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extends Spatial
var player : Spatial
var world : VoxelMesh
var turret_holder : Node
var path_holder : Node
var attach_point_holder : Node
var load_turrets : Node
var saveload_map : Node
var load_scenes : Node
var ptr : Spatial
var resources : Node
var normal = Vector3.ZERO
var colliding = false
var colliding_group = []
var colliding_node : Spatial
var collision_point : Vector3
func _ready ():
player = get_parent()
resources = get_parent().get_node("resources")
var root = get_tree().root.get_child(0)
world = root.get_node("world")
turret_holder = root.get_node("turrets")
attach_point_holder = root.get_node("attach")
path_holder = root.get_node("path")
ptr = root.find_node("pointer");
var saveload = root.get_node("saveload")
load_turrets = saveload.get_node("load_turrets")
saveload_map = saveload.get_node("saveload_map")
load_scenes = saveload.get_node("load_scenes")
if !load_turrets.loaded: yield(load_turrets, "done_loading")
func _physics_process(_delta):
_pointer()
func check_overlap_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 = load_scenes.turret.instance()
turret_holder.add_child(instance)
instance.transform.origin = pos;
instance.transform.basis = Basis(rot);
instance.refresh_normal()
var info = load_turrets.info[player.sel.name]
var model = load_turrets.models[info.model_name]
var instance_model = model.instance()
instance_model.name = "model"
instance.add_child(instance_model)
instance.refresh_model()
instance.refresh_info(info)
func _inst_path_start (pos, rot):
var instance = load_scenes.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 = load_scenes.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 = load_scenes.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 = load_scenes.attach_point.instance()
attach_point_holder.add_child(instance)
instance.transform.origin = pos;
instance.transform.basis = Basis(rot);
func place (group, inst : FuncRef):
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())
return "ok"
func delete (group):
if Input.is_action_just_pressed("cancel"):
if colliding && group in colliding_group:
colliding_node.queue_free()
func select ():
pass
func _pointer ():
if player.sel.name == "" or player.sel.type == "": ptr.visible = false
else: ptr.visible = true
var space: PhysicsDirectSpaceState = get_world().direct_space_state as PhysicsDirectSpaceState
var mouse2d = get_viewport().get_mouse_position()
var from = player.camera.project_ray_origin(mouse2d)
var to = (from + player.camera.project_ray_normal(mouse2d) * 100)
ptr.transform.origin = to
var mask = 1
if player.sel.name.find("path") != -1: mask = 3
var result = space.intersect_ray(from, to, [], mask)
if result.size() > 0:
ptr.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.visible = false
var placed = ""
match player.sel.type:
"map_tools":
match player.sel.name:
"start path":
place("path", funcref(self, "_inst_path_start"))
delete("path")
"path":
place("path", funcref(self, "_inst_path"))
delete("path")
"end path":
place("path", funcref(self, "_inst_path_end"))
delete("path")
"attach":
place("voxels", funcref(self, "_inst_attach"))
delete("attach")
"voxels":
pass
"turrets":
placed = place("attach", funcref(self, "_inst_turret"))
if placed == "ok" and !player.in_editor:
resources.sub(load_turrets.info[player.sel.name].cost)
delete("turret")
if placed == "ok":
player.sel.name = ""
player.sel.type = ""
if ptr.has_node("preview"):
ptr.get_node("preview").queue_free()
player.refresh_gui()
else:
select()
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