Inventory management focused game written in Godot / C#
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4 months ago
[Tool]
public partial class Interactable : RigidBody3D
{
PackedScene _modelScene;
[Export] public PackedScene ModelScene {
get => _modelScene;
set => _modelScene = OnModelSceneChanged(value);
}
Vector3I _gridSize;
/// <summary> Get the size of this item in grid units. </summary>
[Export] public Vector3I GridSize {
get => _gridSize;
set => _gridSize = OnGridSizeChanged(value);
}
public override void _Ready()
{
}
public override void _Process(double delta)
{
}
// FIXME: Only change this if ModelScene is actually changed, not when loaded.
PackedScene OnModelSceneChanged(PackedScene value)
{
if (GetNodeOrNull("_Model") is Node oldModel) {
RemoveChild(oldModel);
oldModel.QueueFree();
}
// Remove any previously added `CollisionShape3D` nodes.
foreach (var child in GetChildren(true).OfType<CollisionShape3D>()) {
RemoveChild(child);
child.QueueFree();
}
if (value is PackedScene scene) {
var model = scene.Instantiate<Node3D>();
model.Name = "_Model";
var numShapes = 0;
var min = Vector3.Zero;
var max = Vector3.Zero;
// Find all the `StaticBody3D` nodes in the model and parent
// their `CollisionShape3D` children to the this `RigidBody3D`.
// Required because shapes must be immediate children of the body.
// See: https://github.com/godotengine/godot-proposals/issues/535
// https://github.com/godotengine/godot/pull/77937
foreach (var body in model.FindChildren("*", "StaticBody3D").Cast<StaticBody3D>()) {
body.GetParent().RemoveChild(body);
body.QueueFree();
foreach (var shape in body.GetChildren().OfType<CollisionShape3D>()) {
// Not unsetting the owner results in this warning:
// "Adding 'CollisionShape3D' as child to 'Interactable' will make owner '...' inconsistent."
shape.Owner = null;
body.RemoveChild(shape);
shape.Name = $"_{nameof(CollisionShape3D)}_{numShapes + 1}";
AddChild(shape, false, InternalMode.Front);
// shape.Owner = this;
numShapes++;
// Finds the axis-aligned boundary of all collision shapes.
// This assumes that the shape has an identity transformation.
var vertices = (shape.Shape as ConvexPolygonShape3D)?.Points
?? (shape.Shape as ConcavePolygonShape3D)?.Data
?? throw new Exception("Shape must be either convex or concave");
foreach (var vert in vertices) {
min = new(Min(min.X, vert.X), Min(min.Y, vert.Y), Min(min.Z, vert.Z));
max = new(Max(max.X, vert.X), Max(max.Y, vert.Y), Max(max.Z, vert.Z));
}
}
}
AddChild(model, false, InternalMode.Front);
// Set the grid size based on the boundary of all collision shapes.
GridSize = (Vector3I)((max - min).Snapped(Epsilon) / Grid.StepSize).Ceil();
} else {
GridSize = Vector3I.Zero;
}
return value;
}
Vector3I OnGridSizeChanged(Vector3I value)
{
if (GetNodeOrNull("_GridArea") is Node oldGridArea) {
RemoveChild(oldGridArea);
oldGridArea.QueueFree();
}
if (value.X > 0 && value.Y > 0 && value.Z > 0) {
var gridArea = new Area3D();
gridArea.Name = "_GridArea";
var shape = new CollisionShape3D();
shape.Shape = new BoxShape3D { Size = (Vector3)value * Grid.StepSize };
gridArea.AddChild(shape);
AddChild(gridArea, false, InternalMode.Front);
}
return value;
}
}