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

144 lines
4.3 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 Node3D
class_name CyclopsBlocks
signal blocks_changed
@export var occluder_vertex_offset:float = 0:
get:
return occluder_vertex_offset
set(value):
occluder_vertex_offset = value
dirty = true
var dirty:bool = true
var block_bodies:Node3D
# Called when the node enters the scene tree for the first time.
func _ready():
child_entered_tree.connect(on_child_entered_tree)
child_exiting_tree.connect(on_child_exiting_tree)
block_bodies = Node3D.new()
block_bodies.name = "block_bodies"
add_child(block_bodies)
for node in get_children():
if node is CyclopsConvexBlock:
var block:CyclopsConvexBlock = node
block.mesh_changed.connect(on_child_mesh_changed)
func on_child_mesh_changed():
dirty = true
blocks_changed.emit()
func on_child_entered_tree(node:Node):
if node is CyclopsConvexBlock:
var block:CyclopsConvexBlock = node
block.mesh_changed.connect(on_child_mesh_changed)
# print("on_child_entered_tree %s" % node.name)
dirty = true
func on_child_exiting_tree(node:Node):
if node is CyclopsConvexBlock:
var block:CyclopsConvexBlock = node
block.mesh_changed.disconnect(on_child_mesh_changed)
# print("on_child_exited_tree %s" % node.name)
dirty = true
func has_selected_blocks()->bool:
for child in get_children():
if child is CyclopsConvexBlock and child.selected:
return true
return false
func rebuild_mesh():
for child in block_bodies.get_children():
child.queue_free()
for child in get_children():
if child is CyclopsConvexBlock:
var block:CyclopsConvexBlock = child
# var block_body:CyclopsConvexBlockBody = preload("res://addons/cyclops_level_builder/nodes/cyclops_convex_block_body.gd").instantiate()
var block_body:CyclopsConvexBlockBody = CyclopsConvexBlockBody.new()
block_body.materials = block.materials
block_body.block_data = block.block_data
block_bodies.add_child(block_body)
dirty = false
func get_active_block()->CyclopsConvexBlock:
for child in get_children():
if child is CyclopsConvexBlock:
var block:CyclopsConvexBlock = child
if block.active:
return block
return null
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
if dirty:
rebuild_mesh()
func _input(event):
if Engine.is_editor_hint():
pass
#print(event.as_text())
pass
func intersect_ray_closest(origin:Vector3, dir:Vector3)->IntersectResults:
return intersect_ray_closest_filtered(origin, dir, func(block:CyclopsConvexBlock): return true)
func intersect_ray_closest_selected_only(origin:Vector3, dir:Vector3)->IntersectResults:
return intersect_ray_closest_filtered(origin, dir, func(block:CyclopsConvexBlock): return block.selected)
func intersect_ray_closest_filtered(origin:Vector3, dir:Vector3, filter:Callable)->IntersectResults:
var best_result:IntersectResults
for child in get_children():
if child is CyclopsConvexBlock:
var result:IntersectResults = child.intersect_ray_closest(origin, dir)
if result:
if !filter.call(result.object):
continue
if !best_result or result.distance_squared < best_result.distance_squared:
best_result = result
return best_result