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public partial class PickupController : Node3D
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{
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static readonly Color OutlinePickup = Colors.White with { A = 0.75f };
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static readonly Color OutlineYesPlace = Colors.Green with { A = 0.75f };
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static readonly Color OutlineNoPlace = Colors.Red with { A = 0.75f };
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[Export] public float PickupDistance { get; set; } = 2.0f;
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/// <summary> Item that is currently being targeted by the mouse cursor. </summary>
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public Item TargetedItem { get; private set; }
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/// <summary> Item currently being held. </summary>
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public Item HeldItem => GetChildren().OfType<Item>().FirstOrDefault();
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// TODO: Support holding multiple items.
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/// <summary> Whether any items are being held. </summary>
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public bool HasItemsHeld => HeldItem != null;
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Node3D _preview; // Placement preview of the item - a duplicate of its model.
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Grid _targetedGrid; // Grid currently being hovered over.
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Player _player;
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ShaderMaterial _outlineMaterial;
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public override void _Ready()
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{
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_player = GetParent<Player>();
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_outlineMaterial = Load<ShaderMaterial>("res://assets/shaders/outline_material.tres");
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ChildEnteredTree += OnChildEnteredTree;
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ChildExitingTree += OnChildExitingTree;
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}
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public override void _UnhandledInput(InputEvent @event)
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{
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if (!_player.IsLocal) return;
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if (@event.IsActionPressed("interact_pickup")
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&& (TargetedItem != null) && !HasItemsHeld)
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{
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TargetedItem.Manager.TryPickup(TargetedItem);
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GetViewport().SetInputAsHandled();
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}
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if (@event.IsActionPressed("interact_place")
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&& HasItemsHeld)
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{
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if (_preview.Visible && (_targetedGrid != null)) {
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var inverse = _targetedGrid.GlobalTransform.AffineInverse();
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HeldItem.Manager.TryPlace(HeldItem,
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_targetedGrid, inverse * _preview.GlobalTransform);
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} else
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HeldItem.Manager.TryThrow(HeldItem);
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GetViewport().SetInputAsHandled();
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}
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}
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public override void _PhysicsProcess(double delta)
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{
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if (!_player.IsLocal) return;
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if (HasItemsHeld) {
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if (GetValidPlacement(HeldItem) is var (grid, transform, isFree)) {
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var outlineColor = isFree ? OutlineYesPlace : OutlineNoPlace;
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_outlineMaterial.SetShaderParameter("line_color", outlineColor);
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_preview.GlobalTransform = grid.GlobalTransform * transform;
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_preview.Visible = true;
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_targetedGrid = isFree ? grid : null;
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} else {
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_preview.Visible = false;
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_targetedGrid = null;
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}
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} else {
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var interactable = RayToMouseCursor(PhysicsLayer.Pickup)?.Collider;
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// Remove the outline from the previously looked-at item.
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if (TargetedItem != null) SetMeshLayerOutline(TargetedItem.Model, OutlineMode.Disable);
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// If the ray hits anything and the object hit is an item, set it as current.
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TargetedItem = interactable as Item;
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// Add the outline to the currently looked-at item.
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if (TargetedItem != null) SetMeshLayerOutline(TargetedItem.Model, OutlineMode.Enable);
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}
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}
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void OnChildEnteredTree(Node node)
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{
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if (node is not Item item) return;
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// TODO: Will be able to hold multiple items in the future. Map item => preview.
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AddChild(_preview = CreatePlacementPreview(item));
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// TODO: Move this elsewhere. Or just redo outline handling.
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SetMeshLayerOutline(item.Model, OutlineMode.Disable);
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}
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void OnChildExitingTree(Node node)
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{
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if (node is not Item) return;
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// Reset the color of the outline shader material.
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_outlineMaterial.SetShaderParameter("line_color", OutlinePickup);
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_preview.QueueFree();
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_preview = null;
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_targetedGrid = null;
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}
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/// <summary> Creates a clone of the item's model, to be rendered as a placement preview. </summary>
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static Node3D CreatePlacementPreview(Item item)
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{
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var preview = (Node3D)item.Model.Duplicate(0);
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preview.Name = "PlacementPreview";
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preview.TopLevel = true; // Only use global space transformations.
