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155 lines
5.7 KiB
155 lines
5.7 KiB
public partial class PickupController : Node3D |
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{ |
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public Item CurrentItem { get; private set; } |
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public bool HasItemsHeld => GetChildCount() > 0; |
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Node3D _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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Player _player; |
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Node3D _world; |
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public override void _Ready() |
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{ |
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_player = GetParent<Player>(); |
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// TODO: Find a better way to find the world. |
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_world = GetNode<Node3D>("/root/Game/Workshop"); |
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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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_placementPreview = (Node3D)CurrentItem.Model.Duplicate(0); |
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_placementPreview.Name = "PlacementPreview"; |
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_placementPreview.TopLevel = true; |
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_placementPreview.Visible = false; |
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SetMeshLayerOutline(_placementPreview, OutlineMode.Exclusive); |
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AddChild(_placementPreview); |
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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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SetMeshLayerOutline(CurrentItem.Model, OutlineMode.Disable); |
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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 (HasItemsHeld) { |
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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 = _placementPreview.Visible |
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? _placementPreview.GlobalTransform |
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: prevTransform; |
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RemoveChild(_placementPreview); |
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_placementPreview.QueueFree(); |
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_placementPreview = 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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if (HasItemsHeld) { |
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if ((RayToMouseCursor() is RayResult ray) && (ray.Collider is Grid grid)) { |
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// Snao rotation to nearest axis. |
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var localBasis = grid.GlobalBasis.Inverse() * CurrentItem.GlobalBasis; |
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localBasis = Basis.FromEuler(localBasis.GetEuler().Snapped(Tau / 4)); |
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_placementPreview.GlobalBasis = grid.GlobalBasis * localBasis; |
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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 localPos = ray.Position * grid.GlobalTransform; // Get grid-local ray position. |
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var localNormal = ray.Normal * grid.GlobalBasis; // Get grid-local ray normal. (Pointing away from surface hit.) |
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var off = localBasis * halfSize.PosMod(1.0f); // Calculate an offset for grid snapping. |
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off[(int)localNormal.Abs().MaxAxisIndex()] = 0; // Do not include offset in the normal direction. |
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localPos = off + (localPos - off).Snapped(Grid.StepSize); // Snap `localPos` to nearest grid value. |
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var axis = (localNormal * localBasis).Abs().MaxAxisIndex(); // Find object-local axis that the normal is pointing towards. |
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localPos += halfSize[(int)axis] * localNormal; // Offset (push out) object by half its size. |
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_placementPreview.GlobalPosition = grid.GlobalTransform * localPos; |
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_placementPreview.Visible = true; |
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} else { |
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_placementPreview.Visible = false; |
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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) 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 (_placementPreview != null) { |
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RemoveChild(_placementPreview); |
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_placementPreview.QueueFree(); |
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_placementPreview = null; |
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} |
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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 = 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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