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PlacementService.lua
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PlacementService.lua
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local INTERPOLATION = true
local INTERPOLATION_DAMP = .21
local ROTATION_SPEED = .2
local COLLISION_COLOR3 = BrickColor.Red().Color
local COLLISION_TRANSPARENCY = .5
local NORMAL_COLOR3 = BrickColor.new().Color
local NORMAL_TRANSPARENCY = .8
local LOAD_COLOR3 = Color3.fromRGB(226, 155, 64)
local LOAD_TRANSPARENCY = .6
local GRID_TEXTURE = "rbxassetid://8149359285"
local GRID_COLOR = Color3.fromRGB(0, 0, 0)
local GRID_TRANSPARENCY = 0.5
local OVERRIDE_CONTROLS = false
local INPUT_PRIORITY = 9
local TOUCH_RANGE = 30
local PLACEMENT_COOLDOWN = .45
local module = {}
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
local runService = game:GetService("RunService")
local touch = game:GetService("UserInputService").TouchEnabled
local currentPlane
local currentBase
local renderConnection = nil
local cx, cy, cz, cr = 0, 0, 0, 0
local currentObjects = {}
local currentEvent
local currentTexture
local currentPosition = Vector3.new(0, 0, 0)
local ax, az
local currentExtentsX
local currentExtentsZ
local currentYAxis
local currentXAxis
local currentZAxis
local currentAxis
local ox, oy, oz -- do
local dxx, dxy, dxz
local dzx, dzy, dzz
local min = math.min
local max = math.max
local abs = math.abs
local springVelocity = Vector3.new(0, 0, 0)
local springPosition = Vector3.new(0, 0, 0)
local tweenGoalRotation = 0 -- springs arent worth effort for rotation
local tweenStartRotation = 0
local tweenCurrentRotation = 0
local tweenAlpha = 1
local lastRenderCycle = tick()
local lastPlacement = tick()
local function round(n, to)
return n % to ~= 0 and (n % to) > to/2 and (n + to - (n % to)) or (n - (n % to))
end
local function project(px, py, pz)
px, py, pz = px - ox, py - oy, pz - oz
return px * dxx + py * dxy + pz * dxz, px * dzx + py * dzy + pz * dzz
end
local function translate(px, pz, r)
if (r == 0) then
return px, pz
elseif (r == 1) then
return -pz, px
elseif (r == 2) then
return -px, -pz
elseif (r == 3) then
return pz, -px
end
-- or for all angles
-- r = r * math.pi/2
-- return math.cos(r) * px - math.sin(r) * pz, math.sin(r) * px + math.cos(r) * pz
end
local function angleLerp(a, b, d) -- to avoid angle jump
local x1, y1 = math.cos(a), math.sin(a)
local x2, y2 = math.cos(b), math.sin(b)
return math.atan2(y1 + (y2 - y1) * d, x1 + (x2 - x1) * d)
end
local function hasProperty(object, propertyName)
local success, _ = pcall(function()
object[propertyName] = object[propertyName]
end)
return success
end
local function calculateExtents(part, cf)
local cf = cf or part.CFrame
local edgeA = cf * CFrame.new(-part.Size.X/2, 0, 0)
local edgeB = cf * CFrame.new(part.Size.X/2, 0, 0)
local edgeC = cf * CFrame.new(0, 0, part.Size.Z/2)
local edgeD = cf * CFrame.new(0, 0, -part.Size.Z/2)
local edgeAx, edgeAz = project(edgeA.X, edgeA.Y, edgeA.Z)
local edgeBx, edgeBz = project(edgeB.X, edgeB.Y, edgeB.Z)
local edgeCx, edgeCz = project(edgeC.X, edgeC.Y, edgeC.Z)
local edgeDx, edgeDz = project(edgeD.X, edgeD.Y, edgeD.Z)
local extentsX = max(edgeAx, edgeBx, edgeCx, edgeDx) - min(edgeAx, edgeBx, edgeCx, edgeDx)
