350 lines
12 KiB
GDScript3
350 lines
12 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 CyclopsTool
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class_name ToolBlock
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const TOOL_ID:String = "block"
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enum ToolState { NONE, READY, BLOCK_BASE, BLOCK_HEIGHT, MOVE_BLOCK, MOVE_FACE }
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var tool_state:ToolState = ToolState.NONE
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#enum State { READY, DRAG_BASE }
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#var dragging:bool = false
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var viewport_camera_start:Camera3D
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var event_start:InputEventMouseButton
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var block_drag_cur:Vector3
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var block_drag_p0_local:Vector3
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var block_drag_p1_local:Vector3
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var block_drag_p2_local:Vector3
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var drag_floor_normal:Vector3
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#var min_drag_distance:float = 4
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#Keep a copy of move command here while we are building it
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var cmd_move_blocks:CommandMoveBlocks
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var cmd_move_face:CommandMoveFacePlanar
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var move_face_origin:Vector3 #Kep track of the origin when moving a face
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var base_points:PackedVector3Array
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func _get_tool_id()->String:
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return TOOL_ID
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func start_block_drag(viewport_camera:Camera3D, event:InputEvent):
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var blocks_root:CyclopsBlocks = self.builder.active_node
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var e:InputEventMouseButton = event
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var origin:Vector3 = viewport_camera.project_ray_origin(e.position)
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var dir:Vector3 = viewport_camera.project_ray_normal(e.position)
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# print("origin %s dir %s" % [origin, dir])
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var result:IntersectResults = blocks_root.intersect_ray_closest(origin, dir)
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# print("result %s" % result)
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if result:
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# print("Hit! %s" % result)
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drag_floor_normal = MathUtil.snap_to_best_axis_normal(result.normal)
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var start_pos:Vector3 = result.position
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var w2l = blocks_root.global_transform.inverse()
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var start_pos_local:Vector3 = w2l * start_pos
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var grid_step_size:float = pow(2, builder.get_global_scene().grid_size)
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block_drag_p0_local = MathUtil.snap_to_grid(start_pos_local, grid_step_size)
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if e.ctrl_pressed:
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tool_state = ToolState.MOVE_FACE
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cmd_move_face = CommandMoveFacePlanar.new()
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cmd_move_face.builder = builder
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cmd_move_face.blocks_root_path = builder.active_node.get_path()
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cmd_move_face.block_path = result.object.get_path()
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cmd_move_face.face_id = result.face_id
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cmd_move_face.lock_uvs = builder.lock_uvs
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cmd_move_face.move_dir_normal = result.object.control_mesh.faces[result.face_id].normal
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move_face_origin = result.position
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elif result.object.selected:
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tool_state = ToolState.MOVE_BLOCK
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cmd_move_blocks = CommandMoveBlocks.new()
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cmd_move_blocks.builder = builder
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cmd_move_blocks.lock_uvs = builder.lock_uvs
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for child in blocks_root.get_children():
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if child is CyclopsConvexBlock and child.selected:
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cmd_move_blocks.add_block(child.get_path())
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else:
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tool_state = ToolState.BLOCK_BASE
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else:
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# print("Miss")
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drag_floor_normal = Vector3.UP
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tool_state = ToolState.BLOCK_BASE
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var start_pos:Vector3 = origin + builder.block_create_distance * dir
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var w2l = blocks_root.global_transform.inverse()
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var start_pos_local:Vector3 = w2l * start_pos
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#print("start_pos %s" % start_pos)
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#print("start_pos_local %s" % start_pos_local)
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var grid_step_size:float = pow(2, builder.get_global_scene().grid_size)
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#print("start_pos_local %s" % start_pos_local)
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block_drag_p0_local = MathUtil.snap_to_grid(start_pos_local, grid_step_size)
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#print("block_drag_start_local %s" % block_drag_start_local)
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#print("set 1 tool_state %s" % tool_state)
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func _draw_tool(viewport_camera:Camera3D):
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var global_scene:CyclopsGlobalScene = builder.get_global_scene()
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global_scene.clear_tool_mesh()
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global_scene.draw_selected_blocks(viewport_camera)
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if tool_state == ToolState.BLOCK_BASE:
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global_scene.draw_loop(base_points, true, global_scene.tool_material)
