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# 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 Resource
class_name CyclopsTool
var builder:CyclopsLevelBuilder
#func _init(_editorPlugin:EditorPlugin):
# editorPlugin = _editorPlugin
func _activate(builder:CyclopsLevelBuilder):
self.builder = builder
func _deactivate():
pass
func _get_tool_id()->String:
return ""
func _draw_tool(viewport_camera:Camera3D):
pass
func _get_tool_properties_editor()->Control:
return null
func _gui_input(viewport_camera:Camera3D, event:InputEvent)->bool:
if event is InputEventKey:
var e:InputEventKey = event
if e.keycode == KEY_X:
if e.is_pressed():
#print("cyc tool X")
var action:ActionDeleteSelectedBlocks = ActionDeleteSelectedBlocks.new(builder)
action._execute()
return true
if e.keycode == KEY_D:
if e.is_pressed():
if e.shift_pressed && !Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT):
if builder.active_node and builder.active_node.has_selected_blocks():
builder.switch_to_tool(ToolDuplicate.new())
return true
if event is InputEventMouseButton:
var e:InputEventMouseButton = event
if e.button_index == MOUSE_BUTTON_MIDDLE:
if e.alt_pressed:
if e.is_pressed():
if builder.active_node:
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 = builder.active_node.global_transform.inverse()
var origin_local:Vector3 = w2l * origin
var dir_local:Vector3 = w2l.basis * dir
var result:IntersectResults = builder.active_node.intersect_ray_closest(origin_local, dir_local)
if result:
var ed_iface:EditorInterface = builder.get_editor_interface()
var base_control:Control = ed_iface.get_base_control()
#viewport_camera
var new_cam_origin:Vector3 = result.position + \
viewport_camera.global_transform.basis.z * builder.block_create_distance
viewport_camera.global_transform.origin = new_cam_origin
return true
return false
func to_local(point:Vector3, world_to_local:Transform3D, grid_step_size:float)->Vector3:
var p_local:Vector3 = world_to_local * point
return MathUtil.snap_to_grid(p_local, grid_step_size)

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

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# 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 ToolClip
const TOOL_ID:String = "clip"
enum ToolState { READY, PICK_POINTS, PICK_SIDE }
var tool_state:ToolState = ToolState.READY
var clip_points:PackedVector3Array
var clip_normals:PackedVector3Array
var clip_block:CyclopsConvexBlock
func _get_tool_id()->String:
return TOOL_ID
func has_clip_point(point:Vector3)->bool:
for p in clip_points:
if p.is_equal_approx(point):
return true
return false
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 !clip_points.is_empty():
global_scene.draw_loop(clip_points, false, global_scene.tool_material)
global_scene.draw_points(clip_points, 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)
#var global_scene:CyclopsGlobalScene = builder.get_node("/root/CyclopsAutoload")
#_draw_tool(viewport_camera)
if event is InputEventKey:
var e:InputEventKey = event
if e.keycode == KEY_BACKSPACE:
if e.is_pressed():
if !clip_points.is_empty():
var count:int = clip_points.size()
clip_points.remove_at(count - 1)
clip_normals.remove_at(count - 1)
if clip_points.is_empty():
clip_block = null
return true
elif e.keycode == KEY_ESCAPE:
clip_points.clear()
clip_normals.clear()
clip_block = null
# _draw_tool(viewport_camera)
return true
elif e.keycode == KEY_ENTER:
#Cut at plane
var cut_plane:Plane
if clip_points.size() == 3:
cut_plane = Plane(clip_points[0], clip_points[1], clip_points[2])
elif clip_points.size() == 2:
var dir:Vector3 = clip_points[1] - clip_points[0]
var face_dir:Vector3 = clip_normals[0].cross(dir)
cut_plane = Plane(face_dir.normalized(), clip_points[0])
else:
#Cannot cut with fewer than 2 points
return true
var cmd:CommandClipBlock = CommandClipBlock.new()
cmd.builder = builder
cmd.blocks_root_path = blocks_root.get_path()
cmd.block_path = clip_block.get_path()
cmd.block_sibling_name = GeneralUtil.find_unique_name(blocks_root, "Block_")
cmd.cut_plane = cut_plane
cmd.material_path = builder.tool_material_path
cmd.uv_transform = builder.tool_uv_transform
var undo:EditorUndoRedoManager = builder.get_undo_redo()
cmd.add_to_undo_manager(undo)
#Clean up
clip_points.clear()
clip_normals.clear()
clip_block = null
# _draw_tool(viewport_camera)
return true
if event is InputEventMouseButton:
var e:InputEventMouseButton = event
if (e.button_mask & MOUSE_BUTTON_MASK_MIDDLE):
return false
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)
var result:IntersectResults = blocks_root.intersect_ray_closest(origin, dir)
if result:
var p:Vector3 = to_local(result.position, blocks_root.global_transform.inverse(), grid_step_size)
if !has_clip_point(p):
if clip_points.is_empty():
clip_block = result.object
if clip_points.size() < 3:
clip_points.append(p)
clip_normals.append(result.normal)
else:
clip_points[2] = p
clip_normals[2] = result.normal
# _draw_tool(viewport_camera)
return true
return false
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()

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# 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 ToolCylinder
const TOOL_ID:String = "cylinder"
enum ToolState { READY, FIRST_RING, SECOND_RING, DRAG_HEIGHT }
var tool_state:ToolState = ToolState.READY
#@export var segments:int = 16
#@export var tube:bool = false
var settings:ToolCylinderSettings = ToolCylinderSettings.new()
var floor_normal:Vector3
var base_center:Vector3
var block_drag_cur:Vector3
var drag_offset:Vector3
var first_ring_radius:float
var second_ring_radius:float
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 _get_tool_properties_editor()->Control:
