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| 24f9801093 |
@@ -10,50 +10,31 @@ on:
|
||||
- "**"
|
||||
|
||||
env:
|
||||
GODOT_VERSION: 4.6
|
||||
GAME_NAME: MovementTests
|
||||
ITCHIO_USERNAME: Minimata
|
||||
ITCHIO_GAMEID: MovementTests
|
||||
|
||||
jobs:
|
||||
Export:
|
||||
runs-on: ubuntu-latest
|
||||
runs-on: godot
|
||||
steps:
|
||||
- name: Install node, xvfb and curl
|
||||
run: |
|
||||
apt update && apt -y install curl nodejs xvfb
|
||||
- name: Checkout with LFS
|
||||
uses: https://git.game-dev.space/minimata/checkout-with-lfs.git@main
|
||||
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v6
|
||||
with:
|
||||
lfs: false
|
||||
persist-credentials: true
|
||||
|
||||
- name: Checkout LFS
|
||||
run: |
|
||||
git lfs install --local
|
||||
AUTH=$(git config http.${{ gitea.server_url }}/.extraheader)
|
||||
AUTH_FILE=$(git config includeif.gitdir:/workspace/${{ gitea.repository }}/.git.path)
|
||||
git config -f $AUTH_FILE --unset http.${{ gitea.server_url }}/.extraheader
|
||||
git config -f $AUTH_FILE http.${{ gitea.server_url }}/${{ gitea.repository }}.git/info/lfs/objects/batch.extraheader "$AUTH"
|
||||
git lfs pull
|
||||
|
||||
- name: Launch Godot
|
||||
- name: Run tests
|
||||
uses: godot-gdunit-labs/gdUnit4-action@v1
|
||||
with:
|
||||
godot-version: '4.5.1'
|
||||
godot-version: ${GODOT_VERSION}
|
||||
godot-net: true
|
||||
godot-force-mono: true
|
||||
dotnet-version: 'net9.0'
|
||||
version: 'v6.0.3'
|
||||
paths: |
|
||||
res://tests/
|
||||
timeout: 1
|
||||
publish-report: false
|
||||
upload-report: false
|
||||
|
||||
- name: Test action
|
||||
run: echo ${{ github.workspace }}
|
||||
|
||||
- name: Upload test report
|
||||
uses: actions/upload-artifact@v3-node20
|
||||
with:
|
||||
|
||||
@@ -8,6 +8,7 @@ on:
|
||||
- "**"
|
||||
|
||||
env:
|
||||
GODOT_VERSION: 4.6
|
||||
GAME_NAME: MovementTests
|
||||
ITCHIO_USERNAME: Minimata
|
||||
ITCHIO_GAMEID: MovementTests
|
||||
@@ -21,6 +22,7 @@ jobs:
|
||||
- name: Check out repository code
|
||||
uses: actions/checkout@v4
|
||||
with:
|
||||
token: ${{ secrets.TOKEN }}
|
||||
lfs: false
|
||||
- name: Remove buggy pre-push hook
|
||||
run: |
|
||||
@@ -36,91 +38,79 @@ jobs:
|
||||
INITIAL_VERSION: 0.1.0
|
||||
DEFAULT_BUMP: patch
|
||||
|
||||
# Test:
|
||||
# runs-on: ubuntu-latest
|
||||
# steps:
|
||||
# - name: Install node, xvfb and curl
|
||||
# run: |
|
||||
# apt update && apt -y install curl nodejs xvfb
|
||||
#
|
||||
# - name: Checkout
|
||||
# uses: actions/checkout@v6
|
||||
# with:
|
||||
# lfs: false
|
||||
# persist-credentials: true
|
||||
#
|
||||
# - name: Checkout LFS
|
||||
# run: |
|
||||
# git lfs install --local
|
||||
# AUTH=$(git config http.${{ gitea.server_url }}/.extraheader)
|
||||
# AUTH_FILE=$(git config includeif.gitdir:/workspace/${{ gitea.repository }}/.git.path)
|
||||
# git config -f $AUTH_FILE --unset http.${{ gitea.server_url }}/.extraheader
|
||||
# git config -f $AUTH_FILE http.${{ gitea.server_url }}/${{ gitea.repository }}.git/info/lfs/objects/batch.extraheader "$AUTH"
|
||||
# git lfs pull
|
||||
#
|
||||
# - name: Launch Godot
|
||||
# uses: godot-gdunit-labs/gdUnit4-action@v1
|
||||
# with:
|
||||
# godot-version: '4.5.1'
|
||||
# godot-net: true
|
||||
# godot-force-mono: true
|
||||
# dotnet-version: 'net9.0'
|
||||
# version: 'v6.0.3'
|
||||
# paths: |
|
||||
# res://tests/
|
||||
# timeout: 1
|
||||
# publish-report: false
|
||||
# upload-report: false
|
||||
#
|
||||
# - name: Upload test report
|
||||
# uses: actions/upload-artifact@v3-node20
|
||||
# with:
|
||||
# name: Test Report
|
||||
# path: ${{ github.workspace }}/reports/test-result.html
|
||||
Test:
|
||||
runs-on: godot
|
||||
# env:
|
||||
# RUNNER_TOOL_CACHE: /toolcache # Runner Tool Cache
|
||||
steps:
|
||||
- name: Checkout with LFS
|
||||
uses: https://git.game-dev.space/minimata/checkout-with-lfs.git@main
|
||||
|
||||
- name: Run tests
|
||||
uses: godot-gdunit-labs/gdUnit4-action@v1
|
||||
with:
|
||||
godot-version: ${GODOT_VERSION}
|
||||
godot-net: true
|
||||
godot-force-mono: true
|
||||
dotnet-version: 'net9.0'
|
||||
paths: |
|
||||
res://tests/
|
||||
timeout: 1
|
||||
publish-report: false
|
||||
upload-report: false
|
||||
|
||||
- name: Upload test report
|
||||
uses: actions/upload-artifact@v3-node20
|
||||
with:
|
||||
name: Test Report
|
||||
path: ${{ github.workspace }}/reports/test-result.html
|
||||
|
||||
Export:
|
||||
runs-on: ubuntu-latest
|
||||
runs-on: godot
|
||||
needs:
|
||||
- BumpTag
|
||||
# - Test # Wait for tests to finish
|
||||
container:
|
||||
image: barichello/godot-ci:mono-4.5
|
||||
|
||||
steps:
|
||||
- name: Install node, curl and zip
|
||||
run: |
|
||||
apt update && apt -y install curl zip nodejs
|
||||
- name: Checkout with LFS
|
||||
uses: https://git.game-dev.space/minimata/checkout-with-lfs.git@main
|
||||
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v6
|
||||
- name: Setup Godot
|
||||
id: setup-godot
|
||||
uses: https://git.game-dev.space/minimata/setup-godot.git@main
|
||||
with:
|
||||
lfs: false
|
||||
persist-credentials: true
|
||||
|
||||
- name: Checkout LFS
|
||||
godot-version: '4.6'
|
||||
dotnet-version: 'net9.0'
|
||||
|
||||
- name: Remove GDUnit addon
|
||||
run: |
|
||||
git lfs install --local
|
||||
AUTH=$(git config http.${{ gitea.server_url }}/.extraheader)
|
||||
AUTH_FILE=$(git config includeif.gitdir:/workspace/${{ gitea.repository }}/.git.path)
|
||||
git config -f $AUTH_FILE --unset http.${{ gitea.server_url }}/.extraheader
|
||||
git config -f $AUTH_FILE http.${{ gitea.server_url }}/${{ gitea.repository }}.git/info/lfs/objects/batch.extraheader "$AUTH"
|
||||
git lfs pull
|
||||
|
||||
- name: Import resources and build solution
|
||||
run: |
|
||||
godot --headless --editor --build-solutions --quit --import --path $PWD
|
||||
|
||||
rm -rf ${{ gitea.workspace }}/addons/gdUnit4
|
||||
|
||||
- name: Build Windows
|
||||
run: |
|
||||
mkdir -v -p build/windows
|
||||
godot --headless --verbose --build-solutions --export-release "Windows Desktop" build/windows/${{ env.GAME_NAME }}.exe
|
||||
${{ steps.setup-godot.outputs.godot_bin }} --headless --verbose --export-release "Windows Desktop" build/windows/${{ env.GAME_NAME }}.exe
|
||||
zip -r Windows.zip build/windows
|
||||
- name: Upload to Itch
|
||||
uses: KikimoraGames/itch-publish@v0.0.3
|
||||
with:
|
||||
butlerApiKey: ${{ secrets.BUTLER_TOKEN }}
|
||||
itchUsername: ${{ env.ITCHIO_USERNAME }}
|
||||
itchGameId: ${{ env.ITCHIO_GAMEID }}
|
||||
buildNumber: ${{ needs.BumpTag.outputs.tag_name }}
|
||||
gameData: Windows.zip
|
||||
buildChannel: windows
|
||||
|
||||
- name: Setup Butler
|
||||
shell: bash
|
||||
env:
|
||||
BUTLER_API_KEY: ${{ secrets.BUTLER_TOKEN }}
|
||||
run: |
|
||||
mkdir ./tools 2>/dev/null || true
|
||||
pushd tools
|
||||
curl -sSLfo ./butler.zip "https://broth.itch.zone/butler/linux-amd64/LATEST/archive/default"
|
||||
unzip butler.zip
|
||||
chmod +x ./butler
|
||||
popd
|
||||
./tools/butler -V
|
||||
|
||||
- name: Upload to itch.io
|
||||
shell: bash
|
||||
env:
|
||||
BUTLER_API_KEY: ${{ secrets.BUTLER_TOKEN }}
|
||||
run: |
|
||||
versionArgument="--userversion ${{ needs.BumpTag.outputs.tag_name }}"
|
||||
./tools/butler push \
|
||||
"Windows.zip" \
|
||||
${{ env.ITCHIO_USERNAME }}/${{ env.ITCHIO_GAMEID }}:windows ${versionArgument}
|
||||
|
||||
|
||||
@@ -8,6 +8,7 @@ on:
|
||||
- "**"
|
||||
|
||||
env:
|
||||
GODOT_VERSION: 4.6
|
||||
GAME_NAME: MovementTests
|
||||
ITCHIO_USERNAME: Minimata
|
||||
ITCHIO_GAMEID: MovementTests
|
||||
@@ -26,92 +27,90 @@ jobs:
|
||||
separator: '/'
|
||||
|
||||
Release:
|
||||
runs-on: ubuntu-latest
|
||||
runs-on: godot
|
||||
if: ${{ contains(gitea.ref_name, 'release/') }}
|
||||
needs: ReleaseName
|
||||
container:
|
||||
image: barichello/godot-ci:mono-4.5
|
||||
|
||||
steps:
|
||||
- name: Install node, curl and zip
|
||||
run: |
|
||||
apt update && apt -y install curl zip nodejs
|
||||
- name: Checkout with LFS
|
||||
uses: https://git.game-dev.space/minimata/checkout-with-lfs.git@main
|
||||
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v6
|
||||
- name: Setup Godot
|
||||
id: setup-godot
|
||||
uses: https://git.game-dev.space/minimata/setup-godot.git@main
|
||||
with:
|
||||
lfs: false
|
||||
persist-credentials: true
|
||||
|
||||
- name: Checkout LFS
|
||||
godot-version: '4.6'
|
||||
dotnet-version: 'net9.0'
|
||||
|
||||
- name: Setup Butler
|
||||
shell: bash
|
||||
env:
|
||||
BUTLER_API_KEY: ${{ secrets.BUTLER_TOKEN }}
|
||||
run: |
|
||||
git lfs install --local
|
||||
AUTH=$(git config http.${{ gitea.server_url }}/.extraheader)
|
||||
AUTH_FILE=$(git config includeif.gitdir:/workspace/${{ gitea.repository }}/.git.path)
|
||||
git config -f $AUTH_FILE --unset http.${{ gitea.server_url }}/.extraheader
|
||||
git config -f $AUTH_FILE http.${{ gitea.server_url }}/${{ gitea.repository }}.git/info/lfs/objects/batch.extraheader "$AUTH"
|
||||
git lfs pull
|
||||
|
||||
- name: Import resources and build solution
|
||||
run: |
|
||||
godot --headless --editor --build-solutions --quit --import --path $PWD
|
||||
mkdir ./tools 2>/dev/null || true
|
||||
pushd tools
|
||||
curl -sSLfo ./butler.zip "https://broth.itch.zone/butler/linux-amd64/LATEST/archive/default"
|
||||
unzip butler.zip
|
||||
chmod +x ./butler
|
||||
popd
|
||||
./tools/butler -V
|
||||
|
||||
- name: Build Windows
|
||||
run: |
|
||||
mkdir -v -p build/windows
|
||||
godot --headless --verbose --build-solutions --export-release "Windows Desktop" build/windows/${{ env.GAME_NAME }}.exe
|
||||
zip -r Windows.zip build/windows
|
||||
- name: Upload to Itch
|
||||
uses: KikimoraGames/itch-publish@v0.0.3
|
||||
with:
|
||||
butlerApiKey: ${{ secrets.BUTLER_TOKEN }}
|
||||
itchUsername: ${{ env.ITCHIO_USERNAME }}
|
||||
itchGameId: ${{ env.ITCHIO_GAMEID }}
|
||||
buildNumber: ${{ needs.ReleaseName.outputs.release_name }}
|
||||
gameData: Windows.zip
|
||||
buildChannel: windows
|
||||
- name: Upload Windows to itch.io
|
||||
shell: bash
|
||||
env:
|
||||
BUTLER_API_KEY: ${{ secrets.BUTLER_TOKEN }}
|
||||
run: |
|
||||
versionArgument="--userversion ${{ needs.ReleaseName.outputs.release_name }}"
|
||||
./tools/butler push \
|
||||
"Windows.zip" \
|
||||
${{ env.ITCHIO_USERNAME }}/${{ env.ITCHIO_GAMEID }}:windows ${versionArgument}
|
||||
|
||||
- name: Build Windows ARM
|
||||
run: |
|
||||
mkdir -v -p build/windowsArm
|
||||
godot --headless --verbose --build-solutions --export-release "Windows ARM" build/windowsArm/${{ env.GAME_NAME }}.exe
|
||||
zip -r WindowsArm.zip build/windowsArm
|
||||
- name: Upload to Itch
|
||||
uses: KikimoraGames/itch-publish@v0.0.3
|
||||
with:
|
||||
butlerApiKey: ${{ secrets.BUTLER_TOKEN }}
|
||||
itchUsername: ${{ env.ITCHIO_USERNAME }}
|
||||
itchGameId: ${{ env.ITCHIO_GAMEID }}
|
||||
buildNumber: ${{ needs.ReleaseName.outputs.release_name }}
|
||||
gameData: WindowsArm.zip
|
||||
buildChannel: windows-arm
|
||||
- name: Upload Windows to itch.io
|
||||
shell: bash
|
||||
env:
|
||||
BUTLER_API_KEY: ${{ secrets.BUTLER_TOKEN }}
|
||||
run: |
|
||||
versionArgument="--userversion ${{ needs.ReleaseName.outputs.release_name }}"
|
||||
./tools/butler push \
|
||||
"WindowsArm.zip" \
|
||||
${{ env.ITCHIO_USERNAME }}/${{ env.ITCHIO_GAMEID }}:windows-arm ${versionArgument}
|
||||
|
||||
- name: Linux Build
|
||||
run: |
|
||||
mkdir -v -p build/linux
|
||||
godot --headless --verbose --export-release "Linux/X11" build/linux/${{ env.GAME_NAME }}.x86_64
|
||||
zip -r Linux.zip build/linux
|
||||
- name: Upload to Itch
|
||||
uses: KikimoraGames/itch-publish@v0.0.3
|
||||
with:
|
||||
butlerApiKey: ${{ secrets.BUTLER_TOKEN }}
|
||||
itchUsername: ${{ env.ITCHIO_USERNAME }}
|
||||
itchGameId: ${{ env.ITCHIO_GAMEID }}
|
||||
buildNumber: ${{ needs.ReleaseName.outputs.release_name }}
|
||||
gameData: Linux.zip
|
||||
buildChannel: linux
|
||||
- name: Upload Windows to itch.io
|
||||
shell: bash
|
||||
env:
|
||||
BUTLER_API_KEY: ${{ secrets.BUTLER_TOKEN }}
|
||||
run: |
|
||||
versionArgument="--userversion ${{ needs.ReleaseName.outputs.release_name }}"
|
||||
./tools/butler push \
|
||||
"Linux.zip" \
|
||||
${{ env.ITCHIO_USERNAME }}/${{ env.ITCHIO_GAMEID }}:linux ${versionArgument}
|
||||
|
||||
- name: Mac Build
|
||||
run: |
|
||||
mkdir -v -p build/mac
|
||||
godot --headless --verbose --export-release "macOS" build/mac/${{ env.GAME_NAME }}.zip
|
||||
zip -r Mac.zip build/mac
|
||||
- name: Upload to Itch
|
||||
uses: KikimoraGames/itch-publish@v0.0.3
|
||||
with:
|
||||
butlerApiKey: ${{ secrets.BUTLER_TOKEN }}
|
||||
itchUsername: ${{ env.ITCHIO_USERNAME }}
|
||||
itchGameId: ${{ env.ITCHIO_GAMEID }}
|
||||
buildNumber: ${{ needs.ReleaseName.outputs.release_name }}
|
||||
gameData: Mac.zip
|
||||
buildChannel: mac
|
||||
- name: Upload Windows to itch.io
|
||||
shell: bash
|
||||
env:
|
||||
BUTLER_API_KEY: ${{ secrets.BUTLER_TOKEN }}
|
||||
run: |
|
||||
versionArgument="--userversion ${{ needs.ReleaseName.outputs.release_name }}"
|
||||
./tools/butler push \
|
||||
"Mac.zip" \
|
||||
${{ env.ITCHIO_USERNAME }}/${{ env.ITCHIO_GAMEID }}:mac ${versionArgument}
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
<Project Sdk="Godot.NET.Sdk/4.5.0">
|
||||
<Project Sdk="Godot.NET.Sdk/4.6.0">
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net9.0</TargetFramework>
|
||||
<EnableDynamicLoading>true</EnableDynamicLoading>
|
||||
@@ -131,9 +131,9 @@
|
||||
</ItemGroup>
|
||||
<!-- gdUnit4 package dependencies -->
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="18.0.0"/>
|
||||
<PackageReference Include="gdUnit4.api" Version="5.1.0-rc3"/>
|
||||
<PackageReference Include="gdUnit4.test.adapter" Version="3.0.0"/>
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="18.0.0" />
|
||||
<PackageReference Include="gdUnit4.api" Version="5.1.0-rc3" />
|
||||
<PackageReference Include="gdUnit4.test.adapter" Version="3.0.0" />
|
||||
<PackageReference Include="gdUnit4.analyzers" Version="1.0.0">
|
||||
<PrivateAssets>none</PrivateAssets>
|
||||
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
|
||||
|
||||
142
Movement tests.csproj.old.1
Normal file
@@ -0,0 +1,142 @@
|
||||
<Project Sdk="Godot.NET.Sdk/4.5.0">
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net9.0</TargetFramework>
|
||||
<EnableDynamicLoading>true</EnableDynamicLoading>
|
||||
<RootNamespace>Movementtests</RootNamespace>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Content Include=".runsettings" />
|
||||
<Content Include="export_presets.cfg" />
|
||||
<Content Include="menus\assets\git_logo\Git-Logo-2Color.png" />
|
||||
<Content Include="menus\assets\git_logo\Git-Logo-2Color.png.import" />
|
||||
<Content Include="menus\assets\git_logo\LICENSE.txt" />
|
||||
<Content Include="menus\assets\godot_engine_logo\LICENSE.txt" />
|
||||
<Content Include="menus\assets\godot_engine_logo\logo_vertical_color_dark.png" />
|
||||
<Content Include="menus\assets\godot_engine_logo\logo_vertical_color_dark.png.import" />
|
||||
<Content Include="menus\assets\icon.png" />
|
||||
<Content Include="menus\assets\icon.png.import" />
|
||||
<Content Include="menus\ATTRIBUTION.md" />
|
||||
<Content Include="menus\resources\themes\expedition.tres" />
|
||||
<Content Include="menus\resources\themes\gravity.tres" />
|
||||
<Content Include="menus\resources\themes\grow.tres" />
|
||||
<Content Include="menus\resources\themes\lab.tres" />
|
||||
<Content Include="menus\resources\themes\lore.tres" />
|
||||
<Content Include="menus\resources\themes\steal_this_theme.tres" />
|
||||
<Content Include="menus\scenes\credits\scrollable_credits.gd" />
|
||||
<Content Include="menus\scenes\credits\scrollable_credits.gd.uid" />
|
||||
<Content Include="menus\scenes\credits\scrollable_credits.tscn" />
|
||||
<Content Include="menus\scenes\credits\scrolling_credits.gd" />
|
||||
<Content Include="menus\scenes\credits\scrolling_credits.gd.uid" />
|
||||
<Content Include="menus\scenes\credits\scrolling_credits.tscn" />
|
||||
<Content Include="menus\scenes\end_credits\end_credits.gd" />
|
||||
<Content Include="menus\scenes\end_credits\end_credits.gd.uid" />
|
||||
<Content Include="menus\scenes\end_credits\end_credits.tscn" />
|
||||
<Content Include="menus\scenes\game_scene\configurable_sub_viewport.gd" />
|
||||
<Content Include="menus\scenes\game_scene\configurable_sub_viewport.gd.uid" />
|
||||
<Content Include="menus\scenes\game_scene\game_ui.tscn" />
|
||||
<Content Include="menus\scenes\game_scene\input_display_label.gd" />
|
||||
<Content Include="menus\scenes\game_scene\input_display_label.gd.uid" />
|
||||
<Content Include="menus\scenes\game_scene\levels\level.gd" />
|
||||
<Content Include="menus\scenes\game_scene\levels\level.gd.uid" />
|
||||
<Content Include="menus\scenes\game_scene\levels\level_1.tscn" />
|
||||
<Content Include="menus\scenes\game_scene\levels\level_2.tscn" />
|
||||
<Content Include="menus\scenes\game_scene\levels\level_3.tscn" />
|
||||
<Content Include="menus\scenes\game_scene\tutorials\tutorial_1.tscn" />
|
||||
<Content Include="menus\scenes\game_scene\tutorials\tutorial_2.tscn" />
|
||||
<Content Include="menus\scenes\game_scene\tutorials\tutorial_3.tscn" />
|
||||
<Content Include="menus\scenes\game_scene\tutorial_manager.gd" />
|
||||
<Content Include="menus\scenes\game_scene\tutorial_manager.gd.uid" />
|
||||
<Content Include="menus\scenes\loading_screen\level_loading_screen.tscn" />
|
||||
<Content Include="menus\scenes\loading_screen\loading_screen.gd" />
|
||||
<Content Include="menus\scenes\loading_screen\loading_screen.gd.uid" />
|
||||
<Content Include="menus\scenes\loading_screen\loading_screen.tscn" />
|
||||
<Content Include="menus\scenes\loading_screen\loading_screen_with_shader_caching.gd" />
|
||||
<Content Include="menus\scenes\loading_screen\loading_screen_with_shader_caching.gd.uid" />
|
||||
<Content Include="menus\scenes\loading_screen\loading_screen_with_shader_caching.tscn" />
|
||||
<Content Include="menus\scenes\menus\level_select_menu\level_select_menu.gd" />
|
||||
<Content Include="menus\scenes\menus\level_select_menu\level_select_menu.gd.uid" />
|
||||
<Content Include="menus\scenes\menus\level_select_menu\level_select_menu.tscn" />
|
||||
<Content Include="menus\scenes\menus\main_menu\main_menu.gd" />
|
||||
<Content Include="menus\scenes\menus\main_menu\main_menu.gd.uid" />
|
||||
<Content Include="menus\scenes\menus\main_menu\main_menu.tscn" />
|
||||
<Content Include="menus\scenes\menus\main_menu\main_menu_with_animations.gd" />
|
||||
<Content Include="menus\scenes\menus\main_menu\main_menu_with_animations.gd.uid" />
|
||||
<Content Include="menus\scenes\menus\main_menu\main_menu_with_animations.tscn" />
|
||||
<Content Include="menus\scenes\menus\options_menu\audio\audio_input_option_control.gd" />
|
||||
<Content Include="menus\scenes\menus\options_menu\audio\audio_input_option_control.gd.uid" />
|
||||
<Content Include="menus\scenes\menus\options_menu\audio\audio_input_option_control.tscn" />
|
||||
<Content Include="menus\scenes\menus\options_menu\audio\audio_options_menu.gd" />
|
||||
<Content Include="menus\scenes\menus\options_menu\audio\audio_options_menu.gd.uid" />
|
||||
