386 lines
9.7 KiB
Plaintext
386 lines
9.7 KiB
Plaintext
--!strict
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while not game do
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wait()
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end
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local ChangeHistoryService = game:GetService "ChangeHistoryService"
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local CoreGui = game:GetService "CoreGui"
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local CreateStandardLabel = require "../Modules/Terrain/CreateStandardLabel"
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local New = require("../Modules/New").New
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---------------
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--PLUGIN SETUP-
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---------------
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local loaded = false
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-- True if the plugin is on, false if not.
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local on = false
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local On, Off
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local plugin = PluginManager():CreatePlugin() :: Plugin
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local mouse = plugin:GetMouse()
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local toolbar = plugin:CreateToolbar "Terrain" :: Toolbar
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local toolbarbutton = toolbar:CreateButton("Builder", "Builder", "builder.png") :: Button
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toolbarbutton.Click:connect(function()
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if on then
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Off()
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elseif loaded then
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On()
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end
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end)
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game:WaitForChild "Workspace"
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workspace:WaitForChild "Terrain"
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local c = workspace.Terrain
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local SetCell = c.SetCell
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local GetCell = c.GetCell
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local WorldToCellPreferSolid = c.WorldToCellPreferSolid
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local CellCenterToWorld = c.CellCenterToWorld
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local AutoWedge = c.AutowedgeCells
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local WorldToCellPreferEmpty = c.WorldToCellPreferEmpty
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local GetWaterCell = c.GetWaterCell
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local SetWaterCell = c.SetWaterCell
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-----------------
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--DEFAULT VALUES-
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-----------------
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-- Stores selection properties.
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local selectionProps = {
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isWater = nil, -- True if what will be built is water.
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waterForce = nil, -- Water force.
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waterDirection = nil, -- Water direction.
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terrainMaterial = 0, -- Terrain material to use
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}
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-- What color to use for the mouse highlighter.
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local mouseHighlightColor = BrickColor.new "Lime green"
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-- Used to create a highlighter that follows the mouse.
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-- It is a class mouse highlighter. To use, call MouseHighlighter.Create(mouse) where mouse is the mouse to track.
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local MouseHighlighter = {}
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MouseHighlighter.__index = MouseHighlighter
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local PlaneIntersection, UpdatePosition
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-- Create a mouse movement highlighter.
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-- plugin - Plugin to get the mouse from.
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function MouseHighlighter.Create(mouseUse)
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local highlighter = {}
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local mouseH = mouseUse
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highlighter.OnClicked = nil
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highlighter.mouseDown = false
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-- Store the last point used to draw.
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highlighter.lastUsedPoint = nil
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-- Will hold a part the highlighter will be attached to. This will be moved where the mouse is.
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highlighter.selectionPart = nil
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-- Function to call when the mouse has moved. Updates where to display the highlighter.
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local function MouseMoved()
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if on then
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UpdatePosition(mouseH.Hit)
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end
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end
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-- Hook the mouse up to check for movement.
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mouseH.Move:connect(function()
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MouseMoved()
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end)
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mouseH.Button1Down:connect(function()
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highlighter.mouseDown = true
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end)
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mouseH.Button1Up:connect(function()
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highlighter.mouseDown = false
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end)
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-- Create the part that the highlighter will be attached to.
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highlighter.selectionPart = New "Part" {
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Name = "SelectionPart",
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Archivable = false,
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Transparency = 1,
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Anchored = true,
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Locked = true,
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CanCollide = false,
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FormFactor = Enum.FormFactor.Custom,
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}
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highlighter.selectionBox = New "SelectionBox" {
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Archivable = false,
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Color = mouseHighlightColor,
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Adornee = highlighter.selectionPart,
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}
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mouseH.TargetFilter = highlighter.selectionPart
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setmetatable(highlighter, MouseHighlighter)
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-- Do a line/plane intersection. The line starts at the camera. The plane is at y == 0, normal(0, 1, 0)
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--
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-- vectorPos - End point of the line.
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--
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-- Return:
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-- success - Value is true if there was a plane intersection, false if not.
