1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
|
extends Spatial
var control : Node
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()
control = player.get_node("control")
resources = get_parent().get_node("resources")
var root = get_tree().root.get_node("world")
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 = "clear"
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)
if control.statetype == Globals.StateType.TURRET:
var info = load_turrets.info[control.selected]
if info.has("collider"):
if info.collider == "sphere":
shape = SphereShape.new()
shape.radius = 0.24
var params: = PhysicsShapeQueryParameters.new()
params.set_shape(shape)
params.collision_mask = 0b1101
params.transform = ptr.transform
params.transform.origin = center
params.transform.basis = ptr.transform.basis
var result = space.intersect_shape(params)
for body in result:
if !body.collider.get_parent().is_in_group("attach"):
overlap = "world"
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 = "voxels"
break
for node in path_holder.get_children():
var pos = node.transform.origin
var dist = (pos - center).length_squared()
if dist < 0.1:
overlap = "path"
break
return overlap
func inst_turret (pos, rot, sel):
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[sel]
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()
for child in instance.pivot.get_children():
if "attach" in child.name:
child.add_to_group("attach")
var apos = child.global_transform.origin
var arot = child.global_transform.basis.get_rotation_quat()
instance.pivot.add_child(inst_attach(apos, arot))
child.queue_free()
instance.refresh_info(info)
var sb = instance.get_node("turret")
if info.has("collider"):
if info.collider == "sphere":
sb.get_node("CollisionShapeBox").queue_free();
sb.get_node("CollisionShapeSphere").disabled = false;
else:
sb.get_node("CollisionShapeSphere").queue_free();
return instance
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);
return instance
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")
# TODO multiplayer remove collision depencency
colliding_node.transform.basis = Basis(rot);
return instance
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);
return instance
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);
return instance
func inst_voxel (pos, rot, block):
world.set_voxel(pos + normal, int(block))
world.update_mesh()
func nearest_child (node, pos):
var mindist = 99999999999;
var minnode = null
for child in node.get_children():
var dist = child.transform.origin.distance_squared_to(pos)
if mindist > dist:
mindist = dist
minnode = child
return { "node": minnode, "dist": mindist }
func delete (statetype, pos, rot):
match statetype:
Globals.StateType.TURRET:
var result = nearest_child(turret_holder, pos)
if result.dist < 0.01: result.node.queue_free()
Globals.StateType.ATTACH:
var result = nearest_child(attach_point_holder, pos)
if result.dist < 0.01: result.node.queue_free()
Globals.StateType.PATH:
var result = nearest_child(path_holder, pos)
if result.dist < 0.01: result.node.queue_free()
Globals.StateType.VOXEL:
world.erase_voxel(pos)
world.update_mesh()
func _pointer ():
if control.state == Globals.PlayerState.PLACE: ptr.visible = true
else: ptr.visible = false
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 = 0b1101
if control.statetype == Globals.StateType.PATH: mask = 0b1111
var voxelpos = null;
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):
voxelpos = result.position - normal * (0.5 / 2)
var cursor_position = (voxelpos / 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_node = null
colliding_group = []
ptr.visible = false
if control.state == Globals.PlayerState.PICK:
match control.statetype:
Globals.StateType.TURRET:
if Input.is_action_just_pressed("use"):
if "turrets" in colliding_group:
control.do(Globals.PlayerActions.SELECT,
{ "selected": colliding_node.name })
if control.state == Globals.PlayerState.PLACE:
var g = null
match control.statetype:
Globals.StateType.TURRET: g = "attach"
Globals.StateType.ATTACH: g = "voxels"
Globals.StateType.VOXEL:
if voxelpos != null:
var pos = Voxel.world_to_grid(voxelpos)
if Input.is_action_just_pressed("use"):
var overlap = check_overlap_pointer()
if overlap == "clear":
control.do(Globals.PlayerActions.PLACE, {
"pos": pos,
"rot": ptr.transform.basis.get_rotation_quat() })
if Input.is_action_just_pressed("cancel"):
control.do(Globals.PlayerActions.DELETE, {
"pos": pos,
"rot": ptr.transform.basis.get_rotation_quat() })
Globals.StateType.PATH:
g = "path"
match control.selected:
"start path": g = "voxels"
if Input.is_action_just_pressed("use"):
if colliding && g in colliding_group:
var overlap = check_overlap_pointer()
if overlap == "clear":
control.do(Globals.PlayerActions.PLACE, {
"pos": ptr.transform.origin,
"rot": ptr.transform.basis.get_rotation_quat() })
else:
control.do(Globals.PlayerActions.CANCEL)
if Input.is_action_just_pressed("cancel"):
if colliding:
control.do(Globals.PlayerActions.DELETE, {
"pos": colliding_node.transform.origin,
"rot": colliding_node.transform.basis.get_rotation_quat() })
|