<Content Include="menus\scenes\menus\options_menu\audio\audio_options_menu.tscn" />
|
||||
<Content Include="menus\scenes\menus\options_menu\game\game_options_menu.gd" />
|
||||
<Content Include="menus\scenes\menus\options_menu\game\game_options_menu.gd.uid" />
|
||||
<Content Include="menus\scenes\menus\options_menu\game\game_options_menu.tscn" />
|
||||
<Content Include="menus\scenes\menus\options_menu\game\reset_game_control\reset_game_control.gd" />
|
||||
<Content Include="menus\scenes\menus\options_menu\game\reset_game_control\reset_game_control.gd.uid" />
|
||||
<Content Include="menus\scenes\menus\options_menu\game\reset_game_control\reset_game_control.tscn" />
|
||||
<Content Include="menus\scenes\menus\options_menu\input\input_extras_menu.tscn" />
|
||||
<Content Include="menus\scenes\menus\options_menu\input\input_options_menu.gd" />
|
||||
<Content Include="menus\scenes\menus\options_menu\input\input_options_menu.gd.uid" />
|
||||
<Content Include="menus\scenes\menus\options_menu\input\input_options_menu.tscn" />
|
||||
<Content Include="menus\scenes\menus\options_menu\input\input_options_menu_with_mouse_sensitivity.tscn" />
|
||||
<Content Include="menus\scenes\menus\options_menu\master_options_menu.gd" />
|
||||
<Content Include="menus\scenes\menus\options_menu\master_options_menu.gd.uid" />
|
||||
<Content Include="menus\scenes\menus\options_menu\master_options_menu.tscn" />
|
||||
<Content Include="menus\scenes\menus\options_menu\master_options_menu_with_tabs.tscn" />
|
||||
<Content Include="menus\scenes\menus\options_menu\mini_options_menu.gd" />
|
||||
<Content Include="menus\scenes\menus\options_menu\mini_options_menu.gd.uid" />
|
||||
<Content Include="menus\scenes\menus\options_menu\mini_options_menu.tscn" />
|
||||
<Content Include="menus\scenes\menus\options_menu\mini_options_menu_with_reset.gd" />
|
||||
<Content Include="menus\scenes\menus\options_menu\mini_options_menu_with_reset.gd.uid" />
|
||||
<Content Include="menus\scenes\menus\options_menu\mini_options_menu_with_reset.tscn" />
|
||||
<Content Include="menus\scenes\menus\options_menu\video\video_options_menu.gd" />
|
||||
<Content Include="menus\scenes\menus\options_menu\video\video_options_menu.gd.uid" />
|
||||
<Content Include="menus\scenes\menus\options_menu\video\video_options_menu.tscn" />
|
||||
<Content Include="menus\scenes\menus\options_menu\video\video_options_menu_with_extras.tscn" />
|
||||
<Content Include="menus\scenes\opening\opening.gd" />
|
||||
<Content Include="menus\scenes\opening\opening.gd.uid" />
|
||||
<Content Include="menus\scenes\opening\opening.tscn" />
|
||||
<Content Include="menus\scenes\opening\opening_with_logo.tscn" />
|
||||
<Content Include="menus\scenes\overlaid_menus\game_won_menu.gd" />
|
||||
<Content Include="menus\scenes\overlaid_menus\game_won_menu.gd.uid" />
|
||||
<Content Include="menus\scenes\overlaid_menus\game_won_menu.tscn" />
|
||||
<Content Include="menus\scenes\overlaid_menus\level_lost_menu.gd" />
|
||||
<Content Include="menus\scenes\overlaid_menus\level_lost_menu.gd.uid" />
|
||||
<Content Include="menus\scenes\overlaid_menus\level_lost_menu.tscn" />
|
||||
<Content Include="menus\scenes\overlaid_menus\level_won_menu.gd" />
|
||||
<Content Include="menus\scenes\overlaid_menus\level_won_menu.gd.uid" />
|
||||
<Content Include="menus\scenes\overlaid_menus\level_won_menu.tscn" />
|
||||
<Content Include="menus\scenes\overlaid_menus\mini_options_overlaid_menu.tscn" />
|
||||
<Content Include="menus\scenes\overlaid_menus\overlaid_menu.gd" />
|
||||
<Content Include="menus\scenes\overlaid_menus\overlaid_menu.gd.uid" />
|
||||
<Content Include="menus\scenes\overlaid_menus\overlaid_menu.tscn" />
|
||||
<Content Include="menus\scenes\overlaid_menus\overlaid_menu_container.gd" />
|
||||
<Content Include="menus\scenes\overlaid_menus\overlaid_menu_container.gd.uid" />
|
||||
<Content Include="menus\scenes\overlaid_menus\overlaid_menu_container.tscn" />
|
||||
<Content Include="menus\scenes\overlaid_menus\pause_menu.gd" />
|
||||
<Content Include="menus\scenes\overlaid_menus\pause_menu.gd.uid" />
|
||||
<Content Include="menus\scenes\overlaid_menus\pause_menu.tscn" />
|
||||
<Content Include="menus\scripts\game_state.gd" />
|
||||
<Content Include="menus\scripts\game_state.gd.uid" />
|
||||
<Content Include="menus\scripts\level_list_and_state_manager.gd" />
|
||||
<Content Include="menus\scripts\level_list_and_state_manager.gd.uid" />
|
||||
<Content Include="menus\scripts\level_state.gd" />
|
||||
<Content Include="menus\scripts\level_state.gd.uid" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Folder Include="addons\" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<PackageReference Include="RustyOptions" Version="0.10.1" />
|
||||
</ItemGroup>
|
||||
<!-- gdUnit4 package dependencies -->
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="18.0.0"/>
|
||||
<PackageReference Include="gdUnit4.api" Version="5.1.0-rc3"/>
|
||||
<PackageReference Include="gdUnit4.test.adapter" Version="3.0.0"/>
|
||||
<PackageReference Include="gdUnit4.analyzers" Version="1.0.0">
|
||||
<PrivateAssets>none</PrivateAssets>
|
||||
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
|
||||
</PackageReference>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
42
addons/csg_toolkit/SETTINGS.md
Normal file
@@ -0,0 +1,42 @@
|
||||
# CSG Toolkit Settings
|
||||
|
||||
The CSG Toolkit now uses Godot's built-in **ProjectSettings** system instead of a custom configuration file.
|
||||
|
||||
## Accessing Settings
|
||||
|
||||
Settings can be accessed in two ways:
|
||||
|
||||
1. **Through the CSG Toolkit config window** (recommended for users)
|
||||
- Click the config button in the CSG Toolkit sidebar
|
||||
- Modify settings using the UI
|
||||
- Click "Save" to persist changes
|
||||
|
||||
2. **Directly in Project Settings** (for advanced users)
|
||||
- Go to Project → Project Settings
|
||||
- Navigate to the "Addons" section
|
||||
- Look for `addons/csg_toolkit/*` settings
|
||||
|
||||
## Available Settings
|
||||
|
||||
| Setting | Type | Default | Description |
|
||||
|---------|------|---------|-------------|
|
||||
| `addons/csg_toolkit/default_behavior` | Enum | Sibling | Default insertion behavior (Sibling or Child) |
|
||||
| `addons/csg_toolkit/action_key` | Key | Shift | Primary action key for shortcuts |
|
||||
| `addons/csg_toolkit/secondary_action_key` | Key | Alt | Secondary action key for behavior inversion |
|
||||
| `addons/csg_toolkit/auto_hide` | Boolean | true | Auto-hide sidebar when no CSG nodes selected |
|
||||
|
||||
## Migration from Old Config
|
||||
|
||||
If you were using an older version with `csg_toolkit_config.cfg`:
|
||||
- The old config file is no longer used
|
||||
- Settings are now stored in `project.godot`
|
||||
- Settings will be initialized with defaults on first run
|
||||
- You'll need to reconfigure your preferences if migrating
|
||||
|
||||
## Advantages of ProjectSettings
|
||||
|
||||
- Settings are version-controlled with your project
|
||||
- Visible and editable in Project Settings editor
|
||||
- Better integration with Godot's editor
|
||||
- No separate config file to manage
|
||||
- Settings persist per-project automatically
|
||||
57
addons/csg_toolkit/csg_toolkit.gd
Normal file
@@ -0,0 +1,57 @@
|
||||
@tool
|
||||
class_name CsgToolkit extends EditorPlugin
|
||||
@onready var config: CsgTkConfig:
|
||||
get:
|
||||
return get_tree().root.get_node_or_null(AUTOLOAD_NAME) as CsgTkConfig
|
||||
|
||||
var sidebar: CSGSideToolkitBar
|
||||
var topbar: CSGTopToolkitBar
|
||||
var shortcut_manager: CsgShortcutManager
|
||||
|
||||
const AUTOLOAD_NAME = "CsgToolkitAutoload"
|
||||
static var csg_plugin_path
|
||||
static var undo_manager: EditorUndoRedoManager
|
||||
|
||||
func _enter_tree():
|
||||
# Config
|
||||
add_autoload_singleton(AUTOLOAD_NAME, "res://addons/csg_toolkit/scripts/csg_toolkit_config.gd")
|
||||
csg_plugin_path = get_path()
|
||||
undo_manager = get_undo_redo()
|
||||
|
||||
# Nodes
|
||||
add_custom_type("CSGRepeater3D", "CSGCombiner3D", preload("res://addons/csg_toolkit/scripts/csg_repeater_3d.gd"), null)
|
||||
add_custom_type("CSGSpreader3D", "CSGCombiner3D", preload("res://addons/csg_toolkit/scripts/csg_spreader_3d.gd"), null)
|
||||
|
||||
# Sidebar
|
||||
var sidebarScene = preload("res://addons/csg_toolkit/scenes/csg_side_toolkit_bar.tscn")
|
||||
sidebar = sidebarScene.instantiate()
|
||||
add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_SIDE_LEFT, sidebar)
|
||||
# Ensure sidebar can be found by shortcut manager if needed
|
||||
sidebar.add_to_group("CSGSideToolkit")
|
||||
|
||||
# Topbar
|
||||
var topbarScene = preload("res://addons/csg_toolkit/scenes/csg_top_toolkit_bar.tscn")
|
||||
topbar = topbarScene.instantiate()
|
||||
add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, topbar)
|
||||
|
||||
# Shortcut Manager
|
||||
shortcut_manager = CsgShortcutManager.new()
|
||||
get_tree().root.add_child(shortcut_manager)
|
||||
shortcut_manager.sidebar = sidebar
|
||||
|
||||
func _exit_tree():
|
||||
remove_custom_type("CSGRepeater3D")
|
||||
remove_custom_type("CSGSpreader3D")
|
||||
undo_manager = null
|
||||
|
||||
remove_autoload_singleton(AUTOLOAD_NAME)
|
||||
|
||||
# Note: ProjectSettings for CSG Toolkit are preserved in project.godot
|
||||
# They can be manually removed from Project Settings if desired
|
||||
|
||||
remove_control_from_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_SIDE_LEFT, sidebar)
|
||||
sidebar.free()
|
||||
remove_control_from_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, topbar)
|
||||
topbar.free()
|
||||
if shortcut_manager and is_instance_valid(shortcut_manager):
|
||||
shortcut_manager.queue_free()
|
||||
1
addons/csg_toolkit/csg_toolkit.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://cmwnf4lkck6mm
|
||||
71
addons/csg_toolkit/demo/demo.tscn
Normal file
@@ -0,0 +1,71 @@
|
||||
[gd_scene format=3 uid="uid://bltlelosbn4ky"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://c68dxahp0v5xg" path="res://addons/csg_toolkit/scripts/csg_repeater_3d.gd" id="1_mnwru"]
|
||||
[ext_resource type="Script" uid="uid://3il6xs7cr7gj" path="res://addons/csg_toolkit/scripts/patterns/noise_pattern.gd" id="2_mnwru"]
|
||||
|
||||
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_i7qq0"]
|
||||
sky_horizon_color = Color(0.66224277, 0.6717428, 0.6867428, 1)
|
||||
ground_horizon_color = Color(0.66224277, 0.6717428, 0.6867428, 1)
|
||||
|
||||
[sub_resource type="Sky" id="Sky_lhy2n"]
|
||||
sky_material = SubResource("ProceduralSkyMaterial_i7qq0")
|
||||
|
||||
[sub_resource type="Environment" id="Environment_mnwru"]
|
||||
background_mode = 2
|
||||
sky = SubResource("Sky_lhy2n")
|
||||
tonemap_mode = 2
|
||||
glow_enabled = true
|
||||
|
||||
[sub_resource type="Resource" id="Resource_fg620"]
|
||||
script = ExtResource("2_mnwru")
|
||||
bounds = Vector3(10, 1, 10)
|
||||
noise_threshold = 0.9
|
||||
noise_frequency = 16.0
|
||||
use_template_size = true
|
||||
metadata/_custom_type_script = "uid://3il6xs7cr7gj"
|
||||
|
||||
[node name="Node" type="Node3D" unique_id=1351203367]
|
||||
|
||||
[node name="WorldEnvironment" type="WorldEnvironment" parent="." unique_id=190667961]
|
||||
environment = SubResource("Environment_mnwru")
|
||||
|
||||
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="." unique_id=656509290]
|
||||
transform = Transform3D(-0.8660254, -0.43301278, 0.25, 0, 0.49999997, 0.86602545, -0.50000006, 0.75, -0.43301266, 0, 0, 0)
|
||||
shadow_enabled = true
|
||||
|
||||
[node name="Camera3D" type="Camera3D" parent="." unique_id=1763227161]
|
||||
transform = Transform3D(-0.93186235, 0, -0.36281216, 0, 1, 0, 0.36281216, 0, -0.9318623, -5.236788, 3.9650297, -6.404826)
|
||||
current = true
|
||||
|
||||
[node name="CSGRepeater3D" type="CSGCombiner3D" parent="." unique_id=873109275]
|
||||
script = ExtResource("1_mnwru")
|
||||
template_node_path = NodePath("CSGCombiner3D2")
|
||||
estimated_instances = 27
|
||||
pattern = SubResource("Resource_fg620")
|
||||
randomize_rotation = false
|
||||
randomize_rot_x = false
|
||||
randomize_rot_y = false
|
||||
randomize_rot_z = false
|
||||
randomize_scale = false
|
||||
scale_variance = 0.15
|
||||
randomize_scale_x = false
|
||||
randomize_scale_y = false
|
||||
randomize_scale_z = false
|
||||
metadata/_custom_type_script = "uid://c68dxahp0v5xg"
|
||||
|
||||
[node name="CSGCombiner3D2" type="CSGCombiner3D" parent="CSGRepeater3D" unique_id=109113911]
|
||||
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|
||||
visible = false
|
||||
|
||||
[node name="CSGBox3D" type="CSGBox3D" parent="CSGRepeater3D/CSGCombiner3D2" unique_id=110356410]
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[node name="CSGBox3D2" type="CSGBox3D" parent="CSGRepeater3D/CSGCombiner3D2/CSGBox3D" unique_id=194604460]
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[node name="CSGBox3D" type="CSGBox3D" parent="CSGRepeater3D/CSGCombiner3D2/CSGBox3D" unique_id=763032662]
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3
addons/csg_toolkit/demo/new_shader_material.tres
Normal file
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|
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|
||||
[resource]
|
||||
BIN
addons/csg_toolkit/demo/red.material
Normal file
7
addons/csg_toolkit/plugin.cfg
Normal file
@@ -0,0 +1,7 @@
|
||||
[plugin]
|
||||
|
||||
name="CSG Toolkit - Enhance Your Blockout Speed"
|
||||
description="Enhance your blockout workflow with the CSG Toolkit. This tool adds quick access buttons to the left toolbar for easy addition of CSG nodes. By pressing SHIFT, you can efficiently add the selected CSG as a child node. The toolkit also automatically preselects operations, streamlining your process. Additionally, shortcuts are available for CSG nodes or children of CSG combiners, further boosting your productivity."
|
||||
author="LuckyTepot"
|
||||
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|
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addons/csg_toolkit/res/demo-image.png
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addons/csg_toolkit/res/icon.png
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|
||||
[node name="MarginContainer" type="MarginContainer" parent="."]
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
theme_override_constants/margin_left = 8
|
||||
theme_override_constants/margin_top = 8
|
||||
theme_override_constants/margin_right = 8
|
||||
theme_override_constants/margin_bottom = 8
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_constants/separation = 8
|
||||
|
||||
[node name="HBoxContainer" type="HBoxContainer" parent="MarginContainer/VBoxContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Label" type="Label" parent="MarginContainer/VBoxContainer/HBoxContainer"]
|
||||
layout_mode = 2
|
||||
text = "Default Behavior"
|
||||
|
||||
[node name="VSeparator" type="VSeparator" parent="MarginContainer/VBoxContainer/HBoxContainer"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_styles/separator = SubResource("StyleBoxEmpty_ng5lh")
|
||||
|
||||
[node name="OptionButton" type="OptionButton" parent="MarginContainer/VBoxContainer/HBoxContainer"]
|
||||
layout_mode = 2
|
||||
selected = 0
|
||||
item_count = 2
|
||||
popup/item_0/text = "Sibling"
|
||||
popup/item_0/id = 0
|
||||
popup/item_1/text = "Child"
|
||||
popup/item_1/id = 1
|
||||
|
||||
[node name="HBoxContainer2" type="HBoxContainer" parent="MarginContainer/VBoxContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Label" type="Label" parent="MarginContainer/VBoxContainer/HBoxContainer2"]
|
||||
layout_mode = 2
|
||||
text = "Action Key"
|
||||
|
||||
[node name="VSeparator" type="VSeparator" parent="MarginContainer/VBoxContainer/HBoxContainer2"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_styles/separator = SubResource("StyleBoxEmpty_ng5lh")
|
||||
|
||||
[node name="Button" type="Button" parent="MarginContainer/VBoxContainer/HBoxContainer2"]
|
||||
layout_mode = 2
|
||||
text = "Shift"
|
||||
|
||||
[node name="HBoxContainer4" type="HBoxContainer" parent="MarginContainer/VBoxContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Label" type="Label" parent="MarginContainer/VBoxContainer/HBoxContainer4"]
|
||||
layout_mode = 2
|
||||
text = "Behvaior Toggle"
|
||||
|
||||
[node name="VSeparator" type="VSeparator" parent="MarginContainer/VBoxContainer/HBoxContainer4"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_styles/separator = SubResource("StyleBoxEmpty_ng5lh")
|
||||
|
||||
[node name="Button" type="Button" parent="MarginContainer/VBoxContainer/HBoxContainer4"]
|
||||
layout_mode = 2
|
||||
text = "Shift"
|
||||
|
||||
[node name="HBoxContainer3" type="HBoxContainer" parent="MarginContainer/VBoxContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Label" type="Label" parent="MarginContainer/VBoxContainer/HBoxContainer3"]
|
||||
layout_mode = 2
|
||||
text = "Auto Hide"
|
||||
|
||||
[node name="VSeparator" type="VSeparator" parent="MarginContainer/VBoxContainer/HBoxContainer3"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_styles/separator = SubResource("StyleBoxEmpty_ng5lh")
|
||||
|
||||
[node name="CheckButton" type="CheckBox" parent="MarginContainer/VBoxContainer/HBoxContainer3"]
|
||||
layout_mode = 2
|
||||
button_pressed = true
|
||||
|
||||
[node name="HSeparator" type="HSeparator" parent="MarginContainer/VBoxContainer"]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
theme_override_styles/separator = SubResource("StyleBoxEmpty_vj6tm")
|
||||
|
||||
[node name="Save" type="Button" parent="MarginContainer/VBoxContainer"]
|
||||
layout_mode = 2
|
||||
text = "Save"
|
||||
|
||||
[node name="HSeparator2" type="HSeparator" parent="MarginContainer/VBoxContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Ko-Fi" type="LinkButton" parent="MarginContainer/VBoxContainer"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 4
|
||||
text = "Support me on Ko-Fi"
|
||||
underline = 1
|
||||
uri = "https://ko-fi.com/luckyteapot"
|
||||
|
||||
[connection signal="item_selected" from="MarginContainer/VBoxContainer/HBoxContainer/OptionButton" to="." method="_on_option_button_item_selected"]
|
||||
[connection signal="pressed" from="MarginContainer/VBoxContainer/HBoxContainer2/Button" to="." method="_on_button_pressed"]
|
||||
[connection signal="pressed" from="MarginContainer/VBoxContainer/HBoxContainer4/Button" to="." method="_on_second_button_pressed"]
|
||||
[connection signal="toggled" from="MarginContainer/VBoxContainer/HBoxContainer3/CheckButton" to="." method="_on_check_box_toggled"]
|
||||
[connection signal="pressed" from="MarginContainer/VBoxContainer/Save" to="." method="_on_save_pressed"]
|
||||
20
addons/csg_toolkit/scenes/csg_quick_actions.tscn
Normal file
@@ -0,0 +1,20 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://dhpjubljm0tf0"]
|
||||
|
||||
[ext_resource type="Texture2D" uid="uid://cjxx30pcamj36" path="res://addons/csg_toolkit/res/icons/box.svg" id="1_n1dqv"]
|
||||
|
||||
[node name="CsgQuickActions" type="Control"]
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="CenterContainer" type="CenterContainer" parent="."]