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-- cellPos - Value is the terrain cell intersection point if there is one, vectorPos if there isn't.
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function PlaneIntersection(vectorPos)
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local currCamera = workspace.CurrentCamera :: Camera
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local startPos = Vector3.new(
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currCamera.CoordinateFrame.p.X,
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currCamera.CoordinateFrame.p.Y,
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currCamera.CoordinateFrame.p.Z
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)
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local endPos = Vector3.new(vectorPos.X, vectorPos.Y, vectorPos.Z)
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local normal = Vector3.new(0, 1, 0)
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local p3 = Vector3.new(0, 0, 0)
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local startEndDot = normal:Dot(endPos - startPos)
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local cellPos = vectorPos
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local success = false
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if startEndDot ~= 0 then
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local t = normal:Dot(p3 - startPos) / startEndDot
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if t >= 0 and t <= 1 then
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local intersection = ((endPos - startPos) * t) + startPos
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cellPos = c:WorldToCell(intersection)
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success = true
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end
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end
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return success, cellPos
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end
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-- Update where the highlighter is displayed.
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-- position - Where to display the highlighter, in world space.
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function UpdatePosition(position: Vector3)
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if not position then
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return
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end
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-- NOTE:
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-- Change this gui to be the one you want to use.
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highlighter.selectionBox.Parent = CoreGui
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local vectorPos = Vector3.new(position.X, position.Y, position.Z)
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local cellPos = WorldToCellPreferEmpty(c, vectorPos)
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local solidCell = WorldToCellPreferSolid(c, vectorPos)
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local success = false
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-- If nothing was hit, do the plane intersection.
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if 0 == GetCell(c, solidCell.X, solidCell.Y, solidCell.Z).Value then
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success, cellPos = PlaneIntersection(vectorPos)
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if not success then
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cellPos = solidCell
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end
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else
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highlighter.lastUsedPoint = cellPos
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end
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local regionToSelect
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local lowVec = CellCenterToWorld(c, cellPos.X, cellPos.Y - 1, cellPos.Z)
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local highVec =
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CellCenterToWorld(c, cellPos.X, cellPos.Y + 1, cellPos.Z)
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regionToSelect = Region3.new(lowVec, highVec)
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highlighter.selectionPart.Size = regionToSelect.Size
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- Vector3.new(-4, 4, -4)
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highlighter.selectionPart.CFrame = regionToSelect.CFrame
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if nil ~= highlighter.OnClicked and highlighter.mouseDown then
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if nil == highlighter.lastUsedPoint then
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highlighter.lastUsedPoint = WorldToCellPreferEmpty(
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c,
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Vector3.new(mouseH.Hit.X, mouseH.Hit.Y, mouseH.Hit.Z)
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)
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else
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cellPos = WorldToCellPreferEmpty(
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c,
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Vector3.new(mouseH.Hit.X, mouseH.Hit.Y, mouseH.Hit.Z)
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)
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end
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end
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end
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return highlighter
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end
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-- Hide the highlighter.
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function MouseHighlighter:DisablePreview()
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self.selectionBox.Parent = nil
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end
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-- Show the highlighter.
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function MouseHighlighter:EnablePreview()
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self.selectionBox.Parent = CoreGui -- This will make it not show up in workspace.
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end
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-- Create the mouse movement highlighter.
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local mouseHighlighter = MouseHighlighter.Create(mouse)
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mouseHighlighter:DisablePreview()
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------
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--GUI-
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------
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--screengui
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local g = Instance.new "ScreenGui"
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g.Name = "BuilderGui"
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g.Parent = CoreGui
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-- UI gui load. Required for sliders.
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local RbxGui = LoadLibrary "RbxGui"
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-- Store properties here.
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local properties = { autoWedgeEnabled = false }
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-- Gui frame for the plugin.