var res_insp:ResourceInspector = preload("res://addons/cyclops_level_builder/controls/resource_inspector/resource_inspector.tscn").instantiate()
res_insp.target = settings
return res_insp
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.FIRST_RING:
var bounding_points:PackedVector3Array = MathUtil.create_circle_points(base_center, floor_normal, first_ring_radius, settings.segments)
global_scene.draw_loop(bounding_points, true, global_scene.tool_material)
global_scene.draw_points(bounding_points, global_scene.tool_material)
elif tool_state == ToolState.SECOND_RING:
for radius in [first_ring_radius, second_ring_radius]:
var bounding_points:PackedVector3Array = MathUtil.create_circle_points(base_center, floor_normal, radius, settings.segments)
global_scene.draw_loop(bounding_points, true, global_scene.tool_material)
global_scene.draw_points(bounding_points, global_scene.tool_material)
elif tool_state == ToolState.DRAG_HEIGHT:
var bounding_points:PackedVector3Array = MathUtil.create_circle_points(base_center, floor_normal, first_ring_radius, settings.segments)
global_scene.draw_prism(bounding_points, drag_offset, global_scene.tool_material)
if settings.tube:
bounding_points = MathUtil.create_circle_points(base_center, floor_normal, second_ring_radius, settings.segments)
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_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:
tool_state = ToolState.FIRST_RING
first_ring_radius = 0
second_ring_radius = 0
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_center = 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_center = p
return true
else:
if tool_state == ToolState.FIRST_RING:
if settings.tube:
tool_state = ToolState.SECOND_RING
else:
tool_state = ToolState.DRAG_HEIGHT
return true
elif tool_state == ToolState.SECOND_RING:
tool_state = ToolState.DRAG_HEIGHT
return true
elif tool_state == ToolState.DRAG_HEIGHT:
#Create shape
var cmd:CommandAddCylinder = CommandAddCylinder.new()
cmd.builder = builder
#cmd.block_name = GeneralUtil.find_unique_name(builder.active_node, "Block_")
cmd.block_name_prefix = "Block_"
cmd.blocks_root_path = blocks_root.get_path()
cmd.tube = settings.tube
cmd.origin = base_center
cmd.axis_normal = floor_normal
cmd.height = drag_offset.length() if drag_offset.dot(floor_normal) > 0 else - drag_offset.length()
if settings.tube:
cmd.radius_inner = min(first_ring_radius, second_ring_radius)
cmd.radius_outer = max(first_ring_radius, second_ring_radius)
else:
cmd.radius_inner = first_ring_radius
cmd.radius_outer = first_ring_radius
cmd.segments = settings.segments
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)
tool_state = ToolState.READY
return true
elif e.button_index == MOUSE_BUTTON_RIGHT:
if tool_state == ToolState.FIRST_RING || tool_state == ToolState.SECOND_RING || tool_state == ToolState.DRAG_HEIGHT:
if e.is_pressed():
tool_state = ToolState.READY
return true
elif e.button_index == MOUSE_BUTTON_WHEEL_UP:
if tool_state == ToolState.FIRST_RING || tool_state == ToolState.SECOND_RING || tool_state == ToolState.DRAG_HEIGHT:
if e.pressed:
settings.segments += 1
return true
elif e.button_index == MOUSE_BUTTON_WHEEL_DOWN:
if tool_state == ToolState.FIRST_RING || tool_state == ToolState.SECOND_RING || tool_state == ToolState.DRAG_HEIGHT:
if e.pressed:
settings.segments = max(settings.segments - 1, 3)
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.FIRST_RING:
var p_isect:Vector3 = MathUtil.intersect_plane(origin, dir, base_center, floor_normal)
var p_snapped = to_local(p_isect, blocks_root.global_transform.inverse(), grid_step_size)
first_ring_radius = (p_snapped - base_center).length()
return true
elif tool_state == ToolState.SECOND_RING:
var p_isect:Vector3 = MathUtil.intersect_plane(origin, dir, base_center, floor_normal)
var p_snapped = to_local(p_isect, blocks_root.global_transform.inverse(), grid_step_size)
second_ring_radius = (p_snapped - base_center).length()
return true
elif tool_state == ToolState.DRAG_HEIGHT:
block_drag_cur = MathUtil.closest_point_on_line(origin_local, dir_local, base_center, floor_normal)
block_drag_cur = to_local(block_drag_cur, blocks_root.global_transform.inverse(), grid_step_size)
drag_offset = block_drag_cur - base_center
# 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)

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# 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 Resource
class_name ToolCylinderSettings
@export var segments:int = 16
@export var tube:bool = false

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# 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 ToolDuplicate
const TOOL_ID:String = "duplicate"
var drag_start_point:Vector3
var cmd_duplicate:CommandDuplicateBlocks
enum ToolState { READY, DRAGGING, DONE }
var tool_state:ToolState = ToolState.READY
func _get_tool_id()->String:
return TOOL_ID
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)
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)
# var global_scene:CyclopsGlobalScene = builder.get_node("/root/CyclopsAutoload")
#_draw_tool(viewport_camera)
if event is InputEventMouseButton:
var e:InputEventMouseButton = event
if e.button_index == MOUSE_BUTTON_LEFT:
if !e.is_pressed():
if tool_state == ToolState.DRAGGING:
#print("committing duplicate")
var undo:EditorUndoRedoManager = builder.get_undo_redo()
if cmd_duplicate.will_change_anything():
cmd_duplicate.add_to_undo_manager(undo)
tool_state = ToolState.DONE
builder.switch_to_tool(ToolBlock.new())
return true
elif event is InputEventMouseMotion:
var e:InputEventMouseMotion = event
if (e.button_mask & MOUSE_BUTTON_MASK_MIDDLE):
return super._gui_input(viewport_camera, event)
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.DRAGGING:
var drag_to:Vector3
if e.alt_pressed:
