360 lines
12 KiB
GDScript
360 lines
12 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 ToolBlock
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const TOOL_ID:String = "block"
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enum ToolState { NONE, READY, BLOCK_BASE, BLOCK_HEIGHT, MOVE_FACE }
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var tool_state:ToolState = ToolState.NONE
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#enum BlockAlign { ALIGN_TO_SURFACE, XY_PLANE, XZ_PLANE, YZ_PLANE }
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#var drag_angle_limit:float = deg_to_rad(5)
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var viewport_camera_start:Camera3D
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var event_start:InputEventMouseButton
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var block_drag_cur:Vector3
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var block_drag_p0:Vector3
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var block_drag_p1:Vector3
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var block_drag_p2:Vector3
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var drag_floor_normal:Vector3
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var settings:ToolBlockSettings = ToolBlockSettings.new()
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#Keep a copy of move command here while we are building it
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var cmd_move_face:CommandMoveFacePlanar
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var move_face_origin:Vector3 #Kep track of the origin when moving a face
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var base_points:PackedVector3Array
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var mouse_hover_pos:Vector2
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func _get_tool_id()->String:
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return TOOL_ID
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func _get_tool_properties_editor()->Control:
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var ed:ToolBlockSettingsEditor = preload("res://addons/cyclops_level_builder/tools/tool_block_settings_editor.tscn").instantiate()
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ed.settings = settings
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return ed
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func start_block_drag(viewport_camera:Camera3D, event:InputEvent):
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var blocks_root:Node = builder.get_block_add_parent()
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var e:InputEventMouseButton = event
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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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#print("origin %s dir %s" % [origin, dir])
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var result:IntersectResults = builder.intersect_ray_closest(origin, dir)
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#print("result %s" % result)
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if result && settings.block_alignment == BlockAlignment.Type.ALIGN_TO_SURFACE:
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#print("Hit! %s" % result)
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drag_floor_normal = MathUtil.snap_to_best_axis_normal(result.get_world_normal())
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var start_pos:Vector3 = result.get_world_position()
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#var grid_step_size:float = pow(2, builder.get_global_scene().grid_size)
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#block_drag_p0 = MathUtil.snap_to_grid(start_pos, grid_step_size)
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block_drag_p0 = builder.get_snapping_manager().snap_point(start_pos, SnappingQuery.new(viewport_camera))
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if e.ctrl_pressed:
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tool_state = ToolState.MOVE_FACE
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cmd_move_face = CommandMoveFacePlanar.new()
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cmd_move_face.builder = builder
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cmd_move_face.blocks_root_path = builder.get_block_add_parent().get_path()
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cmd_move_face.block_path = result.object.get_path()
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cmd_move_face.face_index = result.face_index
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cmd_move_face.lock_uvs = builder.lock_uvs
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cmd_move_face.move_dir_normal = result.object.control_mesh.faces[result.face_id].normal
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move_face_origin = result.object.global_transform * result.position
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#print("moving face move_face_origin %s" % move_face_origin)
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else:
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tool_state = ToolState.BLOCK_BASE
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else:
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#print("Miss")
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var draw_plane_point:Vector3 = Vector3.ZERO
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var draw_plane_normal:Vector3 = BlockAlignment.get_plane_normal(settings.block_alignment)
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if settings.match_selected_block:
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draw_plane_point = calc_empty_space_draw_plane_origin(viewport_camera, draw_plane_point, draw_plane_normal)
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var hit_result = calc_hit_point_empty_space(origin, dir, viewport_camera, draw_plane_point, draw_plane_normal)
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block_drag_p0 = hit_result[0]
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drag_floor_normal = hit_result[1]
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tool_state = ToolState.BLOCK_BASE
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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.BLOCK_BASE:
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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.vertex_tool_material)
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if tool_state == ToolState.BLOCK_HEIGHT:
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global_scene.draw_cube(block_drag_p0, block_drag_p1, block_drag_cur, global_scene.tool_material, global_scene.vertex_tool_material)
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func create_block():
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block_drag_p2 = block_drag_cur
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# print("Adding block %s %s %s" % [block_drag_p0, block_drag_p1, block_drag_p2])
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var bounds:AABB = AABB(block_drag_p0, Vector3.ZERO)
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bounds = bounds.expand(block_drag_p1)
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bounds = bounds.expand(block_drag_p2)
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if bounds.has_volume():
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var blocks_root:Node = builder.get_block_add_parent()
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var command:CommandAddBlock = CommandAddBlock.new()
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command.builder = builder
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command.blocks_root_path = blocks_root.get_path()
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command.block_name = GeneralUtil.find_unique_name(blocks_root, "Block_")
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command.bounds = bounds
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# command.origin = block_drag_p0
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command.uv_transform = builder.tool_uv_transform
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command.material_path = builder.tool_material_path
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command.collision_type = settings.collision_type
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command.collision_layers = settings.collision_layer
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command.collision_mask = settings.collision_mask
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var undo:EditorUndoRedoManager = builder.get_undo_redo()
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command.add_to_undo_manager(undo)
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func _gui_input(viewport_camera:Camera3D, event:InputEvent)->bool:
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#print("tool_block gui_input %s" % event)
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var blocks_root:Node = builder.get_block_add_parent()
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if event is InputEventKey:
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var e:InputEventKey = event
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if e.keycode == KEY_ESCAPE:
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if e.is_pressed():
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tool_state = ToolState.NONE
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return true
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if e.keycode == KEY_Q && e.alt_pressed:
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if e.is_pressed():
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select_block_under_cursor(viewport_camera, mouse_hover_pos)
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#var origin:Vector3 = viewport_camera.project_ray_origin(mouse_hover_pos)
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#var dir:Vector3 = viewport_camera.project_ray_normal(mouse_hover_pos)
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#
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#var result:IntersectResults = builder.intersect_ray_closest(origin, dir)
