Files
aya/client/studio/resources/BuiltInPlugins/terrain/04 - brush.lua
2025-12-17 16:47:48 +00:00

640 lines
18 KiB
Lua

while game == nil do
wait(1/30)
end
---------------
--PLUGIN SETUP-
---------------
local loaded = false
local on = false
self = PluginManager():CreatePlugin()
toolbar = self:CreateToolbar("Terrain")
toolbarbutton = toolbar:CreateButton("Brush", "Brush", "brush.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 GetCell = c.GetCell
local SetCell = c.SetCell
local SetCells = c.SetCells
local AutowedgeCells = c.AutowedgeCells
local AutowedgeCell = c.AutowedgeCell
local WorldToCellPreferSolid = c.WorldToCellPreferSolid
local CellCenterToWorld = c.CellCenterToWorld
local AutoWedge = c.AutowedgeCell
local buildTerrainMode = 'Add'
local removeTerrainMode = 'Remove'
-----------------
--DEFAULT VALUES-
-----------------
local radius = 5
local depth = 0
local mousedown = false
local mousemoving = false
local brushheight = nil
local material = 1
local lastMousePos = Vector2.new(-1,-1)
local lastCellFillTime = 0
local maxYExtents = math.min(c.MaxExtents.Max.Y, 512)
-- Which mode (build/remove) it is.
local mode = buildTerrainMode
-- Height and depth to use for the different modes.
local buildTerrainHeight = 5
local removeTerrainDepth = -5
local mouse = self:GetMouse()
mouse.Button1Down:connect(function() buttonDown() end)
mouse.Button1Up:connect(function()
mousedown = false
brushheight = nil
enablePreview()
updatePreviewSelection(mouse.Hit)
game:GetService("ChangeHistoryService"):SetWaypoint("Brush")
end)
mouse.Move:connect(function() mouseMoved() end)
local selectionPart = Instance.new("Part")
selectionPart.Name = "SelectionPart"
selectionPart.Archivable = false
selectionPart.Transparency = 1
selectionPart.Anchored = true
selectionPart.Locked = true
selectionPart.CanCollide = false
selectionPart.FormFactor = Enum.FormFactor.Custom
local selectionBox = Instance.new("SelectionBox")
selectionBox.Archivable = false
selectionBox.Color = BrickColor.new("Lime green")
selectionBox.Adornee = selectionPart
mouse.TargetFilter = selectionPart
-----------------------
--FUNCTION DEFINITIONS-
-----------------------
-- searches the y depth of a particular cell position to find the lowest y that is empty
function findLowestEmptyCell(x,y,z)
local cellMat = GetCell(c, x,y,z)
local lowestY = y
while cellMat == Enum.CellMaterial.Empty do
lowestY = y
if y > 0 then
y = y - 1
cellMat = GetCell(c, x,y,z)
else
lowestY = 0
cellMat = nil
end
end
return lowestY
end
-- finds the lowest cell that is not filled in the radius that is currently specified
function findLowPoint(x,y,z)
local lowestPoint = maxYExtents + 1
for i = -radius, radius do
local zPos = z + i
for j = -radius, radius do
local xPos = x + i
local cellMat = GetCell(c, xPos, y, zPos)
if cellMat == Enum.CellMaterial.Empty then
local emptyDepth = findLowestEmptyCell(xPos, y, zPos)
if emptyDepth < lowestPoint then
lowestPoint = emptyDepth
end
end
end
end
return lowestPoint
end
--brushes terrain at point (x, y, z) in cluster c
function brush(x, y, z)
if depth == 0 then return end
if depth > 0 then
local findY = findLowPoint(x,y + depth,z)
local yWithDepth = y + depth
local lowY = nil
if findY < yWithDepth then
lowY = findY
else
lowY = yWithDepth
end
local lowVec = Vector3int16.new(x - radius, lowY, z - radius)
local highVec = Vector3int16.new(x + radius, yWithDepth, z + radius)
local regionToFill = Region3int16.new(lowVec,highVec)
SetCells(c, regionToFill, material, 0, 0)
AutowedgeCells(c, regionToFill)
else
local lowVec = Vector3int16.new(x - radius, y + depth + 1, z - radius)
local highVec = Vector3int16.new(x + radius, maxYExtents, z + radius)
local regionToEmpty = Region3int16.new(lowVec,highVec)
SetCells(c,regionToEmpty,Enum.CellMaterial.Empty,0,0)
end
end
function disablePreview()
selectionBox.Parent = nil
end
function enablePreview()
selectionBox.Parent = game.Workspace
end
function updatePreviewSelection(position)
if not position then return end
--if not mouse.Target then disablePreview() return end
if depth == 0 then disablePreview() return end
local vectorPos = Vector3.new(position.x,position.y,position.z)
local cellPos = WorldToCellPreferSolid(c, vectorPos)
local solidCell = WorldToCellPreferSolid(c, vectorPos)
-- If nothing was hit, do the plane intersection.