drag_to = MathUtil.closest_point_on_line(origin_local, dir_local, drag_start_point, Vector3.UP)
else:
drag_to = MathUtil.intersect_plane(origin_local, dir_local, drag_start_point, Vector3.UP)
var offset:Vector3 = drag_to - drag_start_point
offset = MathUtil.snap_to_grid(offset, grid_step_size)
#print("duplicate drag by %s" % offset)
cmd_duplicate.move_offset = offset
cmd_duplicate.do_it()
return true
return false
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()
#Invoke command immediately
cmd_duplicate = CommandDuplicateBlocks.new()
cmd_duplicate.builder = builder
var blocks_root:CyclopsBlocks = builder.active_node
cmd_duplicate.blocks_root_path = blocks_root.get_path()
var centroid:Vector3
var count:int = 0
for child in blocks_root.get_children():
if child is CyclopsConvexBlock:
var block:CyclopsConvexBlock = child
if block.selected:
cmd_duplicate.blocks_to_duplicate.append(block.get_path())
centroid += block.control_mesh.bounds.get_center()
count += 1
cmd_duplicate.lock_uvs = builder.lock_uvs
centroid /= count
drag_start_point = centroid
tool_state = ToolState.DRAGGING
cmd_duplicate.do_it()

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# 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 ToolEditBase
var mouse_hover_pos:Vector2
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
if event is InputEventKey:
var e:InputEventKey = event
if e.keycode == KEY_Q && e.alt_pressed:
if e.is_pressed():
var origin:Vector3 = viewport_camera.project_ray_origin(mouse_hover_pos)
var dir:Vector3 = viewport_camera.project_ray_normal(mouse_hover_pos)
var result:IntersectResults = blocks_root.intersect_ray_closest(origin, dir)
if result:
var cmd:CommandSelectBlocks = CommandSelectBlocks.new()
cmd.builder = builder
cmd.block_paths.append(result.object.get_path())
if cmd.will_change_anything():
var undo:EditorUndoRedoManager = builder.get_undo_redo()
cmd.add_to_undo_manager(undo)
_deactivate()
_activate(builder)
pass
return true
elif event is InputEventMouseButton:
var e:InputEventMouseButton = event
mouse_hover_pos = e.position
return false
elif event is InputEventMouseMotion:
var e:InputEventMouseMotion = event
mouse_hover_pos = e.position
return false
return false
func pick_material(global_scene:CyclopsGlobalScene, selected:bool = false, active = false)->Material:
if active:
return global_scene.tool_edit_active_material
if selected:
return global_scene.tool_edit_selected_material
return global_scene.tool_edit_unselected_material

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# 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 ToolEditBase
class_name ToolEditEdge
const TOOL_ID:String = "edit_edge"
var handles:Array[HandleEdge] = []
enum ToolState { NONE, READY, DRAGGING }
var tool_state:ToolState = ToolState.NONE
var drag_handle:HandleEdge
var drag_mouse_start_pos:Vector2
var drag_handle_start_pos:Vector3
var tracked_blocks_root:CyclopsBlocks
var cmd_move_edge:CommandMoveEdges
class PickHandleResult extends RefCounted:
var handle:HandleEdge
var position:Vector3
func _get_tool_id()->String:
return TOOL_ID
func _draw_tool(viewport_camera:Camera3D):
var global_scene:CyclopsGlobalScene = builder.get_global_scene()
global_scene.clear_tool_mesh()
#var blocks_root:CyclopsBlocks = builder.active_node
for h in handles:
var block:CyclopsConvexBlock = builder.get_node(h.block_path)
var e:ConvexVolume.EdgeInfo = block.control_mesh.edges[h.edge_index]
var p0:Vector3 = block.control_mesh.vertices[e.start_index].point
var p1:Vector3 = block.control_mesh.vertices[e.end_index].point
var active:bool = block.control_mesh.active_edge == h.edge_index
global_scene.draw_vertex((p0 + p1) / 2, pick_material(global_scene, e.selected, active))
global_scene.draw_line(p0, p1, pick_material(global_scene, e.selected, active))
func setup_tool():
handles = []
var blocks_root:CyclopsBlocks = builder.active_node
if blocks_root == null:
return
for child in blocks_root.get_children():
if child is CyclopsConvexBlock:
var block:CyclopsConvexBlock = child
if block.selected:
for e_idx in block.control_mesh.edges.size():
var ctl_mesh:ConvexVolume = block.control_mesh
var e:ConvexVolume.EdgeInfo = ctl_mesh.edges[e_idx]
var handle:HandleEdge = HandleEdge.new()
handle.p_ref = ctl_mesh.vertices[e.start_index].point
handle.p_ref_init = handle.p_ref
# handle.p1 = ctl_mesh.vertices[e.end_index].point
# handle.p1_init = handle.p1
handle.edge_index = e_idx
handle.block_path = block.get_path()
handles.append(handle)
#print("adding handle %s" % handle)
func pick_closest_handle(blocks_root:CyclopsBlocks, viewport_camera:Camera3D, position:Vector2, radius:float)->PickHandleResult:
var best_dist:float = INF
var best_handle:HandleEdge = null
var best_pick_position:Vector3
var pick_origin:Vector3 = viewport_camera.project_ray_origin(position)
var pick_dir:Vector3 = viewport_camera.project_ray_normal(position)
for h in handles:
var block:CyclopsConvexBlock = builder.get_node(h.block_path)
var ctl_mesh:ConvexVolume = block.control_mesh
var edge:ConvexVolume.EdgeInfo = ctl_mesh.edges[h.edge_index]
var p0 = ctl_mesh.vertices[edge.start_index].point
var p1 = ctl_mesh.vertices[edge.end_index].point
var p0_world:Vector3 = blocks_root.global_transform * p0
var p1_world:Vector3 = blocks_root.global_transform * p1
var p0_screen:Vector2 = viewport_camera.unproject_position(p0_world)
var p1_screen:Vector2 = viewport_camera.unproject_position(p1_world)
var dist_to_seg_2d_sq = MathUtil.dist_to_segment_squared_2d(position, p0_screen, p1_screen)
if dist_to_seg_2d_sq > radius * radius:
#Failed handle radius test
continue
var point_on_seg:Vector3 = MathUtil.closest_point_on_segment(pick_origin, pick_dir, p0_world, p1_world)
var offset:Vector3 = point_on_seg - pick_origin