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#if result:
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#var cmd:CommandSelectBlocks = CommandSelectBlocks.new()
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#cmd.builder = builder
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#cmd.block_paths.append(result.object.get_path())
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#
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#if cmd.will_change_anything():
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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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#
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#_deactivate()
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#_activate(builder)
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return true
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elif 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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if tool_state == ToolState.NONE:
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event_start = event
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viewport_camera_start = viewport_camera
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tool_state = ToolState.READY
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else:
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if tool_state == ToolState.READY:
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tool_state = ToolState.NONE
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elif tool_state == ToolState.BLOCK_BASE:
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block_drag_p1 = block_drag_cur
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var camera_dir:Vector3 = viewport_camera.project_ray_normal(e.position)
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var angle_with_base:float = acos(drag_floor_normal.dot(camera_dir))
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var drag_angle_limit:float = builder.get_global_scene().drag_angle_limit
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if angle_with_base < drag_angle_limit || angle_with_base > PI - drag_angle_limit:
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var height = settings.default_block_height
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if settings.match_selected_block:
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height = calc_active_block_orthogonal_height(block_drag_p0, drag_floor_normal)
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block_drag_cur = block_drag_p1 + drag_floor_normal * height
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create_block()
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tool_state = ToolState.NONE
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else:
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tool_state = ToolState.BLOCK_HEIGHT
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elif tool_state == ToolState.BLOCK_HEIGHT:
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create_block()
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tool_state = ToolState.NONE
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elif tool_state == ToolState.MOVE_FACE:
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var undo:EditorUndoRedoManager = builder.get_undo_redo()
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cmd_move_face.add_to_undo_manager(undo)
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tool_state = ToolState.NONE
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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.BLOCK_BASE || tool_state == ToolState.BLOCK_HEIGHT:
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#if e.is_pressed():
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#tool_state = ToolState.NONE
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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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mouse_hover_pos = e.position
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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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#print("tool_state %s" % tool_state)
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if (e.button_mask & MOUSE_BUTTON_MASK_MIDDLE):
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return super._gui_input(viewport_camera, event)
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if tool_state == ToolState.NONE:
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if e.ctrl_pressed:
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#block_drag_cur = MathUtil.intersect_plane(origin_local, dir_local, block_drag_p0_local, drag_floor_normal)
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var result:IntersectResults = builder.intersect_ray_closest(origin, dir)
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#print("picked result %s" % result)
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if result:
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var block:CyclopsBlock = result.object
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var convex_mesh:ConvexVolume = block.control_mesh
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base_points = convex_mesh.get_face(result.face_index).get_points()
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return true
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return false
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elif tool_state == ToolState.READY:
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var offset:Vector2 = e.position - event_start.position
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if offset.length_squared() > MathUtil.square(builder.drag_start_radius):
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start_block_drag(viewport_camera_start, event_start)
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return true
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elif tool_state == ToolState.BLOCK_BASE:
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block_drag_cur = MathUtil.intersect_plane(origin, dir, block_drag_p0, drag_floor_normal)
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#print("block_drag_cur %s" % block_drag_cur)
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block_drag_cur = builder.get_snapping_manager().snap_point(block_drag_cur, SnappingQuery.new(viewport_camera))
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#print("block_drag_cur snapped %s" % block_drag_cur)
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#Draw tool
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var p01:Vector3
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var p10:Vector3
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if abs(drag_floor_normal.x) > abs(drag_floor_normal.y) and abs(drag_floor_normal.x) > abs(drag_floor_normal.z):
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p01 = Vector3(block_drag_p0.x, block_drag_p0.y, block_drag_cur.z)
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p10 = Vector3(block_drag_p0.x, block_drag_cur.y, block_drag_p0.z)
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elif abs(drag_floor_normal.y) > abs(drag_floor_normal.z):
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p01 = Vector3(block_drag_p0.x, block_drag_p0.y, block_drag_cur.z)
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p10 = Vector3(block_drag_cur.x, block_drag_p0.y, block_drag_p0.z)
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else:
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p01 = Vector3(block_drag_p0.x, block_drag_cur.y, block_drag_p0.z)
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p10 = Vector3(block_drag_cur.x, block_drag_p0.y, block_drag_p0.z)
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base_points = [block_drag_p0, p01, block_drag_cur, p10]
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return true
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elif tool_state == ToolState.BLOCK_HEIGHT:
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block_drag_cur = MathUtil.closest_point_on_line(origin, dir, block_drag_p1, drag_floor_normal)
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block_drag_cur = builder.get_snapping_manager().snap_point(block_drag_cur, SnappingQuery.new(viewport_camera))
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return true
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elif tool_state == ToolState.MOVE_FACE:
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var drag_to:Vector3 = MathUtil.closest_point_on_line(origin, dir, move_face_origin, cmd_move_face.move_dir_normal)
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#print("move_face_origin %s norm %s" % [move_face_origin, cmd_move_face.move_dir_normal])
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drag_to = builder.get_snapping_manager().snap_point(drag_to, SnappingQuery.new(viewport_camera))
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#print("move_face drag_to %s" % [drag_to])
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cmd_move_face.move_amount = (drag_to - move_face_origin).dot(cmd_move_face.move_dir_normal)
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#print("move by %s" % [drag_to - move_face_origin])
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cmd_move_face.do_it_intermediate()
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return true
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return super._gui_input(viewport_camera, event)
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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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var cache:Dictionary = builder.get_tool_cache(TOOL_ID)
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#print("loaded cache ", str(cache))
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settings.load_from_cache(cache)
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func _deactivate():
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var cache:Dictionary = settings.save_to_cache()
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builder.set_tool_cache(TOOL_ID, cache)
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