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

273 lines
9.1 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 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)