# 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_FACE } var tool_state:ToolState = ToolState.NONE #enum BlockAlign { ALIGN_TO_SURFACE, XY_PLANE, XZ_PLANE, YZ_PLANE } #var drag_angle_limit:float = deg_to_rad(5) var viewport_camera_start:Camera3D var event_start:InputEventMouseButton var block_drag_cur:Vector3 var block_drag_p0:Vector3 var block_drag_p1:Vector3 var block_drag_p2:Vector3 var drag_floor_normal:Vector3 var settings:ToolBlockSettings = ToolBlockSettings.new() #Keep a copy of move command here while we are building it var cmd_move_face:CommandMoveFacePlanar var move_face_origin:Vector3 #Kep track of the origin when moving a face var base_points:PackedVector3Array var mouse_hover_pos:Vector2 func _get_tool_id()->String: return TOOL_ID func _get_tool_properties_editor()->Control: var ed:ToolBlockSettingsEditor = preload("res://addons/cyclops_level_builder/tools/tool_block_settings_editor.tscn").instantiate() ed.settings = settings return ed func start_block_drag(viewport_camera:Camera3D, event:InputEvent): var blocks_root:Node = builder.get_block_add_parent() 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 = builder.intersect_ray_closest(origin, dir) #print("result %s" % result) if result && settings.block_alignment == BlockAlignment.Type.ALIGN_TO_SURFACE: #print("Hit! %s" % result) drag_floor_normal = MathUtil.snap_to_best_axis_normal(result.get_world_normal()) var start_pos:Vector3 = result.get_world_position() #var grid_step_size:float = pow(2, builder.get_global_scene().grid_size) #block_drag_p0 = MathUtil.snap_to_grid(start_pos, grid_step_size) block_drag_p0 = builder.get_snapping_manager().snap_point(start_pos, SnappingQuery.new(viewport_camera)) 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.get_block_add_parent().get_path() cmd_move_face.block_path = result.object.get_path() cmd_move_face.face_index = result.face_index 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.object.global_transform * result.position #print("moving face move_face_origin %s" % move_face_origin) else: tool_state = ToolState.BLOCK_BASE else: #print("Miss") var draw_plane_point:Vector3 = Vector3.ZERO var draw_plane_normal:Vector3 = BlockAlignment.get_plane_normal(settings.block_alignment) if settings.match_selected_block: draw_plane_point = calc_empty_space_draw_plane_origin(viewport_camera, draw_plane_point, draw_plane_normal) var hit_result = calc_hit_point_empty_space(origin, dir, viewport_camera, draw_plane_point, draw_plane_normal) block_drag_p0 = hit_result[0] drag_floor_normal = hit_result[1] tool_state = ToolState.BLOCK_BASE 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.vertex_tool_material) if tool_state == ToolState.BLOCK_HEIGHT: global_scene.draw_cube(block_drag_p0, block_drag_p1, block_drag_cur, global_scene.tool_material, global_scene.vertex_tool_material) func create_block(): block_drag_p2 = block_drag_cur # print("Adding block %s %s %s" % [block_drag_p0, block_drag_p1, block_drag_p2]) var bounds:AABB = AABB(block_drag_p0, Vector3.ZERO) bounds = bounds.expand(block_drag_p1) bounds = bounds.expand(block_drag_p2) if bounds.has_volume(): var blocks_root:Node = builder.get_block_add_parent() var command:CommandAddBlock = CommandAddBlock.new() command.builder = builder command.blocks_root_path = blocks_root.get_path() command.block_name = GeneralUtil.find_unique_name(blocks_root, "Block_") command.bounds = bounds # command.origin = block_drag_p0 command.uv_transform = builder.tool_uv_transform command.material_path = builder.tool_material_path command.collision_type = settings.collision_type command.collision_layers = settings.collision_layer command.collision_mask = settings.collision_mask var undo:EditorUndoRedoManager = builder.get_undo_redo() command.add_to_undo_manager(undo) func _gui_input(viewport_camera:Camera3D, event:InputEvent)->bool: #print("tool_block gui_input %s" % event) var blocks_root:Node = builder.get_block_add_parent() if event is InputEventKey: var e:InputEventKey = event if e.keycode == KEY_ESCAPE: if e.is_pressed(): tool_state = ToolState.NONE return true if e.keycode == KEY_Q && e.alt_pressed: if e.is_pressed(): select_block_under_cursor(viewport_camera, mouse_hover_pos) #var origin:Vector3 = viewport_camera.project_ray_origin(mouse_hover_pos) #var dir:Vector3 = viewport_camera.project_ray_normal(mouse_hover_pos) # #var result:IntersectResults = builder.intersect_ray_closest(origin, dir) #if result: #var cmd:CommandSelectBlocks = CommandSelectBlocks.new() #cmd.builder = builder #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) # #_deactivate() #_activate(builder) 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: tool_state = ToolState.NONE elif tool_state == ToolState.BLOCK_BASE: block_drag_p1 = block_drag_cur var camera_dir:Vector3 = viewport_camera.project_ray_normal(e.position) var angle_with_base:float = acos(drag_floor_normal.dot(camera_dir)) var drag_angle_limit:float = builder.get_global_scene().drag_angle_limit if angle_with_base < drag_angle_limit || angle_with_base > PI - drag_angle_limit: var height = settings.default_block_height if settings.match_selected_block: height = calc_active_block_orthogonal_height(block_drag_p0, drag_floor_normal) block_drag_cur = block_drag_p1 + drag_floor_normal * height create_block() tool_state = ToolState.NONE else: tool_state = ToolState.BLOCK_HEIGHT elif tool_state == ToolState.BLOCK_HEIGHT: create_block() 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 mouse_hover_pos = e.position 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 #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 = builder.intersect_ray_closest(origin, dir) #print("picked result %s" % result) if result: var block:CyclopsBlock = result.object var convex_mesh:ConvexVolume = block.control_mesh base_points = convex_mesh.get_face(result.face_index).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, dir, block_drag_p0, drag_floor_normal) #print("block_drag_cur %s" % block_drag_cur) block_drag_cur = builder.get_snapping_manager().snap_point(block_drag_cur, SnappingQuery.new(viewport_camera)) #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.x, block_drag_p0.y, block_drag_cur.z) p10 = Vector3(block_drag_p0.x, block_drag_cur.y, block_drag_p0.z) elif abs(drag_floor_normal.y) > abs(drag_floor_normal.z): p01 = Vector3(block_drag_p0.x, block_drag_p0.y, block_drag_cur.z) p10 = Vector3(block_drag_cur.x, block_drag_p0.y, block_drag_p0.z) else: p01 = Vector3(block_drag_p0.x, block_drag_cur.y, block_drag_p0.z) p10 = Vector3(block_drag_cur.x, block_drag_p0.y, block_drag_p0.z) base_points = [block_drag_p0, p01, block_drag_cur, p10] return true elif tool_state == ToolState.BLOCK_HEIGHT: block_drag_cur = MathUtil.closest_point_on_line(origin, dir, block_drag_p1, drag_floor_normal) block_drag_cur = builder.get_snapping_manager().snap_point(block_drag_cur, SnappingQuery.new(viewport_camera)) return true elif tool_state == ToolState.MOVE_FACE: var drag_to:Vector3 = MathUtil.closest_point_on_line(origin, dir, 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]) drag_to = builder.get_snapping_manager().snap_point(drag_to, SnappingQuery.new(viewport_camera)) #print("move_face drag_to %s" % [drag_to]) cmd_move_face.move_amount = (drag_to - move_face_origin).dot(cmd_move_face.move_dir_normal) #print("move by %s" % [drag_to - move_face_origin]) 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() var cache:Dictionary = builder.get_tool_cache(TOOL_ID) #print("loaded cache ", str(cache)) settings.load_from_cache(cache) func _deactivate(): var cache:Dictionary = settings.save_to_cache() builder.set_tool_cache(TOOL_ID, cache)