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170 lines
5.7 KiB
170 lines
5.7 KiB
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[Tool] |
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public partial class Grid : Node3D |
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{ |
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public const float StepSize = 0.05f; // 5cm |
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const float Offset = 0.001f; |
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const int ThickLineEvery = 4; |
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const float ThickLineWidth = 0.006f; |
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const float ThinLineWidth = 0.004f; |
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static readonly Color ThickLineColor = new(0.25f, 0.25f, 0.25f); |
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static readonly Color ThinLineColor = new(0.35f, 0.35f, 0.35f); |
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// TODO: Make GridSize be three-dimensional? |
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Vector2I _gridSize = new(16, 16); |
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Vector3 _halfGridActualSize = new(8.0f, 0.0f, 8.0f); |
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[Export] public Vector2I GridSize { |
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get => _gridSize; |
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set { |
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_gridSize = value; |
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// Helper value for converting grid pos to local pos and back. |
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_halfGridActualSize = new Vector3(GridSize.X, 0, GridSize.Y) * (StepSize / 2.0f); |
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UpdateImmediateMesh(); |
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} |
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} |
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public override void _Ready() |
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=> UpdateImmediateMesh(); |
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/// <summary> Returns whether the specified item is contained in this or any nested grids. </summary> |
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public bool ContainsItem(Item item) |
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{ |
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while (item?.GetParentOrNull<Node>() is Grid grid) { |
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if (grid == this) return true; |
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item = grid.GetParent() as Item; |
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} |
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return false; |
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} |
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/// <summary> |
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/// Recursively adds all items included in this grid to the specified |
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/// collection. The collection must be of a valid super-type of Item. |
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/// </summary> |
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public void AddItemsRecursively<T>(ICollection<T> collection) |
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{ |
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if (!typeof(T).IsAssignableFrom(typeof(Item))) |
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throw new ArgumentException($"Type '{typeof(T)}' is not a super-type of Item", nameof(T)); |
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foreach (var child in GetChildren().OfType<Item>()) { |
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collection.Add((T)(object)child); |
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child.GetNodeOrNull<Grid>(nameof(Grid))?.AddItemsRecursively(collection); |
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} |
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} |
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public Vector3I LocalToGrid(Vector3 pos) |
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=> (Vector3I)((pos + _halfGridActualSize) / StepSize); |
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public Vector3 GridToLocal(Vector3I pos) |
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=> (pos + Vector3.One * 0.5f) * StepSize - _halfGridActualSize; |
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public Vector3I GlobalToGrid(Vector3 pos) |
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=> LocalToGrid(ToLocal(pos)); |
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public Vector3 GridToGlobal(Vector3I pos) |
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=> ToGlobal(GridToLocal(pos)); |
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public static Aabb LocalItemTransformToLocalAabb(Transform3D transform, Item item) |
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{ |
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var bounds = (transform.Basis * ((Vector3)item.Size * StepSize)).Abs(); |
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return new(transform.Origin - bounds / 2, bounds); |
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} |
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/// <summary> |
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/// Returns if the item could be considered for placement |
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/// at the specified local position and normal. |
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/// </summary> |
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public bool CanPlaceAgainst(Item item, Vector3 position, Vector3 normal) |
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{ |
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return normal.IsEqualApprox(Vector3.Up); |
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} |
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/// <summary> |
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/// Returns whether the item can be placed at the specified local transform. |
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/// The transform needs to be grid-aligned, such as by calling <see cref="Snap"/>. |
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/// </summary> |
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public bool CanPlaceAt(Item item, Transform3D transform) |
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{ |
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var region = LocalItemTransformToLocalAabb(transform, item).Grow(-0.01f); |
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foreach (var other in GetChildren().OfType<Item>()) |
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if (region.Intersects(LocalItemTransformToLocalAabb(other.Transform, other))) |
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return false; |
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return true; |
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} |
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/// <summary> |
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/// Snaps a local transform to line up with the grid. |
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/// The transform will be "pushed out" into the normal vector's |
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/// direction according to the current rotation and item's size. |
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/// </summary> |
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public Transform3D Snap(Transform3D transform, Vector3 normal, Item item) |
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{ |
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// Snap rotation to nearest axis. |
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transform.Basis = Basis.FromEuler(transform.Basis.GetEuler().Snapped(Tau / 4)); |
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// Offset / "push out" by half of the item's size. |
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var halfSize = (Vector3)item.Size * StepSize / 2; |
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var axis = (normal * transform.Basis).Abs().MaxAxisIndex(); |
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transform.Origin += halfSize[(int)axis] * normal; |
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// Snap the position to the grid. |
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var halfOff = (transform.Basis * halfSize + _halfGridActualSize).PosMod(1.0f); |
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transform.Origin = halfOff + (transform.Origin - halfOff).Snapped(StepSize); |
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return transform; |
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} |
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static StandardMaterial3D _material; |
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static StandardMaterial3D GetOrCreateMaterial() |
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=> _material ??= new() { VertexColorUseAsAlbedo = true }; |
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ImmediateMesh _mesh; |
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void UpdateImmediateMesh() |
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{ |
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static bool IsThickLine(int line) |
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=> (line % ThickLineEvery) == 0; |
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static (float, Color) GetLineWidthAndColor(int line) |
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=> IsThickLine(line) ? (ThickLineWidth, ThickLineColor) : (ThinLineWidth, ThinLineColor); |
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static void FlatQuad(ImmediateMesh mesh, float x1, float x2, float y1, float y2) { |
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mesh.SurfaceAddVertex(new(x1, Offset, y1)); // 1--2 |
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mesh.SurfaceAddVertex(new(x2, Offset, y1)); // | / |
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mesh.SurfaceAddVertex(new(x1, Offset, y2)); // 3' |
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mesh.SurfaceAddVertex(new(x2, Offset, y1)); // .1 |
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mesh.SurfaceAddVertex(new(x2, Offset, y2)); // / | |
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mesh.SurfaceAddVertex(new(x1, Offset, y2)); // 3--2 |
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} |
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_mesh = (ImmediateMesh)GetNodeOrNull<MeshInstance3D>("MeshInstance3D")?.Mesh; |
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if (_mesh == null) { |
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var meshInstance = new MeshInstance3D(); |
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meshInstance.Mesh = _mesh = new(); |
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AddChild(meshInstance, true); |
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} else |
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_mesh.ClearSurfaces(); |
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_mesh.SurfaceBegin(Mesh.PrimitiveType.Triangles); |
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// Horizontal Lines |
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var half_width = GridSize.X * StepSize / 2; |
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for (var line = 0; line <= GridSize.Y; line++) { |
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var (line_width, line_color) = GetLineWidthAndColor(line); |
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var y = StepSize * (line - GridSize.Y / 2.0f); |
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_mesh.SurfaceSetColor(line_color); |
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FlatQuad(_mesh, -half_width, +half_width, y - line_width / 2, y + line_width / 2); |
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} |
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// Vertical Lines |
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var half_depth = GridSize.Y * StepSize / 2; |
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for (var line = 0; line <= GridSize.X; line++) { |
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var (line_width, line_color) = GetLineWidthAndColor(line); |
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var x = StepSize * (line - GridSize.X / 2.0f); |
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_mesh.SurfaceSetColor(line_color); |
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FlatQuad(_mesh, x - line_width / 2, x + line_width / 2, -half_depth, +half_depth); |
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} |
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_mesh.SurfaceEnd(); |
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_mesh.SurfaceSetMaterial(0, GetOrCreateMaterial()); |
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} |
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}
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