var parallel:Vector3 = offset.project(pick_dir)
var dist = parallel.dot(pick_dir)
if dist <= 0:
#Behind camera
continue
#print("h pos %s ray orig %s ray dir %s offset %s para %s dist %s perp %s" % [h.position, ray_origin, ray_dir, offset, parallel, dist, perp])
if dist >= best_dist:
continue
best_pick_position = point_on_seg
best_dist = dist
best_handle = h
if !best_handle:
return null
var result:PickHandleResult = PickHandleResult.new()
result.handle = best_handle
result.position = best_pick_position
return result
func active_node_changed():
if tracked_blocks_root != null:
tracked_blocks_root.blocks_changed.disconnect(active_node_updated)
tracked_blocks_root = null
setup_tool()
# draw_tool()
tracked_blocks_root = builder.active_node
if tracked_blocks_root:
tracked_blocks_root.blocks_changed.connect(active_node_updated)
func active_node_updated():
setup_tool()
# draw_tool()
func _activate(builder:CyclopsLevelBuilder):
super._activate(builder)
builder.mode = CyclopsLevelBuilder.Mode.EDIT
builder.edit_mode = CyclopsLevelBuilder.EditMode.EDGE
builder.active_node_changed.connect(active_node_changed)
tracked_blocks_root = builder.active_node
if tracked_blocks_root:
tracked_blocks_root.blocks_changed.connect(active_node_updated)
setup_tool()
# draw_tool()
func _deactivate():
super._deactivate()
builder.active_node_changed.disconnect(active_node_changed)
if tracked_blocks_root != null:
tracked_blocks_root.blocks_changed.disconnect(active_node_updated)
func _gui_input(viewport_camera:Camera3D, event:InputEvent)->bool:
if !builder.active_node is CyclopsBlocks:
return false
var gui_result = super._gui_input(viewport_camera, event)
if gui_result:
return true
var blocks_root:CyclopsBlocks = self.builder.active_node
var grid_step_size:float = pow(2, builder.get_global_scene().grid_size)
#var global_scene:CyclopsGlobalScene = builder.get_node("/root/CyclopsAutoload")
#_draw_tool(viewport_camera)
# if event is InputEventKey:
# return true
if event is InputEventMouseButton:
var e:InputEventMouseButton = event
if e.button_index == MOUSE_BUTTON_LEFT:
if e.is_pressed():
if tool_state == ToolState.NONE:
drag_mouse_start_pos = e.position
tool_state = ToolState.READY
return true
else:
# print("bn up: state %s" % tool_state)
if tool_state == ToolState.READY:
#print("cmd select")
var cmd:CommandSelectEdges = CommandSelectEdges.new()
cmd.builder = builder
for child in builder.active_node.get_children():
if child is CyclopsConvexBlock:
var cur_block:CyclopsConvexBlock = child
if cur_block.selected:
cmd.add_edges(cur_block.get_path(), [])
cmd.selection_type = Selection.choose_type(e.shift_pressed, e.ctrl_pressed)
var res:PickHandleResult = pick_closest_handle(blocks_root, viewport_camera, e.position, builder.handle_screen_radius)
if res:
var handle:HandleEdge = res.handle
# print("handle %s" % handle)
cmd.add_edge(handle.block_path, handle.edge_index)
#print("selectibg %s" % handle.vertex_index)
if cmd.will_change_anything():
var undo:EditorUndoRedoManager = builder.get_undo_redo()
cmd.add_to_undo_manager(undo)
tool_state = ToolState.NONE
# draw_tool()
elif tool_state == ToolState.DRAGGING:
#Finish drag
#print("cmd finish drag")
var undo:EditorUndoRedoManager = builder.get_undo_redo()
cmd_move_edge.add_to_undo_manager(undo)
tool_state = ToolState.NONE
#setup_tool()
elif event is InputEventMouseMotion:
var e:InputEventMouseMotion = event
if (e.button_mask & MOUSE_BUTTON_MASK_MIDDLE):
return false
if tool_state == ToolState.READY:
if e.position.distance_squared_to(drag_mouse_start_pos) > MathUtil.square(builder.drag_start_radius):
var res:PickHandleResult = pick_closest_handle(blocks_root, viewport_camera, drag_mouse_start_pos, builder.handle_screen_radius)
if res:
var handle:HandleEdge = res.handle
drag_handle = handle
# drag_handle_start_pos = handle.p_ref
drag_handle_start_pos = res.position
tool_state = ToolState.DRAGGING
cmd_move_edge = CommandMoveEdges.new()
cmd_move_edge.builder = builder
# cmd_move_vertex.block_path = handle.block_path
# cmd_move_vertex.vertex_position = handle.initial_position
var handle_block:CyclopsConvexBlock = builder.get_node(handle.block_path)
if handle_block.control_mesh.edges[handle.edge_index].selected:
for child in blocks_root.get_children():
if child is CyclopsConvexBlock:
var block:CyclopsConvexBlock = child
if block.selected:
var vol:ConvexVolume = block.control_mesh
for e_idx in vol.edges.size():
var edge:ConvexVolume.EdgeInfo = vol.edges[e_idx]
if edge.selected:
cmd_move_edge.add_edge(block.get_path(), e_idx)
else:
cmd_move_edge.add_edge(handle.block_path, handle.edge_index)
elif tool_state == ToolState.DRAGGING:
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
var drag_to:Vector3
if e.alt_pressed:
drag_to = MathUtil.closest_point_on_line(origin_local, dir_local, drag_handle_start_pos, Vector3.UP)
else:
drag_to = MathUtil.intersect_plane(origin_local, dir_local, drag_handle_start_pos, Vector3.UP)
var offset:Vector3 = drag_to - drag_handle_start_pos
offset = MathUtil.snap_to_grid(offset, grid_step_size)
drag_to = drag_handle_start_pos + offset
drag_handle.p_ref = drag_to
# drag_handle.p1 = drag_handle.p1_init + offset
cmd_move_edge.move_offset = offset
cmd_move_edge.do_it()
# draw_tool()
return true
return false

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# 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 ToolEditBase
class_name ToolEditFace
const TOOL_ID:String = "edit_face"
var handles:Array[HandleFace] = []
enum ToolState { NONE, READY, DRAGGING }
var tool_state:ToolState = ToolState.NONE
var drag_handle:HandleFace
var drag_mouse_start_pos:Vector2
var drag_handle_start_pos:Vector3
var tracked_blocks_root:CyclopsBlocks
var cmd_move_face:CommandMoveFaces