if 0 == GetCell(c, solidCell.X, solidCell.Y, solidCell.Z).Value then
local success = false
success, cellPos = PlaneIntersection(vectorPos)
if not success then
if mouse.Target then
cellPos = solidCell
else
return
end
end
end
local regionToSelect = nil
if depth > 0 then
local yWithDepth = nil
if brushheight then
yWithDepth = brushheight + depth
else
yWithDepth = cellPos.y + depth
end
local lowY = nil
if brushheight then
lowY = brushheight + 1
else
local findY = findLowPoint(cellPos.x,yWithDepth,cellPos.z)
if findY < yWithDepth then
lowY = findY
else
lowY = yWithDepth
end
end
local lowVec = CellCenterToWorld(c, cellPos.x - radius, lowY - 1, cellPos.z - radius)
local highVec = CellCenterToWorld(c, cellPos.x + radius, yWithDepth + 1, cellPos.z + radius)
selectionBox.Color = BrickColor.new("Lime green")
regionToSelect = Region3.new(lowVec,highVec)
else
local yPos = cellPos.y + depth
if brushheight then
yPos = brushheight + depth
end
local lowVec = CellCenterToWorld(c, cellPos.x - radius, yPos, cellPos.z - radius)
local highVec = CellCenterToWorld(c, cellPos.x + radius, maxYExtents, cellPos.z + radius)
selectionBox.Color = BrickColor.new("Really red")
regionToSelect = Region3.new(lowVec,highVec)
end
selectionPart.Size = regionToSelect.Size - Vector3.new(-4,4,-4)
selectionPart.CFrame = regionToSelect.CFrame
enablePreview()
end
function doFillCells(position, mouseDrag, needsCellPos)
if mouseDrag then
local timeBetweenFills = tick() - lastCellFillTime
local totalDragPixels = math.abs(mouseDrag.x) + math.abs(mouseDrag.y)
local editDistance = (game.Workspace.CurrentCamera.CoordinateFrame.p -
Vector3.new(position.x,position.y,position.z)).magnitude
if (timeBetweenFills <= 0.05) then
if editDistance * totalDragPixels < 450 then
lastCellFillTime = tick()
return
end
end
end
local x = position.x
local y = position.y
local z = position.z
if needsCellPos then
local cellPos = WorldToCellPreferSolid(c, Vector3.new(x,y,z))
local solidCell = WorldToCellPreferSolid(c, Vector3.new(x,y,z))
-- If nothing was hit, do the plane intersection.
if 0 == GetCell(c, solidCell.X, solidCell.Y, solidCell.Z).Value then
local success = false
success, cellPos = PlaneIntersection(Vector3.new(x,y,z))
if not success then
if mouse.Target then
cellPos = solidCell
else
return
end
end
end
x = cellPos.x
y = cellPos.y
z = cellPos.z
end
if brushheight == nil then
brushheight = y
end
brush(x, brushheight, z)
lastCellFillTime = tick()
end
function mouseMoved()
if on then
if mousedown == true then
if mousemoving then return end
mousemoving = true
local currMousePos = Vector2.new(mouse.X,mouse.Y)
local mouseDrag = currMousePos - lastMousePos
doFillCells(mouse.Hit, mouseDrag, true)
lastMousePos = currMousePos
mousemoving = false
end
updatePreviewSelection(mouse.Hit)
end
end
-- Do a line/plane intersection. The line starts at the camera. The plane is at y == 0, normal(0, 1, 0)
--
-- vectorPos - End point of the line.
