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|
extends KinematicBody
var vel = Vector3()
var _mouse = Vector2()
var sensitivity_mouse = 0.1
var _camera : Camera
var _normal = Vector3.ZERO
var _colliding = false
var _colliding_group = []
var _colliding_node
var _collision_point
var _pivot
var _pivot_dist
var _pivot_rot
var _pivot_look
var _world
var _turret : PackedScene
var _turret_holder
var _turret_blues = []
var _attach_point
var _attach_point_holder
var _path_start
var _path
var _path_end
var _path_holder
var sel = 0;
var sel_map = [
"turrets", "path start", "path", "path end", "attach point"
]
func _ready():
_camera = $Camera
_world = self.get_parent().find_node("world")
_turret_holder = self.get_parent().find_node("turrets")
_path_holder = self.get_parent().find_node("path")
_attach_point_holder = self.get_parent().find_node("attach")
_turret = load("res://scenes/turret.tscn")
_path_start = load("res://scenes/path_start.tscn")
_path = load("res://scenes/path.tscn")
_path_end = load("res://scenes/path_end.tscn")
_attach_point = load("res://scenes/attach_point.tscn")
load_turrets()
#_save()
_load()
func load_turrets():
_turret_blues = []
var dir = Directory.new()
dir.open("res://models/turrets")
dir.list_dir_begin(true)
var turr = dir.get_next()
while turr != "":
if (turr.ends_with(".glb")):
_turret_blues.append(load("res://models/turrets/" + turr))
turr = dir.get_next()
func get_map_state ():
var state = {}
state["voxels"] = []
for pos in _world.get_voxels():
var vox = { "pos": [pos.x, pos.y, pos.z], "id":_world.get_voxel_id(pos) }
state["voxels"] += [vox]
state["path"] = []
for node in _path_holder.get_children():
var pos = node.transform.origin;
var rot = node.transform.basis.get_rotation_quat();
var pobj = {
"pos": [pos.x, pos.y, pos.z],
"rot": [rot.x, rot.y, rot.z, rot.w],
"id": node.name
}
state["path"] += [pobj]
state["attach"] = []
for node in _attach_point_holder.get_children():
var pos = node.transform.origin;
var rot = node.transform.basis.get_rotation_quat();
var pobj = {
"pos": [pos.x, pos.y, pos.z],
"rot": [rot.x, rot.y, rot.z, rot.w],
"id": node.name
}
state["attach"] += [pobj]
return state
func set_map_state (state):
_world.erase_voxels()
for vox in state["voxels"]:
var vecpos = Vector3(vox.pos[0], vox.pos[1], vox.pos[2]);
_world.set_voxel(vecpos, vox.id)
_world.update_mesh()
clear_children(_path_holder)
for pobj in state["path"]:
var blue = _path
if "start" in pobj.id:
blue = _path_start
if "end" in pobj.id:
blue = _path_end
var instance = blue.instance()
_path_holder.add_child(instance)
var vecpos = Vector3(pobj.pos[0], pobj.pos[1], pobj.pos[2]);
instance.transform.origin = vecpos;
var quat = Quat(pobj.rot[0], pobj.rot[1], pobj.rot[2], pobj.rot[3]);
instance.transform.basis = Basis(quat);
clear_children(_attach_point_holder)
for pobj in state["attach"]:
var blue = _attach_point
var instance = blue.instance()
_attach_point_holder.add_child(instance)
var vecpos = Vector3(pobj.pos[0], pobj.pos[1], pobj.pos[2]);
instance.transform.origin = vecpos;
var quat = Quat(pobj.rot[0], pobj.rot[1], pobj.rot[2], pobj.rot[3]);
instance.transform.basis = Basis(quat);
func _save():
var save_game = File.new()
save_game.open("user://map0.json", File.WRITE)
save_game.store_string(to_json(get_map_state()))
save_game.close()
print("saved")
func _load():
var save_game = File.new()
save_game.open("user://map0.json", File.READ)
var raw = save_game.get_as_text()
save_game.close()
var state = parse_json(raw)