class PickHandleResult extends RefCounted:
var handle:HandleFace
var position:Vector3
func _get_tool_id()->String:
return TOOL_ID
func _draw_tool(viewport_camera:Camera3D):
var global_scene:CyclopsGlobalScene = builder.get_global_scene()
global_scene.clear_tool_mesh()
var blocks_root:CyclopsBlocks = builder.active_node
for h in handles:
# print("draw face %s" % h)
var block:CyclopsConvexBlock = builder.get_node(h.block_path)
var f:ConvexVolume.FaceInfo = block.control_mesh.faces[h.face_index]
var active:bool = block.control_mesh.active_face == h.face_index
global_scene.draw_vertex(h.p_ref, pick_material(global_scene, f.selected, active))
if f.selected:
var edge_loop:PackedVector3Array = f.get_points()
for p_idx in edge_loop.size():
edge_loop[p_idx] += f.normal * builder.tool_overlay_extrude
global_scene.draw_loop(edge_loop, true, pick_material(global_scene, f.selected, active))
var tris:PackedVector3Array = f.get_trianges()
for p_idx in tris.size():
tris[p_idx] += f.normal * builder.tool_overlay_extrude
# print("draw face %s %s %s" % [h.face_index, f.selected, f.active])
var mat:Material = global_scene.tool_edit_active_fill_material if active else global_scene.tool_edit_selected_fill_material
global_scene.draw_triangles(tris, mat)
func setup_tool():
handles = []
var blocks_root:CyclopsBlocks = builder.active_node
if blocks_root == null:
return
# var grid_step_size:float = pow(2, blocks_root.grid_size)
for child in blocks_root.get_children():
if child is CyclopsConvexBlock:
var block:CyclopsConvexBlock = child
if block.selected:
for f_idx in block.control_mesh.faces.size():
# print("adding face hande %s %s" % [block.name, f_idx])
var ctl_mesh:ConvexVolume = block.control_mesh
var face:ConvexVolume.FaceInfo = ctl_mesh.faces[f_idx]
var handle:HandleFace = HandleFace.new()
var p_start:Vector3 = face.get_centroid()
# p_start = MathUtil.snap_to_grid(p_start, grid_step_size)
handle.p_ref = p_start
handle.p_ref_init = p_start
handle.face_index = f_idx
handle.face_id = face.id
handle.block_path = block.get_path()
handles.append(handle)
#print("adding handle %s" % handle)
func pick_closest_handle(viewport_camera:Camera3D, position:Vector2, radius:float)->PickHandleResult:
var blocks_root:CyclopsBlocks = builder.active_node
if blocks_root == null:
return
var pick_origin:Vector3 = viewport_camera.project_ray_origin(position)
var pick_dir:Vector3 = viewport_camera.project_ray_normal(position)
if builder.display_mode == DisplayMode.Type.TEXTURED:
var result:IntersectResults = blocks_root.intersect_ray_closest_selected_only(pick_origin, pick_dir)
if result:
for h in handles:
if h.block_path == result.object.get_path() && h.face_id == result.face_id:
var ret:PickHandleResult = PickHandleResult.new()
ret.handle = h
ret.position = result.position
return ret
elif builder.display_mode == DisplayMode.Type.WIRE:
var best_dist:float = INF
var best_handle:HandleFace = null
var best_position:Vector3
for h in handles:
var h_world_pos:Vector3 = blocks_root.global_transform * h.p_ref
var h_screen_pos:Vector2 = viewport_camera.unproject_position(h_world_pos)
if position.distance_squared_to(h_screen_pos) > radius * radius:
#Failed handle radius test
continue
var offset:Vector3 = h_world_pos - pick_origin
var parallel:Vector3 = offset.project(pick_dir)
var dist = parallel.dot(pick_dir)
if dist <= 0:
#Behind camera
continue
#print("h pos %s ray orig %s ray dir %s offset %s para %s dist %s perp %s" % [h.position, ray_origin, ray_dir, offset, parallel, dist, perp])
if dist >= best_dist:
continue
best_dist = dist
best_handle = h
best_position = h_world_pos
var result:PickHandleResult = PickHandleResult.new()
result.handle = best_handle
result.position = best_position
return result
return null
func active_node_changed():
if tracked_blocks_root != null:
tracked_blocks_root.blocks_changed.disconnect(active_node_updated)
tracked_blocks_root = null
setup_tool()
#draw_tool()
tracked_blocks_root = builder.active_node
if tracked_blocks_root:
tracked_blocks_root.blocks_changed.connect(active_node_updated)
func active_node_updated():
setup_tool()
#draw_tool()
func _activate(builder:CyclopsLevelBuilder):
super._activate(builder)
builder.mode = CyclopsLevelBuilder.Mode.EDIT
builder.edit_mode = CyclopsLevelBuilder.EditMode.FACE
builder.active_node_changed.connect(active_node_changed)
tracked_blocks_root = builder.active_node
if tracked_blocks_root:
tracked_blocks_root.blocks_changed.connect(active_node_updated)
setup_tool()
#draw_tool()
func _deactivate():
super._deactivate()
builder.active_node_changed.disconnect(active_node_changed)
if tracked_blocks_root != null:
tracked_blocks_root.blocks_changed.disconnect(active_node_updated)
func _gui_input(viewport_camera:Camera3D, event:InputEvent)->bool:
if !builder.active_node is CyclopsBlocks:
return false
var gui_result = super._gui_input(viewport_camera, event)
if gui_result:
return true
var blocks_root:CyclopsBlocks = self.builder.active_node
var grid_step_size:float = pow(2, builder.get_global_scene().grid_size)
# var global_scene:CyclopsGlobalScene = builder.get_node("/root/CyclopsAutoload")
#_draw_tool(viewport_camera)
# if event is InputEventKey:
# return true
if event is InputEventMouseButton:
var e:InputEventMouseButton = event
if e.button_index == MOUSE_BUTTON_LEFT:
if e.is_pressed():
if tool_state == ToolState.NONE:
drag_mouse_start_pos = e.position
tool_state = ToolState.READY
return true
else:
# print("bn up: state %s" % tool_state)
if tool_state == ToolState.READY:
#print("cmd select")
var cmd:CommandSelectFaces = CommandSelectFaces.new()
cmd.builder = builder
for child in builder.active_node.get_children():
if child is CyclopsConvexBlock:
var cur_block:CyclopsConvexBlock = child
