214 lines
7.4 KiB
GDScript3
214 lines
7.4 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 ToolPrism
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const TOOL_ID:String = "prism"
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enum ToolState { READY, BASE_POINTS, DRAG_HEIGHT }
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var tool_state:ToolState = ToolState.READY
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var floor_normal:Vector3
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var base_points:PackedVector3Array
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var block_drag_cur:Vector3
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var drag_offset:Vector3
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var preview_point:Vector3
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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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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.BASE_POINTS:
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var bounding_points:PackedVector3Array = MathUtil.bounding_polygon_3d(base_points, floor_normal)
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global_scene.draw_loop(bounding_points, true, global_scene.tool_material)
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global_scene.draw_points(bounding_points, global_scene.tool_material)
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global_scene.draw_vertex(preview_point, global_scene.tool_material)
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if tool_state == ToolState.DRAG_HEIGHT:
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var bounding_points:PackedVector3Array = MathUtil.bounding_polygon_3d(base_points, floor_normal)
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global_scene.draw_prism(bounding_points, drag_offset, 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 = self.builder.active_node
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var grid_step_size:float = pow(2, builder.get_global_scene().grid_size)
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if event is InputEventKey:
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var e:InputEventKey = event
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if e.keycode == KEY_ENTER:
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if e.is_pressed():
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if tool_state == ToolState.BASE_POINTS:
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drag_offset = Vector3.ZERO
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tool_state = ToolState.DRAG_HEIGHT
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return true
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elif e.keycode == KEY_BACKSPACE:
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if e.is_pressed():
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base_points.remove_at(base_points.size() - 1)
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return true
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elif e.keycode == KEY_ESCAPE:
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if e.is_pressed():
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tool_state = ToolState.READY
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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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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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if tool_state == ToolState.READY:
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base_points.clear()
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tool_state = ToolState.BASE_POINTS
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var result:IntersectResults = blocks_root.intersect_ray_closest(origin, dir)
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if result:
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#print("init base point block")
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floor_normal = result.normal
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var p:Vector3 = to_local(result.position, blocks_root.global_transform.inverse(), grid_step_size)
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#
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base_points.append(p)
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preview_point = p
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return true
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else:
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#print("init base point empty space")
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floor_normal = Vector3.UP
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var start_pos:Vector3 = origin + builder.block_create_distance * dir
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var p:Vector3 = to_local(start_pos, blocks_root.global_transform.inverse(), grid_step_size)
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base_points.append(p)
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return true
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elif tool_state == ToolState.BASE_POINTS:
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#print("add base point")
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if e.double_click:
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if e.is_pressed():
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drag_offset = Vector3.ZERO
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tool_state = ToolState.DRAG_HEIGHT
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return true
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var p_isect:Vector3 = MathUtil.intersect_plane(origin, dir, base_points[0], floor_normal)
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var p:Vector3 = to_local(p_isect, blocks_root.global_transform.inverse(), grid_step_size)
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base_points.append(p)
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var bounding_points:PackedVector3Array = MathUtil.bounding_polygon_3d(base_points, floor_normal)
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return true
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elif tool_state == ToolState.DRAG_HEIGHT:
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var bounding_points:PackedVector3Array = MathUtil.bounding_polygon_3d(base_points, floor_normal)
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drag_offset = block_drag_cur - base_points[0]
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#drag_offset = Vector3.ZERO
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var cmd:CommandAddPrism = CommandAddPrism.new()
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cmd.builder = builder
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cmd.block_name = GeneralUtil.find_unique_name(builder.active_node, "Block_")
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cmd.blocks_root_path = blocks_root.get_path()
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# command.block_owner = builder.get_editor_interface().get_edited_scene_root()
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cmd.base_polygon = bounding_points
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cmd.extrude = drag_offset
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cmd.uv_transform = builder.tool_uv_transform
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cmd.material_path = builder.tool_material_path
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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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# global_scene.clear_tool_mesh()
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# global_scene.draw_selected_blocks(viewport_camera)
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tool_state = ToolState.READY
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return true
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if e.button_index == MOUSE_BUTTON_RIGHT:
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if tool_state == ToolState.BASE_POINTS:
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if e.is_pressed():
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for p_idx in base_points.size():
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var screem_pos:Vector2 = viewport_camera.unproject_position(base_points[p_idx])
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if screem_pos.distance_to(e.position) < builder.handle_screen_radius:
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base_points.remove_at(p_idx)
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break
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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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if (e.button_mask & MOUSE_BUTTON_MASK_MIDDLE):
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return false
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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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if tool_state == ToolState.BASE_POINTS:
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var p_isect:Vector3 = MathUtil.intersect_plane(origin, dir, base_points[0], floor_normal)
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preview_point = to_local(p_isect, blocks_root.global_transform.inverse(), grid_step_size)
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elif tool_state == ToolState.DRAG_HEIGHT:
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block_drag_cur = MathUtil.closest_point_on_line(origin_local, dir_local, base_points[0], floor_normal)
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block_drag_cur = to_local(block_drag_cur, blocks_root.global_transform.inverse(), grid_step_size)
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drag_offset = block_drag_cur - base_points[0]
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var bounding_points:PackedVector3Array = MathUtil.bounding_polygon_3d(base_points, floor_normal)
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# global_scene.clear_tool_mesh()
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# global_scene.draw_prism(bounding_points, drag_offset, global_scene.tool_material)
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return true
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return super._gui_input(viewport_camera, event)
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