set_map_state(state)
print("loaded")
func _process(delta):
if Input.is_action_just_released("save"):
_save()
if Input.is_action_just_released("load"):
_load()
func clear_children (node):
for n in node.get_children():
node.remove_child(n)
n.queue_free()
func look_free (delta, m):
self.transform.basis = self.transform.basis.rotated(Vector3.UP, m.x)
var rrrot = self.transform.basis.get_rotation_quat()
self.transform.basis = self.transform.basis.rotated(rrrot*Vector3.RIGHT, m.y)
func look_orbit(delta, m):
var diff : Vector3 = self.transform.origin - _pivot
var orbit : Basis = Transform.looking_at(diff, Vector3.UP).basis
orbit = orbit.rotated(Vector3.UP, m.x)
orbit = orbit.rotated(orbit.get_rotation_quat()*Vector3.RIGHT, -m.y)
self.transform.basis = self.transform.basis.rotated(Vector3.UP, m.x)
var rrrot = self.transform.basis.get_rotation_quat()
self.transform.basis = self.transform.basis.rotated(rrrot*Vector3.RIGHT, m.y)
var normdiff = diff.normalized()
self.transform.origin = _pivot - orbit.z * _pivot_dist
func _move_input(delta):
var dir = Vector3()
var m = _mouse
_mouse = Vector2()
var orbiting = false
if Input.is_action_just_pressed("orbit"):
if _colliding:
_pivot = _collision_point
var diff : Vector3 = self.transform.origin - _pivot
_pivot_rot = Transform.looking_at(diff, Vector3.UP).basis.get_rotation_quat()
_pivot_dist = diff.length()
_pivot_look = Transform(Basis(), _collision_point)
else: _pivot = null
if Input.is_action_pressed("orbit"):
if _pivot != null:
orbiting = true
look_orbit(delta, m)
else:
look_free(delta, m)
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
if Input.is_action_pressed("look"):
look_free(delta, m)
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
var input_movement_vector = Vector3()
if Input.is_action_pressed("movement_forward"):
input_movement_vector.z -= 1
if Input.is_action_pressed("movement_backward"):
input_movement_vector.z += 1
if Input.is_action_pressed("movement_left"):
input_movement_vector.x -= 1
if Input.is_action_pressed("movement_right"):
input_movement_vector.x += 1
if Input.is_action_pressed("movement_up"):
input_movement_vector.y += 1
if Input.is_action_pressed("movement_down"):
input_movement_vector.y -= 1
input_movement_vector = input_movement_vector.normalized()
dir = self.transform.basis.get_rotation_quat() * input_movement_vector
vel += dir * delta;
vel *= 0.8
var collision = self.move_and_collide(vel)
if collision: vel = Vector3(0, 0, 0)
func _physics_process(delta):
if Input.is_action_just_released("cycle_forward"):
sel += 1
if sel >= len(sel_map):
sel = len(sel_map)-1
if Input.is_action_just_released("cycle_backward"):
sel -= 1
if sel < 0:
sel = 0
_move_input(delta)
_pointer()
func check_overlap_pointer():
var ptr = self.get_parent().find_node("pointer");
var overlap = false
var space = get_world().direct_space_state
var center = ptr.transform.origin + _normal*0.25
var shape: = BoxShape.new()
shape.extents = Vector3(0.24, 0.24, 0.24)
var params: = PhysicsShapeQueryParameters.new()
params.set_shape(shape)
params.collision_mask = 3
params.transform = Transform.IDENTITY
params.transform.origin = center
var result = space.intersect_shape(params)
for body in result:
if !body.collider.get_parent().is_in_group("attach"):
overlap = true
break
for pos in _world.get_voxels():
var wpos = pos * 0.5
wpos += Vector3.ONE * (0.5 / 2)
var dist = (wpos - center).length_squared()
if dist < 0.1:
overlap = true
break
for node in _path_holder.get_children():