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local builderPropertiesDragBar, builderFrame, builderHelpFrame, builderCloseEvent =
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RbxGui.CreatePluginFrame(
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"Builder",
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UDim2.new(0, 123, 0, 40),
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UDim2.new(0, 0, 0, 0),
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false,
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g
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)
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builderPropertiesDragBar.Visible = false
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builderCloseEvent.Event:connect(function()
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Off()
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end)
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builderHelpFrame.Size = UDim2.new(0, 160, 0, 85)
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local helpText = [[
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Clicking terrain adds a single block into the selection box shown. The terrain material and type will be the same as the cell that was clicked on.]]
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New "TextLabel" {
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Name = "HelpText",
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Font = Enum.Font.ArialBold,
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FontSize = Enum.FontSize.Size12,
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TextColor3 = Color3.new(227 / 255, 227 / 255, 227 / 255),
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TextXAlignment = Enum.TextXAlignment.Left,
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TextYAlignment = Enum.TextYAlignment.Top,
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Position = UDim2.new(0, 4, 0, 4),
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Size = UDim2.new(1, -8, 0, 177),
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BackgroundTransparency = 1,
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TextWrapped = true,
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Text = helpText,
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Parent = builderHelpFrame,
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}
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CreateStandardLabel(
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"AddText",
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UDim2.new(0, 8, 0, 10),
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UDim2.new(0, 67, 0, 14),
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"Click to add terrain.",
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builderFrame
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)
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-- Function to connect to the mouse button 1 down event. This is what will run when the user clicks.
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-- Adding and autowedging done here.
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-- mouse - Mouse data.
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local function onClicked()
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if not on then
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return
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end
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local cellPos = WorldToCellPreferEmpty(
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c,
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Vector3.new(mouse.Hit.X, mouse.Hit.Y, mouse.Hit.Z)
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)
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local x = cellPos.X
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local y = cellPos.Y
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local z = cellPos.Z
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local solidCellPos = WorldToCellPreferSolid(
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c,
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Vector3.new(mouse.Hit.X, mouse.Hit.Y, mouse.Hit.Z)
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)
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local celMat = GetCell(c, solidCellPos.X, solidCellPos.Y, solidCellPos.Z)
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local success = false
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if celMat.Value > 0 then
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selectionProps.terrainMaterial = celMat.Value
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selectionProps.isWater, selectionProps.waterForce, selectionProps.waterDirection =
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GetWaterCell(c, solidCellPos.X, solidCellPos.Y, solidCellPos.Z)
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else
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if 0 == selectionProps.terrainMaterial then
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-- It was nothing, give it a default type and the plane intersection.
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selectionProps.isWater = false
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selectionProps.terrainMaterial = 1
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end
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success, cellPos = PlaneIntersection(
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Vector3.new(mouse.Hit.X, mouse.Hit.Y, mouse.Hit.Z)
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)
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if not success then
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cellPos = solidCellPos
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end
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x = cellPos.X
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y = cellPos.Y
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z = cellPos.Z
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end
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if selectionProps.isWater and 17 == selectionProps.terrainMaterial then
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SetWaterCell(
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c,
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x,
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y,
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z,
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selectionProps.waterForce,
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selectionProps.waterDirection
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)
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else
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SetCell(c, x, y, z, selectionProps.terrainMaterial, 0, 0)
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end
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if properties.autoWedgeEnabled then
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AutoWedge(
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c,
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Region3int16.new(
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Vector3int16.new(x - 1, y - 1, z - 1),
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Vector3int16.new(x + 1, y + 1, z + 1)
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)
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)
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end
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-- Mark undo point.
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ChangeHistoryService:SetWaypoint "Builder"
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UpdatePosition(mouse.Hit)
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end
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mouse.Button1Down:connect(onClicked)
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mouseHighlighter.OnClicked = onClicked
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-- Run when the popup is activated.
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function On()
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if not c then
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return
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end
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plugin:Activate(true)
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toolbarbutton:SetActive(true)
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builderPropertiesDragBar.Visible = true
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on = true
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end
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-- Run when the popup is deactivated.
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function Off()
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toolbarbutton:SetActive(false)
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on = false
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-- Hide the popup gui.
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builderPropertiesDragBar.Visible = false
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mouseHighlighter:DisablePreview()
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end
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plugin.Deactivation:connect(function()
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Off()
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end)
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loaded = true
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