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120 lines
4.0 KiB
120 lines
4.0 KiB
public partial class PickupController : Node3D, IInitalizable<Player> |
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{ |
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public Item CurrentItem { get; private set; } |
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public bool IsCurrentItemHeld { get; private set; } |
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MeshInstance3D _placementPreview; |
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[Export] public Camera3D Camera { get; set; } |
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[Export] public float PickupDistance { get; set; } = 2.0f; |
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Node3D _world; |
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public void Initialize(Player player) |
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{ |
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// TODO: Find a better way to find the world. |
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// For now we just use the parent of the `Player` object. |
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_world = player.GetParent<Node3D>(); |
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} |
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public override void _UnhandledInput(InputEvent @event) |
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{ |
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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 (!IsCurrentItemHeld) { |
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IsCurrentItemHeld = true; |
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// Parent item to the `PickupController`. |
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var prevRot = CurrentItem.GlobalRotation; |
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CurrentItem.GetParent().RemoveChild(CurrentItem); |
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AddChild(CurrentItem); |
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CurrentItem.Mesh.Layers &= (uint)~RenderLayer.Outline; |
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CurrentItem.Position = Vector3.Zero; |
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CurrentItem.GlobalRotation = prevRot; |
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CurrentItem.CollisionLayer &= (uint)~PhysicsLayer.Static; |
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// CurrentItem.Freeze = true; |
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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 (IsCurrentItemHeld) { |
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IsCurrentItemHeld = false; |
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// Parent item back to the world. |
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var prevTransform = CurrentItem.GlobalTransform; |
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CurrentItem.CollisionLayer |= (uint)PhysicsLayer.Static; |
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// CurrentItem.Freeze = false; |
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RemoveChild(CurrentItem); |
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_world.AddChild(CurrentItem); |
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CurrentItem.GlobalTransform = prevTransform; |
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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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EnsureCurrentItemValid(); |
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if (IsCurrentItemHeld) { |
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if ((RayToMouseCursor() is RayResult ray) && (ray.Collider is Grid)) { |
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// Snao rotation to nearest axis. |
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// FIXME: This needs to snap to the |
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// var globalRot = CurrentItem.GlobalRotation; |
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// globalRot.X = Snapped(globalRot.X, Tau / 4); |
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// globalRot.Y = Snapped(globalRot.Y, Tau / 4); |
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// globalRot.Z = Snapped(globalRot.Z, Tau / 4); |
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// CurrentItem.GlobalRotation = globalRot; |
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// Snap the position to the grid. |
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var halfSize = (Vector3)CurrentItem.Size * Grid.StepSize / 2; |
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var pos = ray.Position + halfSize * (ray.Normal * CurrentItem.GlobalTransform.Basis); |
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pos = pos.Snapped(Grid.StepSize * Vector3.One); // FIXME: This does global snapping only |
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CurrentItem.GlobalPosition = pos; |
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} |
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} else { |
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var interactable = RayToMouseCursor()?.Collider; |
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// Remove the outline from the previously looked-at item. |
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if (CurrentItem != null) CurrentItem.Mesh.Layers &= (uint)~RenderLayer.Outline; |
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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) CurrentItem.Mesh.Layers |= (uint)RenderLayer.Outline; |
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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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IsCurrentItemHeld = false; |
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_placementPreview.QueueFree(); |
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} |
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} |
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RayResult RayToMouseCursor() |
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{ |
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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)PhysicsLayer.Interactable; |
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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 = IsCurrentItemHeld ? [ 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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}
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