251 lines
8.3 KiB
GDScript3
251 lines
8.3 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 CyclopsGlobalScene
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@export var selection_color:Color = Color(1, .5, .5, 1)
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@export var default_material:Material = preload("res://addons/cyclops_level_builder/materials/grid.tres")
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@export var tool_edit_active_material:Material = preload("res://addons/cyclops_level_builder/materials/tool_edit_active_material.tres")
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@export var tool_edit_active_fill_material:Material = preload("res://addons/cyclops_level_builder/materials/tool_edit_active_fill_material.tres")
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@export var tool_edit_selected_material:Material = preload("res://addons/cyclops_level_builder/materials/tool_edit_selected_material.tres")
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@export var tool_edit_selected_fill_material:Material = preload("res://addons/cyclops_level_builder/materials/tool_edit_selected_fill_material.tres")
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@export var tool_edit_unselected_material:Material = preload("res://addons/cyclops_level_builder/materials/tool_edit_unselected_material.tres")
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@export var tool_object_active_material:Material = preload("res://addons/cyclops_level_builder/materials/tool_object_active_material.tres")
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@export var tool_object_selected_material:Material = preload("res://addons/cyclops_level_builder/materials/tool_object_selected_material.tres")
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#@export var outline_material:Material = preload("res://addons/cyclops_level_builder/materials/block_outline_material.tres")
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@export var tool_material:Material = preload("res://addons/cyclops_level_builder/materials/tool_material.tres")
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@export var outline_material:Material = preload("res://addons/cyclops_level_builder/materials/outline_material.tres")
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#@export var tool_selected_material:Material
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#@export var selected_material:Material
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var tool_mesh:ImmediateMesh
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#var vertex_size:float = .05
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@export var grid_size:int = 0
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var unit_sphere:GeometryMesh
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var builder:CyclopsLevelBuilder
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#
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#enum DisplayMode { TEXTURED, WIRE }
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#var display_mode:DisplayMode = DisplayMode.TEXTURED
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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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unit_sphere = MathGeometry.unit_sphere()
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tool_mesh = ImmediateMesh.new()
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$ToolInstance3D.mesh = tool_mesh
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func draw_line(p0:Vector3, p1:Vector3, mat:Material):
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# var mat:Material = tool_selected_material if selected else tool_material
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tool_mesh.surface_begin(Mesh.PRIMITIVE_LINES, mat)
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tool_mesh.surface_add_vertex(p0)
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tool_mesh.surface_add_vertex(p1)
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tool_mesh.surface_end()
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func draw_loop(points:PackedVector3Array, closed:bool = true, mat:Material = null):
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if points.is_empty():
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return
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tool_mesh.surface_begin(Mesh.PRIMITIVE_LINE_STRIP, mat)
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for p in points:
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tool_mesh.surface_add_vertex(p)
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if closed:
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tool_mesh.surface_add_vertex(points[0])
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tool_mesh.surface_end()
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func draw_prism(points:PackedVector3Array, extrude:Vector3, mat:Material = null):
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for p in points:
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draw_vertex(p)
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draw_vertex(p + extrude)
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#Bottom loop
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tool_mesh.surface_begin(Mesh.PRIMITIVE_LINE_STRIP, mat)
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for p in points:
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tool_mesh.surface_add_vertex(p)
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tool_mesh.surface_add_vertex(points[0])
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tool_mesh.surface_end()
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#Top loop
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tool_mesh.surface_begin(Mesh.PRIMITIVE_LINE_STRIP, mat)
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for p in points:
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tool_mesh.surface_add_vertex(p + extrude)
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tool_mesh.surface_add_vertex(points[0] + extrude)
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tool_mesh.surface_end()
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#Sides
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tool_mesh.surface_begin(Mesh.PRIMITIVE_LINES, mat)
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for p in points:
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tool_mesh.surface_add_vertex(p)
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tool_mesh.surface_add_vertex(p + extrude)
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tool_mesh.surface_end()
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#$ToolInstance3D.mesh = mesh
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func draw_triangles(tri_points:PackedVector3Array, mat:Material = null):
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tool_mesh.surface_begin(Mesh.PRIMITIVE_TRIANGLES, mat)
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for p in tri_points:
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tool_mesh.surface_add_vertex(p)
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tool_mesh.surface_end()
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func draw_rect(start:Vector3, end:Vector3, mat:Material = null):
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var p0:Vector3 = start
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var p2:Vector3 = end
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var p1:Vector3 = Vector3(p0.x, p0.y, p2.z)
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var p3:Vector3 = Vector3(p2.x, p0.y, p0.z)
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draw_vertex(p0, mat)
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draw_vertex(p1, mat)
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draw_vertex(p2, mat)
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draw_vertex(p3, mat)
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tool_mesh.surface_begin(Mesh.PRIMITIVE_LINE_STRIP, mat)
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tool_mesh.surface_add_vertex(p0)
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tool_mesh.surface_add_vertex(p1)
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tool_mesh.surface_add_vertex(p2)
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tool_mesh.surface_add_vertex(p3)
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tool_mesh.surface_add_vertex(p0)
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tool_mesh.surface_end()
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#$ToolInstance3D.mesh = tool_mesh
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func clear_tool_mesh():
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#tool_mesh = ImmediateMesh.new()
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#$ToolInstance3D.mesh = tool_mesh
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tool_mesh.clear_surfaces()
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# Draws the bounding box for the points [p0, p1, p2]
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func draw_cube(p0:Vector3, p1:Vector3, p2:Vector3, mat:Material = null):
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# print ("draw_cube %s %s %s" % [p0, p1, p2])
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var bounds:AABB = AABB(p0, Vector3.ZERO)
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bounds = bounds.expand(p1)
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bounds = bounds.expand(p2)
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var p000:Vector3 = bounds.position
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var p111:Vector3 = bounds.end
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var p001:Vector3 = Vector3(p000.x, p000.y, p111.z)
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var p010:Vector3 = Vector3(p000.x, p111.y, p000.z)
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var p011:Vector3 = Vector3(p000.x, p111.y, p111.z)
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var p100:Vector3 = Vector3(p111.x, p000.y, p000.z)
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var p101:Vector3 = Vector3(p111.x, p000.y, p111.z)
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var p110:Vector3 = Vector3(p111.x, p111.y, p000.z)
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draw_vertex(p000, mat)
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draw_vertex(p001, mat)
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draw_vertex(p010, mat)
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draw_vertex(p011, mat)
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draw_vertex(p100, mat)
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draw_vertex(p101, mat)
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draw_vertex(p110, mat)
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draw_vertex(p111, mat)
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tool_mesh.surface_begin(Mesh.PRIMITIVE_LINES, mat)
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tool_mesh.surface_add_vertex(p000)
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tool_mesh.surface_add_vertex(p001)
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tool_mesh.surface_add_vertex(p000)
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tool_mesh.surface_add_vertex(p100)
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tool_mesh.surface_add_vertex(p101)
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tool_mesh.surface_add_vertex(p001)
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tool_mesh.surface_add_vertex(p101)
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tool_mesh.surface_add_vertex(p100)
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tool_mesh.surface_add_vertex(p010)
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tool_mesh.surface_add_vertex(p011)
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tool_mesh.surface_add_vertex(p010)
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tool_mesh.surface_add_vertex(p110)
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tool_mesh.surface_add_vertex(p111)
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tool_mesh.surface_add_vertex(p011)
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tool_mesh.surface_add_vertex(p111)
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tool_mesh.surface_add_vertex(p110)
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tool_mesh.surface_add_vertex(p000)
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tool_mesh.surface_add_vertex(p010)
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tool_mesh.surface_add_vertex(p100)
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tool_mesh.surface_add_vertex(p110)
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tool_mesh.surface_add_vertex(p101)
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tool_mesh.surface_add_vertex(p111)
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tool_mesh.surface_add_vertex(p001)
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tool_mesh.surface_add_vertex(p011)
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tool_mesh.surface_end()
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#$ToolInstance3D.mesh = mesh
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func draw_points(points:PackedVector3Array, mat:Material = null):
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for p in points:
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draw_vertex(p, mat)
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func draw_vertex(position:Vector3, mat:Material = null):
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var xform:Transform3D = Transform3D(Basis.IDENTITY.scaled(Vector3.ONE * builder.handle_point_radius), position)
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draw_sphere(xform, mat)
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func draw_sphere(xform:Transform3D = Transform3D.IDENTITY, material:Material = null, segs_lat:int = 6, segs_long:int = 8):
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unit_sphere.append_to_immediate_mesh(tool_mesh, material, xform)
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func draw_selected_blocks(viewport_camera:Camera3D):
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var global_scene:CyclopsGlobalScene = builder.get_node("/root/CyclopsAutoload")
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#var mesh:ImmediateMesh = ImmediateMesh.new()
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if builder.active_node is CyclopsBlocks:
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var blocks_root:CyclopsBlocks = builder.active_node
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for child in blocks_root.get_children():
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if child is CyclopsConvexBlock:
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var block:CyclopsConvexBlock = child
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if block.selected:
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block.append_mesh_outline(tool_mesh, viewport_camera, blocks_root.global_transform)
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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 Engine.is_editor_hint():
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# rebuild_mesh()
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pass
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