2013/terrain plugins/09 - materialpaint.luau

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while game == nil do
wait(1 / 30)
end
local ChangeHistoryService = game:GetService "ChangeHistoryService"
local CoreGui = game:GetService "CoreGui"
---------------
--PLUGIN SETUP-
---------------
local loaded = false
local on = false
local On, Off
local this = PluginManager():CreatePlugin()
local mouse = this:GetMouse()
mouse.Button1Down:connect(function()
mouseDown(mouse)
end)
mouse.Button1Up:connect(function()
mouseUp(mouse)
end)
mouse.Move:connect(function()
mouseMove(mouse)
end)
local toolbar = this:CreateToolbar "Terrain"
local toolbarbutton = toolbar:CreateButton(
"Material Brush",
"Material Brush",
"materialBrush.png"
)
toolbarbutton.Click:connect(function()
if on then
Off()
elseif loaded then
On()
end
end)
game:WaitForChild "Workspace"
game.Workspace:WaitForChild "Terrain"
-----------------------------
--LOCAL FUNCTION DEFINITIONS-
-----------------------------
local c = game.Workspace.Terrain
local SetCell = c.SetCell
local SetWaterCell = c.SetWaterCell
-- local GetWaterCell = c.GetWaterCell
local GetCell = c.GetCell
local WorldToCellPreferSolid = c.WorldToCellPreferSolid
local CellCenterToWorld = c.CellCenterToWorld
local waterMaterial = 17
local brushTypes = { "Circular", "Square" }
-- local waterForceDirections = { "NegX", "X", "NegY", "Y", "NegZ", "Z" }
-- local waterForces = { "None", "Small", "Medium", "Strong", "Max" }
local mediumWaterForce = Enum.WaterForce.Medium
-----------------
--DEFAULT VALUES-
-----------------
local terrainSelectorGui, terrainSelected, radiusLabel, dragBar, closeEvent, helpFrame, currSelectionUpdate, currSelectionDestroy, lastCell, lastLastCell --, waterPanel
local dragging = false
-- local painting = false
--- exposed values to user via gui
local currentMaterial = Enum.CellMaterial.Grass
local radius = 3
local brushType = "Square"
-- local currWaterForceDirection = "NegX"
-- local currWaterForce = "None"
-- lua library load
local RbxGui = LoadLibrary "RbxGui"
local RbxUtil = LoadLibrary "RbxUtility"
-----------------------
--FUNCTION DEFINITIONS-
-----------------------
function paintWaterfall(setCells)
if setCells then
for i = 1, #setCells do
SetWaterCell(
c,
setCells[i].xPos,
setCells[i].yPos,
setCells[i].zPos,
mediumWaterForce,
Enum.WaterDirection.NegY
)
end
end
end
function setWaterDirection(mouseCellPos, setCells)
if not setCells then
return
end
if #setCells <= 0 then
return
end
if directionIsDown(lastCell, mouseCellPos) then
paintWaterfall(setCells)
return
end
local initX = setCells[1].xPos
local initZ = setCells[1].zPos
local endX = setCells[#setCells].xPos
local endZ = setCells[#setCells].zPos
local zWidth = math.abs(endZ - initZ)
local zMiddle = math.ceil(zWidth / 2 + initZ)
local xMiddle = math.ceil(zWidth / 2 + initX)
local down = endX - initX
local up, left, right = nil
if down < 0 then
down = Enum.WaterDirection.NegX
up = Enum.WaterDirection.X
left = Enum.WaterDirection.Z
right = Enum.WaterDirection.NegZ
else
down = Enum.WaterDirection.X
up = Enum.WaterDirection.NegX
left = Enum.WaterDirection.NegZ
right = Enum.WaterDirection.Z
end
if #setCells == 1 then
if not mouseCellPos or not lastCell then
return
end
local overallDirection = (mouseCellPos - lastCell).unit
if
math.abs(overallDirection.x) > math.abs(overallDirection.y)
and math.abs(overallDirection.x) > math.abs(overallDirection.z)
then
if overallDirection.x > 0 then
SetWaterCell(
c,
setCells[1].xPos,
setCells[1].yPos,
setCells[1].zPos,
mediumWaterForce,
Enum.WaterDirection.X
)
else
SetWaterCell(
c,
setCells[1].xPos,
setCells[1].yPos,
setCells[1].zPos,
mediumWaterForce,
Enum.WaterDirection.NegX