if cur_block.selected:
cmd.add_faces(cur_block.get_path(), [])
var res:PickHandleResult = pick_closest_handle(viewport_camera, e.position, builder.handle_screen_radius)
if res:
var handle:HandleFace = res.handle
#print("handle %s" % handle)
cmd.add_face(handle.block_path, handle.face_index)
#print("selecting %s" % handle.face_index)
cmd.selection_type = Selection.choose_type(e.shift_pressed, e.ctrl_pressed)
if cmd.will_change_anything():
var undo:EditorUndoRedoManager = builder.get_undo_redo()
cmd.add_to_undo_manager(undo)
tool_state = ToolState.NONE
# draw_tool()
elif tool_state == ToolState.DRAGGING:
#Finish drag
#print("cmd finish drag")
var undo:EditorUndoRedoManager = builder.get_undo_redo()
cmd_move_face.add_to_undo_manager(undo)
tool_state = ToolState.NONE
elif event is InputEventMouseMotion:
var e:InputEventMouseMotion = event
if (e.button_mask & MOUSE_BUTTON_MASK_MIDDLE):
return false
if tool_state == ToolState.READY:
if e.position.distance_squared_to(drag_mouse_start_pos) > MathUtil.square(builder.drag_start_radius):
var res:PickHandleResult = pick_closest_handle(viewport_camera, drag_mouse_start_pos, builder.handle_screen_radius)
if res:
var handle:HandleFace = res.handle
drag_handle = handle
# drag_handle_start_pos = handle.p_ref
drag_handle_start_pos = res.position
tool_state = ToolState.DRAGGING
cmd_move_face = CommandMoveFaces.new()
cmd_move_face.builder = builder
var handle_block:CyclopsConvexBlock = builder.get_node(handle.block_path)
if handle_block.control_mesh.faces[handle.face_index].selected:
for child in blocks_root.get_children():
if child is CyclopsConvexBlock:
var block:CyclopsConvexBlock = child
if block.selected:
var vol:ConvexVolume = block.control_mesh
for f_idx in vol.faces.size():
var face:ConvexVolume.FaceInfo = vol.faces[f_idx]
if face.selected:
cmd_move_face.add_face(block.get_path(), f_idx)
else:
cmd_move_face.add_face(handle.block_path, handle.face_index)
elif tool_state == ToolState.DRAGGING:
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
var drag_to:Vector3
if e.alt_pressed:
drag_to = MathUtil.closest_point_on_line(origin_local, dir_local, drag_handle_start_pos, Vector3.UP)
else:
drag_to = MathUtil.intersect_plane(origin_local, dir_local, drag_handle_start_pos, Vector3.UP)
var offset = drag_to - drag_handle_start_pos
offset = MathUtil.snap_to_grid(offset, grid_step_size)
drag_to = drag_handle_start_pos + offset
drag_handle.p_ref = drag_to
cmd_move_face.move_offset = offset
# print("drag_offset %s" % cmd_move_face.move_offset)
cmd_move_face.do_it()
# draw_tool()
return true
return false

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# 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 ToolEditBase
class_name ToolEditVertex
const TOOL_ID:String = "edit_vertex"
var handles:Array[HandleVertex] = []
enum ToolState { NONE, READY, DRAGGING, DRAGGING_ADD }
var tool_state:ToolState = ToolState.NONE
#var mouse_hover_pos:Vector2
var drag_handle:HandleVertex
var drag_mouse_start_pos:Vector2
var drag_handle_start_pos:Vector3
var added_point_pos:Vector3
var cmd_move_vertex:CommandMoveVertices
var cmd_add_vertex:CommandAddVertices
var tracked_blocks_root:CyclopsBlocks
func _get_tool_id()->String:
return TOOL_ID
func _draw_tool(viewport_camera:Camera3D):
var global_scene:CyclopsGlobalScene = builder.get_global_scene()
global_scene.clear_tool_mesh()
#var blocks_root:CyclopsBlocks = builder.active_node
for h in handles:
var block:CyclopsConvexBlock = builder.get_node(h.block_path)
var v:ConvexVolume.VertexInfo = block.control_mesh.vertices[h.vertex_index]
#print("draw vert %s %s" % [h.vertex_index, v.selected])
var active:bool = block.control_mesh.active_vertex == h.vertex_index
global_scene.draw_vertex(h.position, pick_material(global_scene, v.selected, active))
func setup_tool():
handles = []
# print("setup_tool")
var blocks_root:CyclopsBlocks = builder.active_node
if blocks_root == null:
return
for child in blocks_root.get_children():
if child is CyclopsConvexBlock:
var block:CyclopsConvexBlock = child
if block.selected:
# print("block sel %s" % block.block_data.vertex_selected)
for v_idx in block.control_mesh.vertices.size():
var v:ConvexVolume.VertexInfo = block.control_mesh.vertices[v_idx]
var handle:HandleVertex = HandleVertex.new()
handle.position = v.point
handle.vertex_index = v_idx
handle.initial_position = v.point
handle.block_path = block.get_path()
handles.append(handle)
#print("adding handle %s" % handle)
func pick_closest_handle(blocks_root:CyclopsBlocks, viewport_camera:Camera3D, position:Vector2, radius:float)->HandleVertex:
var best_dist:float = INF
var best_handle:HandleVertex = null
var origin:Vector3 = viewport_camera.project_ray_origin(position)
var dir:Vector3 = viewport_camera.project_ray_normal(position)
for h in handles:
var h_world_pos:Vector3 = blocks_root.global_transform * h.position
var h_screen_pos:Vector2 = viewport_camera.unproject_position(h_world_pos)
if position.distance_squared_to(h_screen_pos) > radius * radius:
#Failed handle radius test
continue
var offset:Vector3 = h_world_pos - origin
var parallel:Vector3 = offset.project(dir)
var dist = parallel.dot(dir)
if dist <= 0:
#Behind camera
continue
#print("h pos %s ray orig %s ray dir %s offset %s para %s dist %s perp %s" % [h.position, ray_origin, ray_dir, offset, parallel, dist, perp])
if dist >= best_dist:
continue
best_dist = dist
best_handle = h
return best_handle
func active_node_changed():
if tracked_blocks_root != null:
tracked_blocks_root.blocks_changed.disconnect(active_node_updated)
tracked_blocks_root = null
setup_tool()
tracked_blocks_root = builder.active_node
if tracked_blocks_root:
tracked_blocks_root.blocks_changed.connect(active_node_updated)