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preview.Visible = false; // Starts out not visible.
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SetMeshLayerOutline(preview, OutlineMode.Exclusive);
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return preview;
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}
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(Grid Grid, Transform3D Target, bool IsFree)? GetValidPlacement(Item itemToPlace)
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{
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// This ray will be blocked by static and dynamic objects.
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const PhysicsLayer Mask = PhysicsLayer.Static | PhysicsLayer.Dynamic | PhysicsLayer.Item;
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// FIXME: Remove .Place and .Pickup physics layers?
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// TODO: We need a separate physics layers for:
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// - The physical item collider used for physics calculations (simplified).
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// - The placement collider which should match the item's appearance.
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// - The general space / size an item takes up, as a cuboid.
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// TODO: Probably just overhaul the physics layers altogether.
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// It would be better to have a "collides with player" and "player collides with it" layer, etc.
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var excludeSet = new HashSet<CollisionObject3D> { HeldItem };
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var heldItemGrid = HeldItem.GetNodeOrNull<Grid>(nameof(Grid));
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heldItemGrid?.AddItemsRecursively(excludeSet);
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// Cast a ray and make sure it hit something.
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if (RayToMouseCursor(Mask, excludeSet) is not RayResult ray) return null;
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// Find a grid to place against, which will be either the grid belonging
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// to the item the ray intersected, or the grid said item is placed upon.
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var grid = ray.Collider.GetNodeOrNull<Grid>(nameof(Grid))
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?? ray.Collider.GetParentOrNull<Grid>();
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if (grid == null) return null; // No suitable grid found.
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var inverseTransform = grid.GlobalTransform.AffineInverse();
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var inverseBasis = grid.GlobalBasis.Inverse();
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var pos = inverseTransform * ray.Position;
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var normal = inverseBasis * ray.Normal;
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if (!grid.CanPlaceAgainst(itemToPlace, pos, normal)) return null;
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var transform = new Transform3D(inverseBasis * itemToPlace.GlobalBasis, pos);
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transform = grid.Snap(transform, normal, itemToPlace);
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var isFree = grid.CanPlaceAt(itemToPlace, transform);
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return (grid, transform, isFree);
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}
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record class RayResult(CollisionObject3D Collider, Vector3 Position, Vector3 Normal);
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RayResult RayToMouseCursor(PhysicsLayer collisionMask, IEnumerable<CollisionObject3D> excluded = null)
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{
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var camera = _player.Camera.Camera;
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var mouse = GetViewport().GetMousePosition();
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var from = camera.ProjectRayOrigin(mouse);
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var to = from + camera.ProjectRayNormal(mouse) * PickupDistance;
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var query = PhysicsRayQueryParameters3D.Create(from, to);
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query.CollisionMask = (uint)collisionMask;
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query.CollideWithAreas = true;
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query.Exclude = new((excluded ?? []).Select(obj => obj.GetRid()));
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var result = GetWorld3D().DirectSpaceState.IntersectRay(query);
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return (result.Count > 0) ? new(
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result["collider"].As<CollisionObject3D>(),
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(Vector3)result["position"],
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(Vector3)result["normal"]
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) : null;
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}
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enum OutlineMode { Disable, Enable, Exclusive }
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static void SetMeshLayerOutline(Node3D parent, OutlineMode mode)
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{
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var children = parent.FindChildren("*", "MeshInstance3D", owned: false);
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foreach (var mesh in children.Cast<MeshInstance3D>())
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switch (mode) {
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case OutlineMode.Disable: mesh.Layers &= ~(uint)RenderLayer.Outline; break;
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case OutlineMode.Enable: mesh.Layers |= (uint)RenderLayer.Outline; break;
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case OutlineMode.Exclusive: mesh.Layers = (uint)RenderLayer.Outline; break;
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}
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}
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}
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