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179 lines
6.1 KiB
179 lines
6.1 KiB
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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Node3D _preview; // Placement preview of the item - a duplicate of its model. |
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Grid _grid; // Grid currently being hovered over. |
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public Item CurrentItem { get; private set; } |
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public bool HasItemsHeld => GetChildCount() > 0; |
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[Export] public float PickupDistance { get; set; } = 2.0f; |
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Player _player; |
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Node3D _world; |
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ShaderMaterial _outlineShaderMaterial; |
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public override void _Ready() |
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{ |
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_player = GetParent<Player>(); |
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_world = GetNode<Node3D>("/root/Game/Workshop"); // TODO: Find a better way to get the world. |
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_outlineShaderMaterial = Load<ShaderMaterial>("res://assets/shaders/outline_material.tres"); |
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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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EnsureCurrentItemValid(); |
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if (CurrentItem == null) return; |
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if (@event.IsActionPressed("interact_pickup")) { |
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if (!HasItemsHeld) { |
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// Create clone of the item's model, use it as placement preview. |
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_preview = (Node3D)CurrentItem.Model.Duplicate(0); |
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_preview.Name = "PlacementPreview"; |
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_preview.TopLevel = true; |
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_preview.Visible = false; |
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SetMeshLayerOutline(_preview, OutlineMode.Exclusive); |
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AddChild(_preview); |
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// Parent item to the `PickupController`. |
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var prevRot = CurrentItem.GlobalRotation; |
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CurrentItem.Freeze = true; |
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SetMeshLayerOutline(CurrentItem.Model, OutlineMode.Disable); |
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CurrentItem.GetParent().RemoveChild(CurrentItem); |
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AddChild(CurrentItem); |
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CurrentItem.Position = Vector3.Zero; |
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CurrentItem.GlobalRotation = prevRot; |
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GetViewport().SetInputAsHandled(); |
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} |
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} else if (@event.IsActionPressed("interact_place")) { |
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if (HasItemsHeld) { |
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// Parent item back to the world. |
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var prevTransform = CurrentItem.GlobalTransform; |
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RemoveChild(CurrentItem); |
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if (_preview.Visible && _grid != null) { |
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_grid.AddChild(CurrentItem); |
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CurrentItem.GlobalTransform = _preview.GlobalTransform; |
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} else { |
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_world.AddChild(CurrentItem); |
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CurrentItem.GlobalTransform = prevTransform; |
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CurrentItem.Freeze = false; |
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// Throw item forward and up a bit. |
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var basis = _player.Camera.Camera.GlobalBasis; |
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var direction = -basis.Z + basis.Y; |
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CurrentItem.ApplyImpulse(direction * 2); |
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} |
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// Reset the color of the outline shader material. |
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_outlineShaderMaterial.SetShaderParameter("line_color", OutlinePickup); |
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RemoveChild(_preview); |
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_preview.QueueFree(); |
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_preview = null; |
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_grid = null; |
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GetViewport().SetInputAsHandled(); |
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} |
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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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EnsureCurrentItemValid(); |
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static bool CanPlaceAgainst(Grid grid, Vector3 normal) |
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{ |
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normal = grid.GlobalBasis.Inverse() * normal; |
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return normal.IsEqualApprox(Vector3.Up); |
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} |
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if (HasItemsHeld) { |
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// This ray will be blocked by static and dynamic objects. |
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const PhysicsLayer Mask = PhysicsLayer.Place | PhysicsLayer.Static | PhysicsLayer.Dynamic; |
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if ((RayToMouseCursor(Mask) is RayResult ray) && (ray.Collider is Grid grid) |
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// Make sure this is placed against the top of the grid. |
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&& CanPlaceAgainst(grid, ray.Normal) |
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// Ensure item is not being added to itself or nested items. |
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&& !((grid.GetParent() == CurrentItem) || grid.ContainsItem(CurrentItem))) { |
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var transform = CurrentItem.GlobalTransform with { Origin = ray.Position }; |
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transform = grid.Snap(transform, ray.Normal, CurrentItem); |
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_preview.GlobalTransform = transform; |
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var canPlace = grid.CanPlaceAt(CurrentItem, transform); |
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var outlineColor = canPlace ? OutlineYesPlace : OutlineNoPlace; |
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_outlineShaderMaterial.SetShaderParameter("line_color", outlineColor); |
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_preview.Visible = true; |
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_grid = canPlace ? grid : null; |
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} else { |
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_preview.Visible = false; |
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_grid = 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 (CurrentItem != null) SetMeshLayerOutline(CurrentItem.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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CurrentItem = interactable as Item; |
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// Add the outline to the currently looked-at item. |
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if (CurrentItem != null) SetMeshLayerOutline(CurrentItem.Model, OutlineMode.Enable); |
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} |
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} |
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void EnsureCurrentItemValid() |
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{ |
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if (CurrentItem == null) return; |
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if (!IsInstanceValid(CurrentItem)) { |
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CurrentItem = null; |
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if (_preview != null) { |
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RemoveChild(_preview); |
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_preview.QueueFree(); |
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_preview = null; |
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} |
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} |
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} |
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RayResult RayToMouseCursor(PhysicsLayer collisionMask) |
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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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// Exclude the `CurrentItem` from collision checking if it's being held. |
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query.Exclude = HasItemsHeld ? [ CurrentItem.GetRid() ] : []; |
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var result = GetWorld3D().DirectSpaceState.IntersectRay(query); |
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return (result.Count > 0) ? new(result) : null; |
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} |
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class RayResult(Dictionary dict) |
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{ |
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public CollisionObject3D Collider { get; } = dict["collider"].As<CollisionObject3D>(); |
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public Vector3 Position { get; } = (Vector3)dict["position"]; |
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public Vector3 Normal { get; } = (Vector3)dict["normal"]; |
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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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