)
end
elseif
math.abs(overallDirection.z) > math.abs(overallDirection.y)
and math.abs(overallDirection.z) > math.abs(overallDirection.x)
then
if overallDirection.z > 0 then
SetWaterCell(
c,
setCells[1].xPos,
setCells[1].yPos,
setCells[1].zPos,
mediumWaterForce,
Enum.WaterDirection.Z
)
else
SetWaterCell(
c,
setCells[1].xPos,
setCells[1].yPos,
setCells[1].zPos,
mediumWaterForce,
Enum.WaterDirection.NegZ
)
end
elseif
math.abs(overallDirection.y) > math.abs(overallDirection.z)
and math.abs(overallDirection.y) > math.abs(overallDirection.x)
then
if overallDirection.y > 0 then
SetWaterCell(
c,
setCells[1].xPos,
setCells[1].yPos,
setCells[1].zPos,
mediumWaterForce,
Enum.WaterDirection.Y
)
else
SetWaterCell(
c,
setCells[1].xPos,
setCells[1].yPos,
setCells[1].zPos,
mediumWaterForce,
Enum.WaterDirection.NegY
)
end
end
else
for i = 1, #setCells do
if setCells[i].xPos == initX then
SetWaterCell(
c,
setCells[i].xPos,
setCells[i].yPos,
setCells[i].zPos,
mediumWaterForce,
down
)
elseif setCells[i].xPos == endX then
SetWaterCell(
c,
setCells[i].xPos,
setCells[i].yPos,
setCells[i].zPos,
mediumWaterForce,
up
)
else
if setCells[i].zPos < zMiddle then
SetWaterCell(
c,
setCells[i].xPos,
setCells[i].yPos,
setCells[i].zPos,
mediumWaterForce,
right
)
elseif setCells[i].zPos > zMiddle then
SetWaterCell(
c,
setCells[i].xPos,
setCells[i].yPos,
setCells[i].zPos,
mediumWaterForce,
left
)
else
if setCells[i].xPos < xMiddle then
SetWaterCell(
c,
setCells[i].xPos,
setCells[i].yPos,
setCells[i].zPos,
mediumWaterForce,
down
)
elseif setCells[i].xPos > xMiddle then
SetWaterCell(
c,
setCells[i].xPos,
setCells[i].yPos,
setCells[i].zPos,
mediumWaterForce,
up
)
end
end
end
end
end
end
function getSquare(cellPos, setCells)
local finalX = cellPos.x + radius - 1
local finalZ = cellPos.z + radius - 1
local finalY = cellPos.y + radius - 1
for x = cellPos.x - radius + 1, finalX do
for z = cellPos.z - radius + 1, finalZ do
for y = cellPos.y - radius + 1, finalY do
-- local tempCellPos = Vector3.new(x, y, z)
local oldMaterial, oldType, oldOrientation = GetCell(c, x, y, z)
if oldMaterial.Value > 0 then
table.insert(setCells, {
xPos = x,
yPos = y,
zPos = z,
theType = oldType,
orientation = oldOrientation,
})
end
end
end
end
end
function getCircular(cellPos, setCells)
local radiusSquared = radius * radius
local finalX = cellPos.x + radius
local finalZ = cellPos.z + radius
local finalY = cellPos.y + radius
for x = cellPos.x - radius, finalX do
for z = cellPos.z - radius, finalZ do
for y = cellPos.y - radius, finalY do
local tempCellPos = Vector3.new(x, y, z)
local holdDist = tempCellPos - cellPos
local distSq = (holdDist):Dot(holdDist)
if distSq < radiusSquared then
local oldMaterial, oldType, oldOrientation =
GetCell(c, x, y, z)
if oldMaterial.Value > 0 then
table.insert(setCells, {
xPos = x,
yPos = y,
zPos = z,
theType = oldType,
orientation = oldOrientation,
})
end
end
end
end
end
end
function paintCircular(cellPos, setCells)
getCircular(cellPos, setCells)
if currentMaterial ~= waterMaterial then
for i = 1, #setCells do
SetCell(
c,
setCells[i].xPos,
setCells[i].yPos,
setCells[i].zPos,
currentMaterial,
setCells[i].theType,
setCells[i].orientation
)
end
end
end
function paintSquare(cellPos, setCells)
getSquare(cellPos, setCells)
if currentMaterial ~= waterMaterial then
for i = 1, #setCells do
SetCell(
c,
setCells[i].xPos,
setCells[i].yPos,
setCells[i].zPos,
currentMaterial,
setCells[i].theType,
setCells[i].orientation
)
end
end
end
function paint(startPos)
if startPos and c then
local cellPos = startPos
local setCells = {}
if brushType == "Circular" then
paintCircular(cellPos, setCells)
elseif brushType == "Square" then