local extentsZ = max(edgeAz, edgeBz, edgeCz, edgeDz) - min(edgeAz, edgeBz, edgeCz, edgeDz)
return round(extentsX, currentPlane.grid), round(extentsZ, currentPlane.grid)
end
local states = {
neutral = 1;
collision = 2;
loading = 3;
}
module.states = states
local function setState(object, state, downward)
if (object.state and (object.state == state or (object.state > state and not downward))) then
return
end
object.state = state
if (state == 1) then
if (NORMAL_COLOR3) then
object.model.PrimaryPart.Color = NORMAL_COLOR3
end
if (NORMAL_TRANSPARENCY) then
object.model.PrimaryPart.Transparency = NORMAL_TRANSPARENCY
end
elseif (state == 2) then
if (COLLISION_COLOR3) then
object.model.PrimaryPart.Color = COLLISION_COLOR3
end
if (COLLISION_TRANSPARENCY) then
object.model.PrimaryPart.Transparency = COLLISION_TRANSPARENCY
end
elseif (state == 3) then
if (LOAD_COLOR3) then
object.model.PrimaryPart.Color = LOAD_COLOR3
end
if (LOAD_TRANSPARENCY) then
object.model.PrimaryPart.Transparency = LOAD_TRANSPARENCY
end
end
currentPlane.stateEvent:Fire(object.model, state)
end
--[[
status
model
px, pz, r
sx, sz
--]]
local function floatEqual(a, b)
return (math.abs(a - b) < .01)
end
local function floatGreater(a, b)
return (a - b) > .01
end
local function floatLesser(a, b)
return (b - a) > .01
end
local function obstacleCollision()
local px, pz = cx, cz
local collision = false
for _, model in pairs(currentPlane.obstacles:GetChildren()) do
if (model.PrimaryPart) then
local extentsX1, extentsZ1 = calculateExtents(model.PrimaryPart)
local x1, z1 = project(model.PrimaryPart.Position.X, model.PrimaryPart.Position.Y, model.PrimaryPart.Position.Z)
for i = 1, #currentObjects do
local object = currentObjects[i]
if (not object.collision) then
local r = (object.r + cr) % 4
local x0, z0 = translate(object.px, -object.pz, cr)
x0 = x0 + px
z0 = z0 + pz
local extentsX0, extentsZ0
if (r == 1 or r == 3) then
extentsX0, extentsZ0 = object.sz, object.sx
else
extentsX0, extentsZ0 = object.sx, object.sz
end
if (floatLesser(x0 - extentsX0/2, x1 + extentsX1/2) and floatGreater(x0 + extentsX0/2, x1 - extentsX1/2) and floatLesser(z0 - extentsZ0/2, z1 + extentsZ1/2) and floatGreater(z0 + extentsZ0/2, z1 - extentsZ1/2)) then
collision = true
object.collision = true
setState(object, states.collision)
end
end
end
end
end
for i = 1, #currentObjects do
local object = currentObjects[i]
if (not object.collision and object.state == states.collision) then
setState(object, states.neutral, true)
else
object.collision = nil
end
end
return not collision
end
local function inputCapture() -- converts user inputs to 3d position, built in mobile compatibility
local position
if (touch) then
local camera = workspace.CurrentCamera
local range = TOUCH_RANGE * (camera.Focus.p - camera.CFrame.p).magnitude/5
position = camera.Focus.p + camera.CFrame.lookVector * (camera.CoordinateFrame.lookVector.Y/2 + .5) * range
else
local hit, p = workspace:FindPartOnRayWithWhitelist(Ray.new(mouse.UnitRay.Origin, mouse.UnitRay.Direction * 999), {currentPlane.base})
if (hit) then
position = p
end
end
return position, cr
end
local resting = false
local function calc(position, rotation, force)
