218 lines
5.8 KiB
GDScript
218 lines
5.8 KiB
GDScript
extends Node3D
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const wall_corner_scene = preload("./wall_corner.tscn")
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const wall_edge_scene = preload("./wall_edge.tscn")
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const window_scene = preload("./window.tscn")
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@onready var teleport_root = $TeleportRoot
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@onready var background = $Background
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@onready var wall_corners = $TeleportRoot/WallCorners
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@onready var wall_edges = $TeleportRoot/WallEdges
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@onready var wall_mesh = $TeleportRoot/WallMesh
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@onready var wall_collisions = $TeleportRoot/WallCollisions
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@onready var toggle_edit_button = $Interface/ToggleEdit
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@onready var spawn_windows = $SpawnWindows
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var moving = null
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var ground_plane = Plane(Vector3.UP, Vector3.ZERO)
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var edit_enabled = false
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func _ready():
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remove_child(teleport_root)
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background.visible = false
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get_tree().get_root().get_node("Main").add_child.call_deferred(teleport_root)
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spawn_windows.on_button_down.connect(func():
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get_tree().root.get_node("Main").add_child.call_deferred(window_scene.instantiate())
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)
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teleport_root.get_node("Ground/Clickable").on_click.connect(func(event):
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if !edit_enabled:
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return
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add_corner(event.ray.get_collision_point())
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)
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toggle_edit_button.on_button_down.connect(func():
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edit_enabled = true
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wall_corners.visible = true
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wall_edges.visible = true
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wall_mesh.visible = false
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)
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toggle_edit_button.on_button_up.connect(_handle_button_up)
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func _handle_button_up():
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edit_enabled = false
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wall_corners.visible = false
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wall_edges.visible = false
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wall_mesh.mesh = generate_mesh()
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if wall_mesh.mesh == null:
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return
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var collisions = generate_collision(wall_mesh.mesh)
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for old_coll in wall_collisions.get_children():
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old_coll.queue_free()
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for collision in collisions:
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var static_body = StaticBody3D.new()
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static_body.set_collision_layer_value(4, true)
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static_body.set_collision_layer_value(5, true)
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static_body.collision_mask = 0
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static_body.add_child(collision)
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wall_collisions.add_child(static_body)
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wall_mesh.visible = true
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func generate_mesh():
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var corner_count = wall_corners.get_child_count()
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if corner_count < 3:
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return
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var st = SurfaceTool.new()
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var wall_up = Vector3.UP * 3
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st.begin(Mesh.PRIMITIVE_TRIANGLE_STRIP)
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for i in range(corner_count):
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var corner = get_corner(i)
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print(corner.position, " ", corner.position + wall_up)
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st.add_vertex(corner.position)
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st.add_vertex(corner.position + wall_up)
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var first_corner = get_corner(0)
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st.add_vertex(first_corner.position)
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st.add_vertex(first_corner.position + wall_up)
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st.index()
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st.generate_normals()
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st.generate_tangents()
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var mesh = st.commit()
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return mesh
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func generate_collision(mesh: ArrayMesh):
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var corner_count = wall_corners.get_child_count()
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if corner_count < 3:
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return
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var collision_shapes: Array[CollisionShape3D] = []
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for i in range(corner_count):
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var corner = get_corner(i)
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var next_corner = get_corner(i + 1)
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var shape = BoxShape3D.new()
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shape.size = Vector3((next_corner.position - corner.position).length(), 3, 0.04)
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var transform = Transform3D()
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var back_vector = (corner.position - next_corner.position).cross(Vector3.UP).normalized() * shape.size.z / 2
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transform.basis = Basis((next_corner.position - corner.position).normalized(), Vector3.UP, back_vector.normalized())
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transform.origin = corner.position + (next_corner.position - corner.position) / 2 + back_vector + Vector3.UP * shape.size.y / 2
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var collision_shape = CollisionShape3D.new()
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collision_shape.shape = shape
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collision_shape.transform = transform
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collision_shapes.append(collision_shape)
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print(collision_shapes)
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return collision_shapes
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func add_corner(position: Vector3):
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var corner = wall_corner_scene.instantiate()
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corner.position = position
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corner.get_node("Clickable").on_grab_down.connect(func(event):
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if !edit_enabled:
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return
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moving = event.target
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)
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corner.get_node("Clickable").on_grab_move.connect(func(event):
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if moving == null:
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return
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var direction = -event.ray.global_transform.basis.z
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var new_position = ground_plane.intersects_ray(event.ray.global_position, direction)
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if new_position == null:
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return
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moving.position = new_position
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var moving_index = moving.get_index()
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get_edge(moving_index).transform = corners_to_edge_transform(new_position, get_corner(moving_index + 1).position)
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get_edge(moving_index - 1).transform = corners_to_edge_transform(get_corner(moving_index - 1).position, new_position)
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)
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corner.get_node("Clickable").on_grab_up.connect(func(_event):
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moving = null
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)
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wall_corners.add_child(corner)
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var num_corners = wall_corners.get_child_count()
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var edge
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if num_corners > 1:
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edge = add_edge(wall_corners.get_child(num_corners - 2).position, position)
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if num_corners > 2:
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if num_corners != wall_edges.get_child_count():
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add_edge(position, wall_corners.get_child(0).position)
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else:
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wall_edges.move_child(edge, num_corners - 2)
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get_edge(-1).transform = corners_to_edge_transform(position, get_corner(0).position)
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func get_corner(index: int) -> MeshInstance3D:
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return wall_corners.get_child(index % wall_corners.get_child_count())
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func get_edge(index: int) -> MeshInstance3D:
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return wall_edges.get_child(index % wall_edges.get_child_count())
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func add_edge(from_pos: Vector3, to_pos: Vector3):
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var edge: MeshInstance3D = wall_edge_scene.instantiate()
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edge.transform = corners_to_edge_transform(from_pos, to_pos)
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wall_edges.add_child(edge)
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return edge
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func corners_to_edge_transform(from_pos: Vector3, to_pos: Vector3) -> Transform3D:
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var diff = to_pos - from_pos
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var direction = diff.normalized()
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var edge_position = from_pos + diff / 2
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var edge_basis = Basis(Vector3.UP, diff, direction.cross(Vector3.UP))
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var edge_transform = Transform3D(edge_basis, edge_position)
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return edge_transform
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func _save():
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return {
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"corners": wall_corners.get_children().map(func(corner): return corner.position),
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}
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func _load(data):
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for corner in data["corners"]:
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add_corner(corner)
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_handle_button_up()
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queue_free()
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