immersive-home/content/ui/menu/room/room_menu.gd
2023-11-23 19:19:30 +01:00

189 lines
5.2 KiB
GDScript

extends Node3D
const wall_corner_scene = preload("res://content/ui/menu/room/wall_corner.tscn")
const wall_edge_scene = preload("res://content/ui/menu/room/wall_edge.tscn")
@onready var teleport_root = $TeleportRoot
@onready var wall_corners = $TeleportRoot/WallCorners
@onready var wall_edges = $TeleportRoot/WallEdges
@onready var wall_mesh = $TeleportRoot/WallMesh
@onready var wall_collisions = $TeleportRoot/WallCollisions
@onready var toggle_edit_button = $Interface/ToggleEdit
var moving = null
var ground_plane = Plane(Vector3.UP, Vector3.ZERO)
var edit_enabled = false
func _ready():
remove_child(teleport_root)
get_tree().get_root().get_node("Main").add_child.call_deferred(teleport_root)
teleport_root.get_node("Ground/Clickable").on_click.connect(func(event):
if !edit_enabled:
return
add_corner(event.ray.get_collision_point())
)
toggle_edit_button.get_node("Clickable").on_press_up.connect(func(event):
edit_enabled = event.target.active
if edit_enabled == false:
wall_corners.visible = false
wall_edges.visible = false
wall_mesh.mesh = generate_mesh()
if wall_mesh.mesh == null:
return
var collisions = generate_collision(wall_mesh.mesh)
for old_coll in wall_collisions.get_children():
old_coll.queue_free()
for collision in collisions:
var static_body = StaticBody3D.new()
static_body.add_child(collision)
wall_collisions.add_child(static_body)
wall_mesh.visible = true
else:
wall_corners.visible = true
wall_edges.visible = true
wall_mesh.visible = false
)
func generate_mesh():
var corner_count = wall_corners.get_child_count()
if corner_count < 3:
return
var st = SurfaceTool.new()
var wall_up = Vector3.UP * 3
st.begin(Mesh.PRIMITIVE_TRIANGLE_STRIP)
for i in range(corner_count):
var corner = get_corner(i)
print(corner.position, " ", corner.position + wall_up)
st.add_vertex(corner.position)
st.add_vertex(corner.position + wall_up)
var first_corner = get_corner(0)
st.add_vertex(first_corner.position)
st.add_vertex(first_corner.position + wall_up)
st.index()
st.generate_normals()
st.generate_tangents()
var mesh = st.commit()
return mesh
func generate_collision(mesh: ArrayMesh):
var corner_count = wall_corners.get_child_count()
if corner_count < 3:
return
var collision_shapes: Array[CollisionShape3D] = []
for i in range(corner_count):
var corner = get_corner(i)
var next_corner = get_corner(i + 1)
var shape = BoxShape3D.new()
shape.size = Vector3((next_corner.position - corner.position).length(), 3, 0.04)
var transform = Transform3D()
var back_vector = (corner.position - next_corner.position).cross(Vector3.UP).normalized() * shape.size.z / 2
transform.basis = Basis((next_corner.position - corner.position).normalized(), Vector3.UP, back_vector.normalized())
transform.origin = corner.position + (next_corner.position - corner.position) / 2 + back_vector + Vector3.UP * shape.size.y / 2
var collision_shape = CollisionShape3D.new()
collision_shape.shape = shape
collision_shape.transform = transform
collision_shapes.append(collision_shape)
print(collision_shapes)
return collision_shapes
func add_corner(position: Vector3):
var corner = wall_corner_scene.instantiate()
corner.position = position
corner.get_node("Clickable").on_grab_down.connect(func(event):
if !edit_enabled:
return
moving = event.target
)
corner.get_node("Clickable").on_grab_move.connect(func(event):
if moving == null:
return
var direction = -event.ray.global_transform.basis.z
var new_position = ground_plane.intersects_ray(event.ray.global_position, direction)
if new_position == null:
return
moving.position = new_position
var moving_index = moving.get_index()
get_edge(moving_index).transform = corners_to_edge_transform(new_position, get_corner(moving_index + 1).position)
get_edge(moving_index - 1).transform = corners_to_edge_transform(get_corner(moving_index - 1).position, new_position)
)
corner.get_node("Clickable").on_grab_up.connect(func(_event):
moving = null
)
wall_corners.add_child(corner)
var num_corners = wall_corners.get_child_count()
var edge
if num_corners > 1:
edge = add_edge(wall_corners.get_child(num_corners - 2).position, position)
if num_corners > 2:
if num_corners != wall_edges.get_child_count():
add_edge(position, wall_corners.get_child(0).position)
else:
wall_edges.move_child(edge, num_corners - 2)
get_edge(-1).transform = corners_to_edge_transform(position, get_corner(0).position)
func get_corner(index: int) -> MeshInstance3D:
return wall_corners.get_child(index % wall_corners.get_child_count())
func get_edge(index: int) -> MeshInstance3D:
return wall_edges.get_child(index % wall_edges.get_child_count())
func add_edge(from_pos: Vector3, to_pos: Vector3):
var edge: MeshInstance3D = wall_edge_scene.instantiate()
edge.transform = corners_to_edge_transform(from_pos, to_pos)
wall_edges.add_child(edge)
return edge
func corners_to_edge_transform(from_pos: Vector3, to_pos: Vector3) -> Transform3D:
var diff = to_pos - from_pos
var direction = diff.normalized()
var edge_position = from_pos + diff / 2
var edge_basis = Basis(Vector3.UP, diff, direction.cross(Vector3.UP))
var edge_transform = Transform3D(edge_basis, edge_position)
return edge_transform