func active_node_updated():
setup_tool()
func _activate(builder:CyclopsLevelBuilder):
super._activate(builder)
builder.mode = CyclopsLevelBuilder.Mode.EDIT
builder.edit_mode = CyclopsLevelBuilder.EditMode.VERTEX
builder.active_node_changed.connect(active_node_changed)
tracked_blocks_root = builder.active_node
if tracked_blocks_root:
tracked_blocks_root.blocks_changed.connect(active_node_updated)
setup_tool()
func _deactivate():
super._deactivate()
builder.active_node_changed.disconnect(active_node_changed)
if tracked_blocks_root != null:
tracked_blocks_root.blocks_changed.disconnect(active_node_updated)
func _gui_input(viewport_camera:Camera3D, event:InputEvent)->bool:
if !builder.active_node is CyclopsBlocks:
return false
var gui_result = super._gui_input(viewport_camera, event)
if gui_result:
return true
var blocks_root:CyclopsBlocks = self.builder.active_node
var grid_step_size:float = pow(2, builder.get_global_scene().grid_size)
if event is InputEventMouseButton:
var e:InputEventMouseButton = event
if e.button_index == MOUSE_BUTTON_LEFT:
if e.is_pressed():
if tool_state == ToolState.NONE:
drag_mouse_start_pos = e.position
tool_state = ToolState.READY
return true
else:
if tool_state == ToolState.READY:
#print("cmd select")
var handle:HandleVertex = pick_closest_handle(blocks_root, viewport_camera, drag_mouse_start_pos, builder.handle_screen_radius)
var cmd:CommandSelectVertices = CommandSelectVertices.new()
cmd.builder = builder
for child in builder.active_node.get_children():
if child is CyclopsConvexBlock:
var cur_block:CyclopsConvexBlock = child
if cur_block.selected:
cmd.add_vertices(cur_block.get_path(), [])
cmd.selection_type = Selection.choose_type(e.shift_pressed, e.ctrl_pressed)
if handle:
cmd.add_vertex(handle.block_path, handle.vertex_index)
#print("selectibg %s" % handle.vertex_index)
if cmd.will_change_anything():
var undo:EditorUndoRedoManager = builder.get_undo_redo()
cmd.add_to_undo_manager(undo)
tool_state = ToolState.NONE
cmd_move_vertex = null
elif tool_state == ToolState.DRAGGING:
#Finish drag
#print("cmd finish drag")
var undo:EditorUndoRedoManager = builder.get_undo_redo()
cmd_move_vertex.add_to_undo_manager(undo)
tool_state = ToolState.NONE
elif tool_state == ToolState.DRAGGING_ADD:
#Finish drag
#print("cmd finish drag add")
var undo:EditorUndoRedoManager = builder.get_undo_redo()
cmd_add_vertex.add_to_undo_manager(undo)
tool_state = ToolState.NONE
cmd_add_vertex = null
elif event is InputEventMouseMotion:
var e:InputEventMouseMotion = event
#mouse_hover_pos = e.position
if (e.button_mask & MOUSE_BUTTON_MASK_MIDDLE):
return false
if tool_state == ToolState.READY:
if e.position.distance_squared_to(drag_mouse_start_pos) > MathUtil.square(builder.drag_start_radius):
var handle:HandleVertex = pick_closest_handle(blocks_root, viewport_camera, drag_mouse_start_pos, builder.handle_screen_radius)
if handle:
drag_handle = handle
drag_handle_start_pos = handle.position
tool_state = ToolState.DRAGGING
cmd_move_vertex = CommandMoveVertices.new()
cmd_move_vertex.builder = builder
var handle_block:CyclopsConvexBlock = builder.get_node(handle.block_path)
if handle_block.control_mesh.vertices[handle.vertex_index].selected:
for child in blocks_root.get_children():
if child is CyclopsConvexBlock:
var block:CyclopsConvexBlock = child
if block.selected:
var vol:ConvexVolume = block.control_mesh
for v_idx in vol.vertices.size():
var v:ConvexVolume.VertexInfo = vol.vertices[v_idx]
if v.selected:
cmd_move_vertex.add_vertex(block.get_path(), v_idx)
else:
cmd_move_vertex.add_vertex(handle.block_path, handle.vertex_index)
return true
else:
if e.ctrl_pressed:
var pick_origin:Vector3 = viewport_camera.project_ray_origin(e.position)
var pick_dir:Vector3 = viewport_camera.project_ray_normal(e.position)
var result:IntersectResults = blocks_root.intersect_ray_closest_selected_only(pick_origin, pick_dir)
if result:
#print("start drag add")
drag_handle_start_pos = result.position
added_point_pos = result.position
tool_state = ToolState.DRAGGING_ADD
cmd_add_vertex = CommandAddVertices.new()
cmd_add_vertex.builder = builder
cmd_add_vertex.block_path = result.object.get_path()
cmd_add_vertex.points_to_add = [added_point_pos]
#print("init point %s" % added_point_pos)
return true
elif tool_state == ToolState.DRAGGING:
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
var drag_to:Vector3
if e.alt_pressed:
drag_to = MathUtil.closest_point_on_line(origin_local, dir_local, drag_handle_start_pos, Vector3.UP)
else:
drag_to = MathUtil.intersect_plane(origin_local, dir_local, drag_handle_start_pos, Vector3.UP)
drag_to = MathUtil.snap_to_grid(drag_to, grid_step_size)
drag_handle.position = drag_to
cmd_move_vertex.move_offset = drag_to - drag_handle.initial_position
cmd_move_vertex.do_it()
# draw_tool()
return true
elif tool_state == ToolState.DRAGGING_ADD:
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
var drag_to:Vector3
if e.alt_pressed:
drag_to = MathUtil.closest_point_on_line(origin_local, dir_local, drag_handle_start_pos, Vector3.UP)
else:
drag_to = MathUtil.intersect_plane(origin_local, dir_local, drag_handle_start_pos, Vector3.UP)
drag_to = MathUtil.snap_to_grid(drag_to, grid_step_size)
added_point_pos = drag_to
#print("drag point to %s" % drag_to)
cmd_add_vertex.points_to_add = [drag_to]
cmd_add_vertex.do_it()
return false

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@ -0,0 +1,213 @@
# 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)

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# 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 ToolStairs
const TOOL_ID:String = "stairs"
enum ToolState { READY, DRAG_BASE, DRAG_HEIGHT }
var tool_state:ToolState = ToolState.READY