paintSquare(cellPos, setCells)
end
if currentMaterial == waterMaterial then
setWaterDirection(cellPos, setCells)
end
return setCells
end
return
end
function getAffectedCells(startPos)
local setCells = {}
if startPos and c then
if brushType == "Circular" then
getCircular(startPos, setCells)
elseif brushType == "Square" then
getSquare(startPos, setCells)
end
end
return setCells
end
function calculateRegion(mouseR)
local cellPos = WorldToCellPreferSolid(c, mouseR.Hit.p)
local lowVec =
Vector3.new(cellPos.x - radius, cellPos.y - radius, cellPos.z - radius)
local highVec =
Vector3.new(cellPos.x + radius, cellPos.y + radius, cellPos.z + radius)
lowVec = CellCenterToWorld(c, lowVec.x, lowVec.y, lowVec.z)
highVec = CellCenterToWorld(c, highVec.x, highVec.y, highVec.z)
return Region3.new(
lowVec + Vector3.new(2, 2, 2),
highVec - Vector3.new(2, 2, 2)
)
end
function createSelection(mouseS, massSelection)
currSelectionUpdate, currSelectionDestroy = RbxUtil.SelectTerrainRegion(
calculateRegion(mouseS),
BrickColor.new "Lime green",
massSelection,
game.CoreGui
)
end
function updateSelection(mouseS)
if not currSelectionUpdate then
createSelection(mouseS, radius > 4)
else
currSelectionUpdate(
calculateRegion(mouseS),
BrickColor.new "Lime green"
)
end
end
function setPositionDirectionality()
if nil == lastCell then
return
end
-- no dragging occured, lets set our water to be stagnant or be a waterfall
if lastCell and not lastLastCell then
local cellsToSet = paint(lastCell)
if directionIsDown(nil, lastCell) then
paintWaterfall(cellsToSet)
else
for i = 1, #cellsToSet do
SetWaterCell(
c,
cellsToSet[i].xPos,
cellsToSet[i].yPos,
cellsToSet[i].zPos,
Enum.WaterForce.None,
Enum.WaterDirection.NegX
)
end
end
return
end
if directionIsDown(lastLastCell, lastCell) then
local cellsToSet = paint(lastCell)
paintWaterfall(cellsToSet)
return
end
local overallDirection = (lastCell - lastLastCell).unit
local cellsToSet = paint(lastCell)
local absX, absY, absZ =
math.abs(overallDirection.X),
math.abs(overallDirection.Y),
math.abs(overallDirection.Z)
local direction
if absX > absY and absX > absZ then
if overallDirection.X > 0 then
direction = Enum.WaterDirection.X
else
direction = Enum.WaterDirection.NegX
end
elseif absY > absX and absY > absZ then
if overallDirection.Y > 0 then
direction = Enum.WaterDirection.Y
else
direction = Enum.WaterDirection.NegY
end
elseif absZ > absX and absZ > absY then
if overallDirection.Z > 0 then
direction = Enum.WaterDirection.Z
else
direction = Enum.WaterDirection.NegZ
end
end
if not direction then -- this should never be hit, but just in case
direction = Enum.WaterDirection.NegX
end
for i = 1, #cellsToSet do
SetWaterCell(
c,
cellsToSet[i].xPos,
cellsToSet[i].yPos,
cellsToSet[i].zPos,
mediumWaterForce,
direction
)
end
end
function mouseDown(mouseD)
if on and mouseD.Target == game.Workspace.Terrain then
dragging = true
if mouseD and mouseD.Hit then
if mouseD.Target == game.Workspace.Terrain then
local newCell = WorldToCellPreferSolid(c, mouseD.Hit.p)
if newCell then
local setCells = paint(newCell)
if
currentMaterial == waterMaterial
and directionIsDown(lastCell, newCell)
then
paintWaterfall(setCells)
end
lastCell = newCell
end
end
end
end
end
function mouseUp(_)
dragging = false
-- we need to fix directionality on last cell set (if water)
if currentMaterial == waterMaterial then
setPositionDirectionality()
end
ChangeHistoryService:SetWaypoint "MaterialPaint"
lastLastCell = nil
lastCell = nil
end
function mouseMove(mouseM)
if on then
if mouseM.Target == game.Workspace.Terrain then
if lastCell ~= WorldToCellPreferSolid(c, mouseM.Hit.p) then
updateSelection(mouseM)
local newCell = WorldToCellPreferSolid(c, mouseM.Hit.p)
