quack/addons/cyclops_level_builder/cyclops_global_scene.gd

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2023-05-23 21:27:34 +00:00
# MIT License
#
# Copyright (c) 2023 Mark McKay
# https://github.com/blackears/cyclopsLevelBuilder
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
@tool
extends Node3D
class_name CyclopsGlobalScene
@export var selection_color:Color = Color(1, .5, .5, 1)
@export var default_material:Material = preload("res://addons/cyclops_level_builder/materials/grid.tres")
@export var tool_edit_active_material:Material = preload("res://addons/cyclops_level_builder/materials/tool_edit_active_material.tres")
@export var tool_edit_active_fill_material:Material = preload("res://addons/cyclops_level_builder/materials/tool_edit_active_fill_material.tres")
@export var tool_edit_selected_material:Material = preload("res://addons/cyclops_level_builder/materials/tool_edit_selected_material.tres")
@export var tool_edit_selected_fill_material:Material = preload("res://addons/cyclops_level_builder/materials/tool_edit_selected_fill_material.tres")
@export var tool_edit_unselected_material:Material = preload("res://addons/cyclops_level_builder/materials/tool_edit_unselected_material.tres")
@export var tool_object_active_material:Material = preload("res://addons/cyclops_level_builder/materials/tool_object_active_material.tres")
@export var tool_object_selected_material:Material = preload("res://addons/cyclops_level_builder/materials/tool_object_selected_material.tres")
#@export var outline_material:Material = preload("res://addons/cyclops_level_builder/materials/block_outline_material.tres")
@export var tool_material:Material = preload("res://addons/cyclops_level_builder/materials/tool_material.tres")
@export var outline_material:Material = preload("res://addons/cyclops_level_builder/materials/outline_material.tres")
#@export var tool_selected_material:Material
#@export var selected_material:Material
var tool_mesh:ImmediateMesh
#var vertex_size:float = .05
@export var grid_size:int = 0
var unit_sphere:GeometryMesh
var builder:CyclopsLevelBuilder
#
#enum DisplayMode { TEXTURED, WIRE }
#var display_mode:DisplayMode = DisplayMode.TEXTURED
# Called when the node enters the scene tree for the first time.
func _ready():
unit_sphere = MathGeometry.unit_sphere()
tool_mesh = ImmediateMesh.new()
$ToolInstance3D.mesh = tool_mesh
func draw_line(p0:Vector3, p1:Vector3, mat:Material):
# var mat:Material = tool_selected_material if selected else tool_material
tool_mesh.surface_begin(Mesh.PRIMITIVE_LINES, mat)
tool_mesh.surface_add_vertex(p0)
tool_mesh.surface_add_vertex(p1)
tool_mesh.surface_end()
func draw_loop(points:PackedVector3Array, closed:bool = true, mat:Material = null):
if points.is_empty():
return
tool_mesh.surface_begin(Mesh.PRIMITIVE_LINE_STRIP, mat)
for p in points:
tool_mesh.surface_add_vertex(p)
if closed:
tool_mesh.surface_add_vertex(points[0])
tool_mesh.surface_end()
func draw_prism(points:PackedVector3Array, extrude:Vector3, mat:Material = null):
for p in points:
draw_vertex(p)
draw_vertex(p + extrude)
#Bottom loop
tool_mesh.surface_begin(Mesh.PRIMITIVE_LINE_STRIP, mat)
for p in points:
tool_mesh.surface_add_vertex(p)
tool_mesh.surface_add_vertex(points[0])
tool_mesh.surface_end()
#Top loop
tool_mesh.surface_begin(Mesh.PRIMITIVE_LINE_STRIP, mat)
for p in points:
tool_mesh.surface_add_vertex(p + extrude)
tool_mesh.surface_add_vertex(points[0] + extrude)
tool_mesh.surface_end()
#Sides
tool_mesh.surface_begin(Mesh.PRIMITIVE_LINES, mat)
for p in points:
tool_mesh.surface_add_vertex(p)
tool_mesh.surface_add_vertex(p + extrude)
tool_mesh.surface_end()
#$ToolInstance3D.mesh = mesh