|
||||
layout_mode = 0
|
||||
offset_right = 40.0
|
||||
offset_bottom = 40.0
|
||||
|
||||
[node name="Box" type="TextureButton" parent="CenterContainer"]
|
||||
layout_mode = 2
|
||||
texture_normal = ExtResource("1_n1dqv")
|
||||
179
addons/csg_toolkit/scenes/csg_side_toolkit_bar.tscn
Normal file
@@ -0,0 +1,179 @@
|
||||
[gd_scene load_steps=15 format=3 uid="uid://cdjxmp0p1bbup"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://dr5f1egll7hdq" path="res://addons/csg_toolkit/scripts/csg_side_toolkit_bar.gd" id="1_awo4p"]
|
||||
[ext_resource type="Texture2D" uid="uid://cjxx30pcamj36" path="res://addons/csg_toolkit/res/icons/box.svg" id="2_p4f7r"]
|
||||
[ext_resource type="Texture2D" uid="uid://dioxt3oaqvsi3" path="res://addons/csg_toolkit/res/icons/cyliner.svg" id="3_j7s68"]
|
||||
[ext_resource type="Texture2D" uid="uid://bnpu878eanspj" path="res://addons/csg_toolkit/res/icons/mesh.svg" id="4_328ee"]
|
||||
[ext_resource type="Texture2D" uid="uid://cjps2pofcsfc0" path="res://addons/csg_toolkit/res/icons/polygon.svg" id="5_0os5t"]
|
||||
[ext_resource type="Texture2D" uid="uid://kpld1ou63wlf" path="res://addons/csg_toolkit/res/icons/sphere.svg" id="6_ju1pi"]
|
||||
[ext_resource type="Texture2D" uid="uid://gbgmyv4bknqo" path="res://addons/csg_toolkit/res/icons/torus.svg" id="7_6hoxg"]
|
||||
[ext_resource type="Texture2D" uid="uid://sc7itwu80oi3" path="res://addons/csg_toolkit/res/icons/union.svg" id="8_gmt87"]
|
||||
[ext_resource type="Texture2D" uid="uid://2kohi3tb3c70" path="res://addons/csg_toolkit/res/icons/intersection.svg" id="9_55ipi"]
|
||||
[ext_resource type="Texture2D" uid="uid://snbhkpq6sh4j" path="res://addons/csg_toolkit/res/icons/subtraction.svg" id="10_8u5xb"]
|
||||
[ext_resource type="Texture2D" uid="uid://cg5jbylrlg00x" path="res://addons/csg_toolkit/res/icons/empty-material.svg" id="11_ten1m"]
|
||||
[ext_resource type="Texture2D" uid="uid://clgooji83dl4u" path="res://addons/csg_toolkit/res/icons/config.svg" id="12_3gawg"]
|
||||
|
||||
[sub_resource type="ButtonGroup" id="ButtonGroup_2ipgb"]
|
||||
|
||||
[sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_ixko7"]
|
||||
|
||||
[node name="MarginContainer" type="MarginContainer"]
|
||||
visible = false
|
||||
custom_minimum_size = Vector2(52, 0)
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
offset_right = -2.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
theme_override_constants/margin_top = 8
|
||||
theme_override_constants/margin_bottom = 8
|
||||
script = ExtResource("1_awo4p")
|
||||
|
||||
[node name="ScrollContainer" type="ScrollContainer" parent="."]
|
||||
layout_mode = 2
|
||||
horizontal_scroll_mode = 0
|
||||
|
||||
[node name="HBoxContainer" type="VBoxContainer" parent="ScrollContainer"]
|
||||
custom_minimum_size = Vector2(0, 120)
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 6
|
||||
size_flags_vertical = 3
|
||||
theme_override_constants/separation = 16
|
||||
alignment = 1
|
||||
|
||||
[node name="CSG" type="VBoxContainer" parent="ScrollContainer/HBoxContainer"]
|
||||
layout_mode = 2
|
||||
alignment = 1
|
||||
|
||||
[node name="Box" type="Button" parent="ScrollContainer/HBoxContainer/CSG"]
|
||||
custom_minimum_size = Vector2(42, 42)
|
||||
layout_mode = 2
|
||||
tooltip_text = "Box"
|
||||
icon = ExtResource("2_p4f7r")
|
||||
icon_alignment = 1
|
||||
expand_icon = true
|
||||
|
||||
[node name="Cylinder" type="Button" parent="ScrollContainer/HBoxContainer/CSG"]
|
||||
custom_minimum_size = Vector2(42, 42)
|
||||
layout_mode = 2
|
||||
tooltip_text = "Cylinder"
|
||||
theme_override_constants/icon_max_width = 24
|
||||
icon = ExtResource("3_j7s68")
|
||||
icon_alignment = 1
|
||||
expand_icon = true
|
||||
|
||||
[node name="Mesh" type="Button" parent="ScrollContainer/HBoxContainer/CSG"]
|
||||
custom_minimum_size = Vector2(42, 42)
|
||||
layout_mode = 2
|
||||
tooltip_text = "Mesh"
|
||||
theme_override_constants/icon_max_width = 24
|
||||
icon = ExtResource("4_328ee")
|
||||
icon_alignment = 1
|
||||
expand_icon = true
|
||||
|
||||
[node name="Polygon" type="Button" parent="ScrollContainer/HBoxContainer/CSG"]
|
||||
custom_minimum_size = Vector2(42, 42)
|
||||
layout_mode = 2
|
||||
tooltip_text = "Polygon"
|
||||
theme_override_constants/icon_max_width = 24
|
||||
icon = ExtResource("5_0os5t")
|
||||
icon_alignment = 1
|
||||
expand_icon = true
|
||||
|
||||
[node name="Sphere" type="Button" parent="ScrollContainer/HBoxContainer/CSG"]
|
||||
custom_minimum_size = Vector2(42, 42)
|
||||
layout_mode = 2
|
||||
tooltip_text = "Sphere"
|
||||
theme_override_constants/icon_max_width = 24
|
||||
icon = ExtResource("6_ju1pi")
|
||||
icon_alignment = 1
|
||||
expand_icon = true
|
||||
|
||||
[node name="Torus" type="Button" parent="ScrollContainer/HBoxContainer/CSG"]
|
||||
custom_minimum_size = Vector2(42, 42)
|
||||
layout_mode = 2
|
||||
tooltip_text = "Torus"
|
||||
theme_override_constants/icon_max_width = 24
|
||||
icon = ExtResource("7_6hoxg")
|
||||
icon_alignment = 1
|
||||
expand_icon = true
|
||||
|
||||
[node name="Operation" type="VBoxContainer" parent="ScrollContainer/HBoxContainer"]
|
||||
layout_mode = 2
|
||||
alignment = 1
|
||||
|
||||
[node name="Union" type="Button" parent="ScrollContainer/HBoxContainer/Operation"]
|
||||
custom_minimum_size = Vector2(42, 42)
|
||||
layout_mode = 2
|
||||
tooltip_text = "Union"
|
||||
theme_override_constants/icon_max_width = 24
|
||||
toggle_mode = true
|
||||
button_group = SubResource("ButtonGroup_2ipgb")
|
||||
icon = ExtResource("8_gmt87")
|
||||
icon_alignment = 1
|
||||
expand_icon = true
|
||||
|
||||
[node name="Intersection" type="Button" parent="ScrollContainer/HBoxContainer/Operation"]
|
||||
custom_minimum_size = Vector2(42, 42)
|
||||
layout_mode = 2
|
||||
tooltip_text = "Intersection"
|
||||
theme_override_constants/icon_max_width = 24
|
||||
toggle_mode = true
|
||||
button_group = SubResource("ButtonGroup_2ipgb")
|
||||
icon = ExtResource("9_55ipi")
|
||||
icon_alignment = 1
|
||||
expand_icon = true
|
||||
|
||||
[node name="Subtraction" type="Button" parent="ScrollContainer/HBoxContainer/Operation"]
|
||||
custom_minimum_size = Vector2(42, 42)
|
||||
layout_mode = 2
|
||||
tooltip_text = "Subtraction"
|
||||
theme_override_constants/icon_max_width = 24
|
||||
toggle_mode = true
|
||||
button_group = SubResource("ButtonGroup_2ipgb")
|
||||
icon = ExtResource("10_8u5xb")
|
||||
icon_alignment = 1
|
||||
expand_icon = true
|
||||
|
||||
[node name="Material" type="VBoxContainer" parent="ScrollContainer/HBoxContainer"]
|
||||
layout_mode = 2
|
||||
alignment = 1
|
||||
|
||||
[node name="MaterialPicker" type="Button" parent="ScrollContainer/HBoxContainer/Material"]
|
||||
custom_minimum_size = Vector2(42, 42)
|
||||
layout_mode = 2
|
||||
tooltip_text = "Material"
|
||||
icon = ExtResource("11_ten1m")
|
||||
icon_alignment = 1
|
||||
expand_icon = true
|
||||
|
||||
[node name="HSeparator" type="HSeparator" parent="ScrollContainer/HBoxContainer"]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
theme_override_styles/separator = SubResource("StyleBoxEmpty_ixko7")
|
||||
|
||||
[node name="Options" type="VBoxContainer" parent="ScrollContainer/HBoxContainer"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 4
|
||||
alignment = 1
|
||||
|
||||
[node name="Config" type="Button" parent="ScrollContainer/HBoxContainer/Options"]
|
||||
custom_minimum_size = Vector2(42, 42)
|
||||
layout_mode = 2
|
||||
tooltip_text = "Config"
|
||||
theme_override_constants/icon_max_width = 24
|
||||
icon = ExtResource("12_3gawg")
|
||||
icon_alignment = 1
|
||||
|
||||
[connection signal="pressed" from="ScrollContainer/HBoxContainer/CSG/Box" to="." method="_on_box_pressed"]
|
||||
[connection signal="pressed" from="ScrollContainer/HBoxContainer/CSG/Cylinder" to="." method="_on_cylinder_pressed"]
|
||||
[connection signal="pressed" from="ScrollContainer/HBoxContainer/CSG/Mesh" to="." method="_on_mesh_pressed"]
|
||||
[connection signal="pressed" from="ScrollContainer/HBoxContainer/CSG/Polygon" to="." method="_on_polygon_pressed"]
|
||||
[connection signal="pressed" from="ScrollContainer/HBoxContainer/CSG/Sphere" to="." method="_on_sphere_pressed"]
|
||||
[connection signal="pressed" from="ScrollContainer/HBoxContainer/CSG/Torus" to="." method="_on_torus_pressed"]
|
||||
[connection signal="pressed" from="ScrollContainer/HBoxContainer/Operation/Union" to="." method="_on_operation_pressed" binds= [0]]
|
||||
[connection signal="pressed" from="ScrollContainer/HBoxContainer/Operation/Intersection" to="." method="_on_operation_pressed" binds= [1]]
|
||||
[connection signal="pressed" from="ScrollContainer/HBoxContainer/Operation/Subtraction" to="." method="_on_operation_pressed" binds= [2]]
|
||||
[connection signal="pressed" from="ScrollContainer/HBoxContainer/Material/MaterialPicker" to="." method="_on_material_picker_pressed"]
|
||||
[connection signal="pressed" from="ScrollContainer/HBoxContainer/Options/Config" to="." method="_on_config_pressed"]
|
||||
16
addons/csg_toolkit/scenes/csg_top_toolkit_bar.tscn
Normal file
@@ -0,0 +1,16 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://dgldacs362p7g"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://dk6dt8fk1s43s" path="res://addons/csg_toolkit/scripts/csg_top_toolkit_bar.gd" id="1_154hl"]
|
||||
|
||||
[node name="HBoxContainer" type="HBoxContainer"]
|
||||
visible = false
|
||||
offset_right = 40.0
|
||||
offset_bottom = 40.0
|
||||
script = ExtResource("1_154hl")
|
||||
|
||||
[node name="Refresh" type="Button" parent="."]
|
||||
layout_mode = 2
|
||||
text = "Refresh"
|
||||
flat = true
|
||||
|
||||
[connection signal="pressed" from="Refresh" to="." method="_on_refresh_pressed"]
|
||||
5
addons/csg_toolkit/scenes/demo.tscn
Normal file
@@ -0,0 +1,5 @@
|
||||
[gd_scene format=3 uid="uid://b6adrnqobv5fi"]
|
||||
|
||||
[node name="Demo" type="Node3D"]
|
||||
|
||||
[node name="CSGBox3D" type="CSGBox3D" parent="."]
|
||||
46
addons/csg_toolkit/scripts/config_window.gd
Normal file
@@ -0,0 +1,46 @@
|
||||
@tool
|
||||
extends Window
|
||||
|
||||
@onready var config: CsgTkConfig:
|
||||
get: return get_tree().root.get_node(CsgToolkit.AUTOLOAD_NAME) as CsgTkConfig
|
||||
|
||||
@onready var default_behavior_option: OptionButton = $MarginContainer/VBoxContainer/HBoxContainer/OptionButton
|
||||
@onready var action_key_button: Button = $MarginContainer/VBoxContainer/HBoxContainer2/Button
|
||||
@onready var behvaior_toogle_button: Button = $MarginContainer/VBoxContainer/HBoxContainer4/Button
|
||||
@onready var auto_hide_switch: CheckBox = $MarginContainer/VBoxContainer/HBoxContainer3/CheckButton
|
||||
|
||||
signal key_press(key: InputEventKey)
|
||||
|
||||
func _ready():
|
||||
default_behavior_option.select(config.default_behavior)
|
||||
action_key_button.text = OS.get_keycode_string(config.action_key)
|
||||
behvaior_toogle_button.text = OS.get_keycode_string(config.secondary_action_key)
|
||||
auto_hide_switch.button_pressed = config.auto_hide
|
||||
|
||||
func _on_option_button_item_selected(index):
|
||||
match index:
|
||||
0: config.default_behavior = CsgTkConfig.CSGBehavior.SIBLING
|
||||
1: config.default_behavior = CsgTkConfig.CSGBehavior.CHILD
|
||||
|
||||
func _unhandled_input(event):
|
||||
if event is InputEventKey:
|
||||
if event.pressed:
|
||||
key_press.emit(event)
|
||||
|
||||
func _on_save_pressed():
|
||||
config.save_config()
|
||||
hide()
|
||||
|
||||
func _on_button_pressed():
|
||||
var key_event: InputEventKey = await key_press
|
||||
config.action_key = key_event.keycode
|
||||
action_key_button.text = key_event.as_text_key_label()
|
||||
|
||||
func _on_second_button_pressed():
|
||||
var key_event: InputEventKey = await key_press
|
||||
config.secondary_action_key = key_event.keycode
|
||||
behvaior_toogle_button.text = key_event.as_text_key_label()
|
||||
|
||||
|
||||
func _on_check_box_toggled(toggled_on):
|
||||
config.auto_hide = toggled_on
|
||||
1
addons/csg_toolkit/scripts/config_window.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://b7isqiq2asnu6
|
||||
522
addons/csg_toolkit/scripts/csg_repeater_3d.gd
Normal file
@@ -0,0 +1,522 @@
|
||||
@tool
|
||||
class_name CSGRepeater3D extends CSGCombiner3D
|
||||
|
||||
# NOTE: Registered as custom type in plugin (csg_toolkit.gd) inheriting CSGCombiner3D.
|
||||
# Ensure pattern resource scripts are loaded (Godot should handle via class_name, but we force references for safety):
|
||||
const _REF_GRID = preload("res://addons/csg_toolkit/scripts/patterns/grid_pattern.gd") # ensure subclass scripts loaded
|
||||
const _REF_CIRC = preload("res://addons/csg_toolkit/scripts/patterns/circular_pattern.gd")
|
||||
const _REF_SPIRAL = preload("res://addons/csg_toolkit/scripts/patterns/spiral_pattern.gd")
|
||||
const _REF_NOISE = preload("res://addons/csg_toolkit/scripts/patterns/noise_pattern.gd")
|
||||
|
||||
const REPEATER_NODE_META = "REPEATED_NODE_META"
|
||||
const MAX_INSTANCES = 20000
|
||||
|
||||
var _dirty: bool = false
|
||||
var _template_node_path: NodePath
|
||||
@export var template_node_path: NodePath:
|
||||
get: return _template_node_path
|
||||
set(value):
|
||||
_template_node_path = value
|
||||
_mark_dirty()
|
||||
|
||||
var _template_node_scene: PackedScene
|
||||
@export var template_node_scene: PackedScene:
|
||||
get: return _template_node_scene
|
||||
set(value):
|
||||
_template_node_scene = value
|
||||
_mark_dirty()
|
||||
|
||||
var _hide_template: bool = true
|
||||
@export var hide_template: bool = true:
|
||||
get: return _hide_template
|
||||
set(value):
|
||||
_hide_template = value
|
||||
_update_template_visibility()
|
||||
|
||||
## repeat & spacing removed (migrated into pattern resources)
|
||||
|
||||
@export_group("Pattern Options")
|
||||
# A single exported pattern resource (`pattern`) defines generation behavior.
|
||||
|
||||
|
||||
@export_group("Variation Options")
|
||||
# Rotation variation properties now managed via custom property list for collapsible enable group.
|
||||
var _randomize_rotation: bool = false
|
||||
var randomize_rotation: bool:
|
||||
get: return _randomize_rotation
|
||||
set(value):
|
||||
_randomize_rotation = value
|
||||
_mark_dirty()
|
||||
notify_property_list_changed()
|
||||
|
||||
var _randomize_rot_x: bool = false
|
||||
var randomize_rot_x: bool:
|
||||
get: return _randomize_rot_x
|
||||
set(value):
|
||||
_randomize_rot_x = value
|
||||
if _randomize_rotation: _mark_dirty()
|
||||
notify_property_list_changed()
|
||||
|
||||
var _randomize_rot_y: bool = false
|
||||
var randomize_rot_y: bool:
|
||||
get: return _randomize_rot_y
|
||||
set(value):
|
||||
_randomize_rot_y = value
|
||||
if _randomize_rotation: _mark_dirty()
|
||||
notify_property_list_changed()
|
||||
|
||||
var _randomize_rot_z: bool = false
|
||||
var randomize_rot_z: bool:
|
||||
get: return _randomize_rot_z
|
||||
set(value):
|
||||
_randomize_rot_z = value
|
||||
if _randomize_rotation: _mark_dirty()
|
||||
notify_property_list_changed()
|
||||
|
||||
# Per-axis rotation variance in degrees (0 = full 0..360 random for that axis; >0 jitters around original)
|
||||
var _rotation_variance_x_deg: float = 0.0
|
||||
var rotation_variance_x_deg: float:
|
||||
get: return _rotation_variance_x_deg
|
||||
set(value):
|
||||
_rotation_variance_x_deg = clamp(value, 0.0, 360.0)
|
||||
if _randomize_rotation and _randomize_rot_x: _mark_dirty()
|
||||
|
||||
var _rotation_variance_y_deg: float = 0.0
|
||||
var rotation_variance_y_deg: float:
|
||||
get: return _rotation_variance_y_deg
|
||||
set(value):
|
||||
_rotation_variance_y_deg = clamp(value, 0.0, 360.0)
|
||||
if _randomize_rotation and _randomize_rot_y: _mark_dirty()
|
||||
|
||||
var _rotation_variance_z_deg: float = 0.0
|
||||
var rotation_variance_z_deg: float:
|
||||
get: return _rotation_variance_z_deg
|
||||
set(value):
|
||||
_rotation_variance_z_deg = clamp(value, 0.0, 360.0)
|
||||
if _randomize_rotation and _randomize_rot_z: _mark_dirty()
|
||||
|
||||
var _randomize_scale: bool = false
|
||||
var randomize_scale: bool:
|
||||
get: return _randomize_scale
|
||||
set(value):
|
||||
_randomize_scale = value
|
||||
_mark_dirty()
|
||||
notify_property_list_changed()
|
||||
|
||||
var _scale_variance: float = 0.0
|
||||
var scale_variance: float:
|
||||
get: return _scale_variance
|
||||
set(value):
|
||||
_scale_variance = clamp(value, 0.0, 1.0)
|
||||
if _randomize_scale:
|
||||
_mark_dirty()
|
||||
|
||||
# Per-axis scale variance (if zero => use global variance when axis toggle active)
|
||||
var _scale_variance_x: float = 0.0
|
||||
var scale_variance_x: float:
|
||||
get: return _scale_variance_x
|
||||
set(value):
|
||||
_scale_variance_x = clamp(value, 0.0, 1.0)
|
||||
if _randomize_scale and _randomize_scale_x: _mark_dirty()
|
||||
|
||||
var _scale_variance_y: float = 0.0
|
||||
var scale_variance_y: float:
|
||||
get: return _scale_variance_y
|
||||
set(value):
|
||||
_scale_variance_y = clamp(value, 0.0, 1.0)
|
||||
if _randomize_scale and _randomize_scale_y: _mark_dirty()
|
||||
|
||||
var _scale_variance_z: float = 0.0
|
||||
var scale_variance_z: float:
|
||||
get: return _scale_variance_z
|
||||
set(value):
|
||||
_scale_variance_z = clamp(value, 0.0, 1.0)
|
||||
if _randomize_scale and _randomize_scale_z: _mark_dirty()
|
||||
|
||||
# Per-axis scale randomization toggles (optional – if none enabled acts as uniform variance on all axes)
|
||||
var _randomize_scale_x: bool = false
|
||||
var randomize_scale_x: bool:
|
||||
get: return _randomize_scale_x
|
||||
set(value):
|
||||
_randomize_scale_x = value
|
||||
if _randomize_scale: _mark_dirty()
|
||||
notify_property_list_changed()
|
||||
|
||||
var _randomize_scale_y: bool = false
|
||||
var randomize_scale_y: bool:
|
||||
get: return _randomize_scale_y
|
||||
set(value):
|
||||
_randomize_scale_y = value
|
||||
if _randomize_scale: _mark_dirty()
|
||||
notify_property_list_changed()
|
||||
|
||||
var _randomize_scale_z: bool = false
|
||||
var randomize_scale_z: bool:
|
||||
get: return _randomize_scale_z
|
||||
set(value):
|
||||
_randomize_scale_z = value
|
||||
if _randomize_scale: _mark_dirty()
|
||||
notify_property_list_changed()
|
||||
|
||||
var _position_jitter: float = 0.0
|
||||
@export var position_jitter: float = 0.0:
|
||||
get: return _position_jitter
|
||||
set(value):
|
||||
_position_jitter = max(0.0, value)
|
||||
_mark_dirty()
|
||||
|
||||
var _random_seed: int = 0
|
||||
@export var random_seed: int = 0:
|
||||
get: return _random_seed
|
||||
set(value):
|
||||
_random_seed = value
|
||||
_mark_dirty()
|
||||
|
||||
# Estimated instance count (read-only in inspector; updated internally)
|
||||
@export var estimated_instances: int = 0
|
||||
|
||||
var rng: RandomNumberGenerator
|
||||
var _generation_in_progress := false
|
||||
var _pattern: CSGPattern
|
||||
@export var pattern: CSGPattern:
|
||||
get: return _pattern
|
||||
set(value):
|
||||
if value == _pattern:
|
||||
return
|
||||
# Reject non-CSGPattern resources
|
||||
if value != null and not (value is CSGPattern):
|
||||
push_warning("Assigned pattern is not a CSGPattern-derived resource; ignoring.")