var settings:ToolStairsSettings = ToolStairsSettings.new()
var floor_normal:Vector3
var drag_origin:Vector3
var base_drag_cur:Vector3
var block_drag_cur: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 _get_tool_properties_editor()->Control:
var res_insp:ResourceInspector = preload("res://addons/cyclops_level_builder/controls/resource_inspector/resource_inspector.tscn").instantiate()
res_insp.target = settings
return res_insp
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.DRAG_BASE:
var p01:Vector3
var p10:Vector3
var axis:MathUtil.Axis = MathUtil.get_longest_axis(floor_normal)
match axis:
MathUtil.Axis.X:
p01 = Vector3(drag_origin.x, drag_origin.y, base_drag_cur.z)
p10 = Vector3(drag_origin.x, base_drag_cur.y, drag_origin.z)
MathUtil.Axis.Y:
p01 = Vector3(drag_origin.x, drag_origin.y, base_drag_cur.z)
p10 = Vector3(base_drag_cur.x, drag_origin.y, drag_origin.z)
MathUtil.Axis.Z:
p01 = Vector3(drag_origin.x, base_drag_cur.y, drag_origin.z)
p10 = Vector3(base_drag_cur.x, drag_origin.y, drag_origin.z)
var base_points:PackedVector3Array = [drag_origin, p01, base_drag_cur, p10]
global_scene.draw_loop(base_points, true, global_scene.tool_material)
global_scene.draw_points(base_points, global_scene.tool_material)
if tool_state == ToolState.DRAG_HEIGHT:
var tan_bi:Array[Vector3] = MathUtil.get_axis_aligned_tangent_and_binormal(floor_normal)
var u_normal:Vector3 = tan_bi[0]
var v_normal:Vector3 = tan_bi[1]
#Rotate ccw by 90 degree increments
match settings.direction:
1:
var tmp:Vector3 = u_normal
u_normal = -v_normal
v_normal = tmp
2:
u_normal = -u_normal
v_normal = -v_normal
3:
var tmp:Vector3 = -u_normal
u_normal = v_normal
v_normal = tmp
var u_span:Vector3 = (base_drag_cur - drag_origin).project(u_normal)
var v_span:Vector3 = (base_drag_cur - drag_origin).project(v_normal)
var stairs_origin:Vector3 = drag_origin
if u_span.dot(u_normal) < 0:
stairs_origin += u_span
u_span = -u_span
if v_span.dot(v_normal) < 0:
stairs_origin += v_span
v_span = -v_span
#Stairs should ascend along v axis
global_scene.draw_cube(drag_origin, base_drag_cur, block_drag_cur, global_scene.tool_material)
var height_offset = block_drag_cur - base_drag_cur
if height_offset.dot(floor_normal) < 0:
return
var num_steps:int = min(v_span.length() / settings.step_depth, height_offset.length() / settings.step_height)
var max_height:float = floor(height_offset.length() / settings.step_height) * settings.step_height
var step_span:Vector3 = v_normal * settings.step_depth
for i in num_steps:
var base_points:PackedVector3Array = [stairs_origin + step_span * i, \
stairs_origin + u_span + step_span * i, \
stairs_origin + u_span + step_span * (i + 1), \
stairs_origin + step_span * (i + 1)]
global_scene.draw_prism(base_points, \
floor_normal * (max_height - settings.step_height * i), \
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 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:
tool_state = ToolState.DRAG_BASE
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)
drag_origin = p
base_drag_cur = 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)
drag_origin = p
base_drag_cur = p
return true
else:
if tool_state == ToolState.DRAG_BASE:
tool_state = ToolState.DRAG_HEIGHT
block_drag_cur = base_drag_cur
return true
elif tool_state == ToolState.DRAG_HEIGHT:
#Create shape
var cmd:CommandAddStairs = CommandAddStairs.new()
cmd.builder = builder
cmd.blocks_root_path = blocks_root.get_path()
cmd.block_name_prefix = "Block_"
cmd.floor_normal = floor_normal
cmd.drag_origin = drag_origin
cmd.base_drag_cur = base_drag_cur
cmd.block_drag_cur = block_drag_cur
cmd.step_height = settings.step_height
cmd.step_depth = settings.step_depth
cmd.direction = settings.direction
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)
tool_state = ToolState.READY
return true
elif e.button_index == MOUSE_BUTTON_RIGHT:
if tool_state == ToolState.DRAG_BASE || tool_state == ToolState.DRAG_HEIGHT:
if e.is_pressed():
tool_state = ToolState.READY
return true
elif e.button_index == MOUSE_BUTTON_WHEEL_UP:
if tool_state == ToolState.DRAG_BASE || tool_state == ToolState.DRAG_HEIGHT:
if e.pressed:
if e.ctrl_pressed:
if e.shift_pressed:
var size = log(settings.step_depth) / log(2)
settings.step_depth = pow(2, size + 1)
else:
var size = log(settings.step_height) / log(2)
settings.step_height = pow(2, size + 1)
else:
settings.direction = wrap(settings.direction + 1, 0, 4)
return true
elif e.button_index == MOUSE_BUTTON_WHEEL_DOWN:
if tool_state == ToolState.DRAG_BASE || tool_state == ToolState.DRAG_HEIGHT:
if e.pressed:
if e.ctrl_pressed:
if e.shift_pressed:
var size = log(settings.step_depth) / log(2)
settings.step_depth = pow(2, size - 1)
else:
var size = log(settings.step_height) / log(2)
settings.step_height = pow(2, size - 1)
else:
settings.direction = wrap(settings.direction - 1, 0, 4)
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.DRAG_BASE:
var p_isect:Vector3 = MathUtil.intersect_plane(origin, dir, drag_origin, floor_normal)
var p_snapped = to_local(p_isect, blocks_root.global_transform.inverse(), grid_step_size)
base_drag_cur = p_snapped
return true
elif tool_state == ToolState.DRAG_HEIGHT:
block_drag_cur = MathUtil.closest_point_on_line(origin_local, dir_local, base_drag_cur, floor_normal)
block_drag_cur = to_local(block_drag_cur, blocks_root.global_transform.inverse(), grid_step_size)
# drag_offset = block_drag_cur - base_drag_cur
return true
return super._gui_input(viewport_camera, event)

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# 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 Resource
class_name ToolStairsSettings
@export var step_height:float = .25
@export var step_depth:float = .5
@export var direction:int = 0