273 lines
9.1 KiB
GDScript
273 lines
9.1 KiB
GDScript
# MIT License
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#
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# Copyright (c) 2023 Mark McKay
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# https://github.com/blackears/cyclopsLevelBuilder
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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@tool
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extends CyclopsTool
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class_name ToolStairs
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const TOOL_ID:String = "stairs"
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enum ToolState { READY, DRAG_BASE, DRAG_HEIGHT }
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var tool_state:ToolState = ToolState.READY
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var settings:ToolStairsSettings = ToolStairsSettings.new()
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var floor_normal:Vector3
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var drag_origin:Vector3
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var base_drag_cur:Vector3
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var block_drag_cur:Vector3
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func _activate(builder:CyclopsLevelBuilder):
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super._activate(builder)
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builder.mode = CyclopsLevelBuilder.Mode.OBJECT
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var global_scene:CyclopsGlobalScene = builder.get_global_scene()
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global_scene.clear_tool_mesh()
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func _get_tool_properties_editor()->Control:
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var res_insp:ResourceInspector = preload("res://addons/cyclops_level_builder/controls/resource_inspector/resource_inspector.tscn").instantiate()
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res_insp.target = settings
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return res_insp
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func _draw_tool(viewport_camera:Camera3D):
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var global_scene:CyclopsGlobalScene = builder.get_global_scene()
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global_scene.clear_tool_mesh()
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global_scene.draw_selected_blocks(viewport_camera)
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if tool_state == ToolState.DRAG_BASE:
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var p01:Vector3
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var p10:Vector3
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var axis:MathUtil.Axis = MathUtil.get_longest_axis(floor_normal)
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match axis:
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MathUtil.Axis.X:
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p01 = Vector3(drag_origin.x, drag_origin.y, base_drag_cur.z)
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p10 = Vector3(drag_origin.x, base_drag_cur.y, drag_origin.z)
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MathUtil.Axis.Y:
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p01 = Vector3(drag_origin.x, drag_origin.y, base_drag_cur.z)
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p10 = Vector3(base_drag_cur.x, drag_origin.y, drag_origin.z)
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MathUtil.Axis.Z:
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p01 = Vector3(drag_origin.x, base_drag_cur.y, drag_origin.z)
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p10 = Vector3(base_drag_cur.x, drag_origin.y, drag_origin.z)
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var base_points:PackedVector3Array = [drag_origin, p01, base_drag_cur, p10]
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global_scene.draw_loop(base_points, true, global_scene.tool_material)
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global_scene.draw_points(base_points, global_scene.tool_material)
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if tool_state == ToolState.DRAG_HEIGHT:
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var tan_bi:Array[Vector3] = MathUtil.get_axis_aligned_tangent_and_binormal(floor_normal)
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var u_normal:Vector3 = tan_bi[0]
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var v_normal:Vector3 = tan_bi[1]
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#Rotate ccw by 90 degree increments
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match settings.direction:
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1:
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var tmp:Vector3 = u_normal
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u_normal = -v_normal
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v_normal = tmp
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2:
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u_normal = -u_normal
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v_normal = -v_normal
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3:
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var tmp:Vector3 = -u_normal
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u_normal = v_normal
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v_normal = tmp
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var u_span:Vector3 = (base_drag_cur - drag_origin).project(u_normal)
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var v_span:Vector3 = (base_drag_cur - drag_origin).project(v_normal)
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var stairs_origin:Vector3 = drag_origin
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if u_span.dot(u_normal) < 0:
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stairs_origin += u_span
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u_span = -u_span
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if v_span.dot(v_normal) < 0:
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stairs_origin += v_span
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v_span = -v_span
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#Stairs should ascend along v axis
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global_scene.draw_cube(drag_origin, base_drag_cur, block_drag_cur, global_scene.tool_material)
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var height_offset = block_drag_cur - base_drag_cur
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if height_offset.dot(floor_normal) < 0:
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return
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var num_steps:int = min(v_span.length() / settings.step_depth, height_offset.length() / settings.step_height)
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var max_height:float = floor(height_offset.length() / settings.step_height) * settings.step_height
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var step_span:Vector3 = v_normal * settings.step_depth
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for i in num_steps:
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var base_points:PackedVector3Array = [stairs_origin + step_span * i, \
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stairs_origin + u_span + step_span * i, \
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stairs_origin + u_span + step_span * (i + 1), \
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stairs_origin + step_span * (i + 1)]
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global_scene.draw_prism(base_points, \
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floor_normal * (max_height - settings.step_height * i), \
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global_scene.tool_material)
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func _gui_input(viewport_camera:Camera3D, event:InputEvent)->bool:
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if !builder.active_node is CyclopsBlocks:
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return false
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var blocks_root:CyclopsBlocks = self.builder.active_node
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var grid_step_size:float = pow(2, builder.get_global_scene().grid_size)
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if event is InputEventMouseButton:
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var e:InputEventMouseButton = event
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if e.button_index == MOUSE_BUTTON_LEFT:
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if e.is_pressed():
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var origin:Vector3 = viewport_camera.project_ray_origin(e.position)
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var dir:Vector3 = viewport_camera.project_ray_normal(e.position)
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if tool_state == ToolState.READY:
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tool_state = ToolState.DRAG_BASE
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var result:IntersectResults = blocks_root.intersect_ray_closest(origin, dir)
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if result:
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#print("init base point block")
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floor_normal = result.normal
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var p:Vector3 = to_local(result.position, blocks_root.global_transform.inverse(), grid_step_size)
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drag_origin = p
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base_drag_cur = p
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return true
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else:
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#print("init base point empty space")
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floor_normal = Vector3.UP
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var start_pos:Vector3 = origin + builder.block_create_distance * dir
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var p:Vector3 = to_local(start_pos, blocks_root.global_transform.inverse(), grid_step_size)
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drag_origin = p
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base_drag_cur = p
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return true
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else:
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if tool_state == ToolState.DRAG_BASE:
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tool_state = ToolState.DRAG_HEIGHT
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block_drag_cur = base_drag_cur
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return true
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elif tool_state == ToolState.DRAG_HEIGHT:
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#Create shape
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var cmd:CommandAddStairs = CommandAddStairs.new()
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cmd.builder = builder
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cmd.blocks_root_path = blocks_root.get_path()
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cmd.block_name_prefix = "Block_"
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cmd.floor_normal = floor_normal
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cmd.drag_origin = drag_origin
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cmd.base_drag_cur = base_drag_cur
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cmd.block_drag_cur = block_drag_cur
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cmd.step_height = settings.step_height
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cmd.step_depth = settings.step_depth
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cmd.direction = settings.direction
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cmd.uv_transform = builder.tool_uv_transform
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cmd.material_path = builder.tool_material_path
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var undo:EditorUndoRedoManager = builder.get_undo_redo()
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cmd.add_to_undo_manager(undo)
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tool_state = ToolState.READY
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return true
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elif e.button_index == MOUSE_BUTTON_RIGHT:
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if tool_state == ToolState.DRAG_BASE || tool_state == ToolState.DRAG_HEIGHT:
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if e.is_pressed():
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tool_state = ToolState.READY
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return true
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elif e.button_index == MOUSE_BUTTON_WHEEL_UP:
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if tool_state == ToolState.DRAG_BASE || tool_state == ToolState.DRAG_HEIGHT:
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if e.pressed:
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if e.ctrl_pressed:
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if e.shift_pressed:
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var size = log(settings.step_depth) / log(2)
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settings.step_depth = pow(2, size + 1)
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else:
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var size = log(settings.step_height) / log(2)
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settings.step_height = pow(2, size + 1)
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else:
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settings.direction = wrap(settings.direction + 1, 0, 4)
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return true
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elif e.button_index == MOUSE_BUTTON_WHEEL_DOWN:
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if tool_state == ToolState.DRAG_BASE || tool_state == ToolState.DRAG_HEIGHT:
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if e.pressed:
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if e.ctrl_pressed:
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if e.shift_pressed:
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var size = log(settings.step_depth) / log(2)
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settings.step_depth = pow(2, size - 1)
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else:
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var size = log(settings.step_height) / log(2)
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settings.step_height = pow(2, size - 1)
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else:
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settings.direction = wrap(settings.direction - 1, 0, 4)
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return true
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elif event is InputEventMouseMotion:
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var e:InputEventMouseMotion = event
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if (e.button_mask & MOUSE_BUTTON_MASK_MIDDLE):
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return false
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var origin:Vector3 = viewport_camera.project_ray_origin(e.position)
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var dir:Vector3 = viewport_camera.project_ray_normal(e.position)
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var start_pos:Vector3 = origin + builder.block_create_distance * dir
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var w2l = blocks_root.global_transform.inverse()
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var origin_local:Vector3 = w2l * origin
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var dir_local:Vector3 = w2l.basis * dir
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if tool_state == ToolState.DRAG_BASE:
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var p_isect:Vector3 = MathUtil.intersect_plane(origin, dir, drag_origin, floor_normal)
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var p_snapped = to_local(p_isect, blocks_root.global_transform.inverse(), grid_step_size)
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base_drag_cur = p_snapped
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return true
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elif tool_state == ToolState.DRAG_HEIGHT:
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block_drag_cur = MathUtil.closest_point_on_line(origin_local, dir_local, base_drag_cur, floor_normal)
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block_drag_cur = to_local(block_drag_cur, blocks_root.global_transform.inverse(), grid_step_size)
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# drag_offset = block_drag_cur - base_drag_cur
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return true
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return super._gui_input(viewport_camera, event)
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