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

240 lines
8.6 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 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)