netradiant_custom/netradiant_custom_shader.gd" id="1_4ja6h"]
[resource]
script = ExtResource("1_4ja6h")
texture_path = "textures/skip"

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@ -0,0 +1,11 @@
[gd_resource type="Resource" script_class="TrenchBroomGameConfig" format=3 uid="uid://b44ah5b2000wa"]
[ext_resource type="Resource" uid="uid://crgpdahjaj" path="res://addons/func_godot/fgd/func_godot_fgd.tres" id="1_8u1vq"]
[ext_resource type="Resource" uid="uid://b4xhdj0e16lop" path="res://addons/func_godot/game_config/trenchbroom/tb_face_tag_clip.tres" id="1_rsp20"]
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class_name FuncGodotData
## Container that holds various data structs to be used in the [FuncGodotMap] build process.
##
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## and read and modified by the other core build classes.
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## [FuncGodotData.FaceData][br]
## [FuncGodotData.BrushData][br]
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## [FuncGodotData.GroupData][br]
## [FuncGodotData.EntityData][br]
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var vertices: PackedVector3Array = []
## Index array for the face. Used in ArrayMesh creation.
var indices: PackedInt32Array = []
## Vertex normal array for the face.
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var normals: PackedVector3Array = []
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var tangents: PackedFloat32Array = []
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var texture: String
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var uv: Transform2D
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var uv_axes: PackedVector3Array = []
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var plane: Plane
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func get_centroid() -> Vector3:
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func get_basis() -> Vector3:
if vertices.size() < 2:
push_error("Cannot get winding basis without at least 2 vertices!")
return Vector3.ZERO
return (vertices[1] - vertices[0]).normalized()
## Prepares the face for OpenGL triangle winding order.
## Sorts the vertex array in-place by angle from the centroid.
func wind() -> void:
var centroid: Vector3 = get_centroid()
var u_axis: Vector3 = get_basis()
var v_axis: Vector3 = u_axis.cross(plane.normal).normalized()
var cmp_winding_angle: Callable = (
func(a: Vector3, b: Vector3) -> bool:
var dir_a: Vector3 = a - centroid
var dir_b: Vector3 = b - centroid
var angle_a: float = atan2(dir_a.dot(v_axis), dir_a.dot(u_axis))
var angle_b: float = atan2(dir_b.dot(v_axis), dir_b.dot(u_axis))
return angle_a < angle_b
)
var _vertices: Array[Vector3]
_vertices.assign(vertices)
_vertices.sort_custom(cmp_winding_angle)
vertices = _vertices
## Repopulate the [member indices] array to create a triangle fan.
## The face must be properly wound for the resulting indices to be valid.
func index_vertices() -> void:
var tri_count: int = vertices.size() - 2
indices.resize(tri_count * 3)
var index: int = 0
for i in tri_count:
indices[index] = 0
indices[index + 1] = i + 1
indices[index + 2] = i + 2
index += 3
## Data struct representing a single map format brush. It is largely meant as a container for [FuncGodotData.FaceData] data.
class BrushData extends RefCounted:
## Raw plane data parsed from the map file using the id Tech coordinate system.
var planes: Array[Plane]
## Collection of [FuncGodotData.FaceData].
var faces: Array[FaceData]
## [code]true[/code] if this brush is completely covered in the [i]Origin[/i] texture defined in [FuncGodotMapSettings].
## Determined during [FuncGodotParser] and utilized during [FuncGodotGeometryGenerator].
var origin: bool = false
## Data struct representing a patch def entity.
class PatchData extends RefCounted:
## Local path to the texture without the extension, relative to the FuncGodotMap node's settings' base texture directory.
var texture: String
var size: PackedInt32Array
var points: PackedVector3Array
var uvs: PackedVector2Array
## Data struct representing a TrenchBroom Group, TrenchBroom Layer, or Valve VisGroup.
## Generated during the parsing stage and utilized during both parsing and entity assembly stages.
class GroupData extends RefCounted:
enum GroupType { GROUP, LAYER, }
## Defines whether the group is a Group or a Layer. Currently only determines the name of the group.
var type: GroupType = GroupType.GROUP
## Group ID retrieved from the map file. Utilized during the parsing and entity assembly stages to determine
## which entities belong to which groups as well as which groups are children of other groups.
var id: int
## Generated during the parsing stage using the format of type_id_name, eg: group_2_Arkham.
var name: String
## ID of the parent group data, used to determine which group data is this group's parent.
var parent_id: int = -1
## Pointer to another group data that this group is a child of.
var parent: GroupData = null
## Pointer to generated Node3D representing this group in the SceneTree.
var node: Node3D = null
## If true, erases all entities assigned to this group and then the group itself at the end of the parsing stage, preventing those entities from being generated into nodes.
## Can be set in TrenchBroom on layers using the "omit layer" option.
var omit: bool = false
## Data struct representing a map format entity.
class EntityData extends RefCounted:
## All of the entity's key value pairs from the map file, retrieved during parsing.
## The func_godot_properties dictionary generated at the end of entity assembly is derived from this.
var properties: Dictionary[String, Variant] = {}
## The entity's brush data collected during the parsing stage. If the entity's FGD resource cannot be found,
## the presence of a single brush determines this entity to be a Solid Entity.
var brushes: Array[BrushData] = []
## The entity's patch def data collected during the parsing stage. If the entity's FGD resource cannot be found,
## the presence of a single patch def determines this entity to be a Solid Entity.
var patches: Array[PatchData] = []
## Pointer to the group data this entity belongs to.
var group: GroupData = null
## The entity's FGD resource, determined by matching the classname properties of each.
## This can only be a [FuncGodotFGDSolidClass], [FuncGodotFGDPointClass], or [FuncGodotFGDModelPointClass].
var definition: FuncGodotFGDEntityClass = null
## Mesh resource generated during the geometry generation stage and applied during the entity assembly stage.
var mesh: ArrayMesh = null
## MeshInstance3D node generated during the entity assembly stage.
var mesh_instance: MeshInstance3D = null
## Optional mesh metadata compiled during the geometry generation stage, used to determine face information from collision.
var mesh_metadata: Dictionary = {}
## A collection of collision shape resources generated during the geometry generation stage and applied during the entity assembly stage.
var shapes: Array[Shape3D] = []
## A collection of [CollisionShape3D] nodes generated during the entity assembly stage. Each node corresponds to a shape in the [member shapes] array.
var collision_shapes: Array[CollisionShape3D] = []
## [OccluderInstance3D] node generated during the entity assembly stage using the [member mesh] resource.
var occluder_instance: OccluderInstance3D = null
## True global position of the entity's generated node that the mesh's vertices are offset by during the geometry generation stage.
var origin: Vector3 = Vector3.ZERO
## Checks the entity's FGD resource definition, returning whether the Solid Class has a [MeshInstance3D] built for it.
func is_visual() -> bool:
return (definition
and definition is FuncGodotFGDSolidClass
and definition.build_visuals)
func is_gi_enabled() -> bool:
return (definition
and definition is FuncGodotFGDSolidClass
and definition.global_illumination_mode
)
## Checks the entity's FGD resource definition, returning whether the Solid Class CollisionShapeType is set to Convex.
func is_collision_convex() -> bool:
return (definition
and definition is FuncGodotFGDSolidClass
and definition.collision_shape_type == FuncGodotFGDSolidClass.CollisionShapeType.CONVEX
)
## Checks the entity's FGD resource definition, returning whether the Solid Class CollisionShapeType is set to Concave.
func is_collision_concave() -> bool:
return (definition
and definition is FuncGodotFGDSolidClass
and definition.collision_shape_type == FuncGodotFGDSolidClass.CollisionShapeType.CONCAVE
)
## Determines if the entity's mesh should be processed for normal smoothing.
## The smoothing property can be retrieved from [member FuncGodotMapSettings.entity_smoothing_property].
func is_smooth_shaded(smoothing_property: String = "_phong") -> bool:
return properties.get(smoothing_property, 0)
## Retrieves the entity's smoothing angle to determine if the face should be smoothed.
## The smoothing angle property can be retrieved from [member FuncGodotMapSettings.entity_smoothing_angle_property].
func get_smoothing_angle(smoothing_angle_property: String = "_phong_angle") -> float:
return properties.get(smoothing_angle_property, 89.0)
class VertexGroupData:
## Faces this vertex appears in.
var faces: Array[FaceData]
## Index within the associated face for this vertex.
var face_indices: PackedInt32Array
class ParseData:
var entities: Array[EntityData] = []
var groups: Array[GroupData] = []

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@icon("res://addons/func_godot/icons/icon_godot_ranger.svg")
class_name FuncGodotEntityAssembler extends RefCounted
## Entity assembly class that is instantiated by a [FuncGodotMap] node.
const _SIGNATURE: String = "[ENT]"
# Namespacing
const _GroupData := FuncGodotData.GroupData
const _EntityData := FuncGodotData.EntityData
# Class members
## [FuncGodotMapSettings] provided by the [FuncGodotMap] during the build process.
var map_settings: FuncGodotMapSettings = null
## [enum FuncGodotMap.BuildFlags] that may affect the build process provided by the [FuncGodotMap].
var build_flags: int = 0
# Signals
## Emitted when a step in the entity assembly process is completed.
## It is connected to [method FuncGodotUtil.print_profile_info] method if [member FuncGodotMap.build_flags] SHOW_PROFILE_INFO flag is set.
signal declare_step(step: String)
func _init(settings: FuncGodotMapSettings) -> void:
map_settings = settings
## Attempts to retrieve a [Script] via class name, to allow for [GDScript] class instantiation.
static func get_script_by_class_name(name_of_class: String) -> Script:
if ResourceLoader.exists(name_of_class, "Script"):
return load(name_of_class) as Script
for global_class in ProjectSettings.get_global_class_list():
var found_name_of_class : String = global_class["class"]
var found_path : String = global_class["path"]
if found_name_of_class == name_of_class:
return load(found_path) as Script
return null
## Generates a [Node3D] for a group's [SceneTree] representation and links the new [Node3D] to that group.
func generate_group_node(group_data: _GroupData) -> Node3D:
var group_node := Node3D.new()
group_node.name = group_data.name
group_data.node = group_node
return group_node
## Generates and assembles a new [Node] based upon processed [FuncGodotData.EntityData]. Depending upon provided data,
## additional [MeshInstance3D], [CollisionShape3D], and [OccluderInstance3D] nodes may also be generated.
func generate_solid_entity_node(node: Node, node_name: String, data: _EntityData, definition: FuncGodotFGDSolidClass) -> Node:
if definition.spawn_type == FuncGodotFGDSolidClass.SpawnType.MERGE_WORLDSPAWN:
return null
if definition.node_class != "":
if ClassDB.class_exists(definition.node_class):
node = ClassDB.instantiate(definition.node_class)
else:
var script: Script = get_script_by_class_name(definition.node_class)
if script is Script:
node = script.new()
else:
node = Node3D.new()
node.name = node_name
node_name = node_name.trim_suffix(definition.classname).trim_suffix("_")
var properties: Dictionary[String, Variant] = data.properties
# Mesh Instance generation
if data.mesh:
var mesh_instance := MeshInstance3D.new()
mesh_instance.name = node_name + "_mesh_instance"
mesh_instance.mesh = data.mesh
mesh_instance.gi_mode = GeometryInstance3D.GI_MODE_DISABLED
if definition.global_illumination_mode:
mesh_instance.gi_mode = definition.global_illumination_mode
mesh_instance.cast_shadow = definition.shadow_casting_setting
mesh_instance.layers = definition.render_layers
node.add_child(mesh_instance)
data.mesh_instance = mesh_instance
# Occluder generation
if definition.build_occlusion and data.mesh:
var verts: PackedVector3Array = []
var indices: PackedInt32Array = []
var index: int = 0
for surf_idx in range(data.mesh.get_surface_count()):
var vert_count: int = verts.size()
var surf_array: Array = data.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.new()
occluder.set_arrays(verts, indices)
var occluder_instance := OccluderInstance3D.new()
occluder_instance.name = node_name + "_occluder_instance"
occluder_instance.occluder = occluder
node.add_child(occluder_instance)
data.occluder_instance = occluder_instance
# NOTE: Currently occuring in EntityAssembler until the appropriate method in GeometryGenerator is resolved
# For now, smooth entire mesh, then unwrap for lightmap if needed
if not (build_flags & FuncGodotMap.BuildFlags.DISABLE_SMOOTHING) and data.is_smooth_shaded(map_settings.entity_smoothing_property):
mesh_instance.mesh = FuncGodotUtil.smooth_mesh_by_angle(data.mesh, data.get_smoothing_angle(map_settings.entity_smoothing_angle_property))
if data.is_gi_enabled() and (build_flags & FuncGodotMap.BuildFlags.UNWRAP_UV2):
mesh_instance.mesh.lightmap_unwrap(
Transform3D.IDENTITY,
map_settings.uv_unwrap_texel_size * map_settings.scale_factor
)
# Collision generation
if data.shapes.size() and node is CollisionObject3D:
node.collision_layer = definition.collision_layer
node.collision_mask = definition.collision_mask
node.collision_priority = definition.collision_priority
var shape_to_face_array : Array[PackedInt32Array] = []
if data.mesh_metadata.has('shape_to_face_array'):
shape_to_face_array = data.mesh_metadata['shape_to_face_array']
data.mesh_metadata.erase('shape_to_face_array')
# Generate CollisionShape3D nodes and apply shapes
var face_index_metadata : Dictionary[String, PackedInt32Array] = {}
for i in data.shapes.size():
var shape := data.shapes[i]
var collision_shape := CollisionShape3D.new()
if definition.collision_shape_type == FuncGodotFGDSolidClass.CollisionShapeType.CONCAVE:
collision_shape.name = node_name + "_collision_shape"
else:
collision_shape.name = node_name + "_brush_%s_collision_shape" % i
collision_shape.shape = shape
collision_shape.shape.margin = definition.collision_shape_margin
collision_shape.owner = node.owner
node.add_child(collision_shape)
data.collision_shapes.append(collision_shape)
if shape_to_face_array.size() > i:
face_index_metadata[collision_shape.name] = shape_to_face_array[i]
if definition.add_collision_shape_to_face_indices_metadata:
data.mesh_metadata['collision_shape_to_face_indices_map'] = face_index_metadata
if "position" in node:
if node.position is Vector3:
node.position = FuncGodotUtil.id_to_opengl(data.origin)
elif node.position is Vector2:
node.position = Vector2(data.origin.z, -data.origin.y) * map_settings.inverse_scale_factor
if not data.mesh_metadata.is_empty():
node.set_meta("func_godot_mesh_data", data.mesh_metadata)
return node
## Generates and assembles a new [Node] or [PackedScene] based upon processed [FuncGodotData.EntityData].
func generate_point_entity_node(node: Node, node_name: String, properties: Dictionary, definition: FuncGodotFGDPointClass) -> Node:
var classname: String = properties["classname"]
if definition.scene_file:
var flag: PackedScene.GenEditState = PackedScene.GEN_EDIT_STATE_DISABLED
if Engine.is_editor_hint():
flag = PackedScene.GEN_EDIT_STATE_INSTANCE
node = definition.scene_file.instantiate(flag)
elif definition.node_class != "":
if ClassDB.class_exists(definition.node_class):
node = ClassDB.instantiate(definition.node_class)
else:
var script: Script = get_script_by_class_name(definition.node_class)
if script is Script:
node = script.new()
if not node:
node = Node3D.new()
node.name = node_name
if "rotation_degrees" in node and definition.apply_rotation_on_map_build:
var angles := Vector3.ZERO
if "angles" in properties or "mangle" in properties:
var key := "angles" if "angles" in properties else "mangle"
var angles_raw = properties[key]
if angles_raw is String:
angles_raw = angles_raw.split_floats(' ')
if angles_raw.size() < 3:
push_error("Invalid vector format for \"" + key + "\" in entity \"" + classname + "\"")
angles_raw = null
if angles_raw:
angles = Vector3(-angles_raw[0], angles_raw[1], -angles_raw[2])
if key == "mangle":
if definition.classname.begins_with("light"):
angles = Vector3(angles_raw[1], angles_raw[0], -angles_raw[2])
elif definition.classname == "info_intermission":
angles = Vector3(angles_raw[0], angles_raw[1], -angles_raw[2])
elif "angle" in properties:
var angle = properties["angle"]
if not angle is float:
angle = float(angle)
if is_equal_approx(angle, -1):
angles.x = 90
elif is_equal_approx(angle, -2):
angles.x = -90
else:
angles.y += angle
angles.y += 180
node.rotation_degrees = angles
if "scale" in node and 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
if "origin" in properties:
var origin_vec: Vector3 = Vector3.ZERO
var origin_prop = properties['origin']
if origin_prop is Vector3:
origin_vec = Vector3(origin_prop.y, origin_prop.z, origin_prop.x)
elif origin_prop is String:
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)
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)
return node
## Converts the [String] values of the entity data's [code]properties[/code] [Dictionary] to various [Variant] formats
## based upon the [FuncGodotFGDEntity]'s class properties, then attempts to send those properties to a [code]func_godot_properties[/code] [Dictionary]
## and an [code]_func_godot_apply_properties(properties: Dictionary)[/code] method on the node. A deferred call to [code]_func_godot_build_complete()[/code] is also made.
func apply_entity_properties(node: Node, data: _EntityData) -> void:
var properties: Dictionary[String, Variant] = data.properties
if data.definition:
var def := data.definition
if def.auto_apply_to_matching_node_properties:
for property in properties:
if property == 'scale' and def is FuncGodotFGDPointClass and def.apply_scale_on_map_build:
# scale has already been applied
continue
if property in node:
if typeof(node.get(property)) == typeof(properties[property]):
node.set(property, properties[property])
else:
push_error("Entity %s property \'%s\' type mismatch with matching generated node property." % [node.name, property])
if "func_godot_properties" in node:
node.func_godot_properties = properties
if node.has_method("_func_godot_apply_properties"):
node.call("_func_godot_apply_properties", properties)
if node.has_method("_func_godot_build_complete"):
node.call_deferred("_func_godot_build_complete")
## Generate a [Node] from [FuncGodotData.EntityData]. The returned node value can be [code]null[/code],
## in the case of [FuncGodotFGDSolidClass] entities with no [FuncGodotData.BrushData] entries.
func generate_entity_node(entity_data: _EntityData, entity_index: int) -> Node:
var node: Node = null
var node_name: String = "entity_%s" % entity_index
var properties: Dictionary[String, Variant] = entity_data.properties
var entity_def: FuncGodotFGDEntityClass = entity_data.definition
if "classname" in entity_data.properties:
var classname: String = properties["classname"]
node_name += "_" + properties["classname"]
var name_prop: String
if entity_def.name_property in properties:
name_prop = str(properties[entity_def.name_property])
elif map_settings.entity_name_property in properties:
name_prop = str(properties[map_settings.entity_name_property])
if not name_prop.is_empty():
node_name = "entity_" + name_prop
if entity_def is FuncGodotFGDSolidClass:
node = generate_solid_entity_node(node, node_name, entity_data, entity_def)
elif entity_def is FuncGodotFGDPointClass:
node = generate_point_entity_node(node, node_name, properties, entity_def)
if node:
if entity_def.script_class:
node.set_script(entity_def.script_class)
var node_groups: Array[String] = map_settings.entity_node_groups.duplicate()
node_groups.append_array(entity_def.node_groups)
for node_group in node_groups:
if node_group.is_empty():
continue
node.add_to_group(node_group, true)
return node
## Main entity assembly process called by [FuncGodotMap]. Generates and sorts group nodes in the [SceneTree] first,
## then generates and assembles [Node]s based upon the provided [FuncGodotData.EntityData] and adds them to the [SceneTree].
func build(map_node: FuncGodotMap, entities: Array[_EntityData], groups: Array[_GroupData]) -> void:
var scene_root := map_node.get_tree().edited_scene_root if map_node.is_inside_tree() else map_node
build_flags = map_node.build_flags
if map_settings.use_groups_hierarchy:
declare_step.emit("Generating %s groups" % groups.size())
# Generate group nodes
for group in groups:
group.node = generate_group_node(group)
# Sort hierarchy and add them to the map
for group in groups:
if group.parent_id < 0:
map_node.add_child(group.node)
group.node.owner = scene_root
else:
for parent in groups:
if group.parent_id == parent.id:
parent.node.add_child(group.node)
group.node.owner = scene_root
declare_step.emit("Groups generation and sorting complete")
declare_step.emit("Assembling %s entities" % entities.size())
var entity_node: Node = null
for entity_index in entities.size():
var entity_data : _EntityData = entities[entity_index]
entity_node = generate_entity_node(entity_data, entity_index)
if entity_node:
if not map_settings.use_groups_hierarchy or not entity_data.group:
map_node.add_child(entity_node)
if entity_index == 0:
map_node.move_child(entity_node, 0)
elif map_settings.use_groups_hierarchy:
for group in groups:
if entity_data.group.id == group.id:
group.node.add_child(entity_node)
entity_node.owner = scene_root
if entity_data.mesh_instance:
entity_data.mesh_instance.owner = scene_root
for shape in entity_data.collision_shapes:
if shape:
shape.owner = scene_root
if entity_data.occluder_instance:
entity_data.occluder_instance.owner = scene_root
apply_entity_properties(entity_node, entity_data)
declare_step.emit("Entity assembly and property application complete")