|
||||
return
|
||||
# Prevent assigning the abstract base directly (must use subclass)
|
||||
if value != null and value.get_class() == "CSGPattern":
|
||||
push_warning("Cannot assign base CSGPattern directly. Please use a concrete pattern (Grid, Circular, Spiral...).")
|
||||
return
|
||||
# Disconnect old
|
||||
if _pattern and _pattern.is_connected("changed", Callable(self, "_on_pattern_changed")):
|
||||
_pattern.disconnect("changed", Callable(self, "_on_pattern_changed"))
|
||||
_pattern = value
|
||||
if _pattern and not _pattern.is_connected("changed", Callable(self, "_on_pattern_changed")):
|
||||
_pattern.connect("changed", Callable(self, "_on_pattern_changed"))
|
||||
_mark_dirty()
|
||||
|
||||
func _ready():
|
||||
rng = RandomNumberGenerator.new()
|
||||
# Provide a default pattern if none assigned (through setter for signal wiring).
|
||||
if pattern == null:
|
||||
pattern = CSGGridPattern.new()
|
||||
_mark_dirty()
|
||||
# Generate instances in-game on ready
|
||||
if not Engine.is_editor_hint():
|
||||
call_deferred("repeat_template")
|
||||
|
||||
func _on_pattern_changed():
|
||||
# Called when the assigned pattern resource's exported properties are edited in inspector.
|
||||
_mark_dirty()
|
||||
|
||||
func _process(_delta):
|
||||
if not Engine.is_editor_hint(): return
|
||||
if _dirty and not _generation_in_progress:
|
||||
_dirty = false
|
||||
call_deferred("repeat_template")
|
||||
|
||||
func _exit_tree():
|
||||
# Clean up any remaining repeated nodes
|
||||
clear_children()
|
||||
|
||||
func _mark_dirty():
|
||||
_dirty = true
|
||||
|
||||
func _update_template_visibility():
|
||||
if not is_inside_tree():
|
||||
return
|
||||
var template_node = get_node_or_null(template_node_path)
|
||||
if template_node and template_node is Node3D:
|
||||
template_node.visible = not _hide_template
|
||||
|
||||
func clear_children():
|
||||
# Clear existing children except the template node
|
||||
var children_to_remove = []
|
||||
for child in get_children(true):
|
||||
if child.has_meta(REPEATER_NODE_META):
|
||||
children_to_remove.append(child)
|
||||
# Remove children immediately for better performance
|
||||
for child in children_to_remove:
|
||||
remove_child(child)
|
||||
child.queue_free()
|
||||
|
||||
func repeat_template():
|
||||
if _generation_in_progress:
|
||||
return
|
||||
_generation_in_progress = true
|
||||
clear_children()
|
||||
|
||||
var template_node = get_node_or_null(template_node_path)
|
||||
var using_scene = false
|
||||
# Determine template source
|
||||
if not template_node:
|
||||
if not template_node_scene or not template_node_scene.can_instantiate():
|
||||
_generation_in_progress = false
|
||||
return
|
||||
template_node = template_node_scene.instantiate()
|
||||
using_scene = true
|
||||
add_child(template_node)
|
||||
|
||||
# Use pattern estimation for cap check
|
||||
var template_size := _get_template_size(template_node)
|
||||
var ctx_cap := {"template_size": template_size, "rng": rng, "position_jitter": _position_jitter}
|
||||
var estimate := 0
|
||||
if pattern:
|
||||
estimate = pattern.get_estimated_count(ctx_cap)
|
||||
if estimate <= 1:
|
||||
if using_scene:
|
||||
remove_child(template_node)
|
||||
template_node.queue_free()
|
||||
_generation_in_progress = false
|
||||
return
|
||||
if estimate > MAX_INSTANCES:
|
||||
push_warning("CSGRepeater3D: Estimated count %s exceeds cap %s. Aborting generation." % [estimate, MAX_INSTANCES])
|
||||
_generation_in_progress = false
|
||||
return
|
||||
|
||||
rng.seed = _random_seed
|
||||
# template_size already computed earlier (template_size variable)
|
||||
var positions = _generate_positions(template_size)
|
||||
estimated_instances = positions.size() - 1
|
||||
|
||||
for i in range(positions.size()):
|
||||
var position = positions[i]
|
||||
if i == 0 and position.is_zero_approx():
|
||||
continue
|
||||
var instance = template_node.duplicate()
|
||||
if instance == null:
|
||||
continue
|
||||
instance.set_meta(REPEATER_NODE_META, true)
|
||||
instance.transform.origin = position
|
||||
# Ensure instance is visible regardless of template visibility
|
||||
if instance is Node3D:
|
||||
instance.visible = true
|
||||
_apply_variations(instance)
|
||||
add_child(instance)
|
||||
|
||||
if using_scene:
|
||||
remove_child(template_node)
|
||||
template_node.queue_free()
|
||||
else:
|
||||
_update_template_visibility()
|
||||
_generation_in_progress = false
|
||||
|
||||
func _generate_positions(template_size: Vector3) -> Array:
|
||||
var ctx: Dictionary = {"template_size": template_size, "rng": rng, "position_jitter": _position_jitter}
|
||||
if pattern == null:
|
||||
return []
|
||||
return pattern.generate(ctx)
|
||||
|
||||
|
||||
# -- Geometry-based spacing helpers -------------------------------------------------
|
||||
|
||||
func _get_template_size(template_node: Node) -> Vector3:
|
||||
if template_node == null or not (template_node is Node3D):
|
||||
return Vector3.ONE
|
||||
var aabb := _get_combined_aabb(template_node)
|
||||
var size: Vector3 = aabb.size
|
||||
if size.x <= 0.0001: size.x = 1.0
|
||||
if size.y <= 0.0001: size.y = 1.0
|
||||
if size.z <= 0.0001: size.z = 1.0
|
||||
return size
|
||||
|
||||
func _get_combined_aabb(node: Node) -> AABB:
|
||||
var found := false
|
||||
var combined := AABB()
|
||||
if node is Node3D and node.has_method("get_aabb"):
|
||||
var aabb = node.get_aabb()
|
||||
combined = aabb
|
||||
found = true
|
||||
for child in node.get_children():
|
||||
if child is Node3D:
|
||||
var child_aabb = _get_combined_aabb(child)
|
||||
if child_aabb.size != Vector3.ZERO:
|
||||
if not found:
|
||||
combined = child_aabb
|
||||
found = true
|
||||
else:
|
||||
combined = combined.merge(child_aabb)
|
||||
return combined if found else AABB(Vector3.ZERO, Vector3.ZERO)
|
||||
|
||||
func _apply_material_recursive(node: Node, material: Material):
|
||||
if node is CSGShape3D:
|
||||
node.material_override = material
|
||||
for child in node.get_children():
|
||||
_apply_material_recursive(child, material)
|
||||
|
||||
|
||||
func _apply_variations(instance: Node3D):
|
||||
if _randomize_rotation:
|
||||
var final_rot := instance.rotation
|
||||
if _randomize_rot_x:
|
||||
if _rotation_variance_x_deg > 0.0:
|
||||
final_rot.x += rng.randf_range(-deg_to_rad(_rotation_variance_x_deg), deg_to_rad(_rotation_variance_x_deg))
|
||||
else:
|
||||
final_rot.x = rng.randf() * TAU
|
||||
if _randomize_rot_y:
|
||||
if _rotation_variance_y_deg > 0.0:
|
||||
final_rot.y += rng.randf_range(-deg_to_rad(_rotation_variance_y_deg), deg_to_rad(_rotation_variance_y_deg))
|
||||
else:
|
||||
final_rot.y = rng.randf() * TAU
|
||||
if _randomize_rot_z:
|
||||
if _rotation_variance_z_deg > 0.0:
|
||||
final_rot.z += rng.randf_range(-deg_to_rad(_rotation_variance_z_deg), deg_to_rad(_rotation_variance_z_deg))
|
||||
else:
|
||||
final_rot.z = rng.randf() * TAU
|
||||
instance.rotation = final_rot
|
||||
if _randomize_scale:
|
||||
# If any axis toggles are on, apply independent variance per axis; else uniform.
|
||||
var use_axes = _randomize_scale_x or _randomize_scale_y or _randomize_scale_z
|
||||
if use_axes:
|
||||
var sx = instance.scale.x
|
||||
var sy = instance.scale.y
|
||||
var sz = instance.scale.z
|
||||
if _randomize_scale_x:
|
||||
var vx = (_scale_variance_x if _scale_variance_x > 0.0 else _scale_variance)
|
||||
sx *= max(0.1, 1.0 + rng.randf_range(-vx, vx))
|
||||
if _randomize_scale_y:
|
||||
var vy = (_scale_variance_y if _scale_variance_y > 0.0 else _scale_variance)
|
||||
sy *= max(0.1, 1.0 + rng.randf_range(-vy, vy))
|
||||
if _randomize_scale_z:
|
||||
var vz = (_scale_variance_z if _scale_variance_z > 0.0 else _scale_variance)
|
||||
sz *= max(0.1, 1.0 + rng.randf_range(-vz, vz))
|
||||
instance.scale = Vector3(sx, sy, sz)
|
||||
else:
|
||||
var scale_factor = max(0.1, 1.0 + rng.randf_range(-_scale_variance, _scale_variance))
|
||||
instance.scale *= scale_factor
|
||||
|
||||
func regenerate():
|
||||
_mark_dirty()
|
||||
|
||||
# -- Custom property list (Godot 4.5 group enable support) -------------------------
|
||||
func _get_property_list() -> Array:
|
||||
var props: Array = []
|
||||
|
||||
# Keep default exported properties (engine already exposes them). Only inject
|
||||
# the rotation variation cluster with group enable + subgroup organization.
|
||||
|
||||
# Group header for random rotation feature.
|
||||
# Variation Options parent group
|
||||
props.append({
|
||||
"name": "Variation Options",
|
||||
"type": TYPE_NIL,
|
||||
"usage": PROPERTY_USAGE_GROUP
|
||||
})
|
||||
# Rotation subgroup under Variation Options
|
||||
props.append({
|
||||
"name": "Rotation Randomization",
|
||||
"type": TYPE_NIL,
|
||||
"usage": PROPERTY_USAGE_SUBGROUP
|
||||
})
|
||||
# Enabling checkbox on group header via PROPERTY_HINT_GROUP_ENABLE.
|
||||
props.append({
|
||||
"name": "randomize_rotation",
|
||||
"type": TYPE_BOOL,
|
||||
"usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR,
|
||||
"hint": PROPERTY_HINT_GROUP_ENABLE
|
||||
})
|
||||
# Per-axis random toggles
|
||||
props.append(_prop_bool("randomize_rot_x"))
|
||||
if _randomize_rotation and _randomize_rot_x:
|
||||
props.append({
|
||||
"name": "rotation_variance_x_deg",
|
||||
"type": TYPE_FLOAT,
|
||||
"hint": PROPERTY_HINT_RANGE,
|
||||
"hint_string": "0,360,0.1,degrees",
|
||||
"usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR
|
||||
})
|
||||
props.append(_prop_bool("randomize_rot_y"))
|
||||
if _randomize_rotation and _randomize_rot_y:
|
||||
props.append({
|
||||
"name": "rotation_variance_y_deg",
|
||||
"type": TYPE_FLOAT,
|
||||
"hint": PROPERTY_HINT_RANGE,
|
||||
"hint_string": "0,360,0.1,degrees",
|
||||
"usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR
|
||||
})
|
||||
props.append(_prop_bool("randomize_rot_z"))
|
||||
if _randomize_rotation and _randomize_rot_z:
|
||||
props.append({
|
||||
"name": "rotation_variance_z_deg",
|
||||
"type": TYPE_FLOAT,
|
||||
"hint": PROPERTY_HINT_RANGE,
|
||||
"hint_string": "0,360,0.1,degrees",
|
||||
"usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR
|
||||
})
|
||||
|
||||
# Subgroup for locked rotations (should reside inside Rotation Randomization group)
|
||||
# (Locked rotations removed as per user request)
|
||||
|
||||
# Scale variation subgroup under Variation Options
|
||||
props.append({
|
||||
"name": "Scale Variation",
|
||||
"type": TYPE_NIL,
|
||||
"usage": PROPERTY_USAGE_SUBGROUP
|
||||
})
|
||||
props.append({
|
||||
"name": "randomize_scale",
|
||||
"type": TYPE_BOOL,
|
||||
"usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR,
|
||||
"hint": PROPERTY_HINT_GROUP_ENABLE
|
||||
})
|
||||
props.append(_prop_float_range("scale_variance", "0,1,0.01"))
|
||||
props.append(_prop_bool("randomize_scale_x"))
|
||||
if _randomize_scale and _randomize_scale_x:
|
||||
props.append(_prop_float_range("scale_variance_x", "0,1,0.01"))
|
||||
props.append(_prop_bool("randomize_scale_y"))
|
||||
if _randomize_scale and _randomize_scale_y:
|
||||
props.append(_prop_float_range("scale_variance_y", "0,1,0.01"))
|
||||
props.append(_prop_bool("randomize_scale_z"))
|
||||
if _randomize_scale and _randomize_scale_z:
|
||||
props.append(_prop_float_range("scale_variance_z", "0,1,0.01"))
|
||||
|
||||
return props
|
||||
|
||||
func _prop_bool(name: String) -> Dictionary:
|
||||
return {
|
||||
"name": name,
|
||||
"type": TYPE_BOOL,
|
||||
"usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR
|
||||
}
|
||||
|
||||
func _prop_float_deg(name: String, value: float) -> Dictionary:
|
||||
return {
|
||||
"name": name,
|
||||
"type": TYPE_FLOAT,
|
||||
"hint": PROPERTY_HINT_RANGE,
|
||||
"hint_string": "-360,360,0.1,degrees",
|
||||
"usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR
|
||||
}
|
||||
|
||||
func _prop_float_range(name: String, hint_str: String) -> Dictionary:
|
||||
return {
|
||||
"name": name,
|
||||
"type": TYPE_FLOAT,
|
||||
"hint": PROPERTY_HINT_RANGE,
|
||||
"hint_string": hint_str,
|
||||
"usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR
|
||||
}
|
||||
|
||||
func get_instance_count() -> int:
|
||||
if pattern == null:
|
||||
return 0
|
||||
var ctx := {"template_size": Vector3.ONE, "rng": rng, "position_jitter": _position_jitter}
|
||||
return max(0, pattern.get_estimated_count(ctx) - 1)
|
||||
|
||||
func apply_template():
|
||||
if get_child_count() == 0:
|
||||
return
|
||||
var stack = []
|
||||
stack.append_array(get_children())
|
||||
while stack.size() > 0:
|
||||
var node = stack.pop_back()
|
||||
node.set_owner(owner)
|
||||
stack.append_array(node.get_children())
|
||||
|
||||
# Alias for clarity in UI
|
||||
func bake_instances():
|
||||
apply_template()
|
||||
1
addons/csg_toolkit/scripts/csg_repeater_3d.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://c68dxahp0v5xg
|
||||
86
addons/csg_toolkit/scripts/csg_shortcut_manager.gd
Normal file
@@ -0,0 +1,86 @@
|
||||
@tool
|
||||
extends Node
|
||||
class_name CsgShortcutManager
|
||||
|
||||
# Provides global key handling for quick CSG creation & operation switching (Layers 1 & 2)
|
||||
# Delegates actual creation to the sidebar instance to reuse UndoRedo + material logic.
|
||||
|
||||
var sidebar: CSGSideToolkitBar
|
||||
var config: CsgTkConfig
|
||||
|
||||
# Mapping shape keycode -> factory id (string used for log / optional future use)
|
||||
var _shape_key_map: Dictionary = {
|
||||
KEY_B: CSGBox3D,
|
||||
KEY_S: CSGSphere3D,
|
||||
KEY_C: CSGCylinder3D,
|
||||
KEY_T: CSGTorus3D,
|
||||
KEY_M: CSGMesh3D,
|
||||
KEY_P: CSGPolygon3D,
|
||||
}
|
||||
|
||||
# Layer 2 operation selection numbers
|
||||
var _op_number_map: Dictionary = {
|
||||
KEY_1: 0, # Union
|
||||
KEY_2: 1, # Intersection
|
||||
KEY_3: 2, # Subtraction
|
||||
}
|
||||
|
||||
# Optional cycle order
|
||||
var _op_cycle: Array = [0,1,2]
|
||||
var _cycle_index := 0
|
||||
|
||||
func _enter_tree():
|
||||
set_process_unhandled_key_input(true)
|
||||
|
||||
func _unhandled_key_input(event: InputEvent):
|
||||
if not event is InputEventKey: return
|
||||
var ev := event as InputEventKey
|
||||
if not ev.pressed or ev.echo: return
|
||||
if config == null:
|
||||
config = get_tree().root.get_node_or_null(CsgToolkit.AUTOLOAD_NAME) as CsgTkConfig
|
||||
if sidebar == null:
|
||||
# Try to find existing sidebar if not explicitly set
|
||||
var candidates = get_tree().get_nodes_in_group("CSGSideToolkit")
|
||||
if candidates.size() > 0:
|
||||
sidebar = candidates[0]
|
||||
# Prevent interfering with text input fields
|
||||
var focus_owner = get_viewport().gui_get_focus_owner()
|
||||
if focus_owner and (focus_owner is LineEdit or focus_owner is TextEdit):
|
||||
return
|
||||
|
||||
# Operation & shape shortcuts only trigger when primary action key is held (secondary key reserved for behavior inversion in creation)
|
||||
if Input.is_key_pressed(config.action_key):
|
||||
if ev.physical_keycode in _op_number_map:
|
||||
var op_val = _op_number_map[ev.physical_keycode]
|
||||
sidebar.set_operation(op_val)
|
||||
_print_feedback("Op -> %s" % _op_label(op_val))
|
||||
return
|
||||
# Cycle operation with backtick (`) or TAB
|
||||
if ev.physical_keycode in [KEY_APOSTROPHE, KEY_QUOTELEFT, KEY_TAB]:
|
||||
_cycle_index = (_cycle_index + 1) % _op_cycle.size()
|
||||
var cyc_op = _op_cycle[_cycle_index]
|
||||
sidebar.set_operation(cyc_op)
|
||||
_print_feedback("Op Cycle -> %s" % _op_label(cyc_op))
|
||||
return
|
||||
# Direct shape create (Layer 1)
|
||||
if ev.physical_keycode in _shape_key_map:
|
||||
_create_shape(_shape_key_map[ev.physical_keycode])
|
||||
return
|
||||
|
||||
func _create_shape(type_ref: Variant):
|
||||
if sidebar == null:
|
||||
_print_feedback("No sidebar found for creation")
|
||||
return
|
||||
# Delegates to sidebar logic (handles operation, insertion mode, UndoRedo, materials)
|
||||
sidebar.create_csg(type_ref)
|
||||
_print_feedback("Create %s (%s)" % [type_ref, _op_label(sidebar.operation)])
|
||||
|
||||
func _op_label(op: int) -> String:
|
||||
match op:
|
||||
0: return "Union"
|
||||
1: return "Intersect"
|
||||
2: return "Subtract"
|
||||
_: return str(op)
|
||||
|
||||
func _print_feedback(msg: String):
|
||||
print("CSG Toolkit: %s" % msg)
|
||||
1
addons/csg_toolkit/scripts/csg_shortcut_manager.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://1bqvx7teqnrl
|
||||
236
addons/csg_toolkit/scripts/csg_side_toolkit_bar.gd
Normal file
@@ -0,0 +1,236 @@
|
||||
@tool
|
||||
class_name CSGSideToolkitBar extends Control
|
||||
|
||||
@onready var config: CsgTkConfig:
|
||||
get:
|
||||
return get_tree().root.get_node_or_null(CsgToolkit.AUTOLOAD_NAME) as CsgTkConfig
|
||||
|
||||
var operation: CSGShape3D.Operation = CSGShape3D.OPERATION_UNION
|
||||
var selected_material: BaseMaterial3D
|
||||
var selected_shader: ShaderMaterial
|
||||
|
||||
@onready var picker_button: Button = $ScrollContainer/HBoxContainer/Material/MaterialPicker
|
||||
|
||||
func _enter_tree():
|
||||
EditorInterface.get_selection().selection_changed.connect(_on_selection_changed)
|
||||
|
||||
func _exit_tree():
|
||||
EditorInterface.get_selection().selection_changed.disconnect(_on_selection_changed)
|
||||
|
||||
func _on_selection_changed():
|
||||
if not config.auto_hide:
|
||||
return
|
||||
var selection = EditorInterface.get_selection().get_selected_nodes()
|
||||
if selection.any(func (node): return node is CSGShape3D):
|
||||
show()
|
||||
else:
|
||||
hide()
|
||||
|
||||
func _ready():
|
||||
picker_button.icon_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||||
# Connect material picker button if not connected via scene
|
||||
if not picker_button.pressed.is_connected(_on_material_picker_pressed):
|
||||
picker_button.pressed.connect(_on_material_picker_pressed)
|
||||
set_process_unhandled_key_input(true)
|
||||
|
||||
func _unhandled_key_input(event: InputEvent):
|
||||
# Shortcut: action_key + 1/2/3 to set operation (Union / Intersection / Subtraction)
|
||||
if not (event is InputEventKey):
|
||||
return
|
||||
var ev := event as InputEventKey
|
||||
if ev.pressed and not ev.echo:
|
||||
# Ensure action key is held (config.action_key)
|
||||
if Input.is_key_pressed(config.action_key):
|
||||
match ev.physical_keycode:
|
||||
KEY_1, KEY_KP_1:
|
||||
set_operation(0)
|
||||
_accept_shortcut_feedback("Union")
|
||||
KEY_2, KEY_KP_2:
|
||||
set_operation(1)
|
||||
_accept_shortcut_feedback("Intersection")
|
||||
KEY_3, KEY_KP_3:
|
||||
set_operation(2)
|
||||
_accept_shortcut_feedback("Subtraction")
|
||||
|
||||
func _accept_shortcut_feedback(label: String):
