quack/addons/cyclops_level_builder/tools/tool_block.gd
2023-05-24 00:27:34 +03:00

350 lines
12 KiB
GDScript

# 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()