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@icon("res://addons/func_godot/icons/icon_slipgate.svg")
class_name FuncGodotGeometryGenerator extends RefCounted
## Geometry generation class that is instantiated by a [FuncGodotMap] node.
const _SIGNATURE: String = "[GEO]"
# Namespacing
const _VERTEX_EPSILON := FuncGodotUtil._VERTEX_EPSILON
const _VERTEX_EPSILON2 := _VERTEX_EPSILON * _VERTEX_EPSILON
const _OriginType := FuncGodotFGDSolidClass.OriginType
const _GroupData := FuncGodotData.GroupData
const _EntityData := FuncGodotData.EntityData
const _BrushData := FuncGodotData.BrushData
const _PatchData := FuncGodotData.PatchData
const _FaceData := FuncGodotData.FaceData
const _VertexGroupData := FuncGodotData.VertexGroupData
# Class members
var map_settings: FuncGodotMapSettings = null
var hyperplane_size: float = 512.0
var entity_data: Array[_EntityData]
var texture_materials: Dictionary[String, Material]
var texture_sizes: Dictionary[String, Vector2]
# Signals
## Emitted when beginning a new step of the generation process.
signal declare_step(step: String)
func _init(settings: FuncGodotMapSettings = null, hplane_size: float = 512.0) -> void:
map_settings = settings
hyperplane_size = hplane_size
#region TOOLS
func is_skip(face: _FaceData) -> bool:
return FuncGodotUtil.is_skip(face.texture, map_settings)
func is_clip(face: _FaceData) -> bool:
return FuncGodotUtil.is_clip(face.texture, map_settings)
func is_origin(face: _FaceData) -> bool:
return FuncGodotUtil.is_origin(face.texture, map_settings)
#endregion
#region PATCHES
func sample_bezier_curve(controls: Array[Vector3], t: float) -> Vector3:
var points: Array[Vector3] = controls.duplicate()
for i in controls.size():
for j in controls.size() - 1 - i:
points[j] = points[j].lerp(points[j + 1], t)
return points[0]
func sample_bezier_surface(controls: Array[Vector3], width: int, height: int, u: float, v: float) -> Vector3:
var curve: Array[Vector3] = []
for x in range(width):
var col: Array[Vector3] = []
for y in range(height):
var idx := y * width + x
col.append(controls[idx])
curve.append(sample_bezier_curve(col, v))
return sample_bezier_curve(curve, u)
# Generate patch triangle indices
func get_triangle_indices(width: int, height: int) -> Array[int]:
var indices: Array[int] = []
if width < 2 or height < 2:
return indices
for row in range(height - 1):
for col in range(width - 1):
## First triangle of the square; top left, top right, bottom left
indices.append(col + row * width)
indices.append((col + 1) + row * width)
indices.append(col + (row + 1) * width)
## Second triangle of the square; top right, bottom right, bottom left
indices.append((col + 1) + row * width)
indices.append((col + 1) + (row + 1) * width)
indices.append(col + (row + 1) * width)
return indices
func create_patch_mesh(data: Array[_PatchData], mesh: Mesh):
return
#endregion
#region BRUSHES
func generate_base_winding(plane: Plane) -> PackedVector3Array:
var up := Vector3.UP
if abs(plane.normal.dot(up)) > 0.9:
up = Vector3.RIGHT
var right: Vector3 = plane.normal.cross(up).normalized()
var forward: Vector3 = right.cross(plane.normal).normalized()
var centroid: Vector3 = plane.get_center()
# construct oversized square on the plane to clip against
var winding := PackedVector3Array()
var h: float = hyperplane_size
winding.append(centroid + (right * h) + (forward * h))
winding.append(centroid + (right * -h) + (forward * h))
winding.append(centroid + (right * -h) + (forward * -h))
winding.append(centroid + (right * h) + (forward * -h))
return winding
func generate_face_vertices(brush: _BrushData, face_index: int, vertex_merge_distance: float = 0.0) -> PackedVector3Array:
var plane: Plane = brush.faces[face_index].plane
# Generate initial square polygon to clip other planes against
var winding: PackedVector3Array = generate_base_winding(plane)
for other_face_index in brush.faces.size():
if other_face_index == face_index:
continue
# NOTE: This may need to be recentered to the origin, then moved back to the correct face position
# This problem may arise from floating point inaccuracy, given a large enough initial brush
winding = Geometry3D.clip_polygon(winding, brush.faces[other_face_index].plane)
if winding.is_empty():
break
# Perform rounding and merge adjacent vertices that are equivalent
if vertex_merge_distance > 0:
var merged_winding : PackedVector3Array = PackedVector3Array()
var prev_vtx : Vector3 = winding[0].snappedf(vertex_merge_distance)
merged_winding.append(prev_vtx)
for i in range(1, winding.size()):
var cur_vtx : Vector3 = winding[i].snappedf(vertex_merge_distance)
if prev_vtx != cur_vtx:
merged_winding.append(cur_vtx)
prev_vtx = cur_vtx
winding = merged_winding
return winding
func generate_brush_vertices(entity_index: int, brush_index: int) -> void:
var entity: _EntityData = entity_data[entity_index]
var brush: _BrushData = entity.brushes[brush_index]
var vertex_merge_distance: float = entity.properties.get(map_settings.vertex_merge_distance_property, 0.0) as float
for face_index in brush.faces.size():
var face: _FaceData = brush.faces[face_index]
face.vertices = generate_face_vertices(brush, face_index, vertex_merge_distance)
face.normals.resize(face.vertices.size())
face.normals.fill(face.plane.normal)
var tangent: PackedFloat32Array = FuncGodotUtil.get_face_tangent(face)
# convert into OpenGL coordinates
for i in face.vertices.size():
face.tangents.append(tangent[1]) # Y
face.tangents.append(tangent[2]) # Z
face.tangents.append(tangent[0]) # X
face.tangents.append(tangent[3]) # W
return
func generate_entity_vertices(entity_index: int) -> void:
var entity: _EntityData = entity_data[entity_index]
for brush_index in entity.brushes.size():
generate_brush_vertices(entity_index, brush_index)
func determine_entity_origins(entity_index: int) -> void:
var entity: _EntityData = entity_data[entity_index]
var origin_type := _OriginType.BRUSH
if entity.definition is not FuncGodotFGDSolidClass:
if entity.brushes.is_empty():
return
else:
origin_type = entity.definition.origin_type
if entity_index == 0:
entity.origin = Vector3.ZERO
return
var entity_mins: Vector3 = Vector3.INF
var entity_maxs: Vector3 = Vector3.INF
var origin_mins: Vector3 = Vector3.INF
var origin_maxs: Vector3 = -Vector3.INF
for brush in entity.brushes:
for face in brush.faces:
for vertex in face.vertices:
if entity_mins != Vector3.INF:
entity_mins = entity_mins.min(vertex)
else:
entity_mins = vertex
if entity_maxs != Vector3.INF:
entity_maxs = entity_maxs.max(vertex)
else:
entity_maxs = vertex
if brush.origin:
if origin_mins != Vector3.INF:
origin_mins = origin_mins.min(vertex)
else:
origin_mins = vertex
if origin_maxs != Vector3.INF:
origin_maxs = origin_maxs.max(vertex)
else:
origin_maxs = vertex
# Default origin type is BOUNDS_CENTER
if entity_maxs != Vector3.INF and entity_mins != Vector3.INF:
entity.origin = entity_maxs - ((entity_maxs - entity_mins) * 0.5)
if origin_type != _OriginType.BOUNDS_CENTER and entity.brushes.size() > 0:
match origin_type:
_OriginType.ABSOLUTE, _OriginType.RELATIVE:
if "origin" in entity.properties:
var origin_comps: PackedFloat64Array = entity.properties["origin"].split_floats(" ")
if origin_comps.size() > 2:
if entity.origin_type == _OriginType.ABSOLUTE:
entity.origin = Vector3(origin_comps[0], origin_comps[1], origin_comps[2]) * map_settings.scale_factor
else: # _OriginType.RELATIVE
entity.origin += Vector3(origin_comps[0], origin_comps[1], origin_comps[2]) * map_settings.scale_factor
_OriginType.BRUSH:
if origin_mins != Vector3.INF:
entity.origin = origin_maxs - ((origin_maxs - origin_mins) * 0.5)
_OriginType.BOUNDS_MINS:
entity.origin = entity_mins
_OriginType.BOUNDS_MAXS:
entity.origin = entity_maxs
_OriginType.AVERAGED:
entity.origin = Vector3.ZERO
var vertices: PackedVector3Array
for brush in entity.brushes:
for face in brush.faces:
vertices.append_array(face.vertices)
entity.origin = FuncGodotUtil.op_vec3_avg(vertices)
func wind_entity_faces(entity_index: int) -> void:
var entity: _EntityData = entity_data[entity_index]
for brush in entity.brushes:
for face in brush.faces:
# Faces should already be wound from the new generation process, but this should be tested further first.
face.wind()
face.index_vertices()
func smooth_entity_vertices(entity_index: int) -> void:
var entity: _EntityData = entity_data[entity_index]
if not entity.is_smooth_shaded(map_settings.entity_smoothing_property):
return
var smoothing_angle: float = deg_to_rad(entity.get_smoothing_angle(map_settings.entity_smoothing_angle_property))
var vertex_map: Dictionary[Vector3, _VertexGroupData] = {}
# Group vertices by position and build map. NOTE: Vector3 keys can suffer from floating point precision.
# However, the vertex position should have already been snapped to _VERTEX_EPSILON.
for brush in entity.brushes:
for face in brush.faces:
for i in face.vertices.size():
var pos := face.vertices[i].snappedf(_VERTEX_EPSILON)
if not vertex_map.has(pos):
vertex_map[pos] = _VertexGroupData.new()
var data := vertex_map[pos]
data.faces.append(face)
data.face_indices.append(i)
var smoothed_normals: PackedVector3Array
for vertex_group in vertex_map.values():
if vertex_group.faces.size() <= 1:
continue
# Collect final normals in a temporary arrays
# These cannot be applied until all original normals have been checked.
smoothed_normals = []
for i in vertex_group.faces.size():
var this_face: _FaceData = vertex_group.faces[i]
var this_index: int = vertex_group.face_indices[i]
var this_normal: Vector3 = this_face.normals[this_index]
var average_normal: Vector3 = this_normal
for j in vertex_group.faces.size():
# Skip this face
if i == j:
continue
var other_face: _FaceData = vertex_group.faces[j]
var other_index: int = vertex_group.face_indices[j]
var other_normal: Vector3 = other_face.normals[other_index]
if this_normal.angle_to(other_normal) <= smoothing_angle:
average_normal += other_normal
# Store the averaged normal
smoothed_normals.append(average_normal.normalized())
# Apply smoothed normals back to face data
for i in vertex_group.faces.size():
var face: _FaceData = vertex_group.faces[i]
var index: int = vertex_group.face_indices[i]
face.normals[index] = smoothed_normals[i]
return
#endregion
func generate_entity_surfaces(entity_index: int) -> void:
var entity: _EntityData = entity_data[entity_index]
# Don't build for non-solid classes or solids without any brushes.
if not entity or entity.brushes.is_empty():
return
var def: FuncGodotFGDSolidClass
if entity.definition is not FuncGodotFGDSolidClass:
def = FuncGodotFGDSolidClass.new()
else:
def = entity.definition
var op_entity_ogl_xf: Callable = func(v: Vector3) -> Vector3:
return (FuncGodotUtil.id_to_opengl(v - entity.origin))
# Surface groupings <texture_name, Array[Face]>
var surfaces: Dictionary[String, Array] = {}
# Metadata
var current_metadata_index: int = 0
var texture_names_metadata: Array[StringName] = []
var textures_metadata: PackedInt32Array = []
var vertices_metadata: PackedVector3Array = []
var normals_metadata: PackedVector3Array = []
var positions_metadata: PackedVector3Array = []
var shape_to_face_metadata: Array[PackedInt32Array] = []
var face_index_metadata_map: Dictionary[_FaceData, PackedInt32Array] = {}
# Arrange faces by surface texture
for brush in entity.brushes:
for face in brush.faces:
if is_skip(face) or is_origin(face):
continue
if not surfaces.has(face.texture):
surfaces[face.texture] = []
surfaces[face.texture].append(face)
# Cache order for consistency when rebuilding
var textures: Array[String] = surfaces.keys()
# Output mesh data
var mesh := ArrayMesh.new()
var mesh_arrays: Array[Array] = []
var build_concave: bool = entity.is_collision_concave()
var concave_vertices: PackedVector3Array
# Iteration variables
var arrays: Array
var faces: Array
# MULTISURFACE SCOPE BEGIN
for texture_name in textures:
# SURFACE SCOPE BEGIN
faces = surfaces[texture_name]
# Get texture index for metadata
var tex_index: int = texture_names_metadata.size()
if def.add_textures_metadata:
texture_names_metadata.append(texture_name)
# Prepare new array
arrays = Array()
arrays.resize(ArrayMesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = PackedVector3Array()
arrays[Mesh.ARRAY_NORMAL] = PackedVector3Array()
arrays[Mesh.ARRAY_TANGENT] = PackedFloat32Array()
arrays[Mesh.ARRAY_TEX_UV] = PackedVector2Array()
arrays[Mesh.ARRAY_INDEX] = PackedInt32Array()
# Begin fresh index offset for this subarray
var index_offset: int = 0
for face: _FaceData in faces:
# FACE SCOPE BEGIN
# Reject invalid faces
if face.vertices.size() < 3 or is_skip(face) or is_origin(face):
continue
#region Reject interior faces only if desired
if entity.properties.get(map_settings.cull_interior_faces_property, false):
var remove_face := false
for face2: _FaceData in faces:
if face == face2:
continue
# Are the planes aligned?
if !face2.plane.has_point(face.plane.get_center()):
continue
# Opposite planes
if !(face.plane.normal*-1.0).is_equal_approx(face2.plane.normal):
continue;
# Check for faces that share all their vertices.
var all_verts_in_face := true
for vert in face.vertices:
if !face2.vertices.has(vert):
all_verts_in_face = false
break;
if all_verts_in_face:
remove_face = true
break
# Check if all vertices of Face1 intersect with any triangle of face 2
# If they do, then Face 1 is entirely overlapped on Face 2 and we can remove Face 1
var all_verts_in_face2 := true
for vert in face.vertices:
var vert_in_any_tri := false
var from := vert - face2.plane.normal*0.001
var to := face2.plane.normal*0.001
# Loop over all triangles in face 2 and see if the vert intersects any of them
for i in ((face2.indices.size()/3)):
var intersect = Geometry3D.ray_intersects_triangle(
from,
to,
face2.vertices[face2.indices[i*3]],
face2.vertices[face2.indices[i*3 + 1]],
face2.vertices[face2.indices[i*3 + 2]]
)
if !intersect:
continue
if intersect:
vert_in_any_tri = true
break;
# This vert didn't show up any triangle, can't remove this face
if !vert_in_any_tri:
all_verts_in_face2 = false
break
# All verts of face 1 are in face 2, so we can safely remove that face
if all_verts_in_face2:
remove_face = true
break;
if remove_face:
continue;
#endregion
# Create trimesh points regardless of texture
if build_concave:
var tris: PackedVector3Array
tris.resize(face.indices.size())
# Add triangles from face indices directly
# TODO: This can possibly be merged with the below loop in a clever way
for i in face.indices.size():
tris[i] = op_entity_ogl_xf.call(face.vertices[face.indices[i]])
concave_vertices.append_array(tris)
# Do not generate visuals for clip textures
if is_clip(face):
continue
# Handle metadata for this face
# Add metadata per triangle rather than per face to keep consistent metadata
var num_tris = face.indices.size() / 3
if def.add_textures_metadata:
var tex_array: Array[int] = []
tex_array.resize(num_tris)
tex_array.fill(tex_index)
textures_metadata.append_array(tex_array)
if def.add_face_normal_metadata:
var normal_array: Array[Vector3] = []
normal_array.resize(num_tris)
normal_array.fill(FuncGodotUtil.id_to_opengl(face.plane.normal))
normals_metadata.append_array(normal_array)
if def.add_face_position_metadata:
for i in num_tris:
var triangle_indices: Array[int] = []
var triangle_vertices: Array[Vector3] = []
triangle_indices.assign(face.indices.slice(i * 3, i * 3 + 3))
triangle_vertices.assign(triangle_indices.map(func(idx : int) -> Vector3: return face.vertices[idx]))
var position := FuncGodotUtil.op_vec3_avg(triangle_vertices)
positions_metadata.append(op_entity_ogl_xf.call(position))
if def.add_vertex_metadata:
for i in face.indices:
vertices_metadata.append(op_entity_ogl_xf.call(face.vertices[i]))
if def.add_collision_shape_to_face_indices_metadata:
face_index_metadata_map[face] = PackedInt32Array(range(current_metadata_index, current_metadata_index + num_tris))
current_metadata_index += num_tris
# Append face data to surface array
for i in face.vertices.size():
# TODO: Mesh metadata may be generated here.
var v: Vector3 = face.vertices[i]
arrays[ArrayMesh.ARRAY_VERTEX].append(op_entity_ogl_xf.call(v))
arrays[ArrayMesh.ARRAY_NORMAL].append(FuncGodotUtil.id_to_opengl(face.normals[i]))
var tx_sz: Vector2 = texture_sizes.get(face.texture, Vector2.ONE * map_settings.inverse_scale_factor)
arrays[ArrayMesh.ARRAY_TEX_UV].append(FuncGodotUtil.get_face_vertex_uv(v, face, tx_sz))
for j in 4:
arrays[ArrayMesh.ARRAY_TANGENT].append(face.tangents[(i * 4) + j])
# Create offset indices for the visual mesh
var op_shift_index: Callable = (func(a: int) -> int: return a + index_offset)
arrays[ArrayMesh.ARRAY_INDEX].append_array(Array(face.indices).map(op_shift_index))
index_offset += face.vertices.size()
# FACE SCOPE END
if FuncGodotUtil.filter_face(texture_name, map_settings):
continue
mesh_arrays.append(arrays)
# SURFACE SCOPE END
# MULTISURFACE SCOPE END
textures.erase(map_settings.clip_texture)
if def.build_visuals:
# Build mesh
for array_index in mesh_arrays.size():
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, mesh_arrays[array_index])
mesh.surface_set_name(array_index, textures[array_index])
mesh.surface_set_material(array_index, texture_materials[textures[array_index]])
# Apply mesh metadata
if def.add_textures_metadata:
entity.mesh_metadata["texture_names"] = texture_names_metadata
entity.mesh_metadata["textures"] = textures_metadata
if def.add_vertex_metadata:
entity.mesh_metadata["vertices"] = vertices_metadata
if def.add_face_normal_metadata:
entity.mesh_metadata["normals"] = normals_metadata
if def.add_face_position_metadata:
entity.mesh_metadata["positions"] = positions_metadata
entity.mesh = mesh
# Clear up unusued memory
arrays = []
surfaces = {}
if entity.is_collision_convex():
var sh: ConvexPolygonShape3D
for b in entity.brushes:
if b.planes.is_empty() or b.origin:
continue
var points := Array(Geometry3D.compute_convex_mesh_points(b.planes)).map(op_entity_ogl_xf)
if points.is_empty():
continue
sh = ConvexPolygonShape3D.new()
sh.points = points
entity.shapes.append(sh)
if def.add_collision_shape_to_face_indices_metadata:
# convex collision has one shape per brush, so collect the
# indices for this brush's faces
var face_indices_array : PackedInt32Array = []
for face in b.faces:
if face_index_metadata_map.has(face):
face_indices_array.append_array(face_index_metadata_map[face])
shape_to_face_metadata.append(face_indices_array)
elif build_concave and concave_vertices.size():
var sh := ConcavePolygonShape3D.new()
sh.set_faces(concave_vertices)
entity.shapes.append(sh)
if def.add_collision_shape_to_face_indices_metadata:
# for concave collision the shape will always represent every face
# in the entity, so just add every face here
var face_indices_array : PackedInt32Array = []
for fm in face_index_metadata_map.values():
face_indices_array.append_array(fm)
shape_to_face_metadata.append(face_indices_array)
if def.add_collision_shape_to_face_indices_metadata:
# this metadata will be mapped to the actual shape node names during entity assembly
entity.mesh_metadata["shape_to_face_array"] = shape_to_face_metadata
func unwrap_uv2s(entity_index: int, texel_size: float) -> void:
var entity: _EntityData = entity_data[entity_index]
# NOTE: This skips smoothed meshes as they need to be unwrapped after smoothing.
# Ideally smoothing will be performed here in GeoGen before this process.
# For now, since it occurs in EntityAssembler, skip it.
if entity.mesh and entity.is_gi_enabled() and not entity.is_smooth_shaded(map_settings.entity_smoothing_property):
entity.mesh.lightmap_unwrap(Transform3D.IDENTITY, texel_size)
# Main build process
func build(build_flags: int, entities: Array[_EntityData]) -> Error:
var entity_count: int = entities.size()
declare_step.emit("Preparing %s %s" % [entity_count, "entity" if entity_count == 1 else "entities"])
entity_data = entities
declare_step.emit("Gathering materials")
var texture_map: Array[Dictionary] = FuncGodotUtil.build_texture_map(entity_data, map_settings)
texture_materials = texture_map[0]
texture_sizes = texture_map[1]
var task_id: int
declare_step.emit("Generating brush vertices")
task_id = WorkerThreadPool.add_group_task(generate_entity_vertices, entity_count, -1, false, "Generate Brush Vertices")
WorkerThreadPool.wait_for_group_task_completion(task_id)
declare_step.emit("Determining solid entity origins")
task_id = WorkerThreadPool.add_group_task(determine_entity_origins, entity_count, -1, false, "Determine Entity Origins")
WorkerThreadPool.wait_for_group_task_completion(task_id)
declare_step.emit("Winding faces")
task_id = WorkerThreadPool.add_group_task(wind_entity_faces, entity_count, -1, false, "Wind Brush Faces")
WorkerThreadPool.wait_for_group_task_completion(task_id)
# TODO: Reimplement after solving issues
#if not (build_flags & FuncGodotMap.BuildFlags.DISABLE_SMOOTHING):
# declare_step.emit("Smoothing entity faces")
# task_id = WorkerThreadPool.add_group_task(smooth_entity_vertices, entity_count, -1, false, "Smooth Entities")
# WorkerThreadPool.wait_for_group_task_completion(task_id)
declare_step.emit("Generating surfaces")
task_id = WorkerThreadPool.add_group_task(generate_entity_surfaces, entity_count, -1, false, "Generate Surfaces")
WorkerThreadPool.wait_for_group_task_completion(task_id)
if build_flags & FuncGodotMap.BuildFlags.UNWRAP_UV2:
declare_step.emit("Unwrapping UV2s")
var texel_size: float = map_settings.uv_unwrap_texel_size * map_settings.scale_factor
for entity_index in entity_count:
unwrap_uv2s(entity_index, texel_size)
declare_step.emit("Geometry generation complete")
return OK