--
-- Return:
-- success - Value is true if there was a plane intersection, false if not.
-- intersection - Value is the terrain cell intersection point if there is one, vectorPos if there isn't.
function PlaneIntersection(vectorPos)
local currCamera = game.Workspace.CurrentCamera
local startPos = Vector3.new(currCamera.CoordinateFrame.p.X, currCamera.CoordinateFrame.p.Y, currCamera.CoordinateFrame.p.Z)
local endPos = Vector3.new(vectorPos.X, vectorPos.Y, vectorPos.Z)
local normal = Vector3.new(0, 1, 0)
local p3 = Vector3.new(0, 0, 0)
local startEndDot = normal:Dot(endPos - startPos)
local cellPos = vectorPos
local success = false
if startEndDot ~= 0 then
local t = normal:Dot(p3 - startPos) / startEndDot
if(t >=0 and t <=1) then
local intersection = ((endPos - startPos) * t) + startPos
cellPos = c:WorldToCell(intersection)
success = true
end
end
return success, cellPos
end
function buttonDown()
if on then
local firstCellPos = WorldToCellPreferSolid(c, Vector3.new(mouse.Hit.x, mouse.Hit.y, mouse.Hit.z))
local solidCell = WorldToCellPreferSolid(c, Vector3.new(mouse.Hit.x, mouse.Hit.y, mouse.Hit.z))
-- If nothing was hit, do the plane intersection.
if 0 == GetCell(c, solidCell.X, solidCell.Y, solidCell.Z).Value then
local success = false
success, firstCellPos = PlaneIntersection(Vector3.new(mouse.Hit.x, mouse.Hit.y, mouse.Hit.z))
if not success then
if mouse.Target then
firstCellPos = solidCell
else
return
end
end
end
local celMat = GetCell(c, firstCellPos.x, firstCellPos.y, firstCellPos.z)
if celMat.Value > 0 then
material = celMat.Value
else
if 0 == material then
-- It was nothing, give it a default type and the plane intersection.
material = 1
end
end
brushheight = firstCellPos.y
lastMousePos = Vector2.new(mouse.X,mouse.Y)
doFillCells(firstCellPos)
mousedown = true
end
end
function On()
if not c then
return
end
if self then
self:Activate(true)
end
if toolbarbutton then
toolbarbutton:SetActive(true)
end
if enablePreview then
enablePreview()
end
if brushDragBar then
brushDragBar.Visible = true
end
on = true
end
function Off()
if toolbarbutton then
toolbarbutton:SetActive(false)
end
if disablePreview then
disablePreview()
end
if brushDragBar then
brushDragBar.Visible = false
end
on = false
end
------
--GUI-
------
--load library for with sliders
local RbxGui = LoadLibrary("RbxGui")
-- Create a standard dropdown. Use this for all dropdowns in the popup so it is easy to standardize.
-- name - What to set the text label name as.
-- pos - Where to position the label. Should be of type UDim2.
-- values - A table of the values that will be in the dropbox, in the order they are to be shown.
-- initValue - Initial value the dropdown should be set to.
-- funcOnChange - Function to run when a dropdown selection is made.
-- parent - What to set the parent as.
-- Return:
-- dropdown - The dropdown gui.
-- updateSelection - Object to use to change the current dropdown.
function CreateStandardDropdown(name,
pos,
values,
initValue,
funcOnChange,
parent)
-- Create a dropdown selection for the modes to fill in a river
local dropdown, updateSelection=RbxGui.CreateDropDownMenu(values, funcOnChange);
dropdown.Name = name
dropdown.Position = pos
dropdown.Active = true
dropdown.Size = UDim2.new(0,150,0,32)
dropdown.Parent = parent
updateSelection(initValue)
return dropdown, updateSelection
end
-- Create a standard text label. Use this for all lables in the popup so it is easy to standardize.