|
||||
# Provide lightweight visual/editor feedback. Avoid static call to non-existent get_status_bar in Godot 4.
|
||||
# Fallback: print to output.
|
||||
var ei = EditorInterface
|
||||
if ei:
|
||||
# Some editor builds expose status bar via base control's children - skip deep search for now.
|
||||
print("CSG Operation: %s" % label)
|
||||
else:
|
||||
print("CSG Operation: %s" % label)
|
||||
|
||||
func _on_box_pressed():
|
||||
create_csg(CSGBox3D)
|
||||
|
||||
func _on_cylinder_pressed():
|
||||
create_csg(CSGCylinder3D)
|
||||
|
||||
func _on_mesh_pressed():
|
||||
create_csg(CSGMesh3D)
|
||||
|
||||
func _on_polygon_pressed():
|
||||
create_csg(CSGPolygon3D)
|
||||
|
||||
func _on_sphere_pressed():
|
||||
create_csg(CSGSphere3D)
|
||||
|
||||
func _on_torus_pressed():
|
||||
create_csg(CSGTorus3D)
|
||||
|
||||
# Operation Toggle (accept optional arg for signal variations)
|
||||
func _on_operation_pressed(val := 0):
|
||||
set_operation(val)
|
||||
|
||||
func _on_config_pressed():
|
||||
var config_view_scene = preload("res://addons/csg_toolkit/scenes/config_window.tscn")
|
||||
var config_view = config_view_scene.instantiate()
|
||||
config_view.close_requested.connect(func ():
|
||||
get_tree().root.remove_child(config_view)
|
||||
config_view.queue_free()
|
||||
)
|
||||
get_tree().root.add_child(config_view)
|
||||
|
||||
func _request_material():
|
||||
var dialog = EditorFileDialog.new()
|
||||
dialog.title = "Select Material"
|
||||
dialog.display_mode = EditorFileDialog.DISPLAY_LIST
|
||||
dialog.filters = ["*.tres, *.material, *.res"]
|
||||
dialog.file_mode = EditorFileDialog.FILE_MODE_OPEN_FILE
|
||||
dialog.position = ((EditorInterface.get_base_control().size / 2) as Vector2i) - dialog.size
|
||||
dialog.close_requested.connect(func ():
|
||||
get_tree().root.remove_child(dialog)
|
||||
dialog.queue_free()
|
||||
)
|
||||
get_tree().root.add_child(dialog)
|
||||
dialog.show()
|
||||
var res_path = await dialog.file_selected
|
||||
var res = ResourceLoader.load(res_path)
|
||||
if res == null:
|
||||
return
|
||||
if res is BaseMaterial3D:
|
||||
update_material(res)
|
||||
elif res is ShaderMaterial:
|
||||
update_shader(res)
|
||||
else:
|
||||
return
|
||||
var previewer = EditorInterface.get_resource_previewer()
|
||||
previewer.queue_edited_resource_preview(res, self, "_update_picker_icon", null)
|
||||
|
||||
func _update_picker_icon(path, preview, thumbnail, userdata):
|
||||
if preview:
|
||||
picker_button.icon = preview
|
||||
|
||||
func set_operation(val: int):
|
||||
match val:
|
||||
0: operation = CSGShape3D.OPERATION_UNION
|
||||
1: operation = CSGShape3D.OPERATION_INTERSECTION
|
||||
2: operation = CSGShape3D.OPERATION_SUBTRACTION
|
||||
_: operation = CSGShape3D.OPERATION_UNION
|
||||
|
||||
func update_material(material: BaseMaterial3D):
|
||||
selected_material = material
|
||||
selected_shader = null
|
||||
|
||||
func update_shader(shader: ShaderMaterial):
|
||||
selected_material = null
|
||||
selected_shader = shader
|
||||
|
||||
func create_csg(type: Variant):
|
||||
var selection = EditorInterface.get_selection()
|
||||
var selected_nodes = selection.get_selected_nodes()
|
||||
if selected_nodes.is_empty() or !(selected_nodes[0] is CSGShape3D):
|
||||
push_warning("Select a CSGShape3D to add a new CSG node")
|
||||
return
|
||||
var selected_node: CSGShape3D = selected_nodes[0]
|
||||
var csg: CSGShape3D
|
||||
match type:
|
||||
CSGBox3D: csg = CSGBox3D.new()
|
||||
CSGCylinder3D: csg = CSGCylinder3D.new()
|
||||
CSGSphere3D: csg = CSGSphere3D.new()
|
||||
CSGMesh3D: csg = CSGMesh3D.new()
|
||||
CSGPolygon3D: csg = CSGPolygon3D.new()
|
||||
CSGTorus3D: csg = CSGTorus3D.new()
|
||||
|
||||
csg.operation = operation
|
||||
if selected_material:
|
||||
csg.material = selected_material
|
||||
elif selected_shader:
|
||||
csg.material = selected_shader
|
||||
|
||||
if (selected_node.get_owner() == null):
|
||||
return
|
||||
|
||||
var parent: Node
|
||||
var add_as_child := false
|
||||
|
||||
# Behavior inversion now uses secondary_action_key (e.g. Alt) instead of primary action key
|
||||
var invert := Input.is_key_pressed(config.secondary_action_key)
|
||||
if config.default_behavior == CsgTkConfig.CSGBehavior.SIBLING:
|
||||
add_as_child = invert
|
||||
else:
|
||||
add_as_child = !invert
|
||||
|
||||
parent = selected_node if add_as_child else selected_node.get_parent()
|
||||
if parent == null:
|
||||
return
|
||||
|
||||
# Try undo manager path if plugin provided one
|
||||
if CsgToolkit.undo_manager:
|
||||
var insert_index := parent.get_child_count()
|
||||
CsgToolkit.undo_manager.create_action("Add %s" % csg.get_class())
|
||||
# DO methods
|
||||
CsgToolkit.undo_manager.add_do_method(self, "_undoable_add_csg", parent, csg, selected_node.get_owner(), selected_node.global_position, insert_index)
|
||||
CsgToolkit.undo_manager.add_do_method(self, "_select_created_csg", csg)
|
||||
# UNDO methods
|
||||
CsgToolkit.undo_manager.add_undo_method(self, "_undoable_remove_csg", parent, csg)
|
||||
CsgToolkit.undo_manager.add_undo_method(self, "_clear_selection_if", csg)
|
||||
CsgToolkit.undo_manager.commit_action()
|
||||
else:
|
||||
parent.add_child(csg, true)
|
||||
csg.owner = selected_node.get_owner()
|
||||
csg.global_position = selected_node.global_position
|
||||
call_deferred("_select_created_csg", csg)
|
||||
|
||||
func _deferred_select(csg: Node):
|
||||
call_deferred("_select_created_csg", csg)
|
||||
|
||||
func _undoable_add_csg(parent: Node, csg: CSGShape3D, owner_ref: Node, global_pos: Vector3, insert_index: int):
|
||||
if csg.get_parent() != parent:
|
||||
parent.add_child(csg, true)
|
||||
if insert_index >= 0 and insert_index < parent.get_child_count():
|
||||
parent.move_child(csg, insert_index)
|
||||
csg.owner = owner_ref
|
||||
csg.global_position = global_pos
|
||||
|
||||
func _undoable_remove_csg(parent: Node, csg: CSGShape3D):
|
||||
if csg.get_parent() == parent:
|
||||
parent.remove_child(csg)
|
||||
# Intentionally do NOT free node so redo can re-add it. If you need memory, implement a recreate pattern instead.
|
||||
|
||||
func _clear_selection_if(csg: Node):
|
||||
var selection = EditorInterface.get_selection()
|
||||
if selection:
|
||||
var nodes: Array = selection.get_selected_nodes()
|
||||
if csg in nodes:
|
||||
selection.remove_node(csg)
|
||||
|
||||
func _select_created_csg(csg: Node):
|
||||
var selection = EditorInterface.get_selection()
|
||||
selection.clear()
|
||||
selection.add_node(csg)
|
||||
|
||||
func _add_as_child(selected_node: CSGShape3D, csg: CSGShape3D):
|
||||
selected_node.add_child(csg, true)
|
||||
csg.owner = selected_node.get_owner()
|
||||
csg.global_position = selected_node.global_position
|
||||
|
||||
func _add_as_sibling(selected_node: CSGShape3D, csg: CSGShape3D):
|
||||
selected_node.get_parent().add_child(csg, true)
|
||||
csg.owner = selected_node.get_owner()
|
||||
csg.global_position = selected_node.global_position
|
||||
|
||||
func _on_material_picker_pressed() -> void:
|
||||
_request_material()
|
||||
1
addons/csg_toolkit/scripts/csg_side_toolkit_bar.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dr5f1egll7hdq
|
||||
280
addons/csg_toolkit/scripts/csg_spreader_3d.gd
Normal file
@@ -0,0 +1,280 @@
|
||||
@tool
|
||||
class_name CSGSpreader3D extends CSGCombiner3D
|
||||
|
||||
const SPREADER_NODE_META = "SPREADER_NODE_META"
|
||||
const MAX_INSTANCES = 20000
|
||||
|
||||
var _dirty: bool = false
|
||||
var _generation_in_progress := false
|
||||
var _template_node_path: NodePath
|
||||
@export var template_node_path: NodePath:
|
||||
get: return _template_node_path
|
||||
set(value):
|
||||
_template_node_path = value
|
||||
_mark_dirty()
|
||||
|
||||
var _hide_template: bool = true
|
||||
@export var hide_template: bool = true:
|
||||
get: return _hide_template
|
||||
set(value):
|
||||
_hide_template = value
|
||||
_update_template_visibility()
|
||||
|
||||
var _spread_area_3d: Shape3D = null
|
||||
@export var spread_area_3d: Shape3D = null:
|
||||
get: return _spread_area_3d
|
||||
set(value):
|
||||
_spread_area_3d = value
|
||||
_mark_dirty()
|
||||
|
||||
var _max_count: int = 10
|
||||
@export var max_count: int = 10:
|
||||
get: return _max_count
|
||||
set(value):
|
||||
_max_count = clamp(value, 1, 100000)
|
||||
_mark_dirty()
|
||||
|
||||
@export_group("Spread Options")
|
||||
var _noise_threshold: float = 0.5
|
||||
@export var noise_threshold: float = 0.5:
|
||||
get: return _noise_threshold
|
||||
set(value):
|
||||
_noise_threshold = clamp(value, 0.0, 1.0)
|
||||
_mark_dirty()
|
||||
|
||||
var _seed: int = 0
|
||||
@export var seed: int = 0:
|
||||
get: return _seed
|
||||
set(value):
|
||||
_seed = value
|
||||
_mark_dirty()
|
||||
|
||||
var _allow_rotation: bool = false
|
||||
@export var allow_rotation: bool = false:
|
||||
get: return _allow_rotation
|
||||
set(value):
|
||||
_allow_rotation = value
|
||||
_mark_dirty()
|
||||
|
||||
var _allow_scale: bool = false
|
||||
@export var allow_scale: bool = false:
|
||||
get: return _allow_scale
|
||||
set(value):
|
||||
_allow_scale = value
|
||||
_mark_dirty()
|
||||
|
||||
var _snap_distance = 0
|
||||
@export var snap_distance = 0:
|
||||
get: return _snap_distance
|
||||
set(value):
|
||||
_snap_distance = value
|
||||
_mark_dirty()
|
||||
|
||||
@export_group("Collision Options")
|
||||
var _avoid_overlaps: bool = false
|
||||
@export var avoid_overlaps: bool = false:
|
||||
get: return _avoid_overlaps
|
||||
set(value):
|
||||
_avoid_overlaps = value
|
||||
_mark_dirty()
|
||||
|
||||
var _min_distance: float = 1.0
|
||||
@export var min_distance: float = 1.0:
|
||||
get: return _min_distance
|
||||
set(value):
|
||||
_min_distance = max(0.0, value)
|
||||
_mark_dirty()
|
||||
|
||||
var _max_placement_attempts: int = 100
|
||||
@export var max_placement_attempts: int = 100:
|
||||
get: return _max_placement_attempts
|
||||
set(value):
|
||||
_max_placement_attempts = clamp(value, 10, 1000)
|
||||
_mark_dirty()
|
||||
|
||||
@export var estimated_instances: int = 0
|
||||
|
||||
var rng: RandomNumberGenerator
|
||||
|
||||
func _ready():
|
||||
rng = RandomNumberGenerator.new()
|
||||
_mark_dirty()
|
||||
# Generate instances in-game on ready
|
||||
if not Engine.is_editor_hint():
|
||||
call_deferred("spread_template")
|
||||
|
||||
func _process(_delta):
|
||||
if not Engine.is_editor_hint(): return
|
||||
if _dirty and not _generation_in_progress:
|
||||
_dirty = false
|
||||
call_deferred("spread_template")
|
||||
|
||||
func _exit_tree():
|
||||
if not Engine.is_editor_hint():
|
||||
return
|
||||
clear_children()
|
||||
|
||||
func _mark_dirty():
|
||||
_dirty = true
|
||||
|
||||
func _update_template_visibility():
|
||||
if not is_inside_tree():
|
||||
return
|
||||
var template_node = get_node_or_null(template_node_path)
|
||||
if template_node and template_node is Node3D:
|
||||
template_node.visible = not _hide_template
|
||||
|
||||
func clear_children():
|
||||
var children_to_remove = []
|
||||
for child in get_children(true):
|
||||
if child.has_meta(SPREADER_NODE_META):
|
||||
children_to_remove.append(child)
|
||||
for child in children_to_remove:
|
||||
remove_child(child)
|
||||
child.queue_free()
|
||||
|
||||
func get_random_position_in_area() -> Vector3:
|
||||
if spread_area_3d is SphereShape3D:
|
||||
var radius = spread_area_3d.get_radius()
|
||||
var u = rng.randf()
|
||||
var v = rng.randf()
|
||||
var theta = u * TAU
|
||||
var phi = acos(2.0 * v - 1.0)
|
||||
var r = radius * pow(rng.randf(), 1.0/3.0)
|
||||
return Vector3(r * sin(phi) * cos(theta), r * sin(phi) * sin(theta), r * cos(phi))
|
||||
if spread_area_3d is BoxShape3D:
|
||||
var size = spread_area_3d.size
|
||||
return Vector3(
|
||||
rng.randf_range(-size.x * 0.5, size.x * 0.5),
|
||||
rng.randf_range(-size.y * 0.5, size.y * 0.5),
|
||||
rng.randf_range(-size.z * 0.5, size.z * 0.5)
|
||||
)
|
||||
if spread_area_3d is CapsuleShape3D:
|
||||
var radius = spread_area_3d.get_radius()
|
||||
var height = spread_area_3d.get_height() * 0.5
|
||||
if rng.randf() < noise_threshold:
|
||||
var angle = rng.randf() * TAU
|
||||
var r = radius * sqrt(rng.randf())
|
||||
return Vector3(r * cos(angle), rng.randf_range(-height, height), r * sin(angle))
|
||||
else:
|
||||
var hemisphere_y = height if rng.randf() < noise_threshold else -height
|
||||
var u = rng.randf()
|
||||
var v = rng.randf()
|
||||
var theta = u * TAU
|
||||
var phi = acos(1.0 - v)
|
||||
var r = radius * pow(rng.randf(), 1.0/3.0)
|
||||
return Vector3(
|
||||
r * sin(phi) * cos(theta),
|
||||
hemisphere_y + r * cos(phi) * (1 if hemisphere_y > 0 else -1),
|
||||
r * sin(phi) * sin(theta)
|
||||
)
|
||||
if spread_area_3d is CylinderShape3D:
|
||||
var radius = spread_area_3d.get_radius()
|
||||
var height = spread_area_3d.get_height() * 0.5
|
||||
var angle = rng.randf() * TAU
|
||||
var r = radius * sqrt(rng.randf())
|
||||
return Vector3(r * cos(angle), rng.randf_range(-height, height), r * sin(angle))
|
||||
if spread_area_3d is HeightMapShape3D:
|
||||
var width = spread_area_3d.map_width
|
||||
var depth = spread_area_3d.map_depth
|
||||
if width <= 0 or depth <= 0 or spread_area_3d.map_data.size() == 0:
|
||||
return Vector3.ZERO
|
||||
var x = rng.randi_range(0, width - 1)
|
||||
var z = rng.randi_range(0, depth - 1)
|
||||
var index = x + z * width
|
||||
if index < spread_area_3d.map_data.size():
|
||||
return Vector3(x, spread_area_3d.map_data[index], z)
|
||||
return Vector3.ZERO
|
||||
if spread_area_3d is WorldBoundaryShape3D:
|
||||
var bound = 100.0
|
||||
return Vector3(rng.randf_range(-bound, bound), 0, rng.randf_range(-bound, bound))
|
||||
if spread_area_3d is ConvexPolygonShape3D or spread_area_3d is ConcavePolygonShape3D:
|
||||
var pts = spread_area_3d.points if spread_area_3d.has_method("get_points") else []
|
||||
if pts.size() == 0:
|
||||
return Vector3.ZERO
|
||||
var min_point = pts[0]
|
||||
var max_point = pts[0]
|
||||
for p in pts:
|
||||
min_point = min_point.min(p)
|
||||
max_point = max_point.max(p)
|
||||
return Vector3(
|
||||
rng.randf_range(min_point.x, max_point.x),
|
||||
rng.randf_range(min_point.y, max_point.y),
|
||||
rng.randf_range(min_point.z, max_point.z)
|
||||
)
|
||||
push_warning("CSGSpreader3D: Shape type not supported")
|
||||
return Vector3.ZERO
|
||||
|
||||
func spread_template():
|
||||
if _generation_in_progress:
|
||||
return
|
||||
_generation_in_progress = true
|
||||
if not spread_area_3d:
|
||||
_generation_in_progress = false
|
||||
return
|
||||
clear_children()
|
||||
var template_node = get_node_or_null(template_node_path)
|
||||
if not template_node:
|
||||
_generation_in_progress = false
|
||||
return
|
||||
|
||||
rng.seed = _seed
|
||||
var instances_created = 0
|
||||
var placed_positions = []
|
||||
var budget = min(_max_count, MAX_INSTANCES)
|
||||
if _max_count > MAX_INSTANCES:
|
||||
push_warning("CSGSpreader3D: max_count %s exceeds cap %s. Limiting." % [_max_count, MAX_INSTANCES])
|
||||
for i in range(budget):
|
||||
var noise_value = rng.randf()
|
||||
if noise_value <= _noise_threshold:
|
||||
continue
|
||||
var position_found = false
|
||||
var final_position = Vector3.ZERO
|
||||
var attempts = _max_placement_attempts if _avoid_overlaps else 1
|
||||
for attempt in range(attempts):
|
||||
var test_position = get_random_position_in_area()
|
||||
if not _avoid_overlaps:
|
||||
final_position = test_position
|
||||
position_found = true
|
||||
break
|
||||
var overlap = false
|
||||
for existing_pos in placed_positions:
|
||||
if test_position.distance_to(existing_pos) < _min_distance:
|
||||
overlap = true
|
||||
break
|
||||
if not overlap:
|
||||
final_position = test_position
|
||||
position_found = true
|
||||
break
|
||||
if not position_found:
|
||||
continue
|
||||
var instance = template_node.duplicate()
|
||||
if instance == null:
|
||||
continue
|
||||
instance.set_meta(SPREADER_NODE_META, true)
|
||||
instance.transform.origin = final_position
|
||||
# Ensure instance is visible regardless of template visibility
|
||||
if instance is Node3D:
|
||||
instance.visible = true
|
||||
placed_positions.append(final_position)
|
||||
if _allow_rotation:
|
||||
var rotation_y = rng.randf_range(0, TAU)
|
||||
instance.rotate_y(rotation_y)
|
||||
if _allow_scale:
|
||||
var scale_factor = rng.randf_range(0.5, 2.0)
|
||||
instance.scale *= scale_factor
|
||||
add_child(instance)
|
||||
instances_created += 1
|
||||
estimated_instances = instances_created
|
||||
_update_template_visibility()
|
||||
_generation_in_progress = false
|
||||
|
||||
func bake_instances():
|
||||
if get_child_count() == 0:
|
||||
return
|
||||
var stack = []
|
||||
stack.append_array(get_children())
|
||||
while stack.size() > 0:
|
||||
var node = stack.pop_back()
|
||||
node.set_owner(owner)
|
||||
stack.append_array(node.get_children())
|
||||
1
addons/csg_toolkit/scripts/csg_spreader_3d.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://rgfomqnhbhpk
|
||||
99
addons/csg_toolkit/scripts/csg_toolkit_config.gd
Normal file
@@ -0,0 +1,99 @@
|
||||
@tool
|
||||
extends Node
|
||||
class_name CsgTkConfig
|
||||
|
||||
# ProjectSettings paths
|
||||
const SETTING_DEFAULT_BEHAVIOR = "addons/csg_toolkit/default_behavior"
|
||||
const SETTING_ACTION_KEY = "addons/csg_toolkit/action_key"
|
||||
const SETTING_SECONDARY_ACTION_KEY = "addons/csg_toolkit/secondary_action_key"
|
||||
const SETTING_AUTO_HIDE = "addons/csg_toolkit/auto_hide"
|
||||
|
||||
# Default values
|
||||
const DEFAULT_DEFAULT_BEHAVIOR = CSGBehavior.SIBLING
|
||||
const DEFAULT_ACTION_KEY = KEY_SHIFT
|
||||
const DEFAULT_SECONDARY_ACTION_KEY = KEY_ALT
|
||||
const DEFAULT_AUTO_HIDE = true
|
||||
|
||||
# Configurable properties
|
||||
|
||||
## Default behavior when adding new CSG nodes
|
||||
var default_behavior: CSGBehavior = CSGBehavior.SIBLING:
|
||||
get: return _get_setting(SETTING_DEFAULT_BEHAVIOR, DEFAULT_DEFAULT_BEHAVIOR)
|
||||
set(value): _set_setting(SETTING_DEFAULT_BEHAVIOR, value)
|
||||
|
||||
## Key to hold for primary action (e.g., adding CSG nodes)
|
||||
var action_key: Key = KEY_SHIFT:
|
||||
get: return _get_setting(SETTING_ACTION_KEY, DEFAULT_ACTION_KEY)
|
||||
set(value): _set_setting(SETTING_ACTION_KEY, value)
|
||||
|
||||
## Key to hold for secondary action (e.g., alternative CSG operations)
|
||||
var secondary_action_key: Key = KEY_ALT:
|
||||
get: return _get_setting(SETTING_SECONDARY_ACTION_KEY, DEFAULT_SECONDARY_ACTION_KEY)
|
||||
set(value): _set_setting(SETTING_SECONDARY_ACTION_KEY, value)
|
||||
|
||||
## Whether to auto-hide the CSG toolkit UI when not in use
|
||||
var auto_hide: bool = true:
|
||||
get: return _get_setting(SETTING_AUTO_HIDE, DEFAULT_AUTO_HIDE)
|
||||
set(value): _set_setting(SETTING_AUTO_HIDE, value)
|
||||
|
||||
signal config_saved()
|
||||
|
||||
enum CSGBehavior { SIBLING, CHILD }
|
||||
|
||||
func _enter_tree():
|
||||
_ensure_settings_exist()
|
||||
|
||||
func _ensure_settings_exist():
|
||||
"""Register settings in ProjectSettings if they don't exist."""
|
||||
if not ProjectSettings.has_setting(SETTING_DEFAULT_BEHAVIOR):
|
||||
ProjectSettings.set_setting(SETTING_DEFAULT_BEHAVIOR, DEFAULT_DEFAULT_BEHAVIOR)
|
||||
ProjectSettings.set_initial_value(SETTING_DEFAULT_BEHAVIOR, DEFAULT_DEFAULT_BEHAVIOR)
|
||||
ProjectSettings.add_property_info({
|
||||
"name": SETTING_DEFAULT_BEHAVIOR,
|
||||
"type": TYPE_INT,
|
||||
"hint": PROPERTY_HINT_ENUM,
|
||||
"hint_string": "Sibling,Child"
|
||||
})
|
||||
|
||||
if not ProjectSettings.has_setting(SETTING_ACTION_KEY):
|
||||
ProjectSettings.set_setting(SETTING_ACTION_KEY, DEFAULT_ACTION_KEY)
|
||||
ProjectSettings.set_initial_value(SETTING_ACTION_KEY, DEFAULT_ACTION_KEY)
|
||||
ProjectSettings.add_property_info({
|
||||
"name": SETTING_ACTION_KEY,
|
||||
"type": TYPE_INT,
|
||||
"hint": PROPERTY_HINT_NONE
|
||||
})
|
||||
|
||||
if not ProjectSettings.has_setting(SETTING_SECONDARY_ACTION_KEY):
|
||||
ProjectSettings.set_setting(SETTING_SECONDARY_ACTION_KEY, DEFAULT_SECONDARY_ACTION_KEY)
|
||||
ProjectSettings.set_initial_value(SETTING_SECONDARY_ACTION_KEY, DEFAULT_SECONDARY_ACTION_KEY)
|
||||
ProjectSettings.add_property_info({
|
||||
"name": SETTING_SECONDARY_ACTION_KEY,
|
||||
"type": TYPE_INT,
|
||||
"hint": PROPERTY_HINT_NONE
|
||||
})
|
||||
|
||||
if not ProjectSettings.has_setting(SETTING_AUTO_HIDE):
|
||||
ProjectSettings.set_setting(SETTING_AUTO_HIDE, DEFAULT_AUTO_HIDE)
|
||||
ProjectSettings.set_initial_value(SETTING_AUTO_HIDE, DEFAULT_AUTO_HIDE)
|
||||
ProjectSettings.add_property_info({
|
||||
"name": SETTING_AUTO_HIDE,
|
||||
"type": TYPE_BOOL
|
||||
})
|
||||
|
||||
func _get_setting(path: String, default_value: Variant) -> Variant:
|
||||
"""Get a setting from ProjectSettings."""
|
||||
return ProjectSettings.get_setting(path, default_value)
|
||||
|
||||
func _set_setting(path: String, value: Variant):
|
||||
"""Set a setting in ProjectSettings."""
|
||||
ProjectSettings.set_setting(path, value)
|
||||
|
||||
func save_config():
|
||||
"""Save settings to project.godot file."""
|
||||
var err = ProjectSettings.save()
|
||||
if err == OK:
|
||||
print("CsgToolkit: Saved Config to ProjectSettings")
|
||||
config_saved.emit()
|
||||
else:
|
||||
push_error("CsgToolkit: Failed to save config - error code %d" % err)
|
||||
1
addons/csg_toolkit/scripts/csg_toolkit_config.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://w8ad8q4lneis
|
||||
41
addons/csg_toolkit/scripts/csg_top_toolkit_bar.gd
Normal file
@@ -0,0 +1,41 @@
|
||||
@tool
|
||||
class_name CSGTopToolkitBar extends Control
|
||||
|
||||
func _enter_tree():
|
||||
EditorInterface.get_selection().selection_changed.connect(_on_selection_changed)
|
||||
_on_selection_changed()
|
||||
# Attempt to find buttons and add tooltips if present
|
||||
var refresh_btn = find_child("Refresh", true, false)
|
||||
if refresh_btn and refresh_btn is Button:
|
||||
refresh_btn.tooltip_text = "Regenerate preview instances"
|
||||
var bake_btn = find_child("Bake", true, false)
|
||||
if bake_btn and bake_btn is Button:
|
||||
bake_btn.tooltip_text = "Bake generated instances into the scene (makes them persistent)"
|
||||
|
||||
func _exit_tree():
|
||||
EditorInterface.get_selection().selection_changed.disconnect(_on_selection_changed)
|
||||
|
||||
func _on_selection_changed():
|
||||
var selection = EditorInterface.get_selection().get_selected_nodes()
|
||||
if selection.is_empty():
|
||||
hide()
|
||||
elif selection[0] is CSGRepeater3D or selection[0] is CSGSpreader3D:
|
||||
show()
|
||||
else:
|
||||
hide()
|
||||
|
||||
func _on_refresh_pressed():
|
||||
var selection = EditorInterface.get_selection().get_selected_nodes()
|
||||
if (selection.is_empty()):
|
||||
return
|
||||
if selection[0] is CSGRepeater3D:
|
||||
selection[0].call("repeat_template")
|
||||
elif selection[0] is CSGSpreader3D:
|
||||
selection[0].call("spread_template")
|
||||
|
||||
func _on_bake_pressed():
|
||||
var selection = EditorInterface.get_selection().get_selected_nodes()
|
||||
if selection.is_empty():
|
||||
return
|
||||
if selection[0] is CSGRepeater3D or selection[0] is CSGSpreader3D:
|
||||
selection[0].call("bake_instances")
|
||||
1
addons/csg_toolkit/scripts/csg_top_toolkit_bar.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dk6dt8fk1s43s
|
||||
31
addons/csg_toolkit/scripts/patterns/circular_pattern.gd
Normal file
@@ -0,0 +1,31 @@
|
||||
@tool
|
||||
class_name CSGCircularPattern
|
||||
extends CSGPattern
|
||||
|
||||
@export var radius: float = 5.0
|
||||
@export var points: int = 8
|
||||
@export var layers: int = 1
|
||||
## If 0 use template_size.y
|
||||
@export var layer_height: float = 0.0
|
||||
## Additional gap added per layer beyond base height
|
||||
@export var layer_spacing: float = 0.0
|
||||
|
||||
func _generate(ctx: Dictionary) -> Array:
|
||||
var positions: Array = []
|
||||
var template_size: Vector3 = ctx.get("template_size", Vector3.ONE)
|
||||
var rad: float = max(0.0, radius)
|
||||
var count: int = max(1, points)
|
||||
if count <= 1:
|
||||
return [Vector3.ZERO]
|
||||
var lyr_count = max(1, layers)
|
||||
var base_y = layer_height if layer_height > 0.0 else template_size.y
|
||||
var step_y = base_y + max(0.0, layer_spacing)
|
||||
for i in range(count):
|
||||
var angle = (i * TAU) / count
|
||||
var base_pos = Vector3(cos(angle) * rad, 0, sin(angle) * rad)
|
||||
for layer in range(lyr_count):
|
||||
positions.append(base_pos + Vector3(0, layer * step_y, 0))
|
||||
return positions
|
||||
|
||||
func get_estimated_count(ctx: Dictionary) -> int:
|
||||
return max(1, points) * max(1, layers)
|
||||
@@ -0,0 +1 @@
|
||||
uid://b3ws8vwtsqmjt
|
||||
19
addons/csg_toolkit/scripts/patterns/csg_pattern.gd
Normal file
@@ -0,0 +1,19 @@
|
||||
@tool
|
||||
@abstract
|
||||
class_name CSGPattern
|
||||
extends Resource
|
||||
|
||||
## Base pattern interface. Subclasses implement _generate(RepeaterContext) returning Array[Vector3].
|
||||
|
||||
# Common interface call
|
||||
func generate(ctx: Dictionary) -> Array:
|
||||
# ctx expected keys: repeat: Vector3i, spacing: Vector3, rng: RandomNumberGenerator, step_spacing: Vector3, user: Node (repeater)
|
||||
return _generate(ctx)
|
||||
|
||||
func _generate(_ctx: Dictionary) -> Array:
|
||||
return []
|
||||
|
||||
func get_estimated_count(ctx: Dictionary) -> int:
|
||||
# Default: fallback to generating (may be overridden for performance/accuracy)
|
||||
var arr = _generate(ctx)
|
||||
return arr.size()
|
||||
1
addons/csg_toolkit/scripts/patterns/csg_pattern.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dbavf0pl65chb
|
||||
33
addons/csg_toolkit/scripts/patterns/grid_pattern.gd
Normal file
@@ -0,0 +1,33 @@
|
||||
@tool
|
||||
class_name CSGGridPattern
|
||||
extends CSGPattern
|
||||
|
||||
@export var count_x: int = 2
|
||||
@export var count_y: int = 1
|
||||
@export var count_z: int = 1
|
||||
@export var spacing: Vector3 = Vector3.ZERO
|
||||
|
||||
## If true, automatically adds template AABB size to spacing for proper object separation
|
||||
@export var use_template_size: bool = true
|
||||
|
||||
func _generate(ctx: Dictionary) -> Array:
|
||||
var positions: Array = []
|
||||
var template_size: Vector3 = ctx.get("template_size", Vector3.ONE)
|
||||
var jitter: float = ctx.get("position_jitter", 0.0)
|
||||
var rng: RandomNumberGenerator = ctx.rng
|
||||
var cx = max(1, count_x)
|
||||
var cy = max(1, count_y)
|
||||
var cz = max(1, count_z)
|
||||
var base_step: Vector3 = (template_size if use_template_size else Vector3.ZERO) + spacing
|
||||
for x in range(cx):
|
||||
for y in range(cy):
|
||||
for z in range(cz):
|
||||
var position = Vector3(x * base_step.x, y * base_step.y, z * base_step.z)
|
||||
if jitter > 0.0:
|
||||
position += Vector3(
|
||||
rng.randf_range(-jitter, jitter),
|
||||
rng.randf_range(-jitter, jitter),
|
||||
rng.randf_range(-jitter, jitter)
|
||||
)
|
||||
positions.append(position)
|
||||
return positions
|
||||
1
addons/csg_toolkit/scripts/patterns/grid_pattern.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bc1sxg4vy464o
|
||||
124
addons/csg_toolkit/scripts/patterns/noise_pattern.gd
Normal file
@@ -0,0 +1,124 @@
|
||||
@tool
|
||||
class_name CSGNoisePattern
|
||||
extends CSGPattern
|
||||
|
||||
## Generates instance positions based on noise sampling in a 3D volume
|
||||
## Instances are placed where noise value exceeds the threshold
|
||||
|
||||
##
|
||||
@export var bounds: Vector3 = Vector3(10, 10, 10)
|
||||
|
||||
##
|
||||
@export var sample_density: Vector3i = Vector3i(20, 1, 20)
|
||||
|
||||
##
|
||||
@export_range(0.0, 1.0) var noise_threshold: float = 0.5
|
||||
|
||||
##
|
||||
@export var noise_seed: int = 0
|
||||
|
||||
##
|
||||
@export_range(0.01, 100) var noise_frequency: float = 0.1
|
||||
|
||||
##
|
||||
@export_enum("Simplex", "Simplex Smooth", "Cellular", "Perlin", "Value Cubic", "Value") var noise_type: int = 0
|
||||
|
||||
##
|
||||
@export_enum("None", "OpenSimplex2", "OpenSimplex2S", "Cellular", "Perlin", "Value Cubic", "Value") var fractal_type: int = 0
|
||||
|
||||
##
|
||||
@export_range(1, 8) var fractal_octaves: int = 3
|
||||
|
||||
##
|
||||
@export var use_template_size: bool = false
|
||||
|
||||
var noise: FastNoiseLite
|
||||
|
||||
func _init():
|
||||
noise = FastNoiseLite.new()
|
||||
_update_noise()
|
||||
|
||||
func _update_noise():
|
||||
if not noise:
|
||||
noise = FastNoiseLite.new()
|
||||
|
||||
noise.seed = noise_seed
|
||||
noise.frequency = noise_frequency
|
||||
noise.fractal_octaves = fractal_octaves
|
||||
|
||||
# Map noise_type enum to FastNoiseLite types
|
||||
match noise_type:
|
||||
0: noise.noise_type = FastNoiseLite.TYPE_SIMPLEX
|
||||
1: noise.noise_type = FastNoiseLite.TYPE_SIMPLEX_SMOOTH
|
||||
2: noise.noise_type = FastNoiseLite.TYPE_CELLULAR
|
||||
3: noise.noise_type = FastNoiseLite.TYPE_PERLIN
|
||||
4: noise.noise_type = FastNoiseLite.TYPE_VALUE_CUBIC
|
||||
5: noise.noise_type = FastNoiseLite.TYPE_VALUE
|
||||
|
||||
# Map fractal_type enum to FastNoiseLite fractal types
|
||||
match fractal_type:
|
||||
0: noise.fractal_type = FastNoiseLite.FRACTAL_NONE
|
||||
1: noise.fractal_type = FastNoiseLite.FRACTAL_FBM
|
||||
2: noise.fractal_type = FastNoiseLite.FRACTAL_RIDGED
|
||||
3: noise.fractal_type = FastNoiseLite.FRACTAL_PING_PONG
|
||||
|
||||
func _generate(ctx: Dictionary) -> Array:
|
||||
_update_noise()
|
||||
|
||||
var positions: Array = []
|
||||
var template_size: Vector3 = ctx.get("template_size", Vector3.ONE) if use_template_size else Vector3.ZERO
|
||||
var jitter: float = ctx.get("position_jitter", 0.0)
|
||||
var rng: RandomNumberGenerator = ctx.get("rng", RandomNumberGenerator.new())
|
||||
|
||||
var effective_bounds = bounds
|
||||
var sample_count = sample_density
|
||||
|
||||
# Calculate step size for sampling
|
||||
var step = Vector3(
|
||||
effective_bounds.x / max(1, sample_count.x),
|
||||
effective_bounds.y / max(1, sample_count.y),
|
||||
effective_bounds.z / max(1, sample_count.z)
|
||||
)
|
||||
|
||||
# Start from negative half to center the pattern around origin
|
||||
var start_pos = -effective_bounds * 0.5
|
||||
|
||||
# Sample noise at regular intervals
|
||||
for x in range(sample_count.x):
|
||||
for y in range(sample_count.y):
|
||||
for z in range(sample_count.z):
|
||||
var sample_pos = start_pos + Vector3(
|
||||
x * step.x + step.x * 0.5,
|
||||
y * step.y + step.y * 0.5,
|
||||
z * step.z + step.z * 0.5
|
||||
)
|
||||
|
||||
# Get noise value at this position (normalized to 0-1)
|
||||
var noise_value = (noise.get_noise_3d(sample_pos.x, sample_pos.y, sample_pos.z) + 1.0) * 0.5
|
||||
|
||||
# Only place instance if noise exceeds threshold
|
||||
if noise_value >= noise_threshold:
|
||||
var final_pos = sample_pos
|
||||
|
||||
# Apply template size offset if enabled
|
||||
if use_template_size:
|
||||
final_pos += template_size * Vector3(x, y, z)
|
||||
|
||||
# Apply jitter
|
||||
if jitter > 0.0:
|
||||
final_pos += Vector3(
|
||||
rng.randf_range(-jitter, jitter),
|
||||
rng.randf_range(-jitter, jitter),
|
||||
rng.randf_range(-jitter, jitter)
|
||||
)
|
||||
|
||||
positions.append(final_pos)
|
||||
|
||||
return positions
|
||||
|
||||
func get_estimated_count(ctx: Dictionary) -> int:
|
||||
# Rough estimate: total samples * (1 - threshold)
|
||||
# Higher threshold = fewer instances
|
||||
var total_samples = max(1, sample_density.x) * max(1, sample_density.y) * max(1, sample_density.z)
|
||||
var estimated = int(total_samples * (1.0 - noise_threshold))
|
||||
return max(1, estimated)
|
||||
1
addons/csg_toolkit/scripts/patterns/noise_pattern.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://3il6xs7cr7gj
|
||||
39
addons/csg_toolkit/scripts/patterns/spiral_pattern.gd
Normal file
@@ -0,0 +1,39 @@
|
||||
@tool
|
||||
class_name CSGSpiralPattern
|
||||
extends CSGPattern
|
||||
|
||||
@export var turns: float = 2.0
|
||||
@export var start_radius: float = 0.5
|
||||
@export var end_radius: float = 5.0
|
||||
## If > 0 overrides vertical spread based on repeat & step
|
||||
@export var total_height: float = 0.0
|
||||
@export var use_radius_curve: bool = false
|
||||
@export var radius_curve: Curve
|
||||
@export var points: int = 32
|
||||
|
||||
func _generate(ctx: Dictionary) -> Array:
|
||||
var positions: Array = []
|
||||
var template_size: Vector3 = ctx.get("template_size", Vector3.ONE)
|
||||
var t_turns: float = max(0.1, turns)
|
||||
var r_start: float = max(0.0, start_radius)
|
||||
var r_end: float = max(r_start, end_radius)
|
||||
var total: int = max(2, points)
|
||||
if total <= 1:
|
||||
return [Vector3.ZERO]
|
||||
for i in range(total):
|
||||
var t: float = float(i) / float(total - 1)
|
||||
var angle = t * t_turns * TAU
|
||||
var curve_t = t
|
||||
if use_radius_curve and radius_curve and radius_curve.get_point_count() > 0:
|
||||
curve_t = clamp(radius_curve.sample(t), 0.0, 1.0)
|
||||
var radius = lerp(r_start, r_end, curve_t)
|
||||
var y_pos: float = t * (total_height if total_height > 0.0 else template_size.y * 1.0)
|
||||
positions.append(Vector3(
|
||||
cos(angle) * radius,
|
||||
y_pos,
|
||||
sin(angle) * radius
|
||||
))
|
||||
return positions
|
||||
|
||||
func get_estimated_count(ctx: Dictionary) -> int:
|
||||
return max(2, points)
|
||||
@@ -0,0 +1 @@
|
||||
uid://belgcjd0ys212
|
||||
@@ -1 +1 @@
|
||||
uid://do2c2faoehm61
|
||||
uid://i04mdqgjjfsa
|
||||
|
||||
@@ -1 +1 @@
|
||||
uid://bretpek2ehht4
|
||||
uid://lcya8t25hn0j
|
||||
|
||||
@@ -3,5 +3,5 @@
|
||||
name="gdUnit4"
|
||||
description="Unit Testing Framework for Godot Scripts"
|
||||
author="Mike Schulze"
|
||||
version="6.0.3"
|
||||
version="6.1.0"
|
||||
script="plugin.gd"
|
||||
|
||||
@@ -1,23 +1,29 @@
|
||||
@tool
|
||||
extends EditorPlugin
|
||||
|
||||
# We need to define manually the slot id's, to be downwards compatible
|
||||
const CONTEXT_SLOT_FILESYSTEM: int = 1 # EditorContextMenuPlugin.CONTEXT_SLOT_FILESYSTEM
|
||||
const CONTEXT_SLOT_SCRIPT_EDITOR: int = 2 # EditorContextMenuPlugin.CONTEXT_SLOT_SCRIPT_EDITOR
|
||||
|
||||
var _gd_inspector: Control
|
||||
var _gd_console: Control
|
||||
var _gd_filesystem_context_menu: Variant
|
||||
var _gd_scripteditor_context_menu: Variant
|
||||
var _filesystem_context_menu: EditorContextMenuPlugin
|
||||
var _editor_context_menu: EditorContextMenuPlugin
|
||||
var _editor_code_context_menu: EditorContextMenuPlugin
|
||||
|
||||
|
||||
func _enter_tree() -> void:
|
||||
|
||||
var inferred_declaration: int = ProjectSettings.get_setting("debug/gdscript/warnings/inferred_declaration")
|
||||
var exclude_addons: bool = ProjectSettings.get_setting("debug/gdscript/warnings/exclude_addons")
|
||||
if !exclude_addons and inferred_declaration != 0:
|
||||
|
||||
var is_gdunit_excluded_warnings: bool = false
|
||||
if Engine.get_version_info().hex >= 0x40600:
|
||||
var dirctrory_rules: Dictionary = ProjectSettings.get_setting("debug/gdscript/warnings/directory_rules")
|
||||
if dirctrory_rules.has("res://addons/gdUnit4") and dirctrory_rules["res://addons/gdUnit4"] == 0:
|
||||
is_gdunit_excluded_warnings = true
|
||||
else:
|
||||
is_gdunit_excluded_warnings = ProjectSettings.get_setting("debug/gdscript/warnings/exclude_addons")
|
||||
if !is_gdunit_excluded_warnings and inferred_declaration != 0:
|
||||
printerr("GdUnit4: 'inferred_declaration' is set to Warning/Error!")
|
||||
printerr("GdUnit4 is not 'inferred_declaration' save, you have to excluded addons (debug/gdscript/warnings/exclude_addons)")
|
||||
if Engine.get_version_info().hex >= 0x40600:
|
||||
printerr("GdUnit4 is not 'inferred_declaration' save, you have to excluded the addon (debug/gdscript/warnings/directory_rules)")
|
||||
else:
|
||||
printerr("GdUnit4 is not 'inferred_declaration' save, you have to excluded addons (debug/gdscript/warnings/exclude_addons)")
|
||||
printerr("Loading GdUnit4 Plugin failed.")
|
||||
return
|
||||
|
||||
@@ -73,36 +79,21 @@ func check_running_in_test_env() -> bool:
|
||||
|
||||
|
||||
func _add_context_menus() -> void:
|
||||
if Engine.get_version_info().hex >= 0x40400:
|
||||
# With Godot 4.4 we have to use the 'add_context_menu_plugin' to register editor context menus
|
||||
_gd_filesystem_context_menu = _preload_gdx_script("res://addons/gdUnit4/src/ui/menu/EditorFileSystemContextMenuHandlerV44.gdx")
|
||||
call_deferred("add_context_menu_plugin", CONTEXT_SLOT_FILESYSTEM, _gd_filesystem_context_menu)
|
||||
# the CONTEXT_SLOT_SCRIPT_EDITOR is adding to the script panel instead of script editor see https://github.com/godotengine/godot/pull/100556
|
||||
#_gd_scripteditor_context_menu = _preload("res://addons/gdUnit4/src/ui/menu/ScriptEditorContextMenuHandlerV44.gdx")
|
||||
#call_deferred("add_context_menu_plugin", CONTEXT_SLOT_SCRIPT_EDITOR, _gd_scripteditor_context_menu)
|
||||
# so we use the old hacky way to add the context menu
|
||||
_gd_inspector.add_child(preload("res://addons/gdUnit4/src/ui/menu/ScriptEditorContextMenuHandler.gd").new())
|
||||
else:
|
||||
# TODO Delete it if the minimum requirement for the plugin is set to Godot 4.4.
|
||||
_gd_inspector.add_child(preload("res://addons/gdUnit4/src/ui/menu/EditorFileSystemContextMenuHandler.gd").new())
|
||||
_gd_inspector.add_child(preload("res://addons/gdUnit4/src/ui/menu/ScriptEditorContextMenuHandler.gd").new())
|
||||
_filesystem_context_menu = preload("res://addons/gdUnit4/src/ui/menu/GdUnitEditorFileSystemContextMenuHandler.gd").new()
|
||||
_editor_context_menu = preload("res://addons/gdUnit4/src/ui/menu/GdUnitScriptEditorContextMenuHandler.gd").new()
|
||||
_editor_code_context_menu = preload("res://addons/gdUnit4/src/ui/menu/GdUnitScriptEditorContextMenuHandler.gd").new()
|
||||
add_context_menu_plugin(EditorContextMenuPlugin.CONTEXT_SLOT_FILESYSTEM, _filesystem_context_menu)
|
||||
add_context_menu_plugin(EditorContextMenuPlugin.CONTEXT_SLOT_SCRIPT_EDITOR, _editor_context_menu)
|
||||
add_context_menu_plugin(EditorContextMenuPlugin.CONTEXT_SLOT_SCRIPT_EDITOR_CODE, _editor_code_context_menu)
|
||||
|
||||
|
||||
func _remove_context_menus() -> void:
|
||||
if is_instance_valid(_gd_filesystem_context_menu):
|
||||
call_deferred("remove_context_menu_plugin", _gd_filesystem_context_menu)
|
||||
if is_instance_valid(_gd_scripteditor_context_menu):
|
||||
call_deferred("remove_context_menu_plugin", _gd_scripteditor_context_menu)
|
||||
|
||||
|
||||
func _preload_gdx_script(script_path: String) -> Variant:
|
||||
var script: GDScript = GDScript.new()
|
||||
script.source_code = GdUnitFileAccess.resource_as_string(script_path)
|
||||
script.take_over_path(script_path)
|
||||
var err :Error = script.reload()
|
||||
if err != OK:
|
||||
push_error("Can't create context menu %s, error: %s" % [script_path, error_string(err)])
|
||||
return script.new()
|
||||
if is_instance_valid(_filesystem_context_menu):
|
||||
remove_context_menu_plugin(_filesystem_context_menu)
|
||||
if is_instance_valid(_editor_context_menu):
|
||||
remove_context_menu_plugin(_editor_context_menu)
|
||||
if is_instance_valid(_editor_code_context_menu):
|
||||
remove_context_menu_plugin(_editor_code_context_menu)
|
||||
|
||||
|
||||
func _on_resource_saved(resource: Resource) -> void:
|
||||
|
||||
@@ -1 +1 @@
|
||||
uid://bc4fimf6ynr5d
|
||||
uid://8wxua8uw7x7k
|
||||
|
||||
@@ -1 +1 @@
|
||||
uid://buiskkw1yyuw3
|
||||
uid://duj13ipuced2q
|
||||
|
||||
@@ -1 +1 @@
|
||||
uid://drfioswpw8u2u
|
||||
uid://wd2ydmpylh1e
|
||||
|
||||
@@ -1 +1 @@
|
||||
uid://byeulsiqvaugq
|
||||
uid://bwaeyokx1kgfd
|
||||
|
||||
@@ -1 +1 @@
|
||||
uid://bmy2nu4w22wia
|
||||
uid://qqwrtj2mj3xi
|
||||
|
||||
@@ -1 +1 @@
|
||||
uid://c1jp2le4lldby
|
||||
uid://fnv7o85xbiiq
|
||||
|
||||
@@ -1 +1 @@
|
||||
uid://bftfpffmfb1il
|
||||
uid://bav21rax06rdf
|
||||
|
||||
@@ -1 +1 @@
|
||||
uid://dkap7kpfh2bhg
|
||||
uid://b750alnjl31nv
|
||||
|
||||
@@ -1 +1 @@
|
||||
uid://8s1lymhdvlpu
|
||||
uid://cfqx4148ov21q
|
||||
|
||||
@@ -1 +1 @@
|
||||
uid://x54vf4fue301
|
||||
uid://hqhd4a063x3n
|
||||
|
||||
@@ -1 +1 @@
|
||||
uid://vt1hx0i6pg4h
|
||||
uid://xsowfqnkhk7j
|
||||
|
||||
@@ -1 +1 @@
|
||||
uid://l487wamffax1
|
||||
uid://crdh3ctgqxrqi
|
||||
|
||||
@@ -1 +1 @@
|
||||
uid://bvvptcdhi1g14
|
||||
uid://bqguqoaa43uev
|
||||
|
||||
@@ -1 +1 @@
|
||||
uid://bwkv3a1hhdt88
|
||||
uid://clve38xv30uem
|
||||
|
||||
@@ -1 +1 @@
|
||||
uid://ghuy35olsym1
|
||||
uid://chqkkjclq101n
|
||||
|
||||
@@ -1 +1 @@
|
||||
uid://dmunl8xg53sym
|
||||
uid://b7mk5mihqqr65
|
||||
|
||||
@@ -1 +1 @@
|
||||
uid://b4n45twg8y2ar
|
||||
uid://cgee6csuvo1ye
|
||||
|
||||
@@ -24,9 +24,8 @@ extends RefCounted
|
||||
|
||||
|
||||
## Simulates that a key has been pressed.[br]
|
||||
## @deprecated: the modifier [b]shift_pressed[/b] and [b]ctrl_pressed[/b] will be removed in v7.0
|
||||
## [member key_code] : the key code e.g. [constant KEY_ENTER][br]
|
||||
## [member shift_pressed] : false by default set to true if simmulate shift is press[br]
|
||||
## [member ctrl_pressed] : false by default set to true if simmulate control is press[br]
|
||||
## [codeblock]
|
||||
## func test_key_presssed():
|
||||
## var runner = scene_runner("res://scenes/simple_scene.tscn")
|
||||
@@ -35,17 +34,43 @@ extends RefCounted
|
||||
@abstract func simulate_key_pressed(key_code: int, shift_pressed := false, ctrl_pressed := false) -> GdUnitSceneRunner
|
||||
|
||||
|
||||
## Simulates that a key is pressed.[br]
|
||||
## Simulates that a key is pressing.[br]
|
||||
## @deprecated: the modifier [b]shift_pressed[/b] and [b]ctrl_pressed[/b] will be removed in v7.0[br]See `test_key_shift_and_A_presssing` for example using key combinations
|
||||
## [member key_code] : the key code e.g. [constant KEY_ENTER][br]
|
||||
## [member shift_pressed] : false by default set to true if simmulate shift is press[br]
|
||||
## [member ctrl_pressed] : false by default set to true if simmulate control is press[br]
|
||||
## [codeblock]
|
||||
## # Do simulate key pressing A
|
||||
## func test_key_A_presssing():
|
||||
## var runner = scene_runner("res://scenes/simple_scene.tscn")
|
||||
## await runner.simulate_key_press(KEY_A)
|
||||
##
|
||||
##
|
||||
## # Do simulate keycombination pressing shift+A
|
||||
## func test_key_shift_and_A_presssing():
|
||||
## var runner = scene_runner("res://scenes/simple_scene.tscn")
|
||||
## runner.simulate_key_press(KEY_SHIFT)
|
||||
## runner.simulate_key_press(KEY_A)
|
||||
## await _runner.await_input_processed()
|
||||
## [/codeblock]
|
||||
@abstract func simulate_key_press(key_code: int, shift_pressed := false, ctrl_pressed := false) -> GdUnitSceneRunner
|
||||
|
||||
|
||||
## Simulates that a key has been released.[br]
|
||||
## [member key_code] : the key code e.g. [constant KEY_ENTER][br]
|
||||
## [member shift_pressed] : false by default set to true if simmulate shift is press[br]
|
||||
## [member ctrl_pressed] : false by default set to true if simmulate control is press[br]
|
||||
## [codeblock]
|
||||
## # Do simulate releasing key A
|
||||
## func test_key_A_releasing():
|
||||
## var runner = scene_runner("res://scenes/simple_scene.tscn")
|
||||
## await runner.simulate_key_release(KEY_A)
|
||||
##
|
||||
##
|
||||
## # Do simulate keycombination pressing shift+A
|
||||
## func test_key_shift_and_A_releasing(():
|
||||
## var runner = scene_runner("res://scenes/simple_scene.tscn")
|
||||
## runner.simulate_key_release(KEY_SHIFT)
|
||||
## runner.simulate_key_release(KEY_A)
|
||||
## await _runner.await_input_processed()
|
||||
## [/codeblock]
|
||||
## @deprecated: the modifier [b]shift_pressed[/b] and [b]ctrl_pressed[/b] will be removed in v7.0[br]See `test_key_shift_and_A_releasing` for example using key combinations
|
||||
@abstract func simulate_key_release(key_code: int, shift_pressed := false, ctrl_pressed := false) -> GdUnitSceneRunner
|
||||
|
||||
|
||||
|
||||
@@ -1 +1 @@
|
||||
uid://dn20c5e8kb3q3
|
||||
uid://cg867wakih43u
|
||||
|
||||
@@ -27,20 +27,132 @@ extends GdUnitAssert
|
||||
@abstract func append_failure_message(message: String) -> GdUnitSignalAssert
|
||||
|
||||
|
||||
## Verifies that given signal is emitted until waiting time
|
||||
@abstract func is_emitted(name: String, args := []) -> GdUnitSignalAssert
|
||||
## Verifies that the specified signal is emitted with the expected arguments.[br]
|
||||
##
|
||||
## This assertion waits for a signal to be emitted from the object under test and
|
||||
## validates that it was emitted with the correct arguments. The function supports
|
||||
## both typed signals (Signal type) and string-based signal names for flexibility
|
||||
## in different testing scenarios.[br]
|
||||
## [br]
|
||||
## [b]Parameters:[/b][br]
|
||||
## [param signal_name]: The signal to monitor. Can be either:[br]
|
||||
## • A [Signal] reference (recommended for type safety)[br]
|
||||
## • A [String] with the signal name
|
||||
## [param signal_args]: Optional expected signal arguments.[br]
|
||||
## When provided, verifies the signal was emitted with exactly these values.[br]
|
||||
## [br]
|
||||
## [b]Returns:[/b][br]
|
||||
## [GdUnitSignalAssert] - Returns self for method chaining.[br]
|
||||
## [br]
|
||||
## [b]Examples:[/b]
|
||||
## [codeblock]
|
||||
## signal signal_a(value: int)
|
||||
## signal signal_b(name: String, count: int)
|
||||
##
|
||||
## # Wait for signal emission without checking arguments
|
||||
## # Using Signal reference (type-safe)
|
||||
## await assert_signal(instance).is_emitted(signal_a)
|
||||
## # Using string name (dynamic)
|
||||
## await assert_signal(instance).is_emitted("signal_a")
|
||||
##
|
||||
## # Wait for signal emission with specific argument
|
||||
## await assert_signal(instance).is_emitted(signal_a, 10)
|
||||
##
|
||||
## # Wait for signal with multiple arguments
|
||||
## await assert_signal(instance).is_emitted(signal_b, "test", 42)
|
||||
##
|
||||
## # Wait max 500ms for signal with argument 10
|
||||
## await assert_signal(instance).wait_until(500).is_emitted(signal_a, 10)
|
||||
## [/codeblock]
|
||||
## [br]
|
||||
## [b]Note:[/b] This is an async operation - use [code]await[/code] when calling.[br]
|
||||
## The assertion fails if the signal is not emitted within the timeout period.
|
||||
@abstract func is_emitted(signal_name: Variant, ...signal_args: Array) -> GdUnitSignalAssert
|
||||
|
||||
|
||||
## Verifies that given signal is NOT emitted until waiting time
|
||||
@abstract func is_not_emitted(name: String, args := []) -> GdUnitSignalAssert
|
||||
## Verifies that the specified signal is NOT emitted with the expected arguments.[br]
|
||||
##
|
||||
## This assertion waits for a specified time period and validates that a signal
|
||||
## was not emitted with the given arguments. Useful for ensuring certain conditions
|
||||
## don't trigger unwanted signals or for verifying signal filtering logic.[br]
|
||||
## [br]
|
||||
## [b]Parameters:[/b][br]
|
||||
## [param signal_name]: The signal to monitor. Can be either:[br]
|
||||
## • A [Signal] reference (recommended for type safety)[br]
|
||||
## • A [String] with the signal name
|
||||
## [param signal_args]: Optional expected signal arguments.[br]
|
||||
## When provided, verifies the signal was not emitted with these specific values.[br]
|
||||
## If omitted, verifies the signal was not emitted at all.[br]
|
||||
## [br]
|
||||
## [b]Returns:[/b][br]
|
||||
## [GdUnitSignalAssert] - Returns self for method chaining.[br]
|
||||
## [br]
|
||||
## [b]Examples:[/b]
|
||||
## [codeblock]
|
||||
## signal signal_a(value: int)
|
||||
## signal signal_b(name: String, count: int)
|
||||
##
|
||||
## # Verify signal is not emitted at all (without checking arguments)
|
||||
## await assert_signal(instance).wait_until(500).is_not_emitted(signal_a)
|
||||
## await assert_signal(instance).wait_until(500).is_not_emitted("signal_a")
|
||||
##
|
||||
## # Verify signal is not emitted with specific argument
|
||||
## await assert_signal(instance).wait_until(500).is_not_emitted(signal_a, 10)
|
||||
##
|
||||
## # Verify signal is not emitted with multiple arguments
|
||||
## await assert_signal(instance).wait_until(500).is_not_emitted(signal_b, "test", 42)
|
||||
##
|
||||
## # Can be emitted with different arguments (this passes)
|
||||
## instance.emit_signal("signal_a", 20) # Emits with 20, not 10
|
||||
## await assert_signal(instance).wait_until(500).is_not_emitted(signal_a, 10)
|
||||
## [/codeblock]
|
||||
## [br]
|
||||
## [b]Note:[/b] This is an async operation - use [code]await[/code] when calling.[br]
|
||||
## The assertion fails if the signal IS emitted with the specified arguments within the timeout period.
|
||||
@abstract func is_not_emitted(signal_name: Variant, ...signal_args: Array) -> GdUnitSignalAssert
|
||||
|
||||
|
||||
## Verifies the signal exists checked the emitter
|
||||
@abstract func is_signal_exists(name: String) -> GdUnitSignalAssert
|
||||
## Verifies that the specified signal exists on the emitter object.[br]
|
||||
##
|
||||
## This assertion checks if a signal is defined on the object under test,
|
||||
## regardless of whether it has been emitted. Useful for validating that
|
||||
## objects have the expected signals before testing their emission.[br]
|
||||
## [br]
|
||||
## [b]Parameters:[/b][br]
|
||||
## [param signal_name]: The signal to check. Can be either:[br]
|
||||
## • A [Signal] reference (recommended for type safety)[br]
|
||||
## • A [String] with the signal name
|
||||
## [br]
|
||||
## [b]Returns:[/b][br]
|
||||
## [GdUnitSignalAssert] - Returns self for method chaining.[br]
|
||||
## [br]
|
||||
## [b]Examples:[/b]
|
||||
## [codeblock]
|
||||
## signal my_signal(value: int)
|
||||
## signal another_signal()
|
||||
##
|
||||
## # Verify signal exists using Signal reference
|
||||
## assert_signal(instance).is_signal_exists(my_signal)
|
||||
##
|
||||
## # Verify signal exists using string name
|
||||
## assert_signal(instance).is_signal_exists("my_signal")
|
||||
##
|
||||
## # Chain with other assertions
|
||||
## assert_signal(instance) \
|
||||
## .is_signal_exists(my_signal) \
|
||||
## .is_emitted(my_signal, 42)
|
||||
##
|
||||
## [/codeblock]
|
||||
## [br]
|
||||
## [b]Note:[/b] This only checks signal definition, not emission.[br]
|
||||
## The assertion fails if the signal is not defined on the object.
|
||||
@abstract func is_signal_exists(signal_name: Variant) -> GdUnitSignalAssert
|
||||
|
||||
|
||||
## Sets the assert signal timeout in ms, if the time over a failure is reported.[br]
|
||||
## e.g.[br]
|
||||
## Example:
|
||||
## [codeblock]
|
||||
## do wait until 5s the instance has emitted the signal `signal_a`[br]
|
||||
## [code]assert_signal(instance).wait_until(5000).is_emitted("signal_a")[/code]
|
||||
## assert_signal(instance).wait_until(5000).is_emitted("signal_a")
|
||||
## [/codeblock]
|
||||
@abstract func wait_until(timeout: int) -> GdUnitSignalAssert
|
||||
|
||||
@@ -1 +1 @@
|
||||
uid://572nse6u4l86
|
||||
uid://ck4dbwhcpf144
|
||||
|
||||
@@ -1 +1 @@
|
||||
uid://ip241g801xri
|
||||
uid://b2itt4pwvweqo
|
||||
|
||||
@@ -14,14 +14,13 @@
|
||||
class_name GdUnitTestSuite
|
||||
extends Node
|
||||
|
||||
const NO_ARG :Variant = GdUnitConstants.NO_ARG
|
||||
|
||||
### internal runtime variables that must not be overwritten!!!
|
||||
@warning_ignore("unused_private_class_variable")
|
||||
var __is_skipped := false
|
||||
@warning_ignore("unused_private_class_variable")
|
||||
var __skip_reason :String = "Unknow."
|
||||
var __active_test_case :String
|
||||
var __skip_reason := "Unknow."
|
||||
var __active_test_case: String
|
||||
var __awaiter := __gdunit_awaiter()
|
||||
|
||||
|
||||
@@ -29,7 +28,7 @@ var __awaiter := __gdunit_awaiter()
|
||||
### in order to noticeably reduce the loading time of the test suite.
|
||||
# We go this hard way to increase the loading performance to avoid reparsing all the used scripts
|
||||
# for more detailed info -> https://github.com/godotengine/godot/issues/67400
|
||||
func __lazy_load(script_path :String) -> GDScript:
|
||||
func __lazy_load(script_path: String) -> GDScript:
|
||||
return GdUnitAssertions.__lazy_load(script_path)
|
||||
|
||||
|
||||
@@ -81,23 +80,23 @@ func after_test() -> void:
|
||||
pass
|
||||
|
||||
|
||||
func is_failure(_expected_failure :String = NO_ARG) -> bool:
|
||||
func is_failure() -> bool:
|
||||
return Engine.get_meta("GD_TEST_FAILURE") if Engine.has_meta("GD_TEST_FAILURE") else false
|
||||
|
||||
|
||||
func set_active_test_case(test_case :String) -> void:
|
||||
func set_active_test_case(test_case: String) -> void:
|
||||
__active_test_case = test_case
|
||||
|
||||
|
||||
# === Tools ====================================================================
|
||||
# Mapps Godot error number to a readable error message. See at ERROR
|
||||
# https://docs.godotengine.org/de/stable/classes/class_@globalscope.html#enum-globalscope-error
|
||||
func error_as_string(error_number :int) -> String:
|
||||
func error_as_string(error_number: int) -> String:
|
||||
return error_string(error_number)
|
||||
|
||||
|
||||
## A litle helper to auto freeing your created objects after test execution
|
||||
func auto_free(obj :Variant) -> Variant:
|
||||
func auto_free(obj: Variant) -> Variant:
|
||||
var execution_context := GdUnitThreadManager.get_current_context().get_execution_context()
|
||||
|
||||
assert(execution_context != null, "INTERNAL ERROR: The current execution_context is null! Please report this as bug.")