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@icon("res://addons/func_godot/icons/icon_godambler.svg")
class_name FuncGodotParser extends RefCounted
## MAP and VMF parser class that is instantiated by a [FuncGodotMap] node during the build process.
##
## @tutorial(Quake Wiki Map Format Article): https://quakewiki.org/wiki/Quake_Map_Format
## @tutorial(Valve Developer Wiki VMF Article): https://developer.valvesoftware.com/wiki/VMF_(Valve_Map_Format)
const _SIGNATURE: String = "[PRS]"
const _GroupData := FuncGodotData.GroupData
const _EntityData := FuncGodotData.EntityData
const _BrushData := FuncGodotData.BrushData
const _PatchData := FuncGodotData.PatchData
const _FaceData := FuncGodotData.FaceData
const _ParseData := FuncGodotData.ParseData
## Emitted when a step in the parsing process is completed.
## It is connected to [method FuncGodotUtil.print_profile_info] method if [member FuncGodotMap.build_flags] SHOW_PROFILE_INFO flag is set.
signal declare_step(step: String)
## Parses the map file, generating entity and group data and sub-data, then returns the generated data as an array of arrays.
## The first array is Array[FuncGodotData.EntityData], while the second array is Array[FuncGodotData.GroupData].
func parse_map_data(map_file: String, map_settings: FuncGodotMapSettings) -> _ParseData:
var map_data: PackedStringArray = []
var parse_data := _ParseData.new()
declare_step.emit("Loading map file %s" % map_file)
# Retrieve real path if needed
if map_file.begins_with("uid://"):
var uid := ResourceUID.text_to_id(map_file)
if not ResourceUID.has_id(uid):
printerr("Error: failed to retrieve path for UID (%s)" % map_file)
return parse_data
map_file = ResourceUID.get_id_path(uid)
# Open the map file
var file: FileAccess = FileAccess.open(map_file, FileAccess.READ)
if not file:
file = FileAccess.open(map_file + ".import", FileAccess.READ)
if file:
map_file += ".import"
else:
printerr("Error: Failed to open map file (" + map_file + ")")
return parse_data
# Packed map file resources need to be accessed differently in exported projects.
if map_file.ends_with(".import"):
while not file.eof_reached():
var line: String = file.get_line()
if line.begins_with("path"):
file.close()
line = line.replace("path=", "")
line = line.replace('"', '')
var data: String = (load(line) as QuakeMapFile).map_data
if data.is_empty():
printerr("Error: Failed to open map file (" + line + ")")
return parse_data
map_data = data.split("\n")
break
else:
while not file.eof_reached():
map_data.append(file.get_line())
# Determine map type and parse data
if map_file.to_lower().contains(".map"):
declare_step.emit("Parsing as Quake MAP")
parse_data = _parse_quake_map(map_data, map_settings, parse_data)
elif map_file.to_lower().contains(".vmf"):
declare_step.emit("Parsing as Source VMF")
parse_data = _parse_vmf(map_data, map_settings, parse_data)
# Determine group hierarchy
declare_step.emit("Determining groups hierarchy")
var groups_data: Array[_GroupData] = parse_data.groups
for g in groups_data:
if g.parent_id != -1:
for p in groups_data:
if p.id == g.parent_id:
g.parent = p
break
var entities_data: Array[_EntityData] = parse_data.entities
var entity_defs: Dictionary[String, FuncGodotFGDEntityClass] = map_settings.entity_fgd.get_entity_definitions()
var missing_defs: PackedStringArray = []
var default_point_class := FuncGodotFGDPointClass.new()
default_point_class.node_class = "Marker3D"
var default_solid_class := FuncGodotFGDSolidClass.new()
default_solid_class.spawn_type = FuncGodotFGDSolidClass.SpawnType.ENTITY
default_solid_class.build_occlusion = false
default_solid_class.collision_shape_type = FuncGodotFGDSolidClass.CollisionShapeType.NONE
default_solid_class.origin_type = FuncGodotFGDSolidClass.OriginType.BRUSH
declare_step.emit("Checking entity omission, definition status, and property types")
# Cache retrieved class property defaults. Format is Dictionary[Classname, Properties].
var prop_defaults_cache: Dictionary[String, Dictionary] = {}
var prop_descriptions_cache: Dictionary[String, Dictionary] = {}
for i in range(entities_data.size() - 1, -1, -1):
var entity: _EntityData = entities_data[i]
# Delete entities from omitted groups
if entity.group != null and entity.group.omit == true:
entities_data.remove_at(i)
continue
# Provide entity definition to entity data. This gets used in both
# geo generation and entity assembly.
if "classname" in entity.properties:
var classname: String = entity.properties["classname"]
if classname in entity_defs:
entity.definition = entity_defs[classname]
if not entity.definition is FuncGodotFGDSolidClass and not entity.definition is FuncGodotFGDPointClass:
if missing_defs.find(classname) < 0:
push_error("Invalid entity definition for \"" + classname + "\". Entity definition must be Solid Class or Point Class.")
missing_defs.append(classname)
entity.definition = null
elif missing_defs.find(classname) < 0:
push_error("No entity definition found for \"" + classname + "\"")
missing_defs.append(classname)
# Make sure we have a default definition to build entities from
# This will make sure nothing goes wrong in the build processes
if not entity.definition:
if entity.brushes.is_empty():
entity.definition = default_point_class
else:
entity.definition = default_solid_class
# Convert the string values of the entity's properties Dictionary to various
# Variant formats based on the entity definition's class property defaults.
var def := entity.definition
var properties: Dictionary = entity.properties
for property in properties:
var prop_string = entity.properties[property]
if property in def.class_properties:
var prop_default: Variant = def.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 \'" + def.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 v in 3:
prop_vec[v] = prop_comps[v].to_int()
else:
push_error("Invalid Vector3i format for \'" + property + "\' in entity \'" + def.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 \'" + def.classname + "\': " + prop_string)
properties[property] = prop_color
TYPE_DICTIONARY:
var prop_desc = def.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 \'" + def.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 v in 2:
prop_vec[v] = prop_comps[v].to_int()
else:
push_error("Invalid Vector2i format for \'" + property + "\' in entity \'" + def.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 \'" + def.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 v in 4:
prop_vec[v] = prop_comps[v].to_int()
else:
push_error("Invalid Vector4i format for \'" + property + "\' in entity \'" + def.classname + "\': " + prop_string)
properties[property] = prop_vec
TYPE_STRING_NAME:
properties[property] = StringName(prop_string)
TYPE_NODE_PATH:
properties[property] = prop_string
TYPE_OBJECT:
properties[property] = prop_string
# Retrieve default properties.
var def_properties: Dictionary[String, Variant] = prop_defaults_cache.get(def.classname, def.retrieve_all_class_properties())
var def_descriptions: Dictionary[String, Variant] = prop_descriptions_cache.get(def.classname, def.retrieve_all_class_property_descriptions())
# Assign properties not defined with defaults from the entity definition
for property in def_properties:
if not property in properties:
var prop_default: Variant = def_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 = def_descriptions.get(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]
elif prop_default.size():
properties[property] = prop_default[prop_default.keys().front()]
else:
properties[property] = 0
# Materials, Shaders, and Sounds
elif prop_default is Resource:
properties[property] = prop_default.resource_path
# Target Destination and Target Source
elif prop_default is NodePath or prop_default is Object or prop_default == null:
properties[property] = ""
# Everything else
else:
properties[property] = prop_default
# Delete omitted groups
declare_step.emit("Removing omitted layers and groups")
for i in range(groups_data.size() - 1, -1, -1):
if groups_data[i].omit == true:
groups_data.remove_at(i)
declare_step.emit("Map parsing complete")
return parse_data
## Parser subroutine called by [method parse_map_data], specializing in the Quake MAP format.
func _parse_quake_map(map_data: PackedStringArray, map_settings: FuncGodotMapSettings, parse_data: _ParseData) -> _ParseData:
var entities_data: Array[_EntityData] = parse_data.entities
var groups_data: Array[_GroupData] = parse_data.groups
var ent: _EntityData = null
var brush: _BrushData = null
var patch: _PatchData = null
var scope: int = 0 # Scope level, to keep track of where we are in PatchDef parsing
for line in map_data:
line = line.replace("\t", "")
#region START DATA
# Start entity, brush, or patchdef
if line.begins_with("{"):
if not ent:
ent = _EntityData.new()
else:
if not patch:
brush = _BrushData.new()
else:
scope += 1
continue
#endregion
#region COMMIT DATA
# Commit entity or brush
if line.begins_with("}"):
if brush:
ent.brushes.append(brush)
brush = null
elif patch:
if scope:
scope -= 1
else:
ent.patches.append(patch)
patch = null
else:
# TrenchBroom layers and groups
if ent.properties["classname"] == "func_group" and ent.properties.has("_tb_type"):
# Merge TB Group / Layer structural brushes with worldspawn
if entities_data.size():
entities_data[0].brushes.append_array(ent.brushes)
# Create group data
var group: _GroupData = _GroupData.new()
var props: Dictionary = ent.properties
group.id = props["_tb_id"] as int
if props["_tb_type"] == "_tb_layer":
group.type = _GroupData.GroupType.GROUP
group.name = "layer_"
else:
group.name = "group_"
group.name = group.name + str(group.id)
if props["_tb_name"] != "Unnamed":
group.name = group.name + "_" + (props["_tb_name"] as String).replace(" ", "_")
if props.has("_tb_layer"):
group.parent_id = props["_tb_layer"] as int
if props.has("_tb_group"):
group.parent_id = props["_tb_group"] as int
if props.has("_tb_layer_omit_from_export"):
group.omit = true
# Commit group
groups_data.append(group)
# Commit entity
else:
entities_data.append(ent)
ent = null
continue
#endregion
#region PROPERTY DATA
# Retrieve key value pairs
if line.begins_with("\""):
var tokens: PackedStringArray = line.split("\" \"")
if tokens.size() < 2:
tokens = line.split("\"\"")
var key: String = tokens[0].trim_prefix("\"")
var value: String = tokens[1].trim_suffix("\"")
ent.properties[key] = value
#endregion
#region BRUSH DATA
if brush and line.begins_with("("):
line = line.replace("(","")
var tokens: PackedStringArray = line.split(" ) ")
# Retrieve plane data
var points: PackedVector3Array
points.resize(3)
for i in 3:
tokens[i] = tokens[i].trim_prefix("(")
var pts: PackedFloat64Array = tokens[i].split_floats(" ", false)
var point := Vector3(pts[0], pts[1], pts[2]) * map_settings.scale_factor
points[i] = point
var plane := Plane(points[0], points[1], points[2])
brush.planes.append(plane)
var face: _FaceData = _FaceData.new()
face.plane = plane
# Retrieve texture data
var tex: String = String()
if tokens[3].begins_with("\""): # textures with spaces get surrounded by double quotes
var last_quote := tokens[3].rfind("\"")
tex = tokens[3].substr(1, last_quote - 1)
tokens = tokens[3].substr(last_quote + 2).split(" ] ")
else:
tex = tokens[3].get_slice(" ", 0)
tokens = tokens[3].trim_prefix(tex + " ").split(" ] ")
face.texture = tex
# Check for origin brushes. Brushes must be completely textured with origin to be valid.
if brush.faces.is_empty():
if tex == map_settings.origin_texture:
brush.origin = true
elif brush.origin == true:
if tex != map_settings.origin_texture:
brush.origin = false
# Retrieve UV data
var uv: Transform2D = Transform2D.IDENTITY
# Valve 220: texname [ ux uy ux offsetX ] [vx vy vz offsetY] rotation scaleX scaleY
if tokens.size() > 1:
var coords: PackedFloat64Array
for i in 2:
coords = tokens[i].trim_prefix("[ ").split_floats(" ", false)
face.uv_axes.append(Vector3(coords[0], coords[1], coords[2])) # Save axis vectors separately
face.uv.origin[i] = coords[3] # UV offset stored as transform origin
coords = tokens[2].split_floats(" ", false)
# UV scale factor stored in basis
face.uv.x = Vector2(coords[1], 0.0) * map_settings.scale_factor
face.uv.y = Vector2(0.0, coords[2]) * map_settings.scale_factor
# Quake Standard: texname offsetX offsetY rotation scaleX scaleY
else:
var coords: PackedFloat64Array = tokens[0].split_floats(" ", false)
face.uv.origin = Vector2(coords[0], coords[1])
var r: float = deg_to_rad(coords[2])
face.uv.x = Vector2(cos(r), -sin(r)) * coords[3] * map_settings.scale_factor
face.uv.y = Vector2(sin(r), cos(r)) * coords[4] * map_settings.scale_factor
brush.faces.append(face)
continue
#endregion
#region PATCH DATA
if patch:
if line.begins_with("("):
line = line.replace("( ","")
# Retrieve patch control points
if patch.size:
var tokens: PackedStringArray = line.replace("(", "").split(" )", false)
for i in tokens.size():
var subtokens: PackedFloat64Array = tokens[i].split_floats(" ", false)
patch.points.append(Vector3(subtokens[0], subtokens[1], subtokens[2]))
patch.uvs.append(Vector2(subtokens[3], subtokens[4]))
# Retrieve patch size
else:
var tokens: PackedStringArray = line.replace(")","").split(" ", false)
patch.size.resize(tokens.size())
for i in tokens.size():
patch.size[i] = tokens[i].to_int()
# Retrieve patch texture
elif not line.begins_with(")"):
patch.texture = line.replace("\"","")
if line.begins_with("patchDef"):
brush = null
patch = _PatchData.new()
continue
#endregion
#region ASSIGN GROUPS
for e in entities_data:
var group_id: int = -1
if e.properties.has("_tb_layer"):
group_id = e.properties["_tb_layer"] as int
elif e.properties.has("_tb_group"):
group_id = e.properties["_tb_group"] as int
if group_id != -1:
for g in groups_data:
if g.id == group_id:
e.group = g
break
#endregion
return parse_data
## Parser subroutine called by [method parse_map_data], specializing in the Valve Map Format used by Hammer based editors.
func _parse_vmf(map_data: PackedStringArray, map_settings: FuncGodotMapSettings, parse_data: _ParseData) -> _ParseData:
var entities_data: Array[_EntityData] = parse_data.entities
var groups_data: Array[_GroupData] = parse_data.groups
var ent: _EntityData = null
var brush: _BrushData = null
var group: _GroupData = null
var group_parent_hierarchy: Array[_GroupData] = []
var scope: int = 0
for line in map_data:
line = line.replace("\t", "")
#region START DATA
if line.begins_with("entity") or line.begins_with("world"):
ent = _EntityData.new()
continue
if line.begins_with("solid"):
brush = _BrushData.new()
continue
if brush and line.begins_with("{"):
scope += 1
continue
if line == "visgroup":
if group != null:
groups_data.append(group)
group_parent_hierarchy.append(group)
group = _GroupData.new()
if group_parent_hierarchy.size():
group.parent = group_parent_hierarchy.back()
group.parent_id = group.parent.id
continue
#endregion
#region COMMIT DATA
if line.begins_with("}"):
if scope > 0:
scope -= 1
if not scope:
if brush:
if brush.faces.size():
ent.brushes.append(brush)
brush = null
elif ent:
entities_data.append(ent)
ent = null
elif group:
groups_data.append(group)
group = null
elif group_parent_hierarchy.size():
group_parent_hierarchy.pop_back()
continue
#endregion
# Retrieve key value pairs
if (ent or group) and line.begins_with("\""):
var tokens: PackedStringArray = line.split("\" \"")
var key: String = tokens[0].trim_prefix("\"")
var value: String = tokens[1].trim_suffix("\"")
#region BRUSH DATA
if brush:
if scope > 1:
match key:
"plane":
tokens = value.replace("(", "").split(")", false)
var points: PackedVector3Array
points.resize(3)
for i in 3:
tokens[i] = tokens[i].trim_prefix("(")
var pts: PackedFloat64Array = tokens[i].split_floats(" ", false)
var point: Vector3 = Vector3(pts[0], pts[1], pts[2]) * map_settings.scale_factor
points[i] = point
brush.planes.append(Plane(points[0], points[1], points[2]))
brush.faces.append(_FaceData.new())
brush.faces[-1].plane = brush.planes[-1]
continue
"material":
if brush.faces.size():
brush.faces[-1].texture = value
# Origin brush needs to be completely set to origin, otherwise it's invalid
if brush.faces.size() < 2:
if value == map_settings.origin_texture:
brush.origin = true
elif brush.origin == true:
if value != map_settings.origin_texture:
brush.origin = false
continue
"uaxis", "vaxis":
if brush.faces.size():
value = value.replace("[", "")
var vals: PackedFloat64Array = value.replace("]", "").split_floats(" ", false)
var face: _FaceData = brush.faces[-1]
face.uv_axes.append(Vector3(vals[0], vals[1], vals[2]))
if key.begins_with("u"):
face.uv.origin.x = vals[3] # Offset
face.uv.x *= vals[4] * map_settings.scale_factor # Scale
else:
face.uv.origin.y = vals[3] # Offset
face.uv.y *= vals[4] * map_settings.scale_factor # Scale
continue
"rotation":
# Rotation isn't used in Valve 220 mapping and VMFs are 220 exclusive
continue
"visgroupid":
# Don't put worldspawn into a group
if entities_data.size():
# Only nodes can be organized into groups in the SceneTree, so only use the first brush's group
if not ent.properties.has(key):
ent.properties[key] = value
#endregion
elif ent:
ent.properties[key] = value
continue
elif group:
if key == "name":
group.name = "group_%s_" + value
elif key == "visgroupid":
group.id = value.to_int()
group.name = group.name % value
group.name = group.name.replace(" ", "_")
continue
#region ASSIGN GROUPS
for e in entities_data:
if e.properties.has("visgroupid"):
var group_id: int = e.properties["visgroupid"] as int
for g in groups_data:
if g.id == group_id:
e.group = g
break
#endregion
return parse_data

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@tool
@icon("res://addons/func_godot/icons/icon_godot_ranger.svg")
class_name FuncGodotFGDBaseClass extends FuncGodotFGDEntityClass
## Special inheritance class for [FuncGodotFGDSolidClass] and [FuncGodotFGDPointClass] entity definitions.
##
## Inheritance class for [FuncGodotFGDSolidClass] and [FuncGodotFGDPointClass] entities,
## used to shared or common properties and descriptions across different definitions.
##
## @tutorial(Quake Wiki Entity Article): https://quakewiki.org/wiki/Entity
## @tutorial(Level Design Book: Entity Types and Settings): https://book.leveldesignbook.com/appendix/resources/formats/fgd#entity-types-and-settings-basic
## @tutorial(Valve Developer Wiki FGD Article): https://developer.valvesoftware.com/wiki/FGD#Class_Types_and_Properties
func _init() -> void:
prefix = "@BaseClass"

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@icon("res://addons/func_godot/icons/icon_godot_ranger.svg")
@abstract class_name FuncGodotFGDEntityClass extends Resource
## Entity definition template. WARNING! Not to be used directly! Use [FuncGodotFGDBaseClass], [FuncGodotFGDSolidClass], or [FuncGodotFGDPointClass] instead.
##
## Entity definition template. It holds all of the common entity class properties shared between [FuncGodotFGDBaseClass], [FuncGodotFGDSolidClass], or [FuncGodotFGDPointClass].
## Not to be used directly, use one of the aforementioned FGD class types instead.
##
## @tutorial(Quake Wiki Entity Article): https://quakewiki.org/wiki/Entity
## @tutorial(Level Design Book: Entity Types and Settings): https://book.leveldesignbook.com/appendix/resources/formats/fgd#entity-types-and-settings-basic
## @tutorial(Valve Developer Wiki FGD Article): https://developer.valvesoftware.com/wiki/FGD#Class_Types_and_Properties
## @tutorial(Valve Developer Wiki Entity Descriptions): https://developer.valvesoftware.com/wiki/FGD#Entity_Description
var prefix: String = ""
@export_group("Entity Definition")
## Entity classname. [b][i]This is a required field in all entity types[/i][/b] as it is parsed by both the map editor and by FuncGodot on map build.
@export var classname : String = ""
## Entity description that appears in the map editor. Not required.
@export_multiline var description : String = ""
## Entity does not get written to the exported FGD. Entity is only used for [FuncGodotMap] build process.
@export var func_godot_internal : bool = false
## [FuncGodotFGDBaseClass] resources to inherit [member class_properties] and [member class_descriptions] from.
@export var base_classes: Array[Resource] = []
## Key value pair properties that will appear in the map editor. After building the [FuncGodotMap] in Godot, these properties will be added to a [Dictionary]
## that gets applied to the generated node, as long as that node is a tool script with an exported `func_godot_properties` Dictionary.
@export var class_properties : Dictionary[String, Variant] = {}
## Map editor descriptions for previously defined key value pair properties. Optional but recommended.
@export var class_property_descriptions : Dictionary[String, Variant] = {}
## Automatically applies entity class properties to matching properties in the generated node.
## When using this feature, class properties need to be the correct type or you may run into errors on map build.
@export var auto_apply_to_matching_node_properties : bool = false
## Appearance properties for the map editor. See the Valve Developer Wiki and TrenchBroom documentation for more information.
@export var meta_properties : Dictionary[String, Variant] = {
"size": AABB(Vector3(-8, -8, -8), Vector3(8, 8, 8)),
"color": Color(0.8, 0.8, 0.8)
}
@export_group("Node Generation")
## Node to generate on map build. This can be a built-in Godot class, a Script class, or a GDExtension class.
## For Point Class entities that use Scene File instantiation leave this blank.
@export var node_class := ""
## Optional class property to use in naming the generated node. Overrides [member FuncGodotMapSettings.name_property].
## Naming occurs before adding to the [SceneTree] and applying properties.
## Nodes will be named `"entity_" + name_property`. An entity's name should be unique, otherwise you may run into unexpected behavior.
@export var name_property := ""
## Optional array of node groups to add the generated node to.
@export var node_groups : Array[String] = []
## Parses the definition and outputs it into the FGD format.
func build_def_text(target_editor: FuncGodotFGDFile.FuncGodotTargetMapEditors = FuncGodotFGDFile.FuncGodotTargetMapEditors.TRENCHBROOM) -> String:
# Class prefix
var res : String = prefix
# Meta properties
var base_str = ""
var meta_props = meta_properties.duplicate()
for base_class in base_classes:
if not 'classname' in base_class:
continue
base_str += base_class.classname
if base_class != base_classes.back():
base_str += ", "
if base_str != "":
meta_props['base'] = base_str
for prop in meta_props:
if prefix == '@SolidClass':
if prop == "size" or prop == "model":
continue
if prop == 'model' and target_editor != FuncGodotFGDFile.FuncGodotTargetMapEditors.TRENCHBROOM:
continue
var value = meta_props[prop]
res += " " + prop + "("
if value is AABB:
res += "%s %s %s, %s %s %s" % [
value.position.x,
value.position.y,
value.position.z,
value.size.x,
value.size.y,
value.size.z
]
elif value is Color:
res += "%s %s %s" % [
value.r8,
value.g8,
value.b8
]
elif value is String:
res += value
elif value is Dictionary and target_editor == FuncGodotFGDFile.FuncGodotTargetMapEditors.TRENCHBROOM:
res += JSON.stringify(value)
res += ")"
res += " = " + classname
if prefix != "@BaseClass": # having a description in BaseClasses crashes some editors
var normalized_description = description.replace("\"", "\'")
if normalized_description != "":
res += " : \"%s\" " % [normalized_description]
else: # Having no description crashes some editors
res += " : \"" + classname + "\" "
if class_properties.size() > 0:
res += FuncGodotUtil.newline() + "[" + FuncGodotUtil.newline()
else:
res += "["
# Class properties
for prop in class_properties:
var value = class_properties[prop]
var prop_val = null
var prop_type := ""
var prop_description: String
if prop in class_property_descriptions:
# Optional default value for Choices can be set up as [String, int]
if value is Dictionary and class_property_descriptions[prop] is Array:
var prop_arr: Array = class_property_descriptions[prop]
if prop_arr.size() > 1 and (prop_arr[1] is int or prop_arr[1] is String):
var value_str : String = str(prop_arr[1]) if prop_arr[1] is int else "\"" + prop_arr[1] + "\""
prop_description = "\"" + prop_arr[0] + "\" : " + value_str
else:
prop_description = "\"\" : 0"
printerr(str(prop) + " has incorrect description format. Should be [String description, int / String default value].")
else:
prop_description = "\"" + class_property_descriptions[prop] + "\""
else:
prop_description = "\"\""
match typeof(value):
TYPE_INT:
prop_type = "integer"
prop_val = str(value)
TYPE_FLOAT:
prop_type = "float"
prop_val = "\"" + str(value) + "\""
TYPE_STRING:
prop_type = "string"
prop_val = "\"" + value + "\""
TYPE_BOOL:
prop_type = "choices"
prop_val = FuncGodotUtil.newline() + "\t[" + FuncGodotUtil.newline()
prop_val += "\t\t" + str(0) + " : \"No\"" + FuncGodotUtil.newline()
prop_val += "\t\t" + str(1) + " : \"Yes\"" + FuncGodotUtil.newline()
prop_val += "\t]"
TYPE_VECTOR2, TYPE_VECTOR2I:
prop_type = "string"
prop_val = "\"%s %s\"" % [value.x, value.y]
TYPE_VECTOR3, TYPE_VECTOR3I:
prop_type = "string"
prop_val = "\"%s %s %s\"" % [value.x, value.y, value.z]
TYPE_VECTOR4, TYPE_VECTOR4I:
prop_type = "string"
prop_val = "\"%s %s %s %s\"" % [value[0], value[1], value[2], value[3]]
TYPE_COLOR:
prop_type = "color255"
prop_val = "\"%s %s %s\"" % [value.r8, value.g8, value.b8]
TYPE_DICTIONARY:
prop_type = "choices"
prop_val = FuncGodotUtil.newline() + "\t[" + FuncGodotUtil.newline()
for choice in value:
var choice_val = value[choice]
if typeof(choice_val) == TYPE_STRING:
if not (choice_val as String).begins_with("\""):
choice_val = "\"" + choice_val + "\""
prop_val += "\t\t" + str(choice_val) + " : \"" + choice + "\"" + FuncGodotUtil.newline()
prop_val += "\t]"
TYPE_ARRAY:
prop_type = "flags"
prop_val = FuncGodotUtil.newline() + "\t[" + FuncGodotUtil.newline()
for arr_val in value:
prop_val += "\t\t" + str(arr_val[1]) + " : \"" + str(arr_val[0]) + "\" : " + ("1" if arr_val[2] else "0") + FuncGodotUtil.newline()
prop_val += "\t]"
TYPE_NODE_PATH:
prop_type = "target_destination"
prop_val = "\"\""
TYPE_OBJECT:
if value is Resource:
prop_val = "\"" + value.resource_path + "\""
if value is Material:
if target_editor != FuncGodotFGDFile.FuncGodotTargetMapEditors.JACK:
prop_type = "material"
else:
prop_type = "shader"
elif value is Texture2D:
prop_type = "decal"
elif value is AudioStream:
prop_type = "sound"
else:
prop_type = "target_source"
prop_val = "\"\""
if prop_val:
res += "\t"
res += prop
res += "("
res += prop_type
res += ")"
if not value is Array:
if not value is Dictionary or prop_description != "":
res += " : "
res += prop_description
if value is bool:
res += " : 1 = " if value else " : 0 = "
elif value is Dictionary or value is Array:
res += " = "
else:
res += " : "
res += prop_val
res += FuncGodotUtil.newline()
res += "]" + FuncGodotUtil.newline()
return res
func retrieve_all_class_properties(properties: Dictionary[String, Variant] = {}) -> Dictionary[String, Variant]:
for key in class_properties.keys():
properties[key] = class_properties[key]
for b in base_classes:
properties = b.retrieve_all_class_properties(properties)
return properties
func retrieve_all_class_property_descriptions(descriptions: Dictionary[String, Variant] = {}) -> Dictionary[String, Variant]:
for key in class_property_descriptions.keys():
descriptions[key] = class_property_descriptions[key]
for b in base_classes:
descriptions = b.retrieve_all_class_property_descriptions(descriptions)
return descriptions