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global_scene.draw_points(base_points, global_scene.tool_material)
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if tool_state == ToolState.BLOCK_HEIGHT:
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global_scene.draw_cube(block_drag_p0_local, block_drag_p1_local, block_drag_cur, global_scene.tool_material)
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func _gui_input(viewport_camera:Camera3D, event:InputEvent)->bool:
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if !builder.active_node is CyclopsBlocks:
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return false
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var blocks_root:CyclopsBlocks = builder.active_node
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if event is InputEventKey:
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var e:InputEventKey = event
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if e.keycode == KEY_ESCAPE:
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if e.is_pressed():
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tool_state = ToolState.NONE
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return true
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elif event is InputEventMouseButton:
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var e:InputEventMouseButton = event
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if e.button_index == MOUSE_BUTTON_LEFT:
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if e.is_pressed():
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if tool_state == ToolState.NONE:
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event_start = event
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viewport_camera_start = viewport_camera
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tool_state = ToolState.READY
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else:
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if tool_state == ToolState.READY:
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var origin:Vector3 = viewport_camera.project_ray_origin(e.position)
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var dir:Vector3 = viewport_camera.project_ray_normal(e.position)
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var result:IntersectResults = blocks_root.intersect_ray_closest(origin, dir)
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var cmd:CommandSelectBlocks = CommandSelectBlocks.new()
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cmd.builder = builder
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cmd.selection_type = Selection.choose_type(e.shift_pressed, e.ctrl_pressed)
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if result:
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cmd.block_paths.append(result.object.get_path())
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if cmd.will_change_anything():
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var undo:EditorUndoRedoManager = builder.get_undo_redo()
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cmd.add_to_undo_manager(undo)
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tool_state = ToolState.NONE
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elif tool_state == ToolState.BLOCK_BASE:
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block_drag_p1_local = block_drag_cur
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tool_state = ToolState.BLOCK_HEIGHT
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#print("set 2 tool_state %s" % tool_state)
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elif tool_state == ToolState.BLOCK_HEIGHT:
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# print("Adding block %s %s %s" % [block_drag_p0_local, block_drag_p1_local, block_drag_p2_local])
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block_drag_p2_local = block_drag_cur
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tool_state = ToolState.NONE
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var bounds:AABB = AABB(block_drag_p0_local, Vector3.ZERO)
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bounds = bounds.expand(block_drag_p1_local)
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bounds = bounds.expand(block_drag_p2_local)
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# print("AABB %s" % bounds)
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if bounds.has_volume():
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var command:CommandAddBlock2 = CommandAddBlock2.new()
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command.builder = builder
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command.blocks_root_path = blocks_root.get_path()
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command.block_name = GeneralUtil.find_unique_name(builder.active_node, "Block_")
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command.bounds = bounds
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command.uv_transform = builder.tool_uv_transform
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command.material_path = builder.tool_material_path
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var undo:EditorUndoRedoManager = builder.get_undo_redo()
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command.add_to_undo_manager(undo)
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elif tool_state == ToolState.MOVE_BLOCK:
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var undo:EditorUndoRedoManager = builder.get_undo_redo()
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cmd_move_blocks.add_to_undo_manager(undo)
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tool_state = ToolState.NONE
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elif tool_state == ToolState.MOVE_FACE:
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var undo:EditorUndoRedoManager = builder.get_undo_redo()
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cmd_move_face.add_to_undo_manager(undo)
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tool_state = ToolState.NONE
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return true
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elif e.button_index == MOUSE_BUTTON_RIGHT:
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if tool_state == ToolState.BLOCK_BASE || tool_state == ToolState.BLOCK_HEIGHT:
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if e.is_pressed():
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tool_state = ToolState.NONE
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return true
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elif event is InputEventMouseMotion:
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var e:InputEventMouseMotion = event
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var origin:Vector3 = viewport_camera.project_ray_origin(e.position)
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var dir:Vector3 = viewport_camera.project_ray_normal(e.position)
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var start_pos:Vector3 = origin + builder.block_create_distance * dir
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var w2l = blocks_root.global_transform.inverse()
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var origin_local:Vector3 = w2l * origin
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var dir_local:Vector3 = w2l.basis * dir
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# var global_scene:CyclopsGlobalScene = builder.get_node("/root/CyclopsAutoload")