-- labelName - What to set the text label name as.
-- pos - Where to position the label. Should be of type UDim2.
-- size - How large to make the label. Should be of type UDim2.
-- text - Text to display.
-- parent - What to set the text parent as.
-- Return:
-- Value is the created label.
function CreateStandardLabel(labelName,
pos,
size,
text,
parent)
local label = Instance.new("TextLabel", parent)
label.Name = labelName
label.Position = pos
label.Size = size
label.Text = text
label.TextColor3 = Color3.new(0.95, 0.95, 0.95)
label.Font = Enum.Font.ArialBold
label.FontSize = Enum.FontSize.Size14
label.TextXAlignment = Enum.TextXAlignment.Left
label.BackgroundTransparency = 1
label.Parent = parent
return label
end
-- Create a standardized slider.
-- name - Name to use for the slider.
-- pos - Position to display the slider at.
-- steps - How many steps there are in the slider.
-- funcOnChange - Function to call when the slider changes.
-- initValue - Initial value to set the slider to. If nil the slider stays at the default.
-- parent - What to set as the parent.
-- Return:
-- sliderGui - Slider gui object.
-- sliderPosition - Object that can set the slider value.
function CreateStandardSlider(name,
pos,
lengthBarPos,
steps,
funcOnChange,
initValue,
parent)
local sliderGui, sliderPosition = RbxGui.CreateSlider(steps, 0, UDim2.new(0,0,0,0))
sliderGui.Name = name
sliderGui.Parent = parent
sliderGui.Position = pos
sliderGui.Size = UDim2.new(0,160,0,20)
local lengthBar = sliderGui:FindFirstChild("Bar")
lengthBar.Size = UDim2.new(1, -20, 0, 5)
lengthBar.Position = lengthBarPos
if nil ~= funcOnChange then
sliderPosition.Changed:connect(function() funcOnChange(sliderPosition) end)
end
if nil ~= initValue then
sliderPosition.Value = initValue
end
return sliderGui, sliderPosition
end
--screengui
local g = Instance.new("ScreenGui", game:GetService("CoreGui"))
g.Name = "TerrainBrushGui"
brushDragBar, elevationFrame, elevationHelpFrame, elevationCloseEvent = RbxGui.CreatePluginFrame("Terrain Brush",UDim2.new(0,151,0,160),UDim2.new(0,0,0,0),false,g)
brushDragBar.Visible = false
elevationCloseEvent.Event:connect(function ( )
Off()
end)
elevationHelpFrame.Size = UDim2.new(0,200,0,210)
local helpText = Instance.new("TextLabel",elevationHelpFrame)
helpText.Font = Enum.Font.ArialBold
helpText.FontSize = Enum.FontSize.Size12
helpText.TextColor3 = Color3.new(1,1,1)
helpText.BackgroundTransparency = 1
helpText.TextWrap = true
helpText.Size = UDim2.new(1,-10,1,-10)
helpText.Position = UDim2.new(0,5,0,5)
helpText.TextXAlignment = Enum.TextXAlignment.Left
helpText.Text =
[[Drag the mouse by holding the left mouse button to either create or destroy terrain defined by the selection box.
Radius:
Half of the width of the selection box to be used.
Height:
How tall to make terrain from the mouse location. If this value is negative, the brush will remove terrain instead of creating terrain (indicated by the red selection box).