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@tool
@icon("res://addons/func_godot/icons/icon_godot_ranger.svg")
class_name FuncGodotFGDFile extends Resource
## [Resource] file used to express a set of [FuncGodotFGDEntity] definitions.
##
## Can be exported as an FGD file for use with a Quake or Hammer-based map editor. Used in conjunction with [FuncGodotMapSetting] to generate nodes in a [FuncGodotMap] node.
##
## @tutorial(Level Design Book FGD Chapter): https://book.leveldesignbook.com/appendix/resources/formats/fgd
## @tutorial(Valve Developer Wiki FGD Article): https://developer.valvesoftware.com/wiki/FGD
## Supported map editors enum, used in conjunction with [member target_map_editor].
enum FuncGodotTargetMapEditors {
OTHER,
TRENCHBROOM,
JACK,
NET_RADIANT_CUSTOM,
}
## Builds and exports the FGD file.
@export_tool_button("Export FGD") var export_file := export_button
func export_button() -> void:
do_export_file(target_map_editor)
func do_export_file(target_editor: FuncGodotTargetMapEditors = FuncGodotTargetMapEditors.TRENCHBROOM, fgd_output_folder: String = "") -> void:
if fgd_output_folder.is_empty():
fgd_output_folder = FuncGodotLocalConfig.get_setting(FuncGodotLocalConfig.PROPERTY.FGD_OUTPUT_FOLDER) as String
if fgd_output_folder.is_empty():
printerr("Skipping export: No game config folder")
return
if fgd_name == "":
printerr("Skipping export: Empty FGD name")
if not DirAccess.dir_exists_absolute(fgd_output_folder):
if DirAccess.make_dir_recursive_absolute(fgd_output_folder) != OK:
printerr("Skipping export: Failed to create directory")
return
var fgd_file = fgd_output_folder.path_join(fgd_name + ".fgd")
var file_obj := FileAccess.open(fgd_file, FileAccess.WRITE)
if not file_obj:
printerr("Failed to open file for writing: ", fgd_file)
return
print("Exporting FGD to ", fgd_file)
file_obj.store_string(build_class_text(target_editor))
file_obj.close()
@export_group("Map Editor")
## Some map editors do not support the features found in others
## (ex: TrenchBroom supports the "model" key word while others require "studio",
## J.A.C.K. uses the "shader" key word while others use "material", etc...).
## If you get errors in your map editor, try changing this setting and re-exporting.
## This setting is overridden when the FGD is built via the Game Config resource.
@export var target_map_editor: FuncGodotTargetMapEditors = FuncGodotTargetMapEditors.TRENCHBROOM
# Some map editors do not support the "model" key word and require the "studio" key word instead.
# If you get errors in your map editor, try changing this setting.
# This setting is overridden when the FGD is built via the Game Config resource.
#@export var model_key_word_supported: bool = true
@export_group("FGD")
## FGD output filename without the extension.
@export var fgd_name: String = "FuncGodot"
## Array of [FuncGodotFGDFile] resources to include in FGD file output. All of the entities included with these FuncGodotFGDFile resources will be prepended to the outputted FGD file.
@export var base_fgd_files: Array[Resource] = []
## Array of resources that inherit from [FuncGodotFGDEntityClass]. This array defines the entities that will be added to the exported FGD file and the nodes that will be generated in a [FuncGodotMap].
@export var entity_definitions: Array[Resource] = []
## Toggles whether [FuncGodotFGDModelPointClass] resources will generate models from their [PackedScene] files.
@export var generate_model_point_class_models: bool = true
func build_class_text(target_editor: FuncGodotTargetMapEditors = FuncGodotTargetMapEditors.TRENCHBROOM) -> String:
var res : String = ""
for base_fgd in base_fgd_files:
if base_fgd is FuncGodotFGDFile:
res += base_fgd.build_class_text(target_editor)
else:
printerr("Base Fgd Files contains incorrect resource type! Should only be type FuncGodotFGDFile.")
var entities = get_fgd_classes()
for ent in entities:
if not ent is FuncGodotFGDEntityClass:
continue
if ent.func_godot_internal:
continue
if ent is FuncGodotFGDModelPointClass:
ent._model_generation_enabled = generate_model_point_class_models
var ent_text = ent.build_def_text(target_editor)
res += ent_text
if ent != entities[-1]:
res += "\n"
return res
## This getter does a little bit of validation. Providing only an array of non-null uniquely-named entity definitions
func get_fgd_classes() -> Array:
var res : Array = []
for cur_ent_def_ind in range(entity_definitions.size()):
var cur_ent_def = entity_definitions[cur_ent_def_ind]
if cur_ent_def == null:
continue
elif not (cur_ent_def is FuncGodotFGDEntityClass):
printerr("Bad value in entity definition set at position %s! Not an entity defintion." % cur_ent_def_ind)
continue
res.append(cur_ent_def)
return res
func get_entity_definitions() -> Dictionary[String, FuncGodotFGDEntityClass]:
var res: Dictionary[String, FuncGodotFGDEntityClass] = {}
for base_fgd in base_fgd_files:
var fgd_res = base_fgd.get_entity_definitions()
for key in fgd_res:
res[key] = fgd_res[key]
for ent in get_fgd_classes():
# Skip entities without classnames
if ent.classname.replace(" ","") == "":
printerr("Skipping " + ent.get_path() + ": Empty classname")
continue
if ent is FuncGodotFGDPointClass or ent is FuncGodotFGDSolidClass:
var entity_def = ent.duplicate()
var meta_properties: Dictionary[String, Variant] = {}
var class_properties: Dictionary[String, Variant] = {}
var class_property_descriptions: Dictionary[String, Variant] = {}
for base_class in _generate_base_class_list(entity_def):
for meta_property in base_class.meta_properties:
meta_properties[meta_property] = base_class.meta_properties[meta_property]
for class_property in base_class.class_properties:
class_properties[class_property] = base_class.class_properties[class_property]
for class_property_desc in base_class.class_property_descriptions:
class_property_descriptions[class_property_desc] = base_class.class_property_descriptions[class_property_desc]
for meta_property in entity_def.meta_properties:
meta_properties[meta_property] = entity_def.meta_properties[meta_property]
for class_property in entity_def.class_properties:
class_properties[class_property] = entity_def.class_properties[class_property]
for class_property_desc in entity_def.class_property_descriptions:
class_property_descriptions[class_property_desc] = entity_def.class_property_descriptions[class_property_desc]
entity_def.meta_properties = meta_properties
entity_def.class_properties = class_properties
entity_def.class_property_descriptions = class_property_descriptions
res[ent.classname] = entity_def
return res
func _generate_base_class_list(entity_def : Resource, visited_base_classes = []) -> Array:
var base_classes : Array = []
visited_base_classes.append(entity_def.classname)
# End recursive search if no more base_classes
if len(entity_def.base_classes) == 0:
return base_classes
# Traverse up to the next level of hierarchy, if not already visited
for base_class in entity_def.base_classes:
if not base_class.classname in visited_base_classes:
base_classes.append(base_class)
base_classes += _generate_base_class_list(base_class, visited_base_classes)
else:
printerr(str("Entity '", entity_def.classname,"' contains cycle/duplicate to Entity '", base_class.classname, "'"))
return base_classes

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@tool
@icon("res://addons/func_godot/icons/icon_godambler3d.svg")
class_name FuncGodotFGDModelPointClass extends FuncGodotFGDPointClass
## A special type of [FuncGodotFGDPointClass] entity that automatically generates a special simplified GLB model file for the map editor display.
## Only supported in map editors that support GLTF or GLB.
##
## @tutorial(Quake Wiki Entity Article): https://quakewiki.org/wiki/Entity
## @tutorial(Level Design Book: Entity Types and Settings): https://book.leveldesignbook.com/appendix/resources/formats/fgd#entity-types-and-settings-basic
## @tutorial(Valve Developer Wiki FGD Article): https://developer.valvesoftware.com/wiki/FGD#Class_Types_and_Properties
## @tutorial(dumptruck_ds' Quake Mapping Entities Tutorial): https://www.youtube.com/watch?v=gtL9f6_N2WM
## @tutorial(Level Design Book: Display Models for Entities): https://book.leveldesignbook.com/appendix/resources/formats/fgd#display-models-for-entities
## @tutorial(Valve Developer Wiki FGD Article: Entity Description Section): https://developer.valvesoftware.com/wiki/FGD#Entity_Description
## @tutorial(TrenchBroom Manual: Display Models for Entities): https://trenchbroom.github.io/manual/latest/#display-models-for-entities
enum TargetMapEditor {
GENERIC, ## Entity definition uses the [b]@studio[/b] key word. [member scale_expression] is ignored. Supported by all map editors.
TRENCHBROOM ## Entity definition uses the [b]@model[/b] key word. [member scale_expression] is applied if set.
}
@export var target_map_editor: TargetMapEditor = TargetMapEditor.GENERIC
## Display model export folder relative to [member ProjectSettings.func_godot/model_point_class_save_path].
@export var models_sub_folder : String = ""
## Scale expression applied to model. Only used by TrenchBroom. If left empty, uses [member ProjectSettings.func_godot/default_inverse_scale_factor]. [br][br]Read the TrenchBroom Manual for more information on the "scale expression" feature.
@export var scale_expression : String = ""
## Model Point Class can override the 'size' meta property by auto-generating a value from the meshes' [AABB]. Proper generation requires [member scale_expression] set to a float or vector. [br][br][color=orange]WARNING:[/color] Generated size property unlikely to align cleanly to grid!
@export var generate_size_property : bool = false
## Degrees to rotate model prior to export. Different editors may handle GLTF transformations differently. If your model isn't oriented correctly, try modifying this property.
@export var rotation_offset: Vector3 = Vector3(0.0, 0.0, 0.0)
## Creates a .gdignore file in the model export folder to prevent Godot importing the display models. Only needs to be generated once.
@export_tool_button("Generate GD Ignore File", "FileAccess") var generate_gd_ignore_file : Callable = _generate_gd_ignore_file
var _model_generation_enabled: bool = false
func _generate_gd_ignore_file() -> void:
if Engine.is_editor_hint():
var path: String = _get_game_path().path_join(_get_model_folder())
var error: Error = DirAccess.make_dir_recursive_absolute(path)
if error != Error.OK:
printerr("Failed creating dir for GDIgnore file", error)
return
path = path.path_join('.gdignore')
if FileAccess.file_exists(path):
return
var file: FileAccess = FileAccess.open(path, FileAccess.WRITE)
file.store_string('')
file.close()
## Builds and saves the display model into the specified destination, then parses the definition and outputs it into the FGD format.
func build_def_text(target_editor: FuncGodotFGDFile.FuncGodotTargetMapEditors = FuncGodotFGDFile.FuncGodotTargetMapEditors.TRENCHBROOM) -> String:
if _model_generation_enabled:
_generate_model()
_model_generation_enabled = false
return super()
func _generate_model() -> void:
if not scene_file:
return
var gltf_state := GLTFState.new()
var path: String = _get_export_dir()
var node: Node3D = _get_node()
if not node:
return
if not _create_gltf_file(gltf_state, path, node):
printerr("could not create gltf file")
return
node.queue_free()
if target_map_editor == TargetMapEditor.TRENCHBROOM:
const model_key: String = "model"
if scale_expression.is_empty():
meta_properties[model_key] = '{"path": "%s", "scale": %s }' % [
_get_local_path(),
ProjectSettings.get_setting("func_godot/default_inverse_scale_factor", 32.0) as float
]
else:
meta_properties[model_key] = '{"path": "%s", "scale": %s }' % [
_get_local_path(),
scale_expression
]
else:
meta_properties["studio"] = '"%s"' % _get_local_path()
if generate_size_property:
meta_properties["size"] = _generate_size_from_aabb(gltf_state.meshes, gltf_state.get_nodes())
func _get_node() -> Node3D:
var node := scene_file.instantiate()
if node is Node3D:
return node as Node3D
node.queue_free()
printerr("Scene is not of type 'Node3D'")
return null
func _get_export_dir() -> String:
var work_dir: String = _get_game_path()
var model_dir: String = _get_model_folder()
return work_dir.path_join(model_dir).path_join('%s.glb' % classname)
func _get_local_path() -> String:
return _get_model_folder().path_join('%s.glb' % classname)
func _get_model_folder() -> String:
var model_dir: String = ProjectSettings.get_setting("func_godot/model_point_class_save_path", "") as String
if not models_sub_folder.is_empty():
model_dir = model_dir.path_join(models_sub_folder)
return model_dir
func _get_game_path() -> String:
return FuncGodotLocalConfig.get_setting(FuncGodotLocalConfig.PROPERTY.MAP_EDITOR_GAME_PATH) as String
func _create_gltf_file(gltf_state: GLTFState, path: String, node: Node3D) -> bool:
var global_export_path = path
var gltf_document := GLTFDocument.new()
gltf_state.create_animations = false
node.rotate_x(deg_to_rad(rotation_offset.x))
node.rotate_y(deg_to_rad(rotation_offset.y))
node.rotate_z(deg_to_rad(rotation_offset.z))
# With TrenchBroom we can specify a scale expression, but for other editors we need to scale our models manually.
if target_map_editor != TargetMapEditor.TRENCHBROOM:
var scale_factor: Vector3 = Vector3.ONE
if scale_expression.is_empty():
scale_factor *= ProjectSettings.get_setting("func_godot/default_inverse_scale_factor", 32.0) as float
else:
if scale_expression.begins_with('\''):
var scale_arr := scale_expression.split_floats(' ', false)
if scale_arr.size() == 3:
scale_factor *= Vector3(scale_arr[0], scale_arr[1], scale_arr[2])
elif scale_expression.to_float() > 0:
scale_factor *= scale_expression.to_float()
if scale_factor.length() == 0:
scale_factor = Vector3.ONE # Don't let the node scale into oblivion!
node.scale *= scale_factor
var error: Error = gltf_document.append_from_scene(node, gltf_state)
if error != Error.OK:
printerr("Failed appending to gltf document", error)
return false
call_deferred("_save_to_file_system", gltf_document, gltf_state, global_export_path)
return true
func _save_to_file_system(gltf_document: GLTFDocument, gltf_state: GLTFState, path: String) -> void:
var error: Error = DirAccess.make_dir_recursive_absolute(path.get_base_dir())
if error != Error.OK:
printerr("Failed creating dir", error)
return
error = gltf_document.write_to_filesystem(gltf_state, path)
if error != Error.OK:
printerr("Failed writing to file system", error)
return
print('Exported model to ', path)
func _generate_size_from_aabb(meshes: Array[GLTFMesh], nodes: Array[GLTFNode]) -> AABB:
var aabb := AABB()
for mesh in meshes:
aabb = aabb.merge(mesh.mesh.get_mesh().get_aabb())
var pos_ofs := Vector3.ZERO
if not nodes.is_empty():
var ct: int = 0
for node in nodes:
if node.parent == 0:
pos_ofs += node.position
ct += 1
pos_ofs /= maxi(ct, 1)
aabb.position += pos_ofs
# Reorient the AABB so it matches TrenchBroom's coordinate system
var size_prop := AABB()
size_prop.position = Vector3(aabb.position.z, aabb.position.x, aabb.position.y)
size_prop.size = Vector3(aabb.size.z, aabb.size.x, aabb.size.y)
# Scale the size bounds to our scale factor
# Scale factor will need to be set if we decide to auto-generate our bounds
var scale_factor: Vector3 = Vector3.ONE
if target_map_editor == TargetMapEditor.TRENCHBROOM:
if scale_expression.is_empty():
scale_factor *= ProjectSettings.get_setting("func_godot/default_inverse_scale_factor", 32.0) as float
else:
if scale_expression.begins_with('\''):
var scale_arr := scale_expression.split_floats(' ', false)
if scale_arr.size() == 3:
scale_factor *= Vector3(scale_arr[0], scale_arr[1], scale_arr[2])
elif scale_expression.to_float() > 0:
scale_factor *= scale_expression.to_float()
size_prop.position *= scale_factor
size_prop.size *= scale_factor
size_prop.size += size_prop.position
# Round the size so it can stay on grid level 1 at least
for i in 3:
size_prop.position[i] = round(size_prop.position[i])
size_prop.size[i] = round(size_prop.size[i])
return size_prop

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@tool
@icon("res://addons/func_godot/icons/icon_godambler3d.svg")
class_name FuncGodotFGDPointClass extends FuncGodotFGDEntityClass
## FGD PointClass entity definition.
##
## A resource used to define an FGD Point Class entity. PointClass entities can use either the [member FuncGodotFGDEntityClass.node_class]
## or the [member scene_file] property to tell [FuncGodotMap] what to generate on map build.
##
## @tutorial(Quake Wiki Entity Article): https://quakewiki.org/wiki/Entity
## @tutorial(Level Design Book: Entity Types and Settings): https://book.leveldesignbook.com/appendix/resources/formats/fgd#entity-types-and-settings-basic
## @tutorial(Valve Developer Wiki FGD Article): https://developer.valvesoftware.com/wiki/FGD#Class_Types_and_Properties
## @tutorial(dumptruck_ds' Quake Mapping Entities Tutorial): https://www.youtube.com/watch?v=gtL9f6_N2WM
## @tutorial(Level Design Book: Display Models for Entities): https://book.leveldesignbook.com/appendix/resources/formats/fgd#display-models-for-entities
## @tutorial(Valve Developer Wiki FGD Article: Entity Description Section): https://developer.valvesoftware.com/wiki/FGD#Entity_Description
## @tutorial(TrenchBroom Manual: Display Models for Entities): https://trenchbroom.github.io/manual/latest/#display-models-for-entities
func _init() -> void:
prefix = "@PointClass"
## An optional [PackedScene] file to instantiate on map build. Overrides [member FuncGodotFGDEntityClass.node_class] and [member script_class].
@export var scene_file: PackedScene
## An optional [Script] resource to attach to the node generated on map build. Ignored if [member scene_file] is specified.
@export var script_class: Script
## Toggles whether entity will use `angles`, `mangle`, or `angle` to determine rotations on [FuncGodotMap] build, prioritizing the key value pairs in that order.
## Set to [code]false[/code] if you would like to define how the generated node is rotated yourself.
@export var apply_rotation_on_map_build : bool = true
## Toggles whether entity will use `scale` to determine the generated node or scene's scale. This is performed on the top level node.
## The property can be a [float], [Vector3], or [Vector2]. Set to [code]false[/code] if you would like to define how the generated node is scaled yourself.
@export var apply_scale_on_map_build: bool = true
## An optional [Array] of [FuncGodotFGDPointClassDisplayDescriptor] that describes how this Point Entity should appear in the map editor.
## When using multiple display descriptors, only the first element found without [member FuncGodotFGDPointClassDisplayDescriptor.conditional]
## will be used as the default display asset. If no descriptor is found without a condition, the last descriptor will become the default.[br][br]
## Conditional display descriptors will be written to the FGD in the order set in the array.[br][br]
## [color=orange]WARNING:[/color] Multiple descriptors are only supported by TrenchBroom! They will be omitted on export when
## [member FuncGodotFGDFile.target_map_editor] is not set to [enum FuncGodotFGDFile.FuncGodotTargetMapEditors.TRENCHBROOM].
@export var display_descriptors: Array[FuncGodotFGDPointClassDisplayDescriptor] = []
func _build_model_branch_text(descriptor: FuncGodotFGDPointClassDisplayDescriptor) -> String:
if not descriptor:
return ''
var model_string: String = ''
var uses_options: bool = false
if not descriptor.scale.is_empty() or not descriptor.skin.is_empty() or not descriptor.frame.is_empty():
uses_options = true
if not uses_options:
return descriptor.display_asset_path
model_string = '{ \"path\": %s' % descriptor.display_asset_path
if not descriptor.skin.is_empty():
model_string += ', \"skin\": %s' % descriptor.skin
if not descriptor.frame.is_empty():
model_string += ', \"frame\": %s' % descriptor.frame
if not descriptor.scale.is_empty():
model_string += ', \"scale\": %s' % descriptor.scale
model_string += " }"
return model_string
func _build_model_text() -> String:
var model_string: String = ''
if display_descriptors.is_empty():
return model_string
if display_descriptors.size() == 1:
return _build_model_branch_text(display_descriptors[0])
model_string = '{{'
var default_display: FuncGodotFGDPointClassDisplayDescriptor
for i in display_descriptors.size():
var d: FuncGodotFGDPointClassDisplayDescriptor = display_descriptors[i]
# Only set the first discovered descriptor without a condition to the default, which must be the last option in a list.
# If a conditional is not set, skip it.
if d.conditional.is_empty():
if not default_display:
default_display = d
else:
printerr(classname + " has a Point Class Display Descriptor without required conditionals set. Must have only 1 conditionless Display Descriptor!")
continue
model_string += '%s -> %s, ' % [d.conditional, _build_model_branch_text(d)]
if default_display:
model_string += '%s }}' % _build_model_branch_text(default_display)
else:
model_string = model_string.trim_suffix(', ')
model_string += ' }}'
return model_string
func _build_studio_text() -> String:
var display_string = ""
for d in display_descriptors:
if d.display_asset_path.find('\"') != -1:
display_string = d.display_asset_path
else:
printerr(classname + " attempting to set an invalid value to @studio format during FGD export. Only relative file paths encapsulated by quotations are valid.")
return display_string
func build_def_text(target_editor: FuncGodotFGDFile.FuncGodotTargetMapEditors = FuncGodotFGDFile.FuncGodotTargetMapEditors.TRENCHBROOM) -> String:
if not display_descriptors.is_empty():
if target_editor == FuncGodotFGDFile.FuncGodotTargetMapEditors.TRENCHBROOM:
var display_string: String = _build_model_text()
if not display_string.is_empty():
meta_properties["model"] = display_string
else:
var display_string: String = _build_studio_text()
if not display_string.is_empty():
meta_properties["studio"] = display_string
return super(target_editor)

