144 lines
4.3 KiB
GDScript3
144 lines
4.3 KiB
GDScript3
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# MIT License
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#
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# Copyright (c) 2023 Mark McKay
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# https://github.com/blackears/cyclopsLevelBuilder
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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@tool
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extends Node3D
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class_name CyclopsBlocks
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signal blocks_changed
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@export var occluder_vertex_offset:float = 0:
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get:
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return occluder_vertex_offset
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set(value):
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occluder_vertex_offset = value
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dirty = true
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var dirty:bool = true
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var block_bodies:Node3D
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# Called when the node enters the scene tree for the first time.
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func _ready():
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child_entered_tree.connect(on_child_entered_tree)
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child_exiting_tree.connect(on_child_exiting_tree)
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block_bodies = Node3D.new()
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block_bodies.name = "block_bodies"
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add_child(block_bodies)
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for node in get_children():
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if node is CyclopsConvexBlock:
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var block:CyclopsConvexBlock = node
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block.mesh_changed.connect(on_child_mesh_changed)
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func on_child_mesh_changed():
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dirty = true
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blocks_changed.emit()
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func on_child_entered_tree(node:Node):
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if node is CyclopsConvexBlock:
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var block:CyclopsConvexBlock = node
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block.mesh_changed.connect(on_child_mesh_changed)
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# print("on_child_entered_tree %s" % node.name)
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dirty = true
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func on_child_exiting_tree(node:Node):
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if node is CyclopsConvexBlock:
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var block:CyclopsConvexBlock = node
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block.mesh_changed.disconnect(on_child_mesh_changed)
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# print("on_child_exited_tree %s" % node.name)
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dirty = true
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func has_selected_blocks()->bool:
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for child in get_children():
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if child is CyclopsConvexBlock and child.selected:
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return true
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return false
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func rebuild_mesh():
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for child in block_bodies.get_children():
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child.queue_free()
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for child in get_children():
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if child is CyclopsConvexBlock:
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var block:CyclopsConvexBlock = child
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# var block_body:CyclopsConvexBlockBody = preload("res://addons/cyclops_level_builder/nodes/cyclops_convex_block_body.gd").instantiate()
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var block_body:CyclopsConvexBlockBody = CyclopsConvexBlockBody.new()
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block_body.materials = block.materials
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block_body.block_data = block.block_data
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block_bodies.add_child(block_body)
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dirty = false
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func get_active_block()->CyclopsConvexBlock:
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for child in get_children():
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if child is CyclopsConvexBlock:
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var block:CyclopsConvexBlock = child
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if block.active:
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return block
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return null
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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if dirty:
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rebuild_mesh()
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func _input(event):
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if Engine.is_editor_hint():
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pass
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#print(event.as_text())
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pass
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func intersect_ray_closest(origin:Vector3, dir:Vector3)->IntersectResults:
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return intersect_ray_closest_filtered(origin, dir, func(block:CyclopsConvexBlock): return true)
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func intersect_ray_closest_selected_only(origin:Vector3, dir:Vector3)->IntersectResults:
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return intersect_ray_closest_filtered(origin, dir, func(block:CyclopsConvexBlock): return block.selected)
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func intersect_ray_closest_filtered(origin:Vector3, dir:Vector3, filter:Callable)->IntersectResults:
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var best_result:IntersectResults
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for child in get_children():
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if child is CyclopsConvexBlock:
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var result:IntersectResults = child.intersect_ray_closest(origin, dir)
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if result:
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if !filter.call(result.object):
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continue
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if !best_result or result.distance_squared < best_result.distance_squared:
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best_result = result
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return best_result
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