|
||||
@@ -105,7 +104,7 @@ func auto_free(obj :Variant) -> Variant:
|
||||
|
||||
|
||||
@warning_ignore("native_method_override")
|
||||
func add_child(node :Node, force_readable_name := false, internal := Node.INTERNAL_MODE_DISABLED) -> void:
|
||||
func add_child(node: Node, force_readable_name := false, internal := Node.INTERNAL_MODE_DISABLED) -> void:
|
||||
super.add_child(node, force_readable_name, internal)
|
||||
var execution_context := GdUnitThreadManager.get_current_context().get_execution_context()
|
||||
if execution_context != null:
|
||||
@@ -123,7 +122,7 @@ func discard_error_interupted_by_timeout() -> void:
|
||||
## Creates a new directory under the temporary directory *user://tmp*[br]
|
||||
## Useful for storing data during test execution. [br]
|
||||
## The directory is automatically deleted after test suite execution
|
||||
func create_temp_dir(relative_path :String) -> String:
|
||||
func create_temp_dir(relative_path: String) -> String:
|
||||
@warning_ignore("unsafe_method_access")
|
||||
return __gdunit_file_access().create_temp_dir(relative_path)
|
||||
|
||||
@@ -138,25 +137,25 @@ func clean_temp_dir() -> void:
|
||||
## Creates a new file under the temporary directory *user://tmp* + <relative_path>[br]
|
||||
## with given name <file_name> and given file <mode> (default = File.WRITE)[br]
|
||||
## If success the returned File is automatically closed after the execution of the test suite
|
||||
func create_temp_file(relative_path :String, file_name :String, mode := FileAccess.WRITE) -> FileAccess:
|
||||
func create_temp_file(relative_path: String, file_name: String, mode := FileAccess.WRITE) -> FileAccess:
|
||||
@warning_ignore("unsafe_method_access")
|
||||
return __gdunit_file_access().create_temp_file(relative_path, file_name, mode)
|
||||
|
||||
|
||||
## Reads a resource by given path <resource_path> into a PackedStringArray.
|
||||
func resource_as_array(resource_path :String) -> PackedStringArray:
|
||||
func resource_as_array(resource_path: String) -> PackedStringArray:
|
||||
@warning_ignore("unsafe_method_access")
|
||||
return __gdunit_file_access().resource_as_array(resource_path)
|
||||
|
||||
|
||||
## Reads a resource by given path <resource_path> and returned the content as String.
|
||||
func resource_as_string(resource_path :String) -> String:
|
||||
func resource_as_string(resource_path: String) -> String:
|
||||
@warning_ignore("unsafe_method_access")
|
||||
return __gdunit_file_access().resource_as_string(resource_path)
|
||||
|
||||
|
||||
## Reads a resource by given path <resource_path> and return Variand translated by str_to_var
|
||||
func resource_as_var(resource_path :String) -> Variant:
|
||||
func resource_as_var(resource_path: String) -> Variant:
|
||||
@warning_ignore("unsafe_method_access", "unsafe_cast")
|
||||
return str_to_var(__gdunit_file_access().resource_as_string(resource_path) as String)
|
||||
|
||||
@@ -166,7 +165,7 @@ func resource_as_var(resource_path :String) -> Variant:
|
||||
## signal_name: signal name[br]
|
||||
## args: the expected signal arguments as an array[br]
|
||||
## timeout: the timeout in ms, default is set to 2000ms
|
||||
func await_signal_on(source :Object, signal_name :String, args :Array = [], timeout :int = 2000) -> Variant:
|
||||
func await_signal_on(source: Object, signal_name: String, args: Array = [], timeout: int = 2000) -> Variant:
|
||||
@warning_ignore("unsafe_method_access")
|
||||
return await __awaiter.await_signal_on(source, signal_name, args, timeout)
|
||||
|
||||
@@ -184,11 +183,50 @@ func await_idle_frame() -> void:
|
||||
## await await_millis(myNode, 100).completed
|
||||
## [/codeblock][br]
|
||||
## use this waiter and not `await get_tree().create_timer().timeout to prevent errors when a test case is timed out
|
||||
func await_millis(timeout :int) -> void:
|
||||
func await_millis(timeout: int) -> void:
|
||||
@warning_ignore("unsafe_method_access")
|
||||
await __awaiter.await_millis(timeout)
|
||||
|
||||
|
||||
## Collects detailed information about orphaned nodes for debugging purposes.[br]
|
||||
##
|
||||
## This function gathers comprehensive details about nodes that remain in memory
|
||||
## after test execution (orphans). It provides debugging information to help
|
||||
## identify the source of memory leaks in tests. Must be manually called in
|
||||
## tests when orphan nodes are detected.[br]
|
||||
## [br]
|
||||
## [b]When to Use:[/b][br]
|
||||
## - When GdUnit4 reports orphan nodes after test execution[br]
|
||||
## - For debugging memory leaks in test scenarios[br]
|
||||
## - To get detailed information about unreleased nodes[br]
|
||||
## [br]
|
||||
## [b]Usage Pattern:[/b][br]
|
||||
## Add this call at the end of tests that are suspected to create orphans,
|
||||
## or when the test runner reports orphan detection.[br]
|
||||
## [br]
|
||||
## [b]Examples:[/b]
|
||||
## [codeblock]
|
||||
## func test_scene_management():
|
||||
## # Test code that might create orphan nodes
|
||||
## var scene = preload("res://TestScene.tscn").instantiate()
|
||||
## add_child(scene)
|
||||
##
|
||||
## # Do test operations
|
||||
## scene.some_method()
|
||||
##
|
||||
## # Clean up (but might miss some nodes)
|
||||
## scene.queue_free()
|
||||
##
|
||||
## # Collect orphan details if any are detected
|
||||
## collect_orphan_node_details()
|
||||
## [/codeblock]
|
||||
## [br]
|
||||
## [b]Note:[/b] This is a debugging utility function that should be removed
|
||||
## or commented out once orphan issues are resolved.
|
||||
func collect_orphan_node_details() -> void:
|
||||
GdUnitThreadManager.get_current_context().get_execution_context().orphan_monitor_collect()
|
||||
|
||||
|
||||
## Creates a new scene runner to allow simulate interactions checked a scene.[br]
|
||||
## The runner will manage the scene instance and release after the runner is released[br]
|
||||
## example:[br]
|
||||
@@ -200,7 +238,7 @@ func await_millis(timeout :int) -> void:
|
||||
## # or simply creates a runner by using the scene resource path
|
||||
## var runner := scene_runner("res://foo/my_scne.tscn")
|
||||
## [/codeblock]
|
||||
func scene_runner(scene :Variant, verbose := false) -> GdUnitSceneRunner:
|
||||
func scene_runner(scene: Variant, verbose := false) -> GdUnitSceneRunner:
|
||||
return auto_free(__lazy_load("res://addons/gdUnit4/src/core/GdUnitSceneRunnerImpl.gd").new(scene, verbose))
|
||||
|
||||
|
||||
@@ -216,13 +254,13 @@ const RETURN_DEEP_STUB = GdUnitMock.RETURN_DEEP_STUB
|
||||
|
||||
|
||||
## Creates a mock for given class name
|
||||
func mock(clazz :Variant, mock_mode := RETURN_DEFAULTS) -> Variant:
|
||||
func mock(clazz: Variant, mock_mode := RETURN_DEFAULTS) -> Variant:
|
||||
@warning_ignore("unsafe_method_access")
|
||||
return __lazy_load("res://addons/gdUnit4/src/mocking/GdUnitMockBuilder.gd").build(clazz, mock_mode)
|
||||
|
||||
|
||||
## Creates a spy checked given object instance
|
||||
func spy(instance :Variant) -> Variant:
|
||||
func spy(instance: Variant) -> Variant:
|
||||
@warning_ignore("unsafe_method_access")
|
||||
return __lazy_load("res://addons/gdUnit4/src/spy/GdUnitSpyBuilder.gd").build(instance)
|
||||
|
||||
@@ -233,30 +271,30 @@ func spy(instance :Variant) -> Variant:
|
||||
## # overrides the return value of myMock.is_selected() to false
|
||||
## do_return(false).on(myMock).is_selected()
|
||||
## [/codeblock]
|
||||
func do_return(value :Variant) -> GdUnitMock:
|
||||
func do_return(value: Variant) -> GdUnitMock:
|
||||
return GdUnitMock.new(value)
|
||||
|
||||
|
||||
## Verifies certain behavior happened at least once or exact number of times
|
||||
func verify(obj :Variant, times := 1) -> Variant:
|
||||
func verify(obj: Variant, times := 1) -> Variant:
|
||||
@warning_ignore("unsafe_method_access")
|
||||
return __gdunit_object_interactions().verify(obj, times)
|
||||
|
||||
|
||||
## Verifies no interactions is happen checked this mock or spy
|
||||
func verify_no_interactions(obj :Variant) -> GdUnitAssert:
|
||||
func verify_no_interactions(obj: Variant) -> GdUnitAssert:
|
||||
@warning_ignore("unsafe_method_access")
|
||||
return __gdunit_object_interactions().verify_no_interactions(obj)
|
||||
|
||||
|
||||
## Verifies the given mock or spy has any unverified interaction.
|
||||
func verify_no_more_interactions(obj :Variant) -> GdUnitAssert:
|
||||
func verify_no_more_interactions(obj: Variant) -> GdUnitAssert:
|
||||
@warning_ignore("unsafe_method_access")
|
||||
return __gdunit_object_interactions().verify_no_more_interactions(obj)
|
||||
|
||||
|
||||
## Resets the saved function call counters checked a mock or spy
|
||||
func reset(obj :Variant) -> void:
|
||||
func reset(obj: Variant) -> void:
|
||||
@warning_ignore("unsafe_method_access")
|
||||
__gdunit_object_interactions().reset(obj)
|
||||
|
||||
@@ -273,7 +311,7 @@ func reset(obj :Variant) -> void:
|
||||
## # verify the signial is emitted
|
||||
## await assert_signal(emitter).is_emitted('my_signal')
|
||||
## [/codeblock]
|
||||
func monitor_signals(source :Object, _auto_free := true) -> Object:
|
||||
func monitor_signals(source: Object, _auto_free := true) -> Object:
|
||||
@warning_ignore("unsafe_method_access")
|
||||
__lazy_load("res://addons/gdUnit4/src/core/thread/GdUnitThreadManager.gd")\
|
||||
.get_current_context()\
|
||||
@@ -502,29 +540,46 @@ func any_class(clazz :Object) -> GdUnitArgumentMatcher:
|
||||
|
||||
# === value extract utils ======================================================
|
||||
## Builds an extractor by given function name and optional arguments
|
||||
func extr(func_name :String, args := Array()) -> GdUnitValueExtractor:
|
||||
func extr(func_name: String, args := Array()) -> GdUnitValueExtractor:
|
||||
return __lazy_load("res://addons/gdUnit4/src/extractors/GdUnitFuncValueExtractor.gd").new(func_name, args)
|
||||
|
||||
|
||||
## Constructs a tuple by given arguments
|
||||
func tuple(arg0 :Variant,
|
||||
arg1 :Variant=NO_ARG,
|
||||
arg2 :Variant=NO_ARG,
|
||||
arg3 :Variant=NO_ARG,
|
||||
arg4 :Variant=NO_ARG,
|
||||
arg5 :Variant=NO_ARG,
|
||||
arg6 :Variant=NO_ARG,
|
||||
arg7 :Variant=NO_ARG,
|
||||
arg8 :Variant=NO_ARG,
|
||||
arg9 :Variant=NO_ARG) -> GdUnitTuple:
|
||||
return GdUnitTuple.new(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9)
|
||||
## Creates a GdUnitTuple from the provided arguments for use in test assertions.
|
||||
## [br]
|
||||
## This is the primary helper function for creating tuples in GdUnit4 tests.
|
||||
## It provides a convenient way to group multiple expected values when using
|
||||
## [method extractv] assertions. The function enforces that tuples must contain
|
||||
## at least two values, as single-value extractions don't require tuple grouping.
|
||||
## [br]
|
||||
## [b]Parameters:[/b] [br]
|
||||
## - [code]...args[/code]: Variable number of arguments (minimum 2) to group into a tuple.
|
||||
## Each argument represents a value to be compared in assertions.
|
||||
## [br]
|
||||
## [b]Returns:[/b] [br]
|
||||
## A [GdUnitTuple] containing the provided values, or an empty tuple if fewer than
|
||||
## 2 arguments are provided (with an error message).
|
||||
## [br]
|
||||
## [b]Error Handling:[/b] [br]
|
||||
## [codeblock]
|
||||
## # This will push an error and return empty tuple
|
||||
## var invalid = tuple("single_value") # Error: requires at least 2 arguments
|
||||
## [br]
|
||||
## # Correct usage - minimum 2 arguments
|
||||
## var valid = tuple("name", "value")
|
||||
## var valid_multi = tuple(1, 2, 3, 4, 5) # Can have many values
|
||||
## [/codeblock]
|
||||
func tuple(...args: Array) -> GdUnitTuple:
|
||||
if args.size() < 2:
|
||||
push_error("Tuple requires at least two arguments.")
|
||||
return GdUnitTuple.new()
|
||||
return GdUnitTuple.new.callv(args)
|
||||
|
||||
|
||||
# === Asserts ==================================================================
|
||||
|
||||
## The common assertion tool to verify values.
|
||||
## It checks the given value by type to fit to the best assert
|
||||
func assert_that(current :Variant) -> GdUnitAssert:
|
||||
func assert_that(current: Variant) -> GdUnitAssert:
|
||||
match typeof(current):
|
||||
TYPE_BOOL:
|
||||
return assert_bool(current)
|
||||
@@ -549,22 +604,22 @@ func assert_that(current :Variant) -> GdUnitAssert:
|
||||
|
||||
|
||||
## An assertion tool to verify boolean values.
|
||||
func assert_bool(current :Variant) -> GdUnitBoolAssert:
|
||||
func assert_bool(current: Variant) -> GdUnitBoolAssert:
|
||||
return __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitBoolAssertImpl.gd").new(current)
|
||||
|
||||
|
||||
## An assertion tool to verify String values.
|
||||
func assert_str(current :Variant) -> GdUnitStringAssert:
|
||||
func assert_str(current: Variant) -> GdUnitStringAssert:
|
||||
return __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitStringAssertImpl.gd").new(current)
|
||||
|
||||
|
||||
## An assertion tool to verify integer values.
|
||||
func assert_int(current :Variant) -> GdUnitIntAssert:
|
||||
func assert_int(current: Variant) -> GdUnitIntAssert:
|
||||
return __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitIntAssertImpl.gd").new(current)
|
||||
|
||||
|
||||
## An assertion tool to verify float values.
|
||||
func assert_float(current :Variant) -> GdUnitFloatAssert:
|
||||
func assert_float(current: Variant) -> GdUnitFloatAssert:
|
||||
return __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitFloatAssertImpl.gd").new(current)
|
||||
|
||||
|
||||
@@ -574,41 +629,41 @@ func assert_float(current :Variant) -> GdUnitFloatAssert:
|
||||
## [codeblock]
|
||||
## assert_vector(Vector2(1.2, 1.000001)).is_equal(Vector2(1.2, 1.000001))
|
||||
## [/codeblock]
|
||||
func assert_vector(current :Variant, type_check := true) -> GdUnitVectorAssert:
|
||||
func assert_vector(current: Variant, type_check := true) -> GdUnitVectorAssert:
|
||||
return __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitVectorAssertImpl.gd").new(current, type_check)
|
||||
|
||||
|
||||
## An assertion tool to verify arrays.
|
||||
func assert_array(current :Variant, type_check := true) -> GdUnitArrayAssert:
|
||||
func assert_array(current: Variant, type_check := true) -> GdUnitArrayAssert:
|
||||
return __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitArrayAssertImpl.gd").new(current, type_check)
|
||||
|
||||
|
||||
## An assertion tool to verify dictionaries.
|
||||
func assert_dict(current :Variant) -> GdUnitDictionaryAssert:
|
||||
func assert_dict(current: Variant) -> GdUnitDictionaryAssert:
|
||||
return __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitDictionaryAssertImpl.gd").new(current)
|
||||
|
||||
|
||||
## An assertion tool to verify FileAccess.
|
||||
func assert_file(current :Variant) -> GdUnitFileAssert:
|
||||
func assert_file(current: Variant) -> GdUnitFileAssert:
|
||||
return __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitFileAssertImpl.gd").new(current)
|
||||
|
||||
|
||||
## An assertion tool to verify Objects.
|
||||
func assert_object(current :Variant) -> GdUnitObjectAssert:
|
||||
func assert_object(current: Variant) -> GdUnitObjectAssert:
|
||||
return __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitObjectAssertImpl.gd").new(current)
|
||||
|
||||
|
||||
func assert_result(current :Variant) -> GdUnitResultAssert:
|
||||
func assert_result(current: Variant) -> GdUnitResultAssert:
|
||||
return __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitResultAssertImpl.gd").new(current)
|
||||
|
||||
|
||||
## An assertion tool that waits until a certain time for an expected function return value
|
||||
func assert_func(instance :Object, func_name :String, args := Array()) -> GdUnitFuncAssert:
|
||||
func assert_func(instance: Object, func_name: String, args := Array()) -> GdUnitFuncAssert:
|
||||
return __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitFuncAssertImpl.gd").new(instance, func_name, args)
|
||||
|
||||
|
||||
## An assertion tool to verify for emitted signals until a certain time.
|
||||
func assert_signal(instance :Object) -> GdUnitSignalAssert:
|
||||
func assert_signal(instance: Object) -> GdUnitSignalAssert:
|
||||
return __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitSignalAssertImpl.gd").new(instance)
|
||||
|
||||
|
||||
@@ -619,7 +674,7 @@ func assert_signal(instance :Object) -> GdUnitSignalAssert:
|
||||
## assert_failure(func(): assert_bool(true).is_not_equal(true)) \
|
||||
## .has_message("Expecting:\n 'true'\n not equal to\n 'true'")
|
||||
## [/codeblock]
|
||||
func assert_failure(assertion :Callable) -> GdUnitFailureAssert:
|
||||
func assert_failure(assertion: Callable) -> GdUnitFailureAssert:
|
||||
@warning_ignore("unsafe_method_access")
|
||||
return __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitFailureAssertImpl.gd").new().execute(assertion)
|
||||
|
||||
@@ -631,7 +686,7 @@ func assert_failure(assertion :Callable) -> GdUnitFailureAssert:
|
||||
## await assert_failure_await(func(): assert_bool(true).is_not_equal(true)) \
|
||||
## .has_message("Expecting:\n 'true'\n not equal to\n 'true'")
|
||||
## [/codeblock]
|
||||
func assert_failure_await(assertion :Callable) -> GdUnitFailureAssert:
|
||||
func assert_failure_await(assertion: Callable) -> GdUnitFailureAssert:
|
||||
@warning_ignore("unsafe_method_access")
|
||||
return await __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitFailureAssertImpl.gd").new().execute_and_await(assertion)
|
||||
|
||||
@@ -648,7 +703,7 @@ func assert_failure_await(assertion :Callable) -> GdUnitFailureAssert:
|
||||
## await assert_error(func (): push_error('test error') )\
|
||||
## .is_push_error('test error')
|
||||
## [/codeblock]
|
||||
func assert_error(current :Callable) -> GdUnitGodotErrorAssert:
|
||||
func assert_error(current: Callable) -> GdUnitGodotErrorAssert:
|
||||
return __lazy_load("res://addons/gdUnit4/src/asserts/GdUnitGodotErrorAssertImpl.gd").new(current)
|
||||
|
||||
|
||||
|
||||
@@ -1 +1 @@
|
||||
uid://cgbfa4cflb5nl
|
||||
uid://bfroomur047su
|
||||
|
||||
@@ -1,28 +1,86 @@
|
||||
## A tuple implementation to hold two or many values
|
||||
## A tuple implementation for GdUnit4 test assertions and value extraction.
|
||||
## @tutorial(GdUnit4 Array Assertions): https://mikeschulze.github.io/gdUnit4/latest/testing/assert-array/#extractv
|
||||
## @tutorial(GdUnit4 Testing Framework): https://mikeschulze.github.io/gdUnit4/
|
||||
## [br]
|
||||
## The GdUnitTuple class is a utility container designed specifically for the GdUnit4
|
||||
## testing framework. It enables advanced assertion operations, particularly when
|
||||
## extracting and comparing multiple values from complex test results.
|
||||
## [br]
|
||||
## [b]Primary Use Cases in Testing:[/b] [br]
|
||||
## - Extracting multiple properties from test objects with [method extractv]## [br]
|
||||
## - Grouping related assertion values for comparison## [br]
|
||||
## - Returning multiple values from test helper methods## [br]
|
||||
## - Organizing expected vs actual value pairs in assertions## [br]
|
||||
## [br]
|
||||
## [b]Example Usage in Tests:[/b]
|
||||
## [codeblock]
|
||||
## func test_player_stats_after_level_up():
|
||||
## var player = Player.new()
|
||||
## player.level_up()
|
||||
##
|
||||
## # Extract multiple properties using tuple
|
||||
## assert_array([player]) \
|
||||
## .extractv(extr("name"), extr("level"), extr("hp")) \
|
||||
## .contains(tuple("Hero", 2, 150))
|
||||
##
|
||||
## func test_enemy_spawn_positions():
|
||||
## var enemies: Array = spawn_enemies(3)
|
||||
##
|
||||
## # Verify multiple enemies have correct position data
|
||||
## assert_array(enemies) \
|
||||
## .extractv(extr("position.x"), extr("position.y")) \
|
||||
## .contains_exactly([
|
||||
## tuple(100, 200),
|
||||
## tuple(150, 200),
|
||||
## tuple(200, 200)
|
||||
## ])
|
||||
## [/codeblock]
|
||||
## [br]
|
||||
## [b]Integration with GdUnit4 Assertions:[/b] [br]
|
||||
## Tuples work seamlessly with array assertion methods like: [br]
|
||||
## - [code]contains()[/code] - Check if extracted values contain specific tuples [br]
|
||||
## - [code]contains_exactly()[/code] - Verify exact tuple matches [br]
|
||||
## - [code]is_equal()[/code] - Compare tuple equality [br]
|
||||
## [br]
|
||||
## [b]Note:[/b] This class is part of the GdUnit4 testing framework's internal
|
||||
## utilities and is primarily intended for use within test assertions rather
|
||||
## than production code.
|
||||
class_name GdUnitTuple
|
||||
extends RefCounted
|
||||
|
||||
const NO_ARG :Variant = GdUnitConstants.NO_ARG
|
||||
|
||||
var __values :Array = Array()
|
||||
var _values: Array = []
|
||||
|
||||
|
||||
func _init(arg0:Variant,
|
||||
arg1 :Variant=NO_ARG,
|
||||
arg2 :Variant=NO_ARG,
|
||||
arg3 :Variant=NO_ARG,
|
||||
arg4 :Variant=NO_ARG,
|
||||
arg5 :Variant=NO_ARG,
|
||||
arg6 :Variant=NO_ARG,
|
||||
arg7 :Variant=NO_ARG,
|
||||
arg8 :Variant=NO_ARG,
|
||||
arg9 :Variant=NO_ARG) -> void:
|
||||
__values = GdArrayTools.filter_value([arg0,arg1,arg2,arg3,arg4,arg5,arg6,arg7,arg8,arg9], NO_ARG)
|
||||
## Initializes a new GdUnitTuple with test values.
|
||||
## [br]
|
||||
## Creates a tuple to hold multiple values extracted from test objects
|
||||
## or expected values for assertions. Commonly used with the [code]tuple()[/code]
|
||||
## helper function in GdUnit4 tests.
|
||||
## [br]
|
||||
## [b]Parameters:[/b]
|
||||
## - [code]...args[/code]: Variable number of values to store.
|
||||
func _init(...args: Array) -> void:
|
||||
_values = args
|
||||
|
||||
|
||||
## Returns the tuple's values as an array for assertion comparisons.
|
||||
## [br]
|
||||
## Provides access to the stored test values. Used internally by GdUnit4's
|
||||
## assertion system when comparing tuples in test validations.
|
||||
## [br]
|
||||
## [b]Returns:[/b]
|
||||
## An [Array] containing all values stored in the tuple.
|
||||
func values() -> Array:
|
||||
return __values
|
||||
return _values
|
||||
|
||||
|
||||
## Returns a string representation for test output and debugging.
|
||||
## [br]
|
||||
## Formats the tuple for display in test results, error messages, and debug logs.
|
||||
## This method is automatically called by GdUnit4 when displaying assertion
|
||||
## failures involving tuples.
|
||||
## [br]
|
||||
## [b]Returns:[/b]
|
||||
## A [String] in the format "tuple([value1, value2, ...])"
|
||||
func _to_string() -> String:
|
||||
return "tuple(%s)" % str(__values)
|
||||
return "tuple(%s)" % str(_values)
|
||||
|
||||
@@ -1 +1 @@
|
||||
uid://mjqw2uww51fk
|
||||
uid://ckj5nn4gln5bw
|
||||
|
||||
@@ -1 +1 @@
|
||||
uid://2dylh01qtb66
|
||||
uid://cyagv2phlu24d
|
||||
|
||||