forked from aya/aya
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340
client/studio/resources/BuiltInPlugins/terrain/01 - builder.lua
Normal file
340
client/studio/resources/BuiltInPlugins/terrain/01 - builder.lua
Normal file
@@ -0,0 +1,340 @@
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while game == nil do
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wait(1/30)
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end
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---------------
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--PLUGIN SETUP-
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---------------
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loaded = false
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-- True if the plugin is on, false if not.
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on = false
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plugin = PluginManager():CreatePlugin()
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mouse = plugin:GetMouse()
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mouse.Button1Down:connect(function() onClicked(mouse) end)
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toolbar = plugin:CreateToolbar("Terrain")
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toolbarbutton = toolbar:CreateButton("Builder", "Builder", "builder.png")
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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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game.Workspace:WaitForChild("Terrain")
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local c = game.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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selectionProps = {}
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selectionProps.isWater = nil -- True if what will be built is water.
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selectionProps.waterForce = nil -- Water force.
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selectionProps.waterDirection = nil -- Water direction.
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selectionProps.terrainMaterial = 0 -- Terrain material to use
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-- What color to use for the mouse highlighter.
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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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MouseHighlighter = {}
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MouseHighlighter.__index = MouseHighlighter
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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 mouse = 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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-- Hook the mouse up to check for movement.
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mouse.Move:connect(function() MouseMoved() end)
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mouse.Button1Down:connect(function() highlighter.mouseDown = true end)
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mouse.Button1Up:connect(function() 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 = Instance.new("Part")
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highlighter.selectionPart.Name = "SelectionPart"
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highlighter.selectionPart.Archivable = false
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highlighter.selectionPart.Transparency = 1
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highlighter.selectionPart.Anchored = true
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highlighter.selectionPart.Locked = true
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highlighter.selectionPart.CanCollide = false
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highlighter.selectionPart.FormFactor = Enum.FormFactor.Custom
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highlighter.selectionBox = Instance.new("SelectionBox")
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highlighter.selectionBox.Archivable = false
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highlighter.selectionBox.Color = mouseHighlightColor
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highlighter.selectionBox.Adornee = highlighter.selectionPart
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mouse.TargetFilter = highlighter.selectionPart
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setmetatable(highlighter, MouseHighlighter)
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-- Function to call when the mouse has moved. Updates where to display the highlighter.
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function MouseMoved()
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if on then
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UpdatePosition(mouse.Hit)
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end
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end
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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 = game.Workspace.CurrentCamera
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local startPos = Vector3.new(currCamera.CoordinateFrame.p.X, currCamera.CoordinateFrame.p.Y, currCamera.CoordinateFrame.p.Z)
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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)
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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 = game:GetService("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 = nil
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local lowVec = CellCenterToWorld(c, cellPos.x , cellPos.y - 1, cellPos.z)
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local highVec = 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 - 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(c, Vector3.new(mouse.Hit.x, mouse.Hit.y, mouse.Hit.z))
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else
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cellPos = WorldToCellPreferEmpty(c, Vector3.new(mouse.Hit.x, mouse.Hit.y, mouse.Hit.z))
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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 = game:GetService("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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mouseHighlighter = MouseHighlighter.Create(mouse)
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mouseHighlighter:DisablePreview()
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-- Create a standard text label. Use this for all lables in the popup so it is easy to standardize.
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-- labelName - What to set the text label name as.
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-- pos - Where to position the label. Should be of type UDim2.
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-- size - How large to make the label. Should be of type UDim2.
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-- text - Text to display.
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-- parent - What to set the text parent as.
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-- Return:
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-- Value is the created label.
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function CreateStandardLabel(labelName,
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pos,
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size,
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text,
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parent)
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local label = Instance.new("TextLabel", parent)
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label.Name = labelName
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label.Position = pos
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label.Size = size
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label.Text = text
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label.TextColor3 = Color3.new(0.95, 0.95, 0.95)
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label.Font = Enum.Font.ArialBold
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label.FontSize = Enum.FontSize.Size14
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label.TextXAlignment = Enum.TextXAlignment.Left
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label.BackgroundTransparency = 1
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label.Parent = parent
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return label
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end
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------
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--GUI-
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------
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--screengui
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g = Instance.new("ScreenGui", game:GetService("CoreGui"))
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g.Name = 'BuilderGui'
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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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builderPropertiesDragBar, builderFrame, builderHelpFrame, builderCloseEvent = RbxGui.CreatePluginFrame("Builder",UDim2.new(0,123,0,40),UDim2.new(0,0,0,0),false,g)
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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 builderHelpText = Instance.new("TextLabel",builderHelpFrame)
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builderHelpText.Name = "HelpText"
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builderHelpText.Font = Enum.Font.ArialBold
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builderHelpText.FontSize = Enum.FontSize.Size12
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builderHelpText.TextColor3 = Color3.new(227/255,227/255,227/255)
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builderHelpText.TextXAlignment = Enum.TextXAlignment.Left
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builderHelpText.TextYAlignment = Enum.TextYAlignment.Top
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builderHelpText.Position = UDim2.new(0,4,0,4)
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builderHelpText.Size = UDim2.new(1,-8,0,177)
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builderHelpText.BackgroundTransparency = 1
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builderHelpText.TextWrap = true
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builderHelpText.Text = [[
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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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addText = CreateStandardLabel("AddText", UDim2.new(0, 8, 0, 10), UDim2.new(0, 67, 0, 14), "Click to add terrain.", builderFrame)
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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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function onClicked(mouse)
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if on then
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local cellPos = WorldToCellPreferEmpty(c, Vector3.new(mouse.Hit.x, mouse.Hit.y, mouse.Hit.z))
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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(c, Vector3.new(mouse.Hit.x, mouse.Hit.y, mouse.Hit.z))
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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 = 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(Vector3.new(mouse.Hit.x, mouse.Hit.y, mouse.Hit.z))
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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(c, x, y, z, selectionProps.waterForce, selectionProps.waterDirection)
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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(c, Region3int16.new(Vector3int16.new(x - 1, y - 1, z - 1), Vector3int16.new(x + 1, y + 1, z + 1)))
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end
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-- Mark undo point.
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game:GetService("ChangeHistoryService"):SetWaypoint("Builder")
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UpdatePosition(mouse.Hit)
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end
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end
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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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