]]
--current radius display label
radl = Instance.new("TextLabel", elevationFrame)
radl.Position = UDim2.new(0,0,0,70)
radl.Size = UDim2.new(1, 0, 0, 14)
radl.Text = ""
radl.BackgroundColor3 = Color3.new(0.4, 0.4, 0.4)
radl.TextColor3 = Color3.new(0.95, 0.95, 0.95)
radl.Font = Enum.Font.ArialBold
radl.FontSize = Enum.FontSize.Size14
radl.TextXAlignment = Enum.TextXAlignment.Left
radl.BorderColor3 = Color3.new(0, 0, 0)
radl.BackgroundTransparency = 1
--radius slider
radSliderGui, radSliderPosition = RbxGui.CreateSlider(5, 0, UDim2.new(0, 10, 0, 92))
radSliderGui.Parent = elevationFrame
radBar = radSliderGui:FindFirstChild("Bar")
radBar.Size = UDim2.new(1,-20,0,5)
radSliderPosition.Changed:connect(function()
radius = radSliderPosition.Value + 1
radl.Text = " Radius: ".. radius
end)
radSliderPosition.Value = radius - 1
--current depth factor display label
dfl = Instance.new("TextLabel", elevationFrame)
dfl.Position = UDim2.new(0, 0, 0, 110)
dfl.Size = UDim2.new(1, 0, 0, 14)
dfl.Text = ""
dfl.BackgroundColor3 = Color3.new(0.4, 0.4, 0.4)
dfl.TextColor3 = Color3.new(0.95, 0.95, 0.95)
dfl.Font = Enum.Font.ArialBold
dfl.FontSize = Enum.FontSize.Size14
dfl.BorderColor3 = Color3.new(0, 0, 0)
dfl.TextXAlignment = Enum.TextXAlignment.Left
dfl.BackgroundTransparency = 1
--depth factor slider
addSliderGui, addSliderPosition = RbxGui.CreateSlider(31, 0, UDim2.new(0, 10, 0,132))
addSliderGui.Parent = elevationFrame
dfBar = addSliderGui:FindFirstChild("Bar")
dfBar.Size = UDim2.new(1,-20,0,5)
addSliderPosition.Changed:connect(function()
depth = addSliderPosition.Value
dfl.Text = " Height: ".. depth
end)
addSliderPosition.Value = buildTerrainHeight
--depth factor slider
removeSliderGui, removeSliderPosition = RbxGui.CreateSlider(31, 0, UDim2.new(0, 10, 0,132))
removeSliderGui.Parent = elevationFrame
dfBar = removeSliderGui:FindFirstChild("Bar")
dfBar.Size = UDim2.new(1,-20,0,5)
removeSliderPosition.Changed:connect(function()
depth = -(removeSliderPosition.Value)
dfl.Text = " Height: ".. depth
end)
removeSliderPosition.Value = removeTerrainDepth
-- Set which mode is to be used. Show/hide as needed.
--
-- mode - Which build mode to run.
function SetMode(mode)
if mode == buildTerrainMode then
addSliderGui.Visible = true
local hold = addSliderPosition.Value
addSliderPosition.Value = 0
addSliderPosition.Value = hold
removeSliderGui.Visible = false
elseif mode == removeTerrainMode then
addSliderGui.Visible = false
removeSliderGui.Visible = true
local hold = removeSliderPosition.Value
removeSliderPosition.Value = 0
removeSliderPosition.Value = hold
end
end
-- Create/Remove mode
-- Create the build mode gui.
buildModeLabel = CreateStandardLabel("BuildModeLabel", UDim2.new(0, 8, 0, 10), UDim2.new(0, 67, 0, 14), "Build Mode:", elevationFrame)
buildModeDropdown, buildModeSet = CreateStandardDropdown("BuildModeDropdown",
UDim2.new(0,1,0,26),
{buildTerrainMode, removeTerrainMode},
buildMode,
function(value)
if 'Add' == value then
SetMode(buildTerrainMode)
elseif 'Remove' == value then
SetMode(removeTerrainMode)
end
end,
elevationFrame)
--[[
buildModeSet(buildTerrainMode)
buildModeSet(removeTerrainMode)
--]]
buildModeSet(mode)
SetMode(mode)
self.Deactivation:connect(function()
Off()
end)
--------------------------
--SUCCESSFUL LOAD MESSAGE-
--------------------------
loaded = true