func draw_triangles(tri_points:PackedVector3Array, mat:Material = null):
tool_mesh.surface_begin(Mesh.PRIMITIVE_TRIANGLES, mat)
for p in tri_points:
tool_mesh.surface_add_vertex(p)
tool_mesh.surface_end()
func draw_rect(start:Vector3, end:Vector3, mat:Material = null):
var p0:Vector3 = start
var p2:Vector3 = end
var p1:Vector3 = Vector3(p0.x, p0.y, p2.z)
var p3:Vector3 = Vector3(p2.x, p0.y, p0.z)
draw_vertex(p0, mat)
draw_vertex(p1, mat)
draw_vertex(p2, mat)
draw_vertex(p3, mat)
tool_mesh.surface_begin(Mesh.PRIMITIVE_LINE_STRIP, mat)
tool_mesh.surface_add_vertex(p0)
tool_mesh.surface_add_vertex(p1)
tool_mesh.surface_add_vertex(p2)
tool_mesh.surface_add_vertex(p3)
tool_mesh.surface_add_vertex(p0)
tool_mesh.surface_end()
#$ToolInstance3D.mesh = tool_mesh
func clear_tool_mesh():
#tool_mesh = ImmediateMesh.new()
#$ToolInstance3D.mesh = tool_mesh
tool_mesh.clear_surfaces()
# Draws the bounding box for the points [p0, p1, p2]
func draw_cube(p0:Vector3, p1:Vector3, p2:Vector3, mat:Material = null):
# print ("draw_cube %s %s %s" % [p0, p1, p2])
var bounds:AABB = AABB(p0, Vector3.ZERO)
bounds = bounds.expand(p1)
bounds = bounds.expand(p2)
var p000:Vector3 = bounds.position
var p111:Vector3 = bounds.end
var p001:Vector3 = Vector3(p000.x, p000.y, p111.z)
var p010:Vector3 = Vector3(p000.x, p111.y, p000.z)
var p011:Vector3 = Vector3(p000.x, p111.y, p111.z)
var p100:Vector3 = Vector3(p111.x, p000.y, p000.z)
var p101:Vector3 = Vector3(p111.x, p000.y, p111.z)
var p110:Vector3 = Vector3(p111.x, p111.y, p000.z)
draw_vertex(p000, mat)
draw_vertex(p001, mat)
draw_vertex(p010, mat)
draw_vertex(p011, mat)
draw_vertex(p100, mat)
draw_vertex(p101, mat)
draw_vertex(p110, mat)
draw_vertex(p111, mat)
tool_mesh.surface_begin(Mesh.PRIMITIVE_LINES, mat)
tool_mesh.surface_add_vertex(p000)
tool_mesh.surface_add_vertex(p001)
tool_mesh.surface_add_vertex(p000)
tool_mesh.surface_add_vertex(p100)
tool_mesh.surface_add_vertex(p101)
tool_mesh.surface_add_vertex(p001)
tool_mesh.surface_add_vertex(p101)
tool_mesh.surface_add_vertex(p100)
tool_mesh.surface_add_vertex(p010)
tool_mesh.surface_add_vertex(p011)
tool_mesh.surface_add_vertex(p010)
tool_mesh.surface_add_vertex(p110)
tool_mesh.surface_add_vertex(p111)
tool_mesh.surface_add_vertex(p011)
tool_mesh.surface_add_vertex(p111)
tool_mesh.surface_add_vertex(p110)
tool_mesh.surface_add_vertex(p000)
tool_mesh.surface_add_vertex(p010)
tool_mesh.surface_add_vertex(p100)
tool_mesh.surface_add_vertex(p110)
tool_mesh.surface_add_vertex(p101)
tool_mesh.surface_add_vertex(p111)
tool_mesh.surface_add_vertex(p001)
tool_mesh.surface_add_vertex(p011)
tool_mesh.surface_end()
#$ToolInstance3D.mesh = mesh
func draw_points(points:PackedVector3Array, mat:Material = null):
for p in points:
draw_vertex(p, mat)
func draw_vertex(position:Vector3, mat:Material = null):
var xform:Transform3D = Transform3D(Basis.IDENTITY.scaled(Vector3.ONE * builder.handle_point_radius), position)
draw_sphere(xform, mat)
func draw_sphere(xform:Transform3D = Transform3D.IDENTITY, material:Material = null, segs_lat:int = 6, segs_long:int = 8):
unit_sphere.append_to_immediate_mesh(tool_mesh, material, xform)
func draw_selected_blocks(viewport_camera:Camera3D):
var global_scene:CyclopsGlobalScene = builder.get_node("/root/CyclopsAutoload")
#var mesh:ImmediateMesh = ImmediateMesh.new()
if builder.active_node is CyclopsBlocks:
var blocks_root:CyclopsBlocks = builder.active_node
for child in blocks_root.get_children():
if child is CyclopsConvexBlock:
var block:CyclopsConvexBlock = child
if block.selected:
block.append_mesh_outline(tool_mesh, viewport_camera, blocks_root.global_transform)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
# if Engine.is_editor_hint():
# rebuild_mesh()
pass