if (not currentPlane or currentPlane.loading) then
return
end
force = force == true
local ux, uz
if (position) then
ux, uz = project(position.X, position.Y, position.Z)
else
ux, uz = ax or 0, az or 0
end
local nr = rotation or cr
local nx = round(ux, currentPlane.grid)
local nz = round(uz, currentPlane.grid)
local extentsX, extentsZ = translate(currentExtentsX, currentExtentsZ, nr)
extentsX = abs(extentsX)
extentsZ = abs(extentsZ)
if (floatEqual(extentsX/2 % currentPlane.grid, 0)) then
nx = nx + currentPlane.grid/2
end
if (floatEqual(extentsZ/2 % currentPlane.grid, 0)) then
nz = nz + currentPlane.grid/2
end
nx = nx + currentPlane.offsetX
nz = nz + currentPlane.offsetZ
local borderX = currentPlane.size.X/2
local borderZ = currentPlane.size.Z/2
ax = ux
az = uz
if (nx + extentsX/2 > borderX) then
nx = nx - (nx + extentsX/2 - borderX)
elseif (nx - extentsX/2 < -borderX) then
nx = nx - (nx - extentsX/2 + borderX)
end
if (nz + extentsZ/2 > borderZ) then
nz = nz - (nz + extentsZ/2 - borderZ)
elseif (nz - extentsZ/2 < -borderZ) then
nz = nz - (nz - extentsZ/2 + borderZ)
end
if (force or nx ~= cx or nz ~= cz or cr ~= nr) then
cx, cz, cr = nx, nz, nr
resting = false
currentPosition = (Vector3.new(ox, oy, oz) + currentXAxis * nx + currentZAxis * nz)
obstacleCollision()
end
end
local function render()
if (resting) then
return
end
if (INTERPOLATION) then
local delta = 1/60
springVelocity = (springVelocity + (currentPosition - springPosition)) * INTERPOLATION_DAMP * 60 * delta
springPosition = springPosition + springVelocity
local extentsX, extentsZ = translate(currentExtentsX, currentExtentsZ, cr)
local vx, vz = 9 * springVelocity:Dot(currentXAxis)/abs(extentsX), 9 * springVelocity:Dot(currentZAxis)/abs(extentsZ)
local r
if (not floatEqual(tweenGoalRotation, cr * math.pi/2)) then
tweenStartRotation = tweenCurrentRotation
tweenGoalRotation = cr * math.pi/2
tweenAlpha = 0
end
if (tweenAlpha < 1) then
tweenAlpha = min(1, tweenAlpha + delta/ROTATION_SPEED)
tweenCurrentRotation = angleLerp(tweenStartRotation, tweenGoalRotation, 1 - (1 - tweenAlpha)^2)
r = tweenCurrentRotation
else
r = cr * math.pi/2
end
local effectAngle = CFrame.Angles(math.sqrt(math.abs(vz/100)) * math.sign(vz), 0, math.sqrt(math.abs(vx/100)) * math.sign(vx))
local rotationCFrame = currentAxis * effectAngle * CFrame.Angles(0, r, 0)
local centerCFrame = rotationCFrame + springPosition
for i = 1, #currentObjects do
local object = currentObjects[i]
local x, z = object.px, object.pz
object.model:SetPrimaryPartCFrame(centerCFrame * CFrame.Angles(0, object.r * math.pi/2, 0) + rotationCFrame * Vector3.new(x, object.sy/2, z))
end
if (springVelocity.magnitude < .01 and tweenAlpha >= 1) then
resting = true
end
else
local rotationCFrame = currentAxis * CFrame.Angles(0, cr * math.pi/2, 0)
for i = 1, #currentObjects do
local object = currentObjects[i]
local x, z = object.px, object.pz
object.model:SetPrimaryPartCFrame(rotationCFrame * CFrame.Angles(0, object.r * math.pi/2, 0) + rotationCFrame * Vector3.new(x, object.sy/2, z) + currentPosition)
end
resting = true
end
end
local function run(display)
local position, rotation = inputCapture()
if (position or rotation) then
calc(position, rotation)
if (display) then
render()
end
end