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@tool
@icon("res://addons/func_godot/icons/icon_godambler3d.svg")
class_name FuncGodotFGDPointClassDisplayDescriptor extends Resource
## Resource that describes how to display an FGD Point Class entity.
##
## A resource for [FuncGodotFGDPointClass] that describes how to display a point entity in a map editor.
## Values entered into the different options are taken literally: paths should be enclosed within quotation marks,
## while class property keys and integer values should omit them.[br][br]
##
## Most editors only support the [member display_asset] option. Exporting an FGD compatible with these editors will
## automatically omit the unsupported options introduced by TrenchBroom when exporting from their respective game configuration resources
## or setting [member FuncGodotFGDFile.target_map_editor] away from [enum FuncGodotFGDFile.FuncGodotTargetMapEditors.TRENCHBROOM].
##
## The extra options are considered advanced features and are unable to be evaluated by FuncGodot to ensure they were input correctly.
## Exercise caution, care, and patience when attempting to use these, especially the [member conditional] option.
##
## @tutorial(Level Design Book: Display Models for Entities): https://book.leveldesignbook.com/appendix/resources/formats/fgd#display-models-for-entities
## @tutorial(Valve Developer Wiki FGD Article: Entity Description Section): https://developer.valvesoftware.com/wiki/FGD#Entity_Description
## @tutorial(TrenchBroom Manual: Display Models for Entities): https://trenchbroom.github.io/manual/latest/#display-models-for-entities
## @tutorial(TrenchBroom Manual: Expression Language): https://trenchbroom.github.io/manual/latest/#expression_language
## Either a file path to the asset that will be displayed for this point entity, relative to the map editor's game path,
## or a class property key that can contain the path.[br][br]
## For paths, you must surround the path with quotes, e.g: [code]"models/marsfrog.glb"[/code].
## For properties, you must omit the quotes, e.g: [code]display_model_path[/code].[br][br]
## Different editors support different file types: common ones include MDL, GLB, SPR, and PNG.
@export var display_asset_path: String = ""
@export_group("TrenchBroom Options")
## Optional string that determines the scale of the display asset. This can be a number, a class property key, or
## a scale expression in accordance with TrenchBroom's Expression Language. Leave blank to use the game configuration's default scale expression.[br][br]
## [color=orange]WARNING:[/color] Only utilized by TrenchBroom!
@export var scale: String = ""
## Optional string that determines which skin the display asset should use. This can be either a number or a class property key.[br][br]
## [color=orange]WARNING:[/color] Only utilized by TrenchBroom!
@export var skin: String = ""
## Optional string that determines the appearance of a display asset based on its file type. This can be either a number or a class property key.[br][br]
## Traditional Quake MDL files will set the display to that frame of its animations (all animations in a Quake MDL are compiled into a single animation).
## GLBs meanwhile seem to set themselves to the animation assigned to an index that matches the [code]frame[/code] value.[br][br]
## [color=orange]WARNING:[/color] Only utilized by TrenchBroom!
@export var frame: String = ""
## Optional evaluation string that, when true, will force the Point Class to display the asset defined by [member display_asset_path].
## Format should be [code]property == value[/code] or some other valid expression in accordance with TrenchBroom's Expression Language.[br][br]
## [color=orange]WARNING:[/color] Only utilized by TrenchBroom!
@export var conditional: String = ""

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@tool
@icon("res://addons/func_godot/icons/icon_slipgate3d.svg")
class_name FuncGodotFGDSolidClass extends FuncGodotFGDEntityClass
## FGD SolidClass entity definition that generates a mesh from [FuncGodotData.BrushData].
##
## A [MeshInstance3D] will be generated by [FuncGodotMap] according to this definition's Visual Build settings.
## If [member FuncGodotFGDEntityClass.node_class] inherits [CollisionObject3D]
## then one or more [CollisionShape3D] nodes will be generated according to Collision Build settings.
##
## @tutorial(Quake Wiki Entity Article): https://quakewiki.org/wiki/Entity
## @tutorial(Level Design Book: Entity Types and Settings): https://book.leveldesignbook.com/appendix/resources/formats/fgd#entity-types-and-settings-basic
## @tutorial(Valve Developer Wiki FGD Article): https://developer.valvesoftware.com/wiki/FGD#Class_Types_and_Properties
## @tutorial(dumptruck_ds' Quake Mapping Entities Tutorial): https://www.youtube.com/watch?v=gtL9f6_N2WM
enum SpawnType {
WORLDSPAWN = 0, ## Builds the geometry of this entity relative to the FuncGodotMap position.
MERGE_WORLDSPAWN = 1, ## This entity's geometry is merged with the [b]worldspawn[/b] entity and this entity is removed. Behavior mimics [b]func_group[/b] in modern Quake compilers.
ENTITY = 2, ## This entity is built as its own object. It finds the origin of the entity based on [member origin_type].
}
enum OriginType {
AVERAGED = 0, ## Use averaged brush vertices for center position. This is the old Qodot behavior.
ABSOLUTE = 1, ## Use [code]origin[/code] class property in global coordinates as the center position.
RELATIVE = 2, ## Calculate center position using [code]origin[/code] class property as an offset to the entity's bounding box center.
BRUSH = 3, ## Calculate center position based on the bounding box center of all brushes using the 'origin' texture specified in the [FuncGodotMapSettings]. If no Origin Brush is found, fall back to BOUNDS_CENTER. This is the default option and recommended for most entities.
BOUNDS_CENTER = 4, ## Use the center of the entity's bounding box for center position.
BOUNDS_MINS = 5, ## Use the lowest bounding box coordinates for center position. This is standard Quake and Half-Life brush entity behavior.
BOUNDS_MAXS = 6, ## Use the highest bounding box coordinates for center position.
}
enum CollisionShapeType {
NONE, ## No collision shape is built. Useful for decorative geometry like vines, hanging wires, grass, etc...
CONVEX, ## Will build a Convex CollisionShape3D for each brush used to make this Solid Class. Required for non-[StaticBody3D] nodes like [Area3D].
CONCAVE ## Should have a concave collision shape
}
## Controls whether this Solid Class is the worldspawn, is combined with the worldspawn, or is spawned as its own free-standing entity.
@export var spawn_type: SpawnType = SpawnType.ENTITY
## Controls how this Solid Class determines its center position. Only valid if [member spawn_type] is set to ENTITY.
@export var origin_type: OriginType = OriginType.BRUSH
@export_group("Visual Build")
## Controls whether a [MeshInstance3D] is built for this Solid Class.
@export var build_visuals : bool = true
## Global illumination mode for the generated [MeshInstance3D]. Setting to [b]GI_MODE_STATIC[/b] will unwrap the mesh's UV2 during build.
@export var global_illumination_mode : GeometryInstance3D.GIMode = GeometryInstance3D.GI_MODE_STATIC
## @deprecated: Use [member global_illumination_mode] instead. [br]Sets generated [MeshInstance3D] to be available for UV2 unwrapping after [FuncGodotMap] build. Utilized in baked lightmapping.
@export var use_in_baked_light : bool = true
## Shadow casting setting allows for further lightmapping customization.
@export var shadow_casting_setting : GeometryInstance3D.ShadowCastingSetting = GeometryInstance3D.SHADOW_CASTING_SETTING_ON
## Automatically build [OccluderInstance3D] for this entity.
@export var build_occlusion : bool = false
## This Solid Class' [MeshInstance3D] will only be visible for [Camera3D]s whose cull mask includes any of these render layers.
@export_flags_3d_render var render_layers: int = 1
@export_group("Collision Build")
## Controls how collisions are built for this Solid Class.
@export var collision_shape_type: CollisionShapeType = CollisionShapeType.CONVEX
## The physics layers this Solid Class can be detected in.
@export_flags_3d_physics var collision_layer: int = 1
## The physics layers this Solid Class scans.
@export_flags_3d_physics var collision_mask: int = 1
## The priority used to solve colliding when penetration occurs. The higher the priority is, the lower the penetration into the Solid Class will be. This can for example be used to prevent the player from breaking through the boundaries of a level.
@export var collision_priority: float = 1.0
## The collision margin for the Solid Class' collision shapes. Not used in Godot Physics. See [Shape3D] for details.
@export var collision_shape_margin: float = 0.04
## The following properties tell FuncGodot to add a [i]"func_godot_mesh_data"[/i] Dictionary to the metadata of the generated node upon build.
## This data is parallelized, so that each element of the array is ordered to reference the same face in the mesh.
@export_group("Mesh Metadata")
## Add a texture lookup table to the generated node's metadata on build.[br][br]
## The data is split between an [Array] of [StringName] called [i]"texture_names"[/i] containing all currently used texture materials
## and a [PackedInt32Array] called [i]"textures"[/i] where each element is an index corresponding to the [i]"texture_names"[/i] entries.
@export var add_textures_metadata: bool = false
## Add a [PackedVector3Array] called [i]"vertices"[/i] to the generated node's metadata on build.[br][br]
## This is a list of every vertex in the generated node's [MeshInstance3D]. Every 3 vertices represent a single face.
@export var add_vertex_metadata: bool = false
## Add a [PackedVector3Array] called [i]"positions"[/i] to the generated node's metadata on build.[br][br]
## This is a list of positions for each face, local to the generated node, calculated by averaging the vertices to find the face's center.
@export var add_face_position_metadata: bool = false
## Add a [PackedVector3Array] called [i]"normals"[/i] to the generated node's metadata on build.[br][br]
## Contains a list of each face's normal.
@export var add_face_normal_metadata: bool = false
## Add a [Dictionary] called [i]"collision_shape_to_face_indices_map"[/i] in the generated node's metadata on build.[br][br]
## Contains keys of strings, which are the names of child [CollisionShape3D] nodes, and values of
## [PackedInt32Array], containing indices of that child's faces.[br][br]
## For example, an element of [br][br][code]{ "entity_1_brush_0_collision_shape" : [0, 1, 3] }[/code][br][br]
## shows that this solid class has been generated with one child collision shape named
## [i]entity_1_brush_0_collision_shape[/i] which handles 3 faces of the mesh with collision, at indices 0, 1, and 3.
@export var add_collision_shape_to_face_indices_metadata : bool = false
## [s]Add a [Dictionary] called [i]"collision_shape_to_face_range_map"[/i] in the generated node's metadata on build.[br][br]
## Contains keys of strings, which are the names of child [CollisionShape3D] nodes, and values of
## [Vector2i], where [i]X[/i] represents the starting index of that child's faces and [i]Y[/i] represents the
## ending index.[br][br]
## For example, an element of [br][br][code]{ "entity_1_brush_0_collision_shape" : Vector2i(0, 15) }[/code][br][br]
## shows that this solid class has been generated with one child collision shape named
## [i]entity_1_brush_0_collision_shape[/i] which handles the first 15 faces of the parts of the mesh with collision.[/s]
## @deprecated: No longer supported or planned as of 2025.7, but retained in case a contributor provides an appropriate solution in the future.
@export var add_collision_shape_face_range_metadata: bool = false
@export_group("Scripting")
## An optional [Script] file to attach to the node generated on map build.
@export var script_class: Script
func _init():
prefix = "@SolidClass"

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@tool
@icon("res://addons/func_godot/icons/icon_godot_ranger.svg")
class_name FuncGodotPlugin extends EditorPlugin
var map_import_plugin : QuakeMapImportPlugin = null
var palette_import_plugin : QuakePaletteImportPlugin = null
var wad_import_plugin: QuakeWadImportPlugin = null
#var func_godot_map_progress_bar: Control = null
var edited_object_ref: WeakRef = weakref(null)
func _get_plugin_name() -> String:
return "FuncGodot"
func _handles(object: Object) -> bool:
return object is FuncGodotMap
func _edit(object: Object) -> void:
edited_object_ref = weakref(object)
#func _make_visible(visible: bool) -> void:
#if func_godot_map_progress_bar:
#func_godot_map_progress_bar.set_visible(visible)
func _enter_tree() -> void:
# Import plugins
map_import_plugin = QuakeMapImportPlugin.new()
palette_import_plugin = QuakePaletteImportPlugin.new()
wad_import_plugin = QuakeWadImportPlugin.new()
add_import_plugin(map_import_plugin)
add_import_plugin(palette_import_plugin)
add_import_plugin(wad_import_plugin)
#func_godot_map_progress_bar = create_func_godot_map_progress_bar()
#func_godot_map_progress_bar.set_visible(false)
#add_control_to_container(EditorPlugin.CONTAINER_INSPECTOR_BOTTOM, func_godot_map_progress_bar)
add_custom_type("FuncGodotMap", "Node3D", preload("res://addons/func_godot/src/map/func_godot_map.gd"), null)
# Default Map Settings
if not ProjectSettings.has_setting("func_godot/default_map_settings"):
ProjectSettings.set_setting("func_godot/default_map_settings", "res://addons/func_godot/func_godot_default_map_settings.tres")
var property_info = {
"name": "func_godot/default_map_settings",
"type": TYPE_STRING,
"hint": PROPERTY_HINT_FILE,
"hint_string": "*.tres"
}
ProjectSettings.add_property_info(property_info)
ProjectSettings.set_as_basic("func_godot/default_map_settings", true)
ProjectSettings.set_initial_value("func_godot/default_map_settings", "res://addons/func_godot/func_godot_default_map_settings.tres")
# Default Inverse Scale Factor
if not ProjectSettings.has_setting("func_godot/default_inverse_scale_factor"):
ProjectSettings.set_setting("func_godot/default_inverse_scale_factor", 32.0)
var property_info = {
"name": "func_godot/default_inverse_scale_factor",
"type": TYPE_FLOAT
}
ProjectSettings.add_property_info(property_info)
ProjectSettings.set_as_basic("func_godot/default_inverse_scale_factor", true)
ProjectSettings.set_initial_value("func_godot/default_inverse_scale_factor", 32.0)
# Model Point Class Default Path
if not ProjectSettings.has_setting("func_godot/model_point_class_save_path"):
ProjectSettings.set_setting("func_godot/model_point_class_save_path", "")
var property_info = {
"name": "func_godot/model_point_class_save_path",
"type": TYPE_STRING
}
ProjectSettings.add_property_info(property_info)
ProjectSettings.set_as_basic("func_godot/model_point_class_save_path", true)
ProjectSettings.set_initial_value("func_godot/model_point_class_save_path", "")
func _exit_tree() -> void:
remove_custom_type("FuncGodotMap")
remove_import_plugin(map_import_plugin)
remove_import_plugin(palette_import_plugin)
if wad_import_plugin:
remove_import_plugin(wad_import_plugin)
map_import_plugin = null
palette_import_plugin = null
wad_import_plugin = null
#if func_godot_map_progress_bar:
#remove_control_from_container(EditorPlugin.CONTAINER_INSPECTOR_BOTTOM, func_godot_map_progress_bar)
#func_godot_map_progress_bar.queue_free()
#func_godot_map_progress_bar = null
# Create a progress bar for building a [FuncGodotMap]
#func create_func_godot_map_progress_bar() -> Control:
#var progress_label = Label.new()
#progress_label.name = "ProgressLabel"
#progress_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
#progress_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
#
#var progress_bar := ProgressBar.new()
#progress_bar.name = "ProgressBar"
#progress_bar.show_percentage = false
#progress_bar.min_value = 0.0
#progress_bar.max_value = 1.0
#progress_bar.custom_minimum_size.y = 30
#progress_bar.set_anchors_and_offsets_preset(Control.PRESET_LEFT_WIDE)
#progress_bar.add_child(progress_label)
#progress_label.set_anchors_and_offsets_preset(Control.PRESET_LEFT_WIDE)
#progress_label.offset_top = -9
#progress_label.offset_left = 3
#
#return progress_bar
# Update the build progress bar (see: [method create_func_godot_map_progress_bar]) to display the current step and progress (0-1)
#func func_godot_map_build_progress(step: String, progress: float) -> void:
#var progress_label = func_godot_map_progress_bar.get_node("ProgressLabel")
#func_godot_map_progress_bar.value = progress
#progress_label.text = step.capitalize()
## Callback for when the build process for a [FuncGodotMap] is finished.
func func_godot_map_build_complete(func_godot_map: FuncGodotMap) -> void:
#var progress_label = func_godot_map_progress_bar.get_node("ProgressLabel")
#progress_label.text = "Build Complete"
#if func_godot_map.is_connected("build_progress",Callable(self,"func_godot_map_build_progress")):
#func_godot_map.disconnect("build_progress",Callable(self,"func_godot_map_build_progress"))
if func_godot_map.is_connected("build_complete",Callable(self,"func_godot_map_build_complete")):
func_godot_map.disconnect("build_complete",Callable(self,"func_godot_map_build_complete"))
if func_godot_map.is_connected("build_failed",Callable(self,"func_godot_map_build_complete")):
func_godot_map.disconnect("build_failed",Callable(self,"func_godot_map_build_complete"))

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@icon("res://addons/func_godot/icons/icon_quake_file.svg")
class_name QuakeMapFile extends Resource
## Map file that can be built by [FuncGodotMap].
##
## Map file that can be built by a [FuncGodotMap]. Supports the Quake and Valve map formats.
##
## @tutorial(Quake Wiki Map Format Article): https://quakewiki.org/wiki/Quake_Map_Format
## @tutorial(Valve Developer Wiki VMF Article): https://developer.valvesoftware.com/wiki/VMF_(Valve_Map_Format)
## Number of times this map file has been imported.
@export var revision: int = 0
## Raw map data.
@export_multiline var map_data: String = ""

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@tool
class_name QuakeMapImportPlugin extends EditorImportPlugin
func _get_importer_name() -> String:
return 'func_godot.map'
func _get_visible_name() -> String:
return 'Quake Map'
func _get_resource_type() -> String:
return 'Resource'
func _get_recognized_extensions() -> PackedStringArray:
return PackedStringArray(['map','vmf'])
func _get_priority():
return 1.0
func _get_save_extension() -> String:
return 'tres'
func _get_import_options(path, preset):
return []
func _get_preset_count() -> int:
return 0
func _get_import_order():
return 0
func _import(source_file, save_path, options, r_platform_variants, r_gen_files) -> Error:
var save_path_str = '%s.%s' % [save_path, _get_save_extension()]
var map_resource : QuakeMapFile = null
if ResourceLoader.exists(save_path_str):
map_resource = load(save_path_str) as QuakeMapFile
map_resource.revision += 1
else:
map_resource = QuakeMapFile.new()
map_resource.map_data = FileAccess.open(source_file, FileAccess.READ).get_as_text()
return ResourceSaver.save(map_resource, save_path_str)

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@icon("res://addons/func_godot/icons/icon_quake_file.svg")
class_name QuakePaletteFile extends Resource
## Quake LMP palette format file used with [QuakeWadFile].
##
## Quake LMP palette format file used in conjunction with a Quake WAD2 format [QuakeWadFile].
## Not required for the Valve WAD3 format.
##
## @tutorial(Quake Wiki Palette Article): https://quakewiki.org/wiki/Quake_palette#palette.lmp
## Collection of [Color]s retrieved from the LMP palette file.
@export var colors: PackedColorArray
func _init(colors):
self.colors = colors

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@tool
class_name QuakePaletteImportPlugin extends EditorImportPlugin
func _get_importer_name() -> String:
return 'func_godot.palette'
func _get_visible_name() -> String:
return 'Quake Palette'
func _get_resource_type() -> String:
return 'Resource'
func _get_recognized_extensions() -> PackedStringArray:
return PackedStringArray(['lmp'])
func _get_save_extension() -> String:
return 'tres'
func _get_import_options(path, preset):
return []
func _get_preset_count() -> int:
return 0
func _get_priority():
return 1.0
func _get_import_order():
return 0
func _import(source_file, save_path, options, r_platform_variants, r_gen_files) -> Error:
var save_path_str : String = '%s.%s' % [save_path, _get_save_extension()]
var file = FileAccess.open(source_file, FileAccess.READ)
if file == null:
var err = FileAccess.get_open_error()
printerr(['Error opening super.lmp file: ', err])
return err
var colors := PackedColorArray()
while true:
var red : int = file.get_8()
var green : int = file.get_8()
var blue : int = file.get_8()
var color := Color(red / 255.0, green / 255.0, blue / 255.0)
colors.append(color)
if file.eof_reached():
break
if colors.size() == 256:
break
var palette_resource := QuakePaletteFile.new(colors)
return ResourceSaver.save(palette_resource, save_path_str)

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@icon("res://addons/func_godot/icons/icon_quake_file.svg")
class_name QuakeWadFile extends Resource
## Texture container in the WAD2 or WAD3 format.
##
## Texture container in the Quake WAD2 or Valve WAD3 format.
##
## @tutorial(Quake Wiki WAD Article): https://quakewiki.org/wiki/Texture_Wad
## @tutorial(Valve Developer Wiki WAD3 Article): https://developer.valvesoftware.com/wiki/WAD
## Collection of [ImageTexture] imported from the WAD file.
@export var textures: Dictionary[String, ImageTexture]
func _init(textures: Dictionary[String, ImageTexture] = {}):
self.textures = textures

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@tool
class_name QuakeWadImportPlugin extends EditorImportPlugin
enum WadFormat {
Quake,
HalfLife
}
enum QuakeWadEntryType {
Palette = 0x40,
SBarPic = 0x42,
MipsTexture = 0x44,
ConsolePic = 0x45
}
enum HalfLifeWadEntryType {
QPic = 0x42,
MipsTexture = 0x43,
FixedFont = 0x45
}
const TEXTURE_NAME_LENGTH := 16
const MAX_MIP_LEVELS := 4
func _get_importer_name() -> String:
return 'func_godot.wad'
func _get_visible_name() -> String:
return 'Quake WAD'
func _get_resource_type() -> String:
return 'Resource'
func _get_recognized_extensions() -> PackedStringArray:
return PackedStringArray(['wad'])
func _get_save_extension() -> String:
return 'res'
func _get_option_visibility(path: String, option_name: StringName, options: Dictionary) -> bool:
return true
func _get_import_options(path, preset) -> Array[Dictionary]:
return [
{
'name': 'palette_file',
'default_value': 'res://addons/func_godot/palette.lmp',
'property_hint': PROPERTY_HINT_FILE,
'hint_string': '*.lmp'
},
{
'name': 'generate_mipmaps',
'default_value': true,
'property_hint': PROPERTY_HINT_NONE
}
]
func _get_preset_count() -> int:
return 0
func _get_import_order() -> int:
return 0
func _get_priority() -> float:
return 1.0
func _import(source_file, save_path, options, r_platform_variants, r_gen_files) -> Error:
var save_path_str : String = '%s.%s' % [save_path, _get_save_extension()]
var file = FileAccess.open(source_file, FileAccess.READ)
if file == null:
var err = FileAccess.get_open_error()
printerr(['Error opening super.wad file: ', err])
return err
# Read WAD header
var magic : PackedByteArray = file.get_buffer(4)
var magic_string : String = magic.get_string_from_ascii()
var wad_format: int = WadFormat.Quake
if magic_string == 'WAD3':
wad_format = WadFormat.HalfLife
elif magic_string != 'WAD2':
printerr('Error: Invalid WAD magic')
return ERR_INVALID_DATA
var palette_path : String = options['palette_file']
var palette_file : QuakePaletteFile = load(palette_path) as QuakePaletteFile
if wad_format == WadFormat.Quake and not palette_file:
printerr('Error: Invalid Quake palette file')
file.close()
return ERR_CANT_ACQUIRE_RESOURCE
var num_entries : int = file.get_32()
var dir_offset : int = file.get_32()
# Read entry list
file.seek(0)
file.seek(dir_offset)
var entries : Array = []
for entry_idx in range(0, num_entries):
var offset : int = file.get_32()
var in_wad_size : int = file.get_32()
var size : int = file.get_32()
var type : int = file.get_8()
var compression : int = file.get_8()
var unknown : int = file.get_16()
var name : PackedByteArray = file.get_buffer(TEXTURE_NAME_LENGTH)
var name_string : String = name.get_string_from_ascii()
if (wad_format == WadFormat.Quake and type == int(QuakeWadEntryType.MipsTexture)) or (
wad_format == WadFormat.HalfLife and type == int(HalfLifeWadEntryType.MipsTexture)):
entries.append([
offset,
in_wad_size,
size,
type,
compression,
name_string
])
# Read mip textures
var texture_data_array: Array = []
for entry in entries:
var offset : int = entry[0]
file.seek(offset)
var name : PackedByteArray = file.get_buffer(TEXTURE_NAME_LENGTH)
var name_string : String = name.get_string_from_ascii()
var width : int = file.get_32()
var height : int = file.get_32()
var mip_offsets : Array = []
for idx in range(0, MAX_MIP_LEVELS):
mip_offsets.append(file.get_32())
var num_pixels : int = width * height
var pixels : PackedByteArray = file.get_buffer(num_pixels)
if wad_format == WadFormat.Quake:
texture_data_array.append([name_string, width, height, pixels])
continue
# Half-Life WADs have a 256 color palette embedded in each texture
elif wad_format == WadFormat.HalfLife:
# Find the end of the mipmap data
file.seek(offset + mip_offsets[-1] + (width / 8) * (height / 8))
file.get_16()
var palette_colors := PackedColorArray()
for idx in 256:
var red : int = file.get_8()
var green : int = file.get_8()
var blue : int = file.get_8()
var color := Color(red / 255.0, green / 255.0, blue / 255.0)
palette_colors.append(color)
texture_data_array.append([name_string, width, height, pixels, palette_colors])
# Create texture resources
var textures : Dictionary[String, ImageTexture] = {}
for texture_data in texture_data_array:
var name : String = texture_data[0]
var width : int = texture_data[1]
var height : int = texture_data[2]
var pixels : PackedByteArray = texture_data[3]
var texture_image : Image
var pixels_rgb := PackedByteArray()
if wad_format == WadFormat.HalfLife:
var colors : PackedColorArray = texture_data[4]
for palette_color in pixels:
var rgb_color : Color = colors[palette_color]
pixels_rgb.append(rgb_color.r8)
pixels_rgb.append(rgb_color.g8)
pixels_rgb.append(rgb_color.b8)
# Color(0, 0, 255) is used for transparency in Half-Life
if rgb_color.b == 1 and rgb_color.r == 0 and rgb_color.b == 0:
pixels_rgb.append(0)
else:
pixels_rgb.append(255)
texture_image = Image.create_from_data(width, height, false, Image.FORMAT_RGBA8, pixels_rgb)
else: # WadFormat.Quake
for palette_color in pixels:
var rgb_color : Color = palette_file.colors[palette_color]
pixels_rgb.append(rgb_color.r8)
pixels_rgb.append(rgb_color.g8)
pixels_rgb.append(rgb_color.b8)
# Palette index 255 is used for transparency
if palette_color != 255:
pixels_rgb.append(255)
else:
pixels_rgb.append(0)
texture_image = Image.create_from_data(width, height, false, Image.FORMAT_RGBA8, pixels_rgb)
if options["generate_mipmaps"] == true:
texture_image.generate_mipmaps()
var texture := ImageTexture.create_from_image(texture_image) #,Texture2D.FLAG_MIPMAPS | Texture2D.FLAG_REPEAT | Texture2D.FLAG_ANISOTROPIC_FILTER
textures[name.to_lower()] = texture
# Save WAD resource
var wad_resource := QuakeWadFile.new(textures)
return ResourceSaver.save(wad_resource, save_path_str)

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@tool
@icon("res://addons/func_godot/icons/icon_slipgate3d.svg")
class_name FuncGodotMap extends Node3D
## Scene generator node that parses a [QuakeMapFile] according to its [FuncGodotMapSettings].
##
## A scene generator node that parses a [QuakeMapFile]. It uses a [FuncGodotMapSettings]
## and the [FuncGodotFGDFile] contained within in order to determine what is built and how it is built.[br][br]
## If your map is not building correctly, double check your [member map_settings] to make sure you're using
## the correct [FuncGodotMapSettings].
const _SIGNATURE: String = "[MAP]"
## Bitflag settings that control various aspects of the build process.
enum BuildFlags {
UNWRAP_UV2 = 1 << 0, ## Unwrap UV2s during geometry generation for lightmap baking.
SHOW_PROFILE_INFO = 1 << 1, ## Print build step information during build process.
DISABLE_SMOOTHING = 1 << 2 ## Force disable processing of vertex normal smooth shading.
}
## Emitted when the build process fails.
signal build_failed
## Emitted when the build process succesfully completes.
signal build_complete
@export_tool_button("Build Map","CollisionShape3D") var _build_func: Callable = build
@export_tool_button("Clear Map","Skeleton3D") var _clear_func: Callable = clear_children
@export_category("Map")
## Local path to MAP or VMF file to build a scene from.
@export_file("*.map","*.vmf") var local_map_file: String = ""
## Global path to MAP or VMF file to build a scene from. Overrides [member FuncGodotMap.local_map_file].
@export_global_file("*.map","*.vmf") var global_map_file: String = ""
# Map path used by code. Do it this way to support both global and local paths.
var _map_file_internal: String = ""
## Map settings resource that defines map build scale, textures location, entity definitions, and more.
@export var map_settings: FuncGodotMapSettings = load(ProjectSettings.get_setting("func_godot/default_map_settings", "res://addons/func_godot/func_godot_default_map_settings.tres"))
@export_category("Build")
## [enum BuildFlags] that can affect certain aspects of the build process.
@export_flags("Unwrap UV2:1", "Show Profiling Info:2", "Disable Smooth Shading:4") var build_flags: int = 0
## The hyperplane is an initial plane that all geometry faces are cut from, like a large sheet of marble before a sculptor begins chiseling.
## The hyperplane size would need to be able to cover your map's potential total area.
## Smaller values can minimize floating point errors, reducing the effect of gaps between polygon seams.
## Measured in Godot units, not Quake units.
@export_range(256.0, 2048.0, 128.0) var hyperplane_size: float = 512.0
## Map build failure handler. Displays error message and emits [signal build_failed] signal.
func fail_build(reason: String, notify: bool = false) -> void:
push_error(_SIGNATURE, " ", reason)
if notify:
build_failed.emit()
## Frees all children of the map node.[br]
## [b][color=yellow]Warning:[/color][/b] This does not distinguish between nodes generated in the FuncGodot build process and other user created nodes.
func clear_children() -> void:
for child in get_children():
remove_child(child)
child.queue_free()
## Checks if a [QuakeMapFile] for the build process is provided and can be found.
func verify() -> Error:
# Prioritize global map file path for building at runtime
_map_file_internal = global_map_file if global_map_file != "" else local_map_file
if _map_file_internal.is_empty():
fail_build("Cannot build empty map file.")
return ERR_INVALID_PARAMETER
# Retrieve real path if needed
if _map_file_internal.begins_with("uid://"):
var uid := ResourceUID.text_to_id(_map_file_internal)
if not ResourceUID.has_id(uid):
fail_build("Error: failed to retrieve path for UID (%s)" % _map_file_internal)
return ERR_DOES_NOT_EXIST
_map_file_internal = ResourceUID.get_id_path(uid)
if not FileAccess.file_exists(_map_file_internal):
if not FileAccess.file_exists(_map_file_internal + ".import"):
fail_build("Map file %s does not exist." % _map_file_internal)
return ERR_DOES_NOT_EXIST
return OK
## Builds the [member global_map_file]. If not set, builds the [member local_map_file].
## First cleans the map node of any children, then creates a [FuncGodotParser], [FuncGodotGeometryGenerator]
## and [FuncGodotEntityAssembler] to parse and generate the map.
func build() -> void:
var time_elapsed: float = Time.get_ticks_msec()
if build_flags & BuildFlags.SHOW_PROFILE_INFO:
FuncGodotUtil.print_profile_info("Building...", _SIGNATURE)
clear_children()
var verify_err: Error = verify()
if verify_err != OK:
fail_build("Verification failed: %s. Aborting map build" % error_string(verify_err), true)
return
if not map_settings:
push_warning("Map assembler does not have a map settings provided and will use default map settings.")
load(ProjectSettings.get_setting("func_godot/default_map_settings", "res://addons/func_godot/func_godot_default_map_settings.tres"))
# Parse and collect map data
var parser := FuncGodotParser.new()
if build_flags & BuildFlags.SHOW_PROFILE_INFO:
print("\nPARSER")
parser.declare_step.connect(FuncGodotUtil.print_profile_info.bind(parser._SIGNATURE))
var parse_data: FuncGodotData.ParseData = parser.parse_map_data(_map_file_internal, map_settings)
if parse_data.entities.is_empty():
return # Already printed failure message in parser, just return here
var entities: Array[FuncGodotData.EntityData] = parse_data.entities
var groups: Array[FuncGodotData.GroupData] = parse_data.groups
# Free up some memory now that we have the data
parser = null
# Retrieve geometry
var generator := FuncGodotGeometryGenerator.new(map_settings, hyperplane_size)
if build_flags & BuildFlags.SHOW_PROFILE_INFO:
print("\nGEOMETRY GENERATOR")
generator.declare_step.connect(FuncGodotUtil.print_profile_info.bind(generator._SIGNATURE))
# Generate surface and shape data
var generate_error := generator.build(build_flags, entities)
if generate_error != OK:
fail_build("Geometry generation failed: %s" % error_string(generate_error))
return
# Assemble entities and groups
var assembler := FuncGodotEntityAssembler.new(map_settings)
if build_flags & BuildFlags.SHOW_PROFILE_INFO:
print("\nENTITY ASSEMBLER")
assembler.declare_step.connect(FuncGodotUtil.print_profile_info.bind(assembler._SIGNATURE))
assembler.build(self, entities, groups)
time_elapsed = Time.get_ticks_msec() - time_elapsed
if build_flags & BuildFlags.SHOW_PROFILE_INFO:
print("\nCompleted in %s seconds" % (time_elapsed / 1000.0))
if build_flags & BuildFlags.SHOW_PROFILE_INFO:
print("")
FuncGodotUtil.print_profile_info("Build complete", _SIGNATURE)
build_complete.emit()

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@tool
@icon("res://addons/func_godot/icons/icon_godot_ranger.svg")
class_name FuncGodotMapSettings extends Resource
## Reusable map settings configuration for [FuncGodotMap] nodes.
#region BUILD
@export_group("Build Settings")
## Set automatically when [member inverse_scale_factor] is changed. Used primarily during the build process.
var scale_factor: float = 0.03125
## Ratio between map editor units and Godot units. FuncGodot will divide brush coordinates by this number and save the results to [member scale_factor].
## This does not affect entity properties unless scripted to do so.
@export var inverse_scale_factor: float = 32.0 :
set(value):
if value == 0.0:
printerr("Error: Cannot set Inverse Scale Factor to Zero")
return
inverse_scale_factor = value
scale_factor = 1.0 / value
## [FuncGodotFGDFile] that translates map file classnames into Godot nodes and packed scenes.
@export var entity_fgd: FuncGodotFGDFile = preload("res://addons/func_godot/fgd/func_godot_fgd.tres")
## If true, will organize [SceneTree] using TrenchBroom Layers and Groups or Hammer Visgroups. Groups will be generated as [Node3D] nodes.
## All non-entity structural brushes will be moved out of their groups and merged into the `Worldspawn` entity.
## Any Layers toggled to be omitted from export in TrenchBroom and their child entities and groups will not be built.
@export var use_groups_hierarchy: bool = false
## Texel size for UV2 unwrapping.
## Actual texel size is uv_unwrap_texel_size / [member inverse_scale_factor]. A ratio of 1/16 is usually a good place to start with
## (if inverse_scale_factor is 32, start with a uv_unwrap_texel_size of 2).
## Larger values will produce less detailed lightmaps. To conserve memory and filesize, use the largest value that still looks good.
@export var uv_unwrap_texel_size: float = 2.0
#endregion
#region ENTITY
@export_group("Entity Settings")
## Optional array of node groups to add all generated nodes to.
@export var entity_node_groups: Array[String] = []
@export_subgroup("Entity Property Names")
## Default class property to use in naming generated nodes. This setting is overridden by [member FuncGodotFGDEntityClass.name_property].
## Naming occurs before adding to the [SceneTree] and applying properties.
## Nodes will be named `"entity_" + name_property`. An entity's name should be unique, otherwise you may run into unexpected behavior.
@export var entity_name_property: String = ""
## Entity class property that determines whether the [FuncGodotFGDSolidClass] entity performs mesh smoothing operations.
@export var entity_smoothing_property: String = "_phong"
## Entity class property that contains the angular threshold that determines when a [FuncGodotFGDSolidClass] entity's mesh vertices are smoothed.
@export var entity_smoothing_angle_property: String = "_phong_angle"
## Entity class property that contains the snapping epsilon for generated vertices of [FuncGodotFGDSolidClass] entities.
## Utilizing this property can help reduce instances of seams between polygons.
@export var vertex_merge_distance_property: String = "_vertex_merge_distance"
## Entity class property that tells whether interior faces should be culled for that brush entity.
## Interior faces are faces with matching vertices or are flush within a larger face.
## Note that this has a performance impact that scales with how many brushes are in the entity.
@export var cull_interior_faces_property: String = "_cull_interior_faces"
@export_subgroup("")
#endregion
#region TEXTURES
@export_group("Textures")
## Base directory for textures. When building materials, FuncGodot will search this directory for texture files with matching names to the textures assigned to map brush faces.
@export_dir var base_texture_dir: String = "res://textures"
## File extensions to search for texture data.
@export var texture_file_extensions: Array[String] = ["png", "jpg", "jpeg", "bmp", "tga", "webp"]
@export_subgroup("Hint Textures")
## Optional path for the clip texture, relative to [member base_texture_dir].
## Brush faces textured with the clip texture will have those faces removed from the generated [Mesh] but not the generated [Shape3D].
@export var clip_texture: String = "clip":
set(tex):
clip_texture = tex.to_lower()
## Optional path for the skip texture, relative to [member base_texture_dir].
## Brush faces textured with the skip texture will have those faces removed from the generated [Mesh].
## If [member FuncGodotFGDSolidClass.collision_shape_type] is set to concave then it will also remove collision from those faces in the generated [Shape3D].
@export var skip_texture: String = "skip":
set(tex):
skip_texture = tex.to_lower()
## Optional path for the origin texture, relative to [member base_texture_dir].
## Brush faces textured with the origin texture will have those faces removed from the generated [Mesh] and [Shape3D].
## The bounds of these faces will be used to calculate the origin point of the entity.
@export var origin_texture: String = "origin":
set(tex):
origin_texture = tex.to_lower()
@export_subgroup("")
## Optional [QuakeWadFile] resources to apply textures from. See the [Quake Wiki](https://quakewiki.org/wiki/Texture_Wad) for more information on Quake Texture WADs.
@export var texture_wads: Array[QuakeWadFile] = []
#endregion
#region MATERIALS
@export_group("Materials")
## Base directory for loading and saving materials. When building materials, FuncGodot will search this directory for material resources
## with matching names to the textures assigned to map brush faces. If not found, will fall back to [member base_texture_dir].
@export_dir var base_material_dir: String = ""
## File extension to search for [Material] definitions
@export var material_file_extension: String = "tres"
## [Material] used as template when generating missing materials.
@export var default_material: Material = preload("res://addons/func_godot/textures/default_material.tres")
## Sampler2D uniform that supplies the Albedo in a custom shader when [member default_material] is a [ShaderMaterial].
@export var default_material_albedo_uniform: String = ""
## Automatic [ShaderMaterial] generation mapping patterns. Only used when [member default_material] is a ShaderMaterial.
## Keys should be the names of the shader uniforms while the values should be the suffixes for the texture maps.
## Patterns only use one replacement String: the texture name, ex: [code]"%s_normal"[/code].
@export var shader_material_uniform_map_patterns: Dictionary[String, String] = {}
@export_subgroup("BaseMaterial3D Map Patterns")
## Automatic PBR material generation albedo map pattern.
@export var albedo_map_pattern: String = "%s_albedo"
## Automatic PBR material generation normal map pattern.
@export var normal_map_pattern: String = "%s_normal"
## Automatic PBR material generation metallic map pattern
@export var metallic_map_pattern: String = "%s_metallic"
## Automatic PBR material generation roughness map pattern
@export var roughness_map_pattern: String = "%s_roughness"
## Automatic PBR material generation emission map pattern
@export var emission_map_pattern: String = "%s_emission"
## Automatic PBR material generation ambient occlusion map pattern
@export var ao_map_pattern: String = "%s_ao"
## Automatic PBR material generation height map pattern
@export var height_map_pattern: String = "%s_height"
## Automatic PBR material generation ORM map pattern
@export var orm_map_pattern: String = "%s_orm"
@export_subgroup("")
## Save automatically generated materials to disk, allowing reuse across [FuncGodotMap] nodes.
## [i]NOTE: Materials do not use the [member default_material] settings after saving.[/i]
@export var save_generated_materials: bool = true
@export_group("")
#endregion

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@tool
@icon("res://addons/func_godot/icons/icon_godot_ranger.svg")
class_name NetRadiantCustomGamePackConfig extends Resource
## Builds a gamepack for NetRadiant Custom.
##
## Resource that builds a gamepack configuration for NetRadiant Custom.
enum NetRadiantCustomMapType {
QUAKE_1, ## Removes PatchDef entries from the map file.
QUAKE_3 ## Allows the saving of PatchDef entries in the map file.
}
@export_tool_button("Export Gamepack") var _export_file: Callable = export_file
## Gamepack folder and file name. Must be lower case and must not contain special characters.
@export var gamepack_name : String = "func_godot":
set(new_name):
gamepack_name = new_name.to_lower()
## Name of the game in NetRadiant Custom's gamepack list.
@export var game_name : String = "FuncGodot"
## Directory path containing your maps, textures, shaders, etc... relative to your project directory.
@export var base_game_path : String = ""
## [FuncGodotFGDFile] to include with this gamepack. If using multiple FGD file resources,
## this should be the master FGD that contains them in [member FuncGodotFGDFile.base_fgd_files].
@export var fgd_file : FuncGodotFGDFile = preload("res://addons/func_godot/fgd/func_godot_fgd.tres")
## Toggles whether [FuncGodotFGDModelPointClass] resources will generate models from their [PackedScene] files.
@export var generate_model_point_class_models: bool = true
## Collection of [NetRadiantCustomShader] resources for shader file generation.
@export var netradiant_custom_shaders : Array[Resource] = [
preload("res://addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_clip.tres"),
preload("res://addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_skip.tres"),
preload("res://addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_origin.tres")
]
## Supported model file types.
@export var model_types : PackedStringArray = ["glb", "gltf", "obj"]
## Supported audio file types.
@export var sound_types : PackedStringArray = ["wav", "ogg"]
## Quake map type NetRadiant will filter the map for, determining whether PatchDef entries are saved.
## [color=red][b]WARNING![/b][/color] Toggling this option may be destructive!
@export var map_type: NetRadiantCustomMapType = NetRadiantCustomMapType.QUAKE_3
@export_group("Textures")
## Supported texture file types.
@export var texture_types : PackedStringArray = ["png", "jpg", "jpeg", "bmp", "tga"]
## Default scale of textures in NetRadiant Custom.
@export var default_scale : String = "1.0"
## Clip texture path that gets applied to [i]weapclip[/i] and [i]nodraw[/i] shaders.
@export var clip_texture: String = "textures/clip"
## Skip texture path that gets applied to [i]caulk[/i] and [i]nodrawnonsolid[/i] shaders.
@export var skip_texture: String = "textures/skip"
@export_group("Build Menu")
## Variables to include in the exported gamepack's [code]default_build_menu.xml[/code].[br][br]
## Each [String] key defines a variable name, and its corresponding [String] value as the literal command-line string
## to execute in place of this variable identifier[br][br]
## Entries may be referred to by key in [member default_build_menu_commands] values.
@export var default_build_menu_variables: Dictionary
## Commands to include in the exported gamepack's [code]default_build_menu.xml[/code].[br][br]
## Keys, specified as a [String], define the build option name as you want it to appear in NetRadiant Custom.[br][br]
## Values represent commands taken within each option.[br][br]They may be either a [String] or an [Array] of [String] elements
## that will be used as the full command-line text issued by each command [i]within[/i] its associated build option key.[br][br]
## They may reference entries in [member default_build_menu_variables] by using brackets: [code][variable key name][/code]
@export var default_build_menu_commands: Dictionary
# Generates completed text for a .shader file.
func _build_shader_text() -> String:
var shader_text: String = ""
for shader_res in netradiant_custom_shaders:
shader_text += (shader_res as NetRadiantCustomShader).texture_path + "\n{\n"
for shader_attrib in (shader_res as NetRadiantCustomShader).shader_attributes:
shader_text += "\t" + shader_attrib + "\n"
shader_text += "}\n"
return shader_text
# Generates completed text for a .gamepack file.
func _build_gamepack_text() -> String:
var texturetypes_str: String = ""
for texture_type in texture_types:
texturetypes_str += texture_type
if texture_type != texture_types[-1]:
texturetypes_str += " "
var modeltypes_str: String = ""
for model_type in model_types:
modeltypes_str += model_type
if model_type != model_types[-1]:
modeltypes_str += " "
var soundtypes_str: String = ""
for sound_type in sound_types:
soundtypes_str += sound_type
if sound_type != sound_types[-1]:
soundtypes_str += " "
var maptype_str: String
if map_type == NetRadiantCustomMapType.QUAKE_3:
maptype_str = "mapq3"
else:
maptype_str = "mapq1"
var gamepack_text: String = """<?xml version="1.0"?>
<game
type="q3"
index="1"
name="%s"
enginepath_win32="C:/%s/"
engine_win32="%s.exe"
enginepath_linux="/usr/local/games/%s/"
engine_linux="%s"
basegame="%s"
basegamename="%s"
unknowngamename="Custom %s modification"
shaderpath="scripts"
archivetypes="pk3"
texturetypes="%s"
modeltypes="%s"
soundtypes="%s"
maptypes="%s"
shaders="quake3"
entityclass="quake3"
entityclasstype="fgd"
entities="quake"
brushtypes="quake"
patchtypes="quake3"
q3map2_type="quake3"
default_scale="%s"
shader_weapclip="%s"
shader_caulk="%s"
shader_nodraw="%s"
shader_nodrawnonsolid="%s"
common_shaders_name="Common"
common_shaders_dir="common/"
/>
"""
return gamepack_text % [
game_name,
game_name,
gamepack_name,
game_name,
gamepack_name,
base_game_path,
game_name,
game_name,
texturetypes_str,
modeltypes_str,
soundtypes_str,
maptype_str,
default_scale,
clip_texture,
skip_texture,
clip_texture,
skip_texture
]
## Exports this game's configuration with an icon, .cfg, and all accompanying FGD files in the [FuncGodotLocalConfig] [b]NetRadiant Custom Gamepacks Folder[/b].
func export_file() -> void:
var game_path: String = FuncGodotLocalConfig.get_setting(FuncGodotLocalConfig.PROPERTY.MAP_EDITOR_GAME_PATH) as String
if game_path.is_empty():
printerr("Skipping export: Map Editor Game Path not set in Project Configuration")
return
var gamepacks_folder: String = FuncGodotLocalConfig.get_setting(FuncGodotLocalConfig.PROPERTY.NETRADIANT_CUSTOM_GAMEPACKS_FOLDER) as String
if gamepacks_folder.is_empty():
printerr("Skipping export: No NetRadiant Custom gamepacks folder")
return
# Make sure FGD file is set
if !fgd_file:
printerr("Skipping export: No FGD file")
return
# Make sure we're actually in the NetRadiant Custom gamepacks folder
if DirAccess.open(gamepacks_folder + "/games") == null:
printerr("Skipping export: No \'games\' folder. Is this the NetRadiant Custom gamepacks folder?")
return
# Create gamepack folders in case they do not exist
var gamepack_dir_paths: Array = [
gamepacks_folder + "/" + gamepack_name + ".game",
gamepacks_folder + "/" + gamepack_name + ".game/" + base_game_path,
gamepacks_folder + "/" + gamepack_name + ".game/scripts",
game_path + "/scripts"
]
var err: Error
for path in gamepack_dir_paths:
if DirAccess.open(path) == null:
print("Couldn't open " + path + ", creating...")
err = DirAccess.make_dir_recursive_absolute(path)
if err != OK:
printerr("Skipping export: Failed to create directory")
return
var target_file_path: String
var file: FileAccess
# .gamepack
target_file_path = gamepacks_folder + "/games/" + gamepack_name + ".game"
print("Exporting NetRadiant Custom Gamepack to ", target_file_path)
file = FileAccess.open(target_file_path, FileAccess.WRITE)
if file != null:
file.store_string(_build_gamepack_text())
file.close()
else:
printerr("Error: Could not modify " + target_file_path)
# .shader
# NOTE: To work properly, this should go in the game path. For now, I'm leaving the export to NRC as well, so it can easily
# be repackaged for distribution. However, I believe in the end, it shouldn't exist there.
# We'll need to make a decision for this. - Vera
var shader_text: String = _build_shader_text()
# build to <gamepack path>/scripts/
target_file_path = gamepacks_folder + "/" + gamepack_name + ".game/scripts/" + gamepack_name + ".shader"
print("Exporting NetRadiant Custom shader definitions to ", target_file_path)
file = FileAccess.open(target_file_path, FileAccess.WRITE)
if file != null:
file.store_string(shader_text)
file.close()
else:
printerr("Error: Could not modify " + target_file_path)
# build to <game path>/scripts/
target_file_path = game_path.path_join("scripts/%s.shader" % gamepack_name)
print("Exporting NetRadiant Custom shader definitions to ", target_file_path)
file = FileAccess.open(target_file_path, FileAccess.WRITE)
if file != null:
file.store_string(shader_text)
file.close()
else:
printerr("Error: could not modify " + target_file_path)
# shaderlist.txt - see above NOTE regarding duplication
target_file_path = gamepacks_folder + "/" + gamepack_name + ".game/scripts/shaderlist.txt"
print("Exporting NetRadiant Custom shader list to ", target_file_path)
file = FileAccess.open(target_file_path, FileAccess.WRITE)
if file != null:
file.store_string(gamepack_name)
file.close()
else:
printerr("Error: Could not modify " + target_file_path)
# game path/scripts/shaderlist.txt
target_file_path = game_path.path_join("scripts/shaderlist.txt")
print("Exporting NetRadiant Custom shader list to ", target_file_path)
file = FileAccess.open(target_file_path, FileAccess.WRITE)
if file != null:
file.store_string(gamepack_name)
file.close()
else:
printerr("Error: Could not modify " + target_file_path)
# default_build_menu.xml
target_file_path = gamepacks_folder + "/" + gamepack_name + ".game/default_build_menu.xml"
print("Exporting NetRadiant Custom default build menu to ", target_file_path)
file = FileAccess.open(target_file_path, FileAccess.WRITE)
if file != null:
file.store_string("<?xml version=\"1.0\"?>\n<project version=\"2.0\">\n")
for key in default_build_menu_variables.keys():
if key is String:
if default_build_menu_variables[key] is String:
file.store_string('\t<var name="%s">%s</var>\n' % [key, default_build_menu_variables[key]])
else:
push_error(
"Variable key '%s' value '%s' is invalid type: %s; should be: String" % [
key, default_build_menu_variables[key],
type_string(typeof(default_build_menu_variables[key]))
])
else:
push_error(
"Variable '%s' is an invalid key type: %s; should be: String" % [
key, type_string(typeof(key))
])
for key in default_build_menu_commands.keys():
if key is String:
file.store_string('\t<build name="%s">\n' % key)
if default_build_menu_commands[key] is String:
file.store_string('\t\t<command>%s</command>\n\t</build>\n' % default_build_menu_commands[key])
elif default_build_menu_commands[key] is Array:
for command in default_build_menu_commands[key]:
if command is String:
file.store_string('\t\t<command>%s</command>\n' % command)
else:
push_error("Build option '%s' has invalid command: %s with type: %s; should be: String" % [
key, command, type_string(typeof(command))
])
file.store_string('\t</build>\n')
else:
push_error("Build option '%s' is an invalid type: %s; should be: String" % [
key, type_string(typeof(key))
])
file.store_string("</project>")
# FGD
var export_fgd : FuncGodotFGDFile = fgd_file.duplicate()
export_fgd.generate_model_point_class_models = generate_model_point_class_models
export_fgd.do_export_file(FuncGodotFGDFile.FuncGodotTargetMapEditors.NET_RADIANT_CUSTOM, gamepacks_folder + "/" + gamepack_name + ".game/" + base_game_path)
print("NetRadiant Custom Gamepack export complete\n")

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@icon("res://addons/func_godot/icons/icon_godot_ranger.svg")
class_name NetRadiantCustomShader
extends Resource
## Shader resource for NetRadiant Custom configurations.
##
## Resource that gets built into a shader file that applies a special effect to a specified texture in NetRadiant Custom.
## Path to texture without extension, eg: [i]"textures/special/clip"[/i].
@export var texture_path: String
## Array of shader properties to apply to faces using [member texture_path].
@export var shader_attributes : Array[String] = ["qer_trans 0.4"]

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@tool
@icon("res://addons/func_godot/icons/icon_godot_ranger.svg")
class_name TrenchBroomGameConfig extends Resource
## Game configuration definition for TrenchBroom.
##
## Defines a game for TrenchBroom to express a set of entity definitions and editor behaviors.
##
## @tutorial(TrenchBroom Manual Game Configuration Information): https://trenchbroom.github.io/manual/latest/#game_configuration
enum GameConfigVersion {
Latest,
Version4,
Version8,
Version9
}
@export_tool_button("Export GameConfig") var _export_file: Callable = export_file
## Name of the game in TrenchBroom's game list.
@export var game_name : String = "FuncGodot"
## Icon for TrenchBroom's game list.
@export var icon : Texture2D = preload("res://addons/func_godot/icon32.png")
## Available map formats when creating a new map in TrenchBroom. The order of elements in the array is the order TrenchBroom will list the available formats.
## The [i]"initialmap"[/i] key value is optional.
@export var map_formats: Array[Dictionary] = [
{ "format": "Valve", "initialmap": "initial_valve.map" },
{ "format": "Standard", "initialmap": "initial_standard.map" },
{ "format": "Quake2", "initialmap": "initial_quake2.map" },
{ "format": "Quake3" }
]
@export_group("Textures")
## Path to top level textures folder relative to the game path. Also referred to as materials in the latest versions of TrenchBroom.
@export var textures_root_folder: String = "textures"
## Textures matching these patterns will be hidden from TrenchBroom.
@export var texture_exclusion_patterns: Array[String] = ["*_albedo", "*_ao", "*_emission", "*_height", "*_metallic", "*_normal", "*_orm", "*_roughness", "*_sss"]
## Palette path relative to your Game Path. Only needed for Quake WAD2 files. Half-Life WAD3 files contain the palettes within the texture information.
@export var palette_path: String = "textures/palette.lmp"
@export_group("Entities")
## [FuncGodotFGDFile] resource to include with this game. If using multiple FGD File resources,
## this should be the master FGD File that contains them in [member FuncGodotFGDFile.base_fgd_files].
@export var fgd_file : FuncGodotFGDFile = preload("res://addons/func_godot/fgd/func_godot_fgd.tres")
## Scale expression that modifies the default display scale of entities in TrenchBroom.
## See [url="https://trenchbroom.github.io/manual/latest/#game_configuration_files_entities"]TrenchBroom Manual Entity Configuration Information[/url] for more information.
@export var entity_scale: String = "32"
## Toggles whether [FuncGodotFGDModelPointClass] resources will generate models from their [PackedScene] files.
@export var generate_model_point_class_models: bool = true
## Arrays containing the [TrenchbroomTag] resource type.
@export_group("Tags")
## [TrenchbroomTag] resources that apply to brush entities.
@export var brush_tags : Array[Resource] = []
## [TrenchbroomTag] resources that apply to brush faces.
@export var brushface_tags : Array[Resource] = [
preload("res://addons/func_godot/game_config/trenchbroom/tb_face_tag_clip.tres"),
preload("res://addons/func_godot/game_config/trenchbroom/tb_face_tag_skip.tres"),
preload("res://addons/func_godot/game_config/trenchbroom/tb_face_tag_origin.tres")
]
@export_group("Face Attributes")
## Default scale of textures on new brushes and when UV scale is reset.
@export var default_uv_scale : Vector2 = Vector2(1, 1)
@export_group("Compatibility")
## Game configuration format compatible with the version of TrenchBroom being used.
@export var game_config_version: GameConfigVersion = GameConfigVersion.Latest
# Matches tag key enum to the [String] name used in .cfg
static func _get_match_key(tag_match_type: int) -> String:
match tag_match_type:
TrenchBroomTag.TagMatchType.TEXTURE:
return "material"
TrenchBroomTag.TagMatchType.CLASSNAME:
return "classname"
_:
push_error("Tag match type %s is not valid" % [tag_match_type])
return "ERROR"
# Generates completed text for a .cfg file.
func _build_class_text() -> String:
var map_formats_str : String = ""
for map_format in map_formats:
map_formats_str += "{ \"format\": \"" + map_format.format + "\""
if map_format.has("initialmap"):
map_formats_str += ", \"initialmap\": \"" + map_format.initialmap + "\""
if map_format != map_formats[-1]:
map_formats_str += " },\n\t\t"
else:
map_formats_str += " }"
var texture_exclusion_patterns_str := ""
for tex_pattern in texture_exclusion_patterns:
texture_exclusion_patterns_str += "\"" + tex_pattern + "\""
if tex_pattern != texture_exclusion_patterns[-1]:
texture_exclusion_patterns_str += ", "
var fgd_filename_str : String = "\"" + fgd_file.fgd_name + ".fgd\""
var brush_tags_str = _parse_tags(brush_tags)
var brushface_tags_str = _parse_tags(brushface_tags)
var uv_scale_str = _parse_default_uv_scale(default_uv_scale)
var config_text : String = ""
match game_config_version:
GameConfigVersion.Latest, GameConfigVersion.Version8, GameConfigVersion.Version9:
config_text = _get_game_config_v9v8_text() % [
game_name,
map_formats_str,
textures_root_folder,
texture_exclusion_patterns_str,
palette_path,
fgd_filename_str,
entity_scale,
brush_tags_str,
brushface_tags_str,
uv_scale_str
]
GameConfigVersion.Version4:
config_text = _get_game_config_v4_text() % [
game_name,
map_formats_str,
textures_root_folder,
texture_exclusion_patterns_str,
palette_path,
fgd_filename_str,
entity_scale,
brush_tags_str,
brushface_tags_str,
uv_scale_str
]
_:
push_error("Unsupported Game Config Version!")
return config_text
# Converts brush, face, and attribute tags into a .cfg-usable String.
func _parse_tags(tags: Array) -> String:
var tags_str := ""
for brush_tag in tags:
if brush_tag.tag_match_type >= TrenchBroomTag.TagMatchType.size():
continue
tags_str += "{\n"
tags_str += "\t\t\t\t\"name\": \"%s\",\n" % brush_tag.tag_name
var attribs_str := ""
for brush_tag_attrib in brush_tag.tag_attributes:
attribs_str += "\"%s\"" % brush_tag_attrib
if brush_tag_attrib != brush_tag.tag_attributes[-1]:
attribs_str += ", "
tags_str += "\t\t\t\t\"attribs\": [ %s ],\n" % attribs_str
tags_str += "\t\t\t\t\"match\": \"%s\",\n" % _get_match_key(brush_tag.tag_match_type)
tags_str += "\t\t\t\t\"pattern\": \"%s\"" % brush_tag.tag_pattern
if brush_tag.texture_name != "":
tags_str += ",\n"
tags_str += "\t\t\t\t\"material\": \"%s\"" % brush_tag.texture_name
tags_str += "\n"
tags_str += "\t\t\t}"
if brush_tag != tags[-1]:
tags_str += ","
if game_config_version > GameConfigVersion.Latest and game_config_version < GameConfigVersion.Version9:
tags_str = tags_str.replace("material", "texture")
return tags_str
# Converts array of flags to .cfg String.
func _parse_flags(flags: Array) -> String:
var flags_str := ""
for attrib_flag in flags:
flags_str += "{\n"
flags_str += "\t\t\t\t\"name\": \"%s\",\n" % attrib_flag.attrib_name
flags_str += "\t\t\t\t\"description\": \"%s\"\n" % attrib_flag.attrib_description
flags_str += "\t\t\t}"
if attrib_flag != flags[-1]:
flags_str += ","
return flags_str
# Converts default uv scale vector to .cfg String.
func _parse_default_uv_scale(texture_scale : Vector2) -> String:
var entry_str = "\"scale\": [{x}, {y}]"
return entry_str.format({
"x": texture_scale.x,
"y": texture_scale.y
})
## Exports this game's configuration with an icon, .cfg, and all accompanying FGD files in the [FuncGodotLocalConfig] [b]Trenchbroom Game Config Folder[/b].
func export_file() -> void:
var config_folder: String = FuncGodotLocalConfig.get_setting(FuncGodotLocalConfig.PROPERTY.TRENCHBROOM_GAME_CONFIG_FOLDER) as String
if config_folder.is_empty():
printerr("Skipping export: No TrenchBroom Game folder")
return
# Make sure FGD file is set
if not fgd_file:
printerr("Skipping export: No FGD file")
return
var config_dir := DirAccess.open(config_folder)
# Create config folder in case it does not exist
if config_dir == null:
print("Couldn't open directory, creating...")
var err := DirAccess.make_dir_recursive_absolute(config_folder)
if err != OK:
printerr("Skipping export: Failed to create directory")
return
# Icon
var icon_path : String = config_folder + "/icon.png"
print("Exporting icon to ", icon_path)
var export_icon : Image = icon.get_image()
export_icon.resize(32, 32, Image.INTERPOLATE_LANCZOS)
export_icon.save_png(icon_path)
# .cfg
var target_file_path: String = config_folder + "/GameConfig.cfg"
print("Exporting TrenchBroom Game Config to ", target_file_path)
var file = FileAccess.open(target_file_path, FileAccess.WRITE)
file.store_string(_build_class_text())
file.close()
# FGD
var export_fgd : FuncGodotFGDFile = fgd_file.duplicate()
export_fgd.generate_model_point_class_models = generate_model_point_class_models
export_fgd.do_export_file(FuncGodotFGDFile.FuncGodotTargetMapEditors.TRENCHBROOM, config_folder)
print("TrenchBroom Game Config export complete\n")
#region GameConfigDeclarations
func _get_game_config_v4_text() -> String:
return """\
{
"version": 4,
"name": "%s",
"icon": "icon.png",
"fileformats": [
%s
],
"filesystem": {
"searchpath": ".",
"packageformat": { "extension": ".zip", "format": "zip" }
},
"textures": {
"package": { "type": "directory", "root": "%s" },
"format": { "extensions": ["jpg", "jpeg", "tga", "png", "D", "C"], "format": "image" },
"excludes": [ %s ],
"palette": "%s",
"attribute": ["_tb_textures", "wad"]
},
"entities": {
"definitions": [ %s ],
"defaultcolor": "0.6 0.6 0.6 1.0",
"modelformats": [ "bsp, mdl, md2" ],
"scale": %s
},
"tags": {
"brush": [
%s
],
"brushface": [
%s
]
},
"faceattribs": {
"defaults": {
%s
},
"contentflags": [],
"surfaceflags": []
}
}
"""
func _get_game_config_v9v8_text() -> String:
var config_text: String = """\
{
"version": 9,
"name": "%s",
"icon": "icon.png",
"fileformats": [
%s
],
"filesystem": {
"searchpath": ".",
"packageformat": { "extension": ".zip", "format": "zip" }
},
"materials": {
"root": "%s",
"extensions": [".bmp", ".exr", ".hdr", ".jpeg", ".jpg", ".png", ".tga", ".webp", ".D", ".C"],
"excludes": [ %s ],
"palette": "%s",
"attribute": "wad"
},
"entities": {
"definitions": [ %s ],
"defaultcolor": "0.6 0.6 0.6 1.0",
"scale": %s
},
"tags": {
"brush": [
%s
],
"brushface": [
%s
]
},
"faceattribs": {
"defaults": {
%s
},
"contentflags": [],
"surfaceflags": []
}
}
"""
if game_config_version == GameConfigVersion.Version8:
config_text = config_text.replace(": 9,", ": 8,")
config_text = config_text.replace("material", "texture")
return config_text
#endregion

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@icon("res://addons/func_godot/icons/icon_godot_ranger.svg")
class_name TrenchBroomTag extends Resource
## Pattern matching tag added to [TrenchbroomGameConfig] for appearance and menu filtering purposes.
##
## Pattern matching tags to enable a number of features in TrenchBroom, including display appearance and menu filtering options.
## This resource gets added to the [TrenchBroomGameConfig] resource. Does not affect appearance or functionality in Godot.
##
## @tutorial(TrenchBroom Manual Game Configuration): https://trenchbroom.github.io/manual/latest/#game_configuration_files
## @tutorial(TrenchBroom Manual Special Brush Face Types): https://trenchbroom.github.io/manual/latest/#special_brush_face_types
enum TagMatchType {
TEXTURE, ## Tag applies to any brush face with a texture matching the texture name.
CLASSNAME ## Tag applies to any brush entity with a class name matching the tag pattern.
}
## Name to define this tag. Not used as the matching pattern.
@export var tag_name: String
## The attributes applied to matching faces or brush entities. Only "_transparent" is supported in TrenchBroom, which makes matching faces or brush entities transparent.
@export var tag_attributes : Array[String] = ["transparent"]
## Determines how the tag is matched. See [constant TagMatchType].
@export var tag_match_type: TagMatchType
## A string that filters which flag, param, or classname to use. [code]*[/code] can be used as a wildcard to include multiple options.
## [b]Example:[/b] [code]trigger*[/code] with [constant TagMatchType] [i]Classname[/i] will apply this tag to all brush entities with the [code]trigger[/code] prefix.
@export var tag_pattern: String
## A string that filters which textures recieve these attributes. Only used with a [constant TagMatchType] of [i]Texture[/i].
@export var texture_name: String

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@tool
@icon("res://addons/func_godot/icons/icon_godot_ranger.svg")
class_name FuncGodotLocalConfig extends Resource
## Local machine project wide settings. [color=red]WARNING![/color] Do not create your own! Use the resource in [i]addons/func_godot[/i].
##
## Local machine project wide settings. Can define global defaults for some FuncGodot properties.
## [color=red][b]DO NOT CREATE A NEW RESOURCE![/b][/color] This resource works by saving a configuration file to your game's [b][i]user://[/i][/b] folder
## and pulling the properties from that config file rather than this resource. Use the premade [b][i]addons/func_godot/func_godot_local_config.tres[/i][/b] instead.
## [br][br]
## [b]Fgd Output Folder :[/b] Global directory path that [FuncGodotFGDFile] saves to when exported. Overridden when exported from a game configuration resource like [TrenchBroomGameConfig].[br][br]
## [b]Trenchbroom Game Config Folder :[/b] Global directory path where your TrenchBroom game configuration should be saved to. Consult the [url="https://trenchbroom.github.io/manual/latest/#game_configuration_files"]TrenchBroom Manual's Game Configuration documentation[/url] for more information.[br][br]
## [b]Netradiant Custom Gamepacks Folder :[/b] Global directory path where your NetRadiant Custom gamepacks are saved. On Windows this is the [i]gamepacks[/i] folder in your NetRadiant Custom installation.[br][br]
## [b]Map Editor Game Path :[/b] Global directory path to your mapping folder where all of your mapping assets exist. This is usually either your project folder or a subfolder within it.[br][br]
## [b]Game Path Models Folder :[/b] Relative directory path from your Map Editor Game Path to a subfolder containing any display models you might use for your map editor. Currently only used by [FuncGodotFGDModelPointClass].[br][br]
## [b]Default Inverse Scale Factor :[/b] Scale factor that affects how [FuncGodotFGDModelPointClass] entities scale their map editor display models. Not used with TrenchBroom, use [member TrenchBroomGameConfig.entity_scale] expression instead.[br][br]
enum PROPERTY {
FGD_OUTPUT_FOLDER,
TRENCHBROOM_GAME_CONFIG_FOLDER,
NETRADIANT_CUSTOM_GAMEPACKS_FOLDER,
MAP_EDITOR_GAME_PATH,
#GAME_PATH_MODELS_FOLDER,
#DEFAULT_INVERSE_SCALE
}
@export_tool_button("Export func_godot settings", "Save") var _save_settings = export_func_godot_settings
@export_tool_button("Reload func_godot settings", "Reload") var _load_settings = reload_func_godot_settings
const _CONFIG_PROPERTIES: Array[Dictionary] = [
{
"name": "fgd_output_folder",
"usage": PROPERTY_USAGE_EDITOR,
"type": TYPE_STRING,
"hint": PROPERTY_HINT_GLOBAL_DIR,
"func_godot_type": PROPERTY.FGD_OUTPUT_FOLDER
},
{
"name": "trenchbroom_game_config_folder",
"usage": PROPERTY_USAGE_EDITOR,
"type": TYPE_STRING,
"hint": PROPERTY_HINT_GLOBAL_DIR,
"func_godot_type": PROPERTY.TRENCHBROOM_GAME_CONFIG_FOLDER
},
{
"name": "netradiant_custom_gamepacks_folder",
"usage": PROPERTY_USAGE_EDITOR,
"type": TYPE_STRING,
"hint": PROPERTY_HINT_GLOBAL_DIR,
"func_godot_type": PROPERTY.NETRADIANT_CUSTOM_GAMEPACKS_FOLDER
},
{
"name": "map_editor_game_path",
"usage": PROPERTY_USAGE_EDITOR,
"type": TYPE_STRING,
"hint": PROPERTY_HINT_GLOBAL_DIR,
"func_godot_type": PROPERTY.MAP_EDITOR_GAME_PATH
},
]
var _settings_dict: Dictionary
var _loaded := false
## Retrieve a setting from the local configuration.
static func get_setting(name: PROPERTY) -> Variant:
var settings: FuncGodotLocalConfig = load("res://addons/func_godot/func_godot_local_config.tres")
settings.reload_func_godot_settings()
return settings._settings_dict.get(PROPERTY.keys()[name], '') as Variant
func _get_property_list() -> Array:
return _CONFIG_PROPERTIES.duplicate()
func _get(property: StringName) -> Variant:
var config = _get_config_property(property)
if config == null and not config is Dictionary:
return null
_try_loading()
return _settings_dict.get(PROPERTY.keys()[config['func_godot_type']], _get_default_value(config['type']))
func _set(property: StringName, value: Variant) -> bool:
var config = _get_config_property(property)
if config == null and not config is Dictionary:
return false
_settings_dict[PROPERTY.keys()[config['func_godot_type']]] = value
return true
func _get_default_value(type) -> Variant:
match type:
TYPE_STRING: return ''
TYPE_INT: return 0
TYPE_FLOAT: return 0.0
TYPE_BOOL: return false
TYPE_VECTOR2: return Vector2.ZERO
TYPE_VECTOR3: return Vector3.ZERO
TYPE_ARRAY: return []
TYPE_DICTIONARY: return {}
push_error("Invalid setting type. Returning null")
return null
func _get_config_property(name: StringName) -> Variant:
for config in _CONFIG_PROPERTIES:
if config['name'] == name:
return config
return null
## Reload this system's configuration settings into the Local Config resource.
func reload_func_godot_settings() -> void:
_loaded = true
var path = "user://func_godot_config.json"
if not FileAccess.file_exists(path):
var application_name: String = ProjectSettings.get('application/config/name')
application_name = application_name.replace(" ", "_")
path = "user://" + application_name + "_FuncGodotConfig.json"
if not FileAccess.file_exists(path):
return
var settings = FileAccess.get_file_as_string(path)
_settings_dict = {}
if not settings or settings.is_empty():
return
settings = JSON.parse_string(settings)
for key in settings.keys():
_settings_dict[key] = settings[key]
notify_property_list_changed()
func _try_loading() -> void:
if not _loaded:
reload_func_godot_settings()
## Export the current resource settings to a configuration file in this game's [i]user://[/i] folder.
func export_func_godot_settings() -> void:
if _settings_dict.size() == 0:
return
var path = "user://func_godot_config.json"
var file = FileAccess.open(path, FileAccess.WRITE)
var json = JSON.stringify(_settings_dict)
file.store_line(json)
_loaded = false
print("Saved settings to ", file.get_path_absolute())

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class_name FuncGodotUtil
## Static class with a number of reuseable utility methods that can be called at Editor or Run Time.
const _VERTEX_EPSILON: float = 0.008
const _VEC3_UP_ID := Vector3(0.0, 0.0, 1.0)
const _VEC3_RIGHT_ID := Vector3(0.0, 1.0, 0.0)
const _VEC3_FORWARD_ID := Vector3(1.0, 0.0, 0.0)
## Connected by the [FuncGodotMap] node to the build process' sub-components if the
## [member FuncGodotMap.build_flags]'s SHOW_PROFILE_INFO flag is set.
static func print_profile_info(message: String, signature: String) -> void:
prints(signature, message)
## Return a [String] that corresponds to the current [OS]'s newline control characters.
static func newline() -> String:
if OS.get_name() == "Windows":
return "\r\n"
else:
return "\n"
#region MATH
static func op_vec3_sum(lhs: Vector3, rhs: Vector3) -> Vector3:
return lhs + rhs
static func op_vec3_avg(array: Array[Vector3]) -> Vector3:
if array.is_empty():
push_error("Cannot average empty Vector3 array!")
return Vector3()
return array.reduce(op_vec3_sum, Vector3()) / array.size()
## Conversion from id tech coordinate system to Godot, from a top-down perspective.
static func id_to_opengl(vec: Vector3) -> Vector3:
return Vector3(vec.y, vec.z, vec.x)
## Check if a point is inside a convex hull defined by a series of planes by an epsilon constant.
static func is_point_in_convex_hull(planes: Array[Plane], vertex: Vector3) -> bool:
for plane in planes:
var distance: float = plane.normal.dot(vertex) - plane.d
if distance > _VERTEX_EPSILON:
return false
return true
#endregion
#region PATCH DEF
## Returns the control points that defines a cubic curve for a equivalent input quadratic curve.
static func elevate_quadratic(p0: Vector3, p1: Vector3, p2: Vector3) -> Array[Vector3]:
return [p0, p0 + (2.0/3.0) * (p1 - p0), p2 + (2.0/3.0) * (p1 - p2), p2 ]
## Create a Curve3D and bake points.
static func create_curve(start: Vector3, control: Vector3, end: Vector3, bake_interval: float = 0.05) -> Curve3D:
var ret := Curve3D.new()
ret.bake_interval = bake_interval
update_ref_curve(ret, start, control, end, bake_interval)
return ret
## Update a Curve3D given quadratic inputs.
static func update_ref_curve(curve: Curve3D, p0: Vector3, p1: Vector3, p2: Vector3, bake_interval: float = 0.05) -> void:
curve.clear_points()
curve.bake_interval = bake_interval
curve.add_point(p0, (p1 - p0) * (2.0 / 3.0))
curve.add_point(p1, (p1 - p0) * (1.0 / 3.0), (p2 - p1) * (1.0 / 3.0))
curve.add_point(p2, (p2 - p1 * (2.0 / 3.0)))
#endregion
#region TEXTURES
## Fallback texture if the one defined in the [QuakeMapFile] cannot be found.
const default_texture_path: String = "res://addons/func_godot/textures/default_texture.png"
const _pbr_textures: PackedInt32Array = [
StandardMaterial3D.TEXTURE_ALBEDO,
StandardMaterial3D.TEXTURE_NORMAL,
StandardMaterial3D.TEXTURE_METALLIC,
StandardMaterial3D.TEXTURE_ROUGHNESS,
StandardMaterial3D.TEXTURE_EMISSION,
StandardMaterial3D.TEXTURE_AMBIENT_OCCLUSION,
StandardMaterial3D.TEXTURE_HEIGHTMAP,
ORMMaterial3D.TEXTURE_ORM,
]
# Used during auto-PBR processing. Must match the _pbr_textures order.
# -1 means the feature is permanantly enabled.
const _pbr_features: PackedInt32Array = [
-1,
BaseMaterial3D.FEATURE_NORMAL_MAPPING,
-1,
-1,
BaseMaterial3D.FEATURE_EMISSION,
BaseMaterial3D.FEATURE_AMBIENT_OCCLUSION,
BaseMaterial3D.FEATURE_HEIGHT_MAPPING,
-1,
]
## Searches for a Texture2D within the base texture directory or the WAD files added to map settings.
## If not found, a default texture is returned.
static func load_texture(texture_name: String, wad_resources: Array[QuakeWadFile], map_settings: FuncGodotMapSettings) -> Texture2D:
for texture_file_extension in map_settings.texture_file_extensions:
var texture_path: String = map_settings.base_texture_dir.path_join(texture_name + "." + texture_file_extension)
if ResourceLoader.exists(texture_path):
var texture_file = load(texture_path)
if texture_file is Texture2D:
return texture_file
else:
printerr("Error: Texture load failed! (%s) not a valid Texture2D resource", texture_path)
var texture_name_lower: String = texture_name.to_lower()
for wad in wad_resources:
if texture_name_lower in wad.textures:
return wad.textures[texture_name_lower]
return load(default_texture_path)
## Filters faces textured with Skip during the geometry generation step of the build process.
static func is_skip(texture: String, map_settings: FuncGodotMapSettings) -> bool:
if map_settings:
return texture.to_lower() == map_settings.skip_texture
return false
## Filters faces textured with Clip during the geometry generation step of the build process.
static func is_clip(texture: String, map_settings: FuncGodotMapSettings) -> bool:
if map_settings:
return texture.to_lower() == map_settings.clip_texture
return false
## Filters faces textured with Origin during the parsing and geometry generation steps of the build process.
static func is_origin(texture: String, map_settings: FuncGodotMapSettings) -> bool:
if map_settings:
return texture.to_lower() == map_settings.origin_texture
return false
## Filters faces textured with any of the tool textures during the geometry generation step of the build process.
static func filter_face(texture: String, map_settings: FuncGodotMapSettings) -> bool:
if map_settings:
texture = texture.to_lower()
if (texture == map_settings.skip_texture
or texture == map_settings.clip_texture
or texture == map_settings.origin_texture
):
return true
return false
## Adds PBR textures to an existing [BaseMaterial3D].
static func build_base_material(map_settings: FuncGodotMapSettings, material: BaseMaterial3D, texture: String) -> void:
var path: String = map_settings.base_texture_dir.path_join(texture)
# Check if there is a subfolder with our PBR textures
if DirAccess.open(path):
path = path.path_join(texture)
var pbr_suffixes: PackedStringArray = [
map_settings.albedo_map_pattern,
map_settings.normal_map_pattern,
map_settings.metallic_map_pattern,
map_settings.roughness_map_pattern,
map_settings.emission_map_pattern,
map_settings.ao_map_pattern,
map_settings.height_map_pattern,
map_settings.orm_map_pattern,
]
for i in pbr_suffixes.size():
if not pbr_suffixes[i].is_empty():
var pbr: String = pbr_suffixes[i]
var token: int = pbr.find("%s", 0)
if token != -1:
if pbr.find("%s", token + 1) != -1:
token = 2
else:
token = 1
if token < 1:
printerr("No string replacement tokens found in auto-PBR pattern \'" + pbr + "\'! Must have at least one instance of \'%s\' per pattern.")
continue
if token > 0:
for texture_file_extension in map_settings.texture_file_extensions:
if token > 1:
pbr = pbr_suffixes[i] % [path, texture_file_extension]
else:
pbr = pbr_suffixes[i] % [path]
pbr += "." + texture_file_extension
if ResourceLoader.exists(pbr):
print(pbr)
if _pbr_features[i] > -1:
material.set_feature(_pbr_features[i], true)
material.set_texture(_pbr_textures[i], load(pbr))
break
## Builds both materials and sizes dictionaries for use in the geometry generation step of the build process.
## Both dictionaries use texture names as keys. The materials dictionary uses [Material] as values,
## while the sizes dictionary saves the albedo texture sizes to aid in UV mapping.
static func build_texture_map(entity_data: Array[FuncGodotData.EntityData], map_settings: FuncGodotMapSettings) -> Array[Dictionary]:
var texture_materials: Dictionary[String, Material] = {}
var texture_sizes: Dictionary[String, Vector2] = {}
# Prepare WAD files
var wad_resources: Array[QuakeWadFile] = []
for wad in map_settings.texture_wads:
if wad and not wad in wad_resources:
wad_resources.append(wad)
for entity in entity_data:
if not entity.is_visual():
continue
for brush in entity.brushes:
for face in brush.faces:
var texture_name: String = face.texture
if filter_face(texture_name, map_settings):
continue
if texture_materials.has(texture_name):
continue
var material_path: String = map_settings.base_material_dir if not map_settings.base_material_dir.is_empty() else map_settings.base_texture_dir
material_path = material_path.path_join(texture_name) + "." + map_settings.material_file_extension
material_path = material_path.replace("*", "")
if ResourceLoader.exists(material_path):
var material: Material = load(material_path)
texture_materials[texture_name] = material
if material is BaseMaterial3D:
var albedo = material.albedo_texture
if albedo is Texture2D:
texture_sizes[texture_name] = material.albedo_texture.get_size()
elif material is ShaderMaterial:
var albedo = material.get_shader_parameter(map_settings.default_material_albedo_uniform)
if albedo is Texture2D:
texture_sizes[texture_name] = albedo.get_size()
if not texture_sizes.has(texture_name):
var texture: Texture2D = load_texture(texture_name, wad_resources, map_settings)
if texture:
texture_sizes[texture_name] = texture.get_size()
if not texture_sizes.has(texture_name):
texture_sizes[texture_name] = Vector2.ONE * map_settings.inverse_scale_factor
# Material generation
elif map_settings.default_material:
var material = map_settings.default_material.duplicate(false)
var texture: Texture2D = load_texture(texture_name, wad_resources, map_settings)
texture_sizes[texture_name] = texture.get_size()
if material is BaseMaterial3D:
material.albedo_texture = texture
build_base_material(map_settings, material, texture_name)
elif material is ShaderMaterial:
material.set_shader_parameter(map_settings.default_material_albedo_uniform, texture)
var path: String = map_settings.base_texture_dir
for uniform in map_settings.shader_material_uniform_map_patterns.keys():
if map_settings.shader_material_uniform_map_patterns[uniform].find("%s") < 0:
printerr("No string replacement tokens fuond in ShaderMaterial uniform map pattern \'" + map_settings.shader_material_uniform_map_patterns[uniform] + "\'! Must have one instance of \'%s\' per pattern.")
continue
for texture_file_extension in map_settings.texture_file_extensions:
var uniform_texture_path: String = map_settings.shader_material_uniform_map_patterns[uniform] % [texture_name] + "." + texture_file_extension
uniform_texture_path = path.path_join(uniform_texture_path)
if ResourceLoader.exists(uniform_texture_path):
material.set_shader_parameter(uniform, load(uniform_texture_path))
break
if (map_settings.save_generated_materials and material
and texture_name != map_settings.clip_texture
and texture_name != map_settings.skip_texture
and texture_name != map_settings.origin_texture
and texture.resource_path != default_texture_path):
# Make sure our material directory exists
var dir := DirAccess.open(material_path.get_base_dir())
if not dir:
dir = DirAccess.open("res://")
dir.make_dir_recursive(material_path.get_base_dir().trim_prefix("res://"))
# Save the new material
ResourceSaver.save(material, material_path)
texture_materials[texture_name] = material
else: # No default material exists
printerr("Error: No default material found in map settings")
return [texture_materials, texture_sizes]
#endregion
#region UV MAPPING
## Returns UV coordinate calculated from the Valve 220 UV format.
static func get_valve_uv(vertex: Vector3, u_axis: Vector3, v_axis: Vector3, uv_basis := Transform2D.IDENTITY, texture_size := Vector2.ONE) -> Vector2:
var uv := Vector2(u_axis.dot(vertex), v_axis.dot(vertex))
var scale := Vector2(uv_basis.x.x, uv_basis.y.y)
uv += (uv_basis.origin * scale)
uv /= scale;
uv.x /= texture_size.x
uv.y /= texture_size.y
return uv
## Returns UV coordinate calculated from the original id Standard UV format.
static func get_quake_uv(vertex: Vector3, normal: Vector3, uv_in := Transform2D.IDENTITY, texture_size := Vector2.ONE) -> Vector2:
var uv_out: Vector2
var nx := absf(normal.dot(Vector3.RIGHT))
var ny := absf(normal.dot(Vector3.UP))
var nz := absf(normal.dot(Vector3.FORWARD))
if ny >= nx and ny >= nz:
uv_out = Vector2(vertex.x, -vertex.z)
elif nx >= ny and nx >= nz:
uv_out = Vector2(vertex.y, -vertex.z)
else:
uv_out = Vector2(vertex.x, vertex.y)
uv_out = uv_out.rotated(uv_in.get_rotation())
uv_out /= uv_in.get_scale()
uv_out += uv_in.origin
uv_out /= texture_size
return uv_out
## Determines which UV format is being used and returns the UV coordinate.
static func get_face_vertex_uv(vertex: Vector3, face: FuncGodotData.FaceData, texture_size: Vector2) -> Vector2:
if face.uv_axes.size() >= 2:
return get_valve_uv(vertex, face.uv_axes[0], face.uv_axes[1], face.uv, texture_size)
else:
return get_quake_uv(vertex, face.plane.normal, face.uv, texture_size)
## Returns the tangent calculated from the Valve 220 UV format.
static func get_valve_tangent(u: Vector3, v: Vector3, normal: Vector3) -> PackedFloat32Array:
var u_axis: Vector3 = u.normalized()
var v_axis: Vector3 = v.normalized()
var v_sign: float = -signf(normal.cross(u_axis).dot(v_axis))
return [u_axis.x, u_axis.y, u_axis.z, v_sign]
# NOTE: we may still need to orthonormalize tangents. Just in case, here's a rough outline.
#var tangent: Vector3 = u.normalized()
#tangent = (tangent - normal * normal.dot(tangent)).normalized()
#
## in the case of parallel U or V axes to planar normal, reconstruct the tangent
#if tangent.length_squared() < 0.01:
# if absf(normal.y) < 0.9:
# tangent = Vector3.UP.cross(normal)
# else:
# tangent = Vector3.RIGHT.cross(normal)
#
#tangent = tangent.normalized()
#return [tangent.x, tangent.y, tangent.z, -signf(normal.cross(tangent).dot(v.normalized))]
## Returns the tangent calculated from the original id Standard UV format.
static func get_quake_tangent(normal: Vector3, uv_y_scale: float, uv_rotation: float) -> PackedFloat32Array:
var dx := normal.dot(_VEC3_RIGHT_ID)
var dy := normal.dot(_VEC3_UP_ID)
var dz := normal.dot(_VEC3_FORWARD_ID)
var dxa := absf(dx)
var dya := absf(dy)
var dza := absf(dz)
var u_axis: Vector3
var v_sign: float = 0.0
if dya >= dxa and dya >= dza:
u_axis = _VEC3_FORWARD_ID
v_sign = signf(dy)
elif dxa >= dya and dxa >= dza:
u_axis = _VEC3_FORWARD_ID
v_sign = -signf(dx)
elif dza >= dya and dza >= dxa:
u_axis = _VEC3_RIGHT_ID
v_sign = signf(dz)
v_sign *= signf(uv_y_scale)
u_axis = u_axis.rotated(normal, deg_to_rad(-uv_rotation) * v_sign)
return [u_axis.x, u_axis.y, u_axis.z, v_sign]
static func get_face_tangent(face: FuncGodotData.FaceData) -> PackedFloat32Array:
if face.uv_axes.size() >= 2:
return get_valve_tangent(face.uv_axes[0], face.uv_axes[1], face.plane.normal)
else:
return get_quake_tangent(face.plane.normal, face.uv.get_scale().y, face.uv.get_rotation())
#endregion
#region MESH
static func smooth_mesh_by_angle(mesh: ArrayMesh, angle_deg: float = 89.0) -> ArrayMesh:
if not mesh:
push_error("Need a source mesh to smooth")
return null
var angle: float = deg_to_rad(clampf(angle_deg, 0.0, 360.0))
var mesh_vertices: Array[Vector3] = []
var mesh_normals: Array[Vector3] = []
var surface_data: Array[Dictionary] = []
var mdt: MeshDataTool
var st := SurfaceTool.new()
# Collect surface information
for surface_index in mesh.get_surface_count():
mdt = MeshDataTool.new()
if mdt.create_from_surface(mesh, surface_index) != OK:
continue
var info: Dictionary = {
"mdt": mdt,
"ofs": mesh_vertices.size(),
"mat": mesh.surface_get_material(surface_index)
}
surface_data.append(info)
for i in mdt.get_vertex_count():
mesh_vertices.append(mdt.get_vertex(i))
mesh_normals.append(mdt.get_vertex_normal(i))
var groups: Dictionary = {}
# Group vertices by position
for i in mesh_vertices.size():
var pos := mesh_vertices[i]
# this is likely already snapped from the map building process
var key := pos.snappedf(_VERTEX_EPSILON)
if not groups.has(key):
groups[key] = [i]
else:
groups[key].append(i)
# Collect normals. Likely optimizable.
for group in groups.values():
for i in group:
var this := mesh_normals[i]
var normal_out := Vector3()
for j in group:
var other := mesh_normals[j]
if this.angle_to(other) <= angle:
normal_out += other
mesh_normals[i] = normal_out.normalized()
var smoothed_mesh := ArrayMesh.new()
# Construct smoothed output mesh
for dict in surface_data:
mdt = dict["mdt"]
var offset: int = dict["ofs"]
for i in mdt.get_vertex_count():
mdt.set_vertex_normal(i, mesh_normals[offset + i])
st = SurfaceTool.new()
st.begin(Mesh.PRIMITIVE_TRIANGLES)
st.set_material(dict["mat"])
for i in mdt.get_face_count():
for j in 3:
var index := mdt.get_face_vertex(i, j)
st.set_normal(mdt.get_vertex_normal(index))
st.set_uv(mdt.get_vertex_uv(index))
st.set_tangent(mdt.get_vertex_tangent(index))
st.add_vertex(mdt.get_vertex(index))
smoothed_mesh = st.commit(smoothed_mesh)
return smoothed_mesh
#endregion

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[gd_resource type="StandardMaterial3D" load_steps=2 format=3 uid="uid://cvex6toty8yn7"]
[ext_resource type="Texture2D" uid="uid://cyg2snr1w5xw5" path="res://addons/func_godot/textures/default_texture.png" id="1_ncj77"]
[resource]
albedo_texture = ExtResource("1_ncj77")
metallic_specular = 0.0
texture_filter = 2

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[gd_resource type="Resource" script_class="FuncGodotMapSettings" format=3 uid="uid://by3eva1ib4gyl"]
[ext_resource type="Script" uid="uid://38q6k0ctahjn" path="res://addons/func_godot/src/map/func_godot_map_settings.gd" id="1_script"]
[ext_resource type="Material" uid="uid://cvex6toty8yn7" path="res://addons/func_godot/textures/default_material.tres" id="2_material"]
[ext_resource type="Resource" path="res://data/fgd/brogue_fgd.tres" id="3_fgd"]
[ext_resource type="Script" uid="uid://cij36hpqc46c" path="res://addons/func_godot/src/import/quake_wad_file.gd" id="4_ajbga"]
[resource]
script = ExtResource("1_script")
entity_fgd = ExtResource("3_fgd")
base_texture_dir = "res://textures/"

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[gd_resource type="Resource" script_class="FuncGodotFGDSolidClass" load_steps=2 format=3]
[ext_resource type="Script" uid="uid://5cow84q03m6a" path="res://addons/func_godot/src/fgd/func_godot_fgd_solid_class.gd" id="1_script"]
[resource]
script = ExtResource("1_script")
collision_shape_type = 2
collision_mask = 0
classname = "func_lava"
description = "Lava volume. Party takes damage on entry and lasting burn debuff. Swap for a custom Area3D script to drive behavior."
meta_properties = Dictionary[String, Variant]({
"color": Color(0.95, 0.4, 0.1, 1)
})
node_class = "Area3D"

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[gd_scene format=3]
[node name="func_lava" type="Area3D"]

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[gd_resource type="Resource" script_class="FuncGodotFGDSolidClass" load_steps=2 format=3]
[ext_resource type="Script" uid="uid://5cow84q03m6a" path="res://addons/func_godot/src/fgd/func_godot_fgd_solid_class.gd" id="1_script"]
[resource]
script = ExtResource("1_script")
collision_shape_type = 2
collision_mask = 0
classname = "func_water"
description = "Water volume. Party takes no damage but movement is slowed and fire is extinguished. Swap for a custom Area3D script to drive behavior."
meta_properties = Dictionary[String, Variant]({
"color": Color(0.15, 0.4, 0.75, 1)
})
node_class = "Area3D"

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[gd_scene format=3]
[node name="func_water" type="Area3D"]

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