if dragging then
-- local painting = true
paint(newCell)
if lastCell and newCell then
if (lastCell - newCell).magnitude > 1 then
paintBetweenPoints(lastCell, newCell)
end
end
lastLastCell = lastCell
lastCell = newCell
-- painting = false
end
end
else
destroySelection()
end
end
end
function directionIsDown(fromCell, toCell)
if not toCell then
return false
end
if toCell and fromCell then
local direction = (toCell - fromCell).unit
local absX, absY, absZ =
math.abs(direction.X), math.abs(direction.Y), math.abs(direction.Z)
if absY > absX and absY > absZ then
return true
end
end
local viableCells = getAffectedCells(toCell)
if not viableCells then
return false
end
if #viableCells < 2 then
return false
end
local lowX, lowY, lowZ =
viableCells[1].xPos, viableCells[1].yPos, viableCells[1].zPos
local highX, highY, highZ = lowX, lowY, lowZ
for i = 2, #viableCells do
if viableCells[i].xPos < lowX then
lowX = viableCells[i].xPos
end
if viableCells[i].xPos > highX then
highX = viableCells[i].xPos
end
if viableCells[i].yPos < lowY then
lowY = viableCells[i].yPos
end
if viableCells[i].yPos > highY then
highY = viableCells[i].yPos
end
if viableCells[i].zPos < lowZ then
lowZ = viableCells[i].zPos
end
if viableCells[i].zPos > highZ then
highZ = viableCells[i].zPos
end
end
local xRange, yRange, zRange =
math.abs(highX - lowX), math.abs(highY - lowY), math.abs(highZ - lowZ)
local xzPlaneArea = xRange * zRange
local xyPlaneArea = xRange * yRange
local yzPlaneArea = yRange * zRange
if xyPlaneArea > xzPlaneArea then
return true
end
if yzPlaneArea > xzPlaneArea then
return true
end
return false
end
function destroySelection()
if currSelectionUpdate then
currSelectionUpdate = nil
end
if currSelectionDestroy then
currSelectionDestroy()
currSelectionDestroy = nil
end
end
function moveTowardsGoal(direction, currPos, goalPos, currCell)
if currPos ~= goalPos then
if currPos < goalPos then
if direction == "X" then
currCell = Vector3.new(currCell.X + 1, currCell.Y, currCell.Z)
elseif direction == "Y" then
currCell = Vector3.new(currCell.X, currCell.Y + 1, currCell.Z)
elseif direction == "Z" then
currCell = Vector3.new(currCell.X, currCell.Y, currCell.Z + 1)
end
elseif currPos > goalPos then
if direction == "X" then
currCell = Vector3.new(currCell.X - 1, currCell.Y, currCell.Z)
elseif direction == "Y" then
currCell = Vector3.new(currCell.X, currCell.Y - 1, currCell.Z)
elseif direction == "Z" then
currCell = Vector3.new(currCell.X, currCell.Y, currCell.Z - 1)
end
end
end
return currCell
end
function interpolateOneDim(direction, currPos, goalPos, currCell)
if currPos ~= goalPos then
currCell = moveTowardsGoal(direction, currPos, goalPos, currCell)
paint(currCell)
end
return currCell
end
function paintBetweenPoints(lastCellP, newCell)
local currCell = lastCellP
while
currCell.X ~= newCell.X
or currCell.Z ~= newCell.Z
or currCell.Y ~= newCell.Y
do
currCell = interpolateOneDim("X", currCell.X, newCell.X, currCell)
currCell = interpolateOneDim("Z", currCell.Z, newCell.Z, currCell)
currCell = interpolateOneDim("Y", currCell.Y, newCell.Y, currCell)
end
end
On = function()
if not c then
return
end
this:Activate(true)
toolbarbutton:SetActive(true)
dragBar.Visible = true
on = true
end
Off = function()
toolbarbutton:SetActive(false)
destroySelection()
dragBar.Visible = false
on = false
end
------
--GUI-
------
--screengui
local g = Instance.new "ScreenGui"
g.Name = "MaterialPainterGui"
g.Parent = CoreGui
dragBar, containerFrame, helpFrame, closeEvent = RbxGui.CreatePluginFrame(
"Material Brush",
UDim2.new(0, 163, 0, 285),
UDim2.new(0, 0, 0, 0),
false,
g
)
dragBar.Visible = false
-- End dragging if it goes over the gui frame.