end
local function place()
if (currentPlane and (obstacleCollision()) and (tick() - lastPlacement) >= PLACEMENT_COOLDOWN and not currentPlane.loading) then
lastPlacement = tick()
local modelCFrames = {}
for i = 1, #currentObjects do
local object = currentObjects[i]
modelCFrames[i] = currentAxis * CFrame.Angles(0, (object.r + cr) * math.pi/2, 0) + (currentAxis * CFrame.Angles(0, cr * math.pi/2, 0)) * Vector3.new(object.px, object.sy/2, object.pz) + currentPosition
end
currentEvent:Fire(modelCFrames)
end
end
local function rotate()
calc(nil, (cr + 1) % 4)
render()
end
local function inputRotate(_, userInputState, inputObject)
if (currentPlane and userInputState == Enum.UserInputState.End) then
rotate()
end
end
local function inputPlace(_, userInputState, inputObject)
if (currentPlane and userInputState == Enum.UserInputState.End) then
place()
end
end
local function bindInputs()
if (not OVERRIDE_CONTROLS) then
if not touch then
game:GetService("ContextActionService"):BindActionAtPriority("PlacementModule_Rotate", inputRotate, false, INPUT_PRIORITY, Enum.KeyCode.R)
game:GetService("ContextActionService"):BindActionAtPriority("PlacementModule_Place", inputPlace, false, INPUT_PRIORITY, Enum.UserInputType.MouseButton1)
else
game:GetService("ContextActionService"):BindActionAtPriority("PlacementModule_Rotate", inputRotate, false, INPUT_PRIORITY, Enum.KeyCode.R)
game:GetService("ContextActionService"):BindActionAtPriority("PlacementModule_Place", inputPlace, false, INPUT_PRIORITY, Enum.UserInputType.Touch)
end
end
end
local function unbindInputs()
if (not OVERRIDE_CONTROLS) then
game:GetService("ContextActionService"):UnbindAction("PlacementModule_Rotate")
game:GetService("ContextActionService"):UnbindAction("PlacementModule_Place")
end
end
local function enablePlacement(plane, models, prealigned)
if (plane == currentPlane) then
return
elseif (currentPlane) then
currentPlane:disable()
end
if (type(models) ~= "table") then
models = {models}
end
lastRenderCycle = tick()
currentPlane = plane
currentBase = plane.base
local planePosition = currentBase.CFrame * Vector3.new(0, currentBase.Size.Y/2, 0)
resting = false
ox, oy, oz = planePosition.X, planePosition.Y, planePosition.Z
currentXAxis = currentBase.CFrame.rightVector
currentYAxis = currentBase.CFrame.upVector
currentZAxis = currentBase.CFrame.lookVector
currentAxis = CFrame.new(0, 0, 0, currentXAxis.X, currentYAxis.X, -currentZAxis.X, currentXAxis.Y, currentYAxis.Y, -currentZAxis.Y, currentXAxis.Z, currentYAxis.Z, -currentZAxis.Z)
currentObjects = {}
dxx, dxy, dxz = currentXAxis.X, currentXAxis.Y, currentXAxis.Z
dzx, dzy, dzz = currentZAxis.X, currentZAxis.Y, currentZAxis.Z
cx, cy, cz, cr = 0, 0, 0, 0
springVelocity = Vector3.new(0, 0, 0)
springPosition = Vector3.new(0, 0, 0)
tweenAlpha = 0
tweenCurrentRotation = 0
tweenGoalRotation = 0
tweenStartRotation = 0
local position, _ = inputCapture()
if (not position) then
position = planePosition
end
springPosition = position
do
local extentsXMin, extentsXMax = 10e10, -10e10
local extentsZMin, extentsZMax = 10e10, -10e10
for i = 1, #models do
local model = models[i]
local object = {}
object.model = model
local lookVector = object.model.PrimaryPart.CFrame.lookVