class_name FlowFieldTool extends Node @export var flow_field: FlowField @export var raycast: RayCast3D @export var project_raycast: RayCast3D @export var camera: Camera3D @export var camera_pivot: Node3D @export var position_field: HBoxContainer @export var x_field: LineEdit @export var y_field: LineEdit @export var z_field: LineEdit @export var x_size_field: LineEdit @export var y_size_field: LineEdit @export var gap_field: LineEdit @export var save_path: LineEdit var hover: FlowNode = null var selected: Array[FlowNode] = [] var vector_dirty: bool = false func _ready() -> void: camera.make_current() func _process(delta: float) -> void: if raycast.is_colliding() and (!hover or hover != raycast.get_collider()): hover = raycast.get_collider() if hover and !raycast.is_colliding(): hover = null if selected.size() == 1 and vector_dirty: position_field.visible = true x_field.text = str(selected[0].global_position.x) y_field.text = str(selected[0].global_position.y) z_field.text = str(selected[0].global_position.z) vector_dirty = false elif selected.size() != 1: position_field.visible = false for node: FlowNode in flow_field.nodes: if node.traversable and node.buildable: node.set_color(Color.WEB_GRAY) elif node.traversable and !node.buildable: node.set_color(Color.CORAL) else: node.set_color(Color.BLACK) if flow_field.goal_nodes.has(node): node.set_color(Color.BLUE) if flow_field.start_nodes.has(node): node.set_color(Color.PINK) if selected.has(node): node.set_color(Color.GREEN) if node == hover: node.set_color(Color.RED) var y: float = Input.get_axis("Move Forward", "Move Backward") var x: float = Input.get_axis("Move Left", "Move Right") camera_pivot.position += Vector3(x, 0, y) * delta * 10 func _unhandled_input(event: InputEvent) -> void: if event is InputEventMouseMotion: var from: Vector3 = camera.project_ray_origin(event.position) var to: Vector3 = camera.project_local_ray_normal(event.position) raycast.global_position = from raycast.target_position = to * 1000.0 if event is InputEventMouseButton and event.button_index == 1 and hover: if !selected.has(hover): selected.append(hover) vector_dirty = true if event is InputEventMouseButton and event.button_index == 2 and selected.size() > 0: selected = [] if event is InputEventKey and event.keycode == KEY_UP: var vector: Vector3 = camera.position - camera_pivot.position vector = vector.normalized() camera.position += vector if event is InputEventKey and event.keycode == KEY_DOWN: var vector: Vector3 = camera.position - camera_pivot.position vector = vector.normalized() camera.position -= vector func _on_x_field_changed(text: String) -> void: selected[0].global_position.x = float(text) func _on_y_field_changed(text: String) -> void: selected[0].global_position.y = float(text) func _on_z_field_changed(text: String) -> void: selected[0].global_position.z = float(text) func _on_create_button_pressed() -> void: flow_field.create_node() func _on_generate_grid_button_pressed() -> void: flow_field.create_grid(int(x_size_field.text), int(y_size_field.text), float(gap_field.text)) selected.append_array(flow_field.nodes) func _on_calculate_button_pressed() -> void: flow_field.calculate() func _on_connect_button_pressed() -> void: flow_field.connect_many_nodes(selected[0], selected.slice(1, selected.size())) func _on_mark_goal_button_pressed() -> void: flow_field.toggle_goal(selected) selected = [] vector_dirty = true func _on_mark_start_button_pressed() -> void: flow_field.toggle_start(selected) selected = [] vector_dirty = true func _on_extrude_button_pressed() -> void: if selected.size() == 1: var node: FlowNode = flow_field.create_node(selected[0].position) node.add_connection(selected[0]) selected[0].add_connection(node) selected[0].set_color(Color.WEB_GRAY) selected = [] selected.append(node) vector_dirty = true func _on_toggle_traversable_button_pressed() -> void: for node: FlowNode in selected: if !flow_field.toggle_traversable(node): flow_field.toggle_traversable(node) selected = [] return selected = [] func _on_toggle_buildable_button_pressed() -> void: for node: FlowNode in selected: flow_field.toggle_buildable(node) #TODO: This doesnt work as you'd expect because of physics frames func _on_project_downwards_button_pressed() -> void: for node: FlowNode in selected: project_raycast.global_position = node.global_position + Vector3.UP project_raycast.target_position = Vector3.DOWN * 100.0 await get_tree().physics_frame await get_tree().physics_frame await get_tree().physics_frame await get_tree().physics_frame if project_raycast.is_colliding(): node.global_position = project_raycast.get_collision_point() func _on_save_button_pressed() -> void: var new_flow_field_data: FlowFieldData = FlowFieldData.new() var dict: Dictionary[FlowNode, FlowNodeData] = {} for node: FlowNode in flow_field.nodes: var new_flow_node_data: FlowNodeData = FlowNodeData.new() new_flow_node_data.position = node.global_position new_flow_node_data.buildable = node.buildable if flow_field.start_nodes.has(node): new_flow_node_data.type = FlowNodeData.NodeType.START elif flow_field.goal_nodes.has(node): new_flow_node_data.type = FlowNodeData.NodeType.GOAL else: new_flow_node_data.type = FlowNodeData.NodeType.STANDARD dict[node] = new_flow_node_data for node: FlowNode in flow_field.nodes: var flow_node_data: FlowNodeData = dict[node] for neighbor: FlowNode in node.connections: flow_node_data.connected_nodes.append(dict[neighbor]) new_flow_field_data.nodes.append(flow_node_data) ResourceSaver.save(new_flow_field_data, save_path.text) func _on_load_button_pressed() -> void: if ResourceLoader.exists(save_path.text): var resource: Resource = ResourceLoader.load(save_path.text) if resource is FlowFieldData: flow_field.load_from_data(resource)