containerFrame.MouseEnter:connect(function()
dragging = false
end)
dragBar.MouseEnter:connect(function()
dragging = false
end)
helpFrame.Size = UDim2.new(0, 200, 0, 250)
helpFrame.ZIndex = 3
local textHelp = Instance.new "TextLabel"
textHelp.Name = "TextHelp"
textHelp.Font = Enum.Font.ArialBold
textHelp.FontSize = Enum.FontSize.Size12
textHelp.TextColor3 = Color3.new(1, 1, 1)
textHelp.Size = UDim2.new(1, -6, 1, -6)
textHelp.Position = UDim2.new(0, 3, 0, 3)
textHelp.TextXAlignment = Enum.TextXAlignment.Left
textHelp.TextYAlignment = Enum.TextYAlignment.Top
textHelp.Position = UDim2.new(0, 4, 0, 4)
textHelp.BackgroundTransparency = 1
textHelp.TextWrap = true
textHelp.ZIndex = 4
textHelp.Text =
[[Changes existing terrain blocks to the specified material. Simply hold the mouse down and drag to 'paint' the terrain (only cells inside the selection box will be affected).
Size:
The size of the brush we paint terrain with.
Brush Type:
The shape we paint terrain with inside of our selection box.
Material Selection:
The terrain material we will paint.]]
textHelp.Parent = helpFrame
closeEvent.Event:connect(function()
Off()
end)
terrainSelectorGui, terrainSelected, forceTerrainSelection =
RbxGui.CreateTerrainMaterialSelector(
UDim2.new(1, -10, 0, 184),
UDim2.new(0, 5, 1, -190)
)
terrainSelectorGui.Parent = containerFrame
terrainSelectorGui.BackgroundTransparency = 1
terrainSelectorGui.BorderSizePixel = 0
terrainSelected.Event:connect(function(newMaterial)
currentMaterial = newMaterial
end)
-- Purpose:
-- Retrive the size text to display for a given radius, where 1 == 1 block and 2 == 3 blocks, etc.
function SizeText(radiusT)
return "Size: " .. (((radiusT - 1) * 2) + 1)
end
--current radius display label
radiusLabel = Instance.new "TextLabel"
radiusLabel.Name = "RadiusLabel"
radiusLabel.Position = UDim2.new(0, 10, 0, 5)
radiusLabel.Size = UDim2.new(1, -3, 0, 14)
radiusLabel.Text = SizeText(radius)
radiusLabel.TextColor3 = Color3.new(0.95, 0.95, 0.95)
radiusLabel.Font = Enum.Font.ArialBold
radiusLabel.FontSize = Enum.FontSize.Size14
radiusLabel.BorderColor3 = Color3.new(0, 0, 0)
radiusLabel.BackgroundTransparency = 1
radiusLabel.TextXAlignment = Enum.TextXAlignment.Left
radiusLabel.Parent = containerFrame
--radius slider
local radSliderGui, radSliderPosition =
RbxGui.CreateSlider(6, 0, UDim2.new(0, 0, 0, 18))
radSliderGui.Size = UDim2.new(1, -2, 0, 20)
radSliderGui.Position = UDim2.new(0, 0, 0, 24)
radSliderGui.Parent = containerFrame
local radBar = radSliderGui:FindFirstChild "Bar"
radBar.Size = UDim2.new(1, -20, 0, 5)
radBar.Position = UDim2.new(0, 10, 0.5, -3)
radSliderPosition.Value = radius
radSliderPosition.Changed:connect(function()
radius = radSliderPosition.Value
radiusLabel.Text = SizeText(radius)
destroySelection()
end)
local brushTypeChanged = function(newBrush)
brushType = newBrush
end
-- brush type drop-down
local brushDropDown, forceSelection =
RbxGui.CreateDropDownMenu(brushTypes, brushTypeChanged)
forceSelection "Square"
brushDropDown.Size = UDim2.new(1, -10, 0.01, 25)
brushDropDown.Position = UDim2.new(0, 5, 0, 65)
brushDropDown.Parent = containerFrame
local brushLabel = radiusLabel:Clone()
brushLabel.Name = "BrushLabel"
brushLabel.Text = "Brush Type"
brushLabel.Position = UDim2.new(0, 10, 0, 50)
brushLabel.Parent = containerFrame
this.Deactivation:connect(function()
Off()
end)
--------------------------
--SUCCESSFUL LOAD MESSAGE-
--------------------------
loaded = true