mj177/addons/cyclops_level_builder/tools/tool_block.gd
2025-02-03 19:17:20 +01:00

360 lines
12 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 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)