quack/addons/cyclops_level_builder/tools/tool_prism.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 CyclopsTool
class_name ToolPrism
const TOOL_ID:String = "prism"
enum ToolState { READY, BASE_POINTS, DRAG_HEIGHT }
var tool_state:ToolState = ToolState.READY
var floor_normal:Vector3
var base_points:PackedVector3Array
var block_drag_cur:Vector3
var drag_offset:Vector3
var preview_point:Vector3
func _activate(builder:CyclopsLevelBuilder):
super._activate(builder)
builder.mode = CyclopsLevelBuilder.Mode.OBJECT
var global_scene:CyclopsGlobalScene = builder.get_global_scene()
global_scene.clear_tool_mesh()
func _draw_tool(viewport_camera:Camera3D):
var global_scene:CyclopsGlobalScene = builder.get_global_scene()
global_scene.clear_tool_mesh()
global_scene.draw_selected_blocks(viewport_camera)
if tool_state == ToolState.BASE_POINTS:
var bounding_points:PackedVector3Array = MathUtil.bounding_polygon_3d(base_points, floor_normal)
global_scene.draw_loop(bounding_points, true, global_scene.tool_material)
global_scene.draw_points(bounding_points, global_scene.tool_material)
global_scene.draw_vertex(preview_point, global_scene.tool_material)
if tool_state == ToolState.DRAG_HEIGHT:
var bounding_points:PackedVector3Array = MathUtil.bounding_polygon_3d(base_points, floor_normal)
global_scene.draw_prism(bounding_points, drag_offset, global_scene.tool_material)
func _gui_input(viewport_camera:Camera3D, event:InputEvent)->bool:
if !builder.active_node is CyclopsBlocks:
return false
var blocks_root:CyclopsBlocks = self.builder.active_node
var grid_step_size:float = pow(2, builder.get_global_scene().grid_size)
if event is InputEventKey:
var e:InputEventKey = event
if e.keycode == KEY_ENTER:
if e.is_pressed():
if tool_state == ToolState.BASE_POINTS:
drag_offset = Vector3.ZERO
tool_state = ToolState.DRAG_HEIGHT
return true
elif e.keycode == KEY_BACKSPACE:
if e.is_pressed():
base_points.remove_at(base_points.size() - 1)
return true
elif e.keycode == KEY_ESCAPE:
if e.is_pressed():
tool_state = ToolState.READY
return true
elif event is InputEventMouseButton:
var e:InputEventMouseButton = event
if e.button_index == MOUSE_BUTTON_LEFT:
if e.is_pressed():
var origin:Vector3 = viewport_camera.project_ray_origin(e.position)
var dir:Vector3 = viewport_camera.project_ray_normal(e.position)
if tool_state == ToolState.READY:
base_points.clear()
tool_state = ToolState.BASE_POINTS
var result:IntersectResults = blocks_root.intersect_ray_closest(origin, dir)
if result:
#print("init base point block")
floor_normal = result.normal
var p:Vector3 = to_local(result.position, blocks_root.global_transform.inverse(), grid_step_size)
#
base_points.append(p)
preview_point = p
return true
else:
#print("init base point empty space")
floor_normal = Vector3.UP
var start_pos:Vector3 = origin + builder.block_create_distance * dir
var p:Vector3 = to_local(start_pos, blocks_root.global_transform.inverse(), grid_step_size)
base_points.append(p)
return true
elif tool_state == ToolState.BASE_POINTS:
#print("add base point")
if e.double_click:
if e.is_pressed():
drag_offset = Vector3.ZERO
tool_state = ToolState.DRAG_HEIGHT
return true
var p_isect:Vector3 = MathUtil.intersect_plane(origin, dir, base_points[0], floor_normal)
var p:Vector3 = to_local(p_isect, blocks_root.global_transform.inverse(), grid_step_size)
base_points.append(p)
var bounding_points:PackedVector3Array = MathUtil.bounding_polygon_3d(base_points, floor_normal)
return true
elif tool_state == ToolState.DRAG_HEIGHT:
var bounding_points:PackedVector3Array = MathUtil.bounding_polygon_3d(base_points, floor_normal)
drag_offset = block_drag_cur - base_points[0]
#drag_offset = Vector3.ZERO
var cmd:CommandAddPrism = CommandAddPrism.new()
cmd.builder = builder
cmd.block_name = GeneralUtil.find_unique_name(builder.active_node, "Block_")
cmd.blocks_root_path = blocks_root.get_path()
# command.block_owner = builder.get_editor_interface().get_edited_scene_root()
cmd.base_polygon = bounding_points
cmd.extrude = drag_offset
cmd.uv_transform = builder.tool_uv_transform
cmd.material_path = builder.tool_material_path
var undo:EditorUndoRedoManager = builder.get_undo_redo()
cmd.add_to_undo_manager(undo)
# global_scene.clear_tool_mesh()
# global_scene.draw_selected_blocks(viewport_camera)
tool_state = ToolState.READY
return true
if e.button_index == MOUSE_BUTTON_RIGHT:
if tool_state == ToolState.BASE_POINTS:
if e.is_pressed():
for p_idx in base_points.size():
var screem_pos:Vector2 = viewport_camera.unproject_position(base_points[p_idx])
if screem_pos.distance_to(e.position) < builder.handle_screen_radius:
base_points.remove_at(p_idx)
break
return true
elif event is InputEventMouseMotion:
var e:InputEventMouseMotion = event
if (e.button_mask & MOUSE_BUTTON_MASK_MIDDLE):
return false
var origin:Vector3 = viewport_camera.project_ray_origin(e.position)
var dir:Vector3 = viewport_camera.project_ray_normal(e.position)
var start_pos:Vector3 = origin + builder.block_create_distance * dir
var w2l = blocks_root.global_transform.inverse()
var origin_local:Vector3 = w2l * origin
var dir_local:Vector3 = w2l.basis * dir
if tool_state == ToolState.BASE_POINTS:
var p_isect:Vector3 = MathUtil.intersect_plane(origin, dir, base_points[0], floor_normal)
preview_point = to_local(p_isect, blocks_root.global_transform.inverse(), grid_step_size)
elif tool_state == ToolState.DRAG_HEIGHT:
block_drag_cur = MathUtil.closest_point_on_line(origin_local, dir_local, base_points[0], floor_normal)
block_drag_cur = to_local(block_drag_cur, blocks_root.global_transform.inverse(), grid_step_size)
drag_offset = block_drag_cur - base_points[0]
var bounding_points:PackedVector3Array = MathUtil.bounding_polygon_3d(base_points, floor_normal)
# global_scene.clear_tool_mesh()
# global_scene.draw_prism(bounding_points, drag_offset, global_scene.tool_material)
return true
return super._gui_input(viewport_camera, event)