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#print("tool_state %s" % tool_state)
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if (e.button_mask & MOUSE_BUTTON_MASK_MIDDLE):
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return super._gui_input(viewport_camera, event)
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if tool_state == ToolState.NONE:
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if e.ctrl_pressed:
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#block_drag_cur = MathUtil.intersect_plane(origin_local, dir_local, block_drag_p0_local, drag_floor_normal)
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var result:IntersectResults = blocks_root.intersect_ray_closest(origin_local, dir_local)
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if result:
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var block:CyclopsConvexBlock = result.object
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var convex_mesh:ConvexVolume = block.control_mesh
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base_points = convex_mesh.get_face(result.face_id).get_points()
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return true
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return false
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elif tool_state == ToolState.READY:
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var offset:Vector2 = e.position - event_start.position
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if offset.length_squared() > MathUtil.square(builder.drag_start_radius):
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start_block_drag(viewport_camera_start, event_start)
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return true
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elif tool_state == ToolState.BLOCK_BASE:
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block_drag_cur = MathUtil.intersect_plane(origin_local, dir_local, block_drag_p0_local, drag_floor_normal)
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#print("block_drag_cur %s" % block_drag_cur)
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var grid_step_size:float = pow(2, builder.get_global_scene().grid_size)
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block_drag_cur = MathUtil.snap_to_grid(block_drag_cur, grid_step_size)
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#print("block_drag_cur snapped %s" % block_drag_cur)
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#Draw tool
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var p01:Vector3
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var p10:Vector3
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if abs(drag_floor_normal.x) > abs(drag_floor_normal.y) and abs(drag_floor_normal.x) > abs(drag_floor_normal.z):
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p01 = Vector3(block_drag_p0_local.x, block_drag_p0_local.y, block_drag_cur.z)
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p10 = Vector3(block_drag_p0_local.x, block_drag_cur.y, block_drag_p0_local.z)
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elif abs(drag_floor_normal.y) > abs(drag_floor_normal.z):
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p01 = Vector3(block_drag_p0_local.x, block_drag_p0_local.y, block_drag_cur.z)
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p10 = Vector3(block_drag_cur.x, block_drag_p0_local.y, block_drag_p0_local.z)
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else:
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p01 = Vector3(block_drag_p0_local.x, block_drag_cur.y, block_drag_p0_local.z)
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p10 = Vector3(block_drag_cur.x, block_drag_p0_local.y, block_drag_p0_local.z)
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base_points = [block_drag_p0_local, p01, block_drag_cur, p10]
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return true
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elif tool_state == ToolState.BLOCK_HEIGHT:
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block_drag_cur = MathUtil.closest_point_on_line(origin_local, dir_local, block_drag_p1_local, drag_floor_normal)
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var grid_step_size:float = pow(2, builder.get_global_scene().grid_size)
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block_drag_cur = MathUtil.snap_to_grid(block_drag_cur, grid_step_size)
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return true
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elif tool_state == ToolState.MOVE_BLOCK:
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if e.alt_pressed:
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# block_drag_cur = MathUtil.closest_point_on_line(origin_local, dir_local, block_drag_p0_local, drag_floor_normal)
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block_drag_cur = MathUtil.closest_point_on_line(origin_local, dir_local, block_drag_p0_local, Vector3.UP)
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else:
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# block_drag_cur = MathUtil.intersect_plane(origin_local, dir_local, block_drag_p0_local, drag_floor_normal)
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block_drag_cur = MathUtil.intersect_plane(origin_local, dir_local, block_drag_p0_local, Vector3.UP)
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var grid_step_size:float = pow(2, builder.get_global_scene().grid_size)
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block_drag_cur = MathUtil.snap_to_grid(block_drag_cur, grid_step_size)
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cmd_move_blocks.move_offset = block_drag_cur - block_drag_p0_local
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cmd_move_blocks.do_it()
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return true
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elif tool_state == ToolState.MOVE_FACE:
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var drag_to:Vector3 = MathUtil.closest_point_on_line(origin_local, dir_local, move_face_origin, cmd_move_face.move_dir_normal)
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#print("move_face_origin %s norm %s" % [move_face_origin, cmd_move_face.move_dir_normal])
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var grid_step_size:float = pow(2, builder.get_global_scene().grid_size)
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drag_to = MathUtil.snap_to_grid(drag_to, grid_step_size)
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cmd_move_face.move_amount = (drag_to - move_face_origin).dot(cmd_move_face.move_dir_normal)
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cmd_move_face.do_it_intermediate()
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return true
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return super._gui_input(viewport_camera, event)
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func _activate(builder:CyclopsLevelBuilder):
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super._activate(builder)
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builder.mode = CyclopsLevelBuilder.Mode.OBJECT
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var global_scene:CyclopsGlobalScene = builder.get_global_scene()
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global_scene.clear_tool_mesh()
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