var pos = node.transform.origin
var dist = (pos - center).length_squared()
if dist < 0.1:
overlap = true
break
return overlap
func _inst_turret (pos, rot):
var instance = _turret.instance()
_turret_holder.add_child(instance)
instance.transform.origin = pos;
instance.transform.basis = Basis(rot);
instance.refresh_normal()
var instance_model = _turret_blues[0].instance()
instance_model.name = "model"
instance.add_child(instance_model)
instance.refresh_model()
func _inst_path_start (pos, rot):
var instance = _path_start.instance()
_path_holder.add_child(instance)
instance.transform.origin = pos + _normal * 0.25;
instance.transform.basis = Basis(rot);
func _inst_path (pos, rot):
var instance = _path.instance()
_path_holder.add_child(instance)
instance.transform.origin = pos + _normal * 0.25;
instance.transform.basis = Basis(rot);
instance.set_name("path")
_colliding_node.transform.basis = Basis(rot);
func _inst_path_end (pos, rot):
var instance = _path_end.instance()
_path_holder.add_child(instance)
instance.transform.origin = pos + _normal * 0.25
instance.transform.basis = Basis(rot);
func _inst_attach (pos, rot):
var instance = _attach_point.instance()
_attach_point_holder.add_child(instance)
instance.transform.origin = pos;
instance.transform.basis = Basis(rot);
func place (group, inst : FuncRef):
var ptr = self.get_parent().find_node("pointer");
if Input.is_action_just_pressed("use"):
if _colliding && group in _colliding_group:
if !check_overlap_pointer():
inst.call_func(ptr.transform.origin, ptr.transform.basis.get_rotation_quat())
func delete (group):
if Input.is_action_just_pressed("cancel"):
if _colliding && group in _colliding_group:
_colliding_node.queue_free()
func _pointer ():
var ptr = self.get_parent().find_node("pointer");
var space: PhysicsDirectSpaceState = get_world().direct_space_state as PhysicsDirectSpaceState
var mouse2d = get_viewport().get_mouse_position()
var from = _camera.project_ray_origin(mouse2d)
var to = (from + _camera.project_ray_normal(mouse2d) * 5)
ptr.transform.origin = to
var mask = 1
if sel in [1, 2, 3]: mask = 3
var result = space.intersect_ray(from, to, [], mask)
if result.size() > 0:
ptr.get_child(0).visible = true
_colliding = true
_normal = result.normal;
_collision_point = result.position
var node = result.collider.get_parent()
_colliding_node = node
_colliding_group = node.get_groups()
if ("voxels" in _colliding_group or "path" in _colliding_group):
var cpos = result.position - _normal * (0.5 / 2)
var _cursor_position = (cpos / 0.5).floor() * 0.5
_cursor_position += Vector3.ONE * (0.5 / 2) + _normal * (0.5 / 2)
_collision_point = _cursor_position
if ("attach" in _colliding_group):
_collision_point = node.global_transform.origin;
_normal = (node.global_transform.basis.get_rotation_quat() * Vector3.UP).normalized();
ptr.transform.basis = Basis(Utils.quat_look(_normal, Vector3.UP))
ptr.transform.origin = _collision_point
else:
_colliding = false
_colliding_group = []
ptr.get_child(0).visible = false
match sel:
0:
place("attach", funcref(self, "_inst_turret"))
delete("turret")
1:
place("voxels", funcref(self, "_inst_path_start"))
delete("path")
2:
place("path", funcref(self, "_inst_path"))
delete("path")
3:
place("path", funcref(self, "_inst_path_end"))
delete("path")
4:
place("voxels", funcref(self, "_inst_attach"))
delete("attach")
func _input(event):
if event is InputEventMouseMotion:
_mouse += Vector2(
deg2rad(event.relative.x) * -1,
deg2rad(event.relative.y) * -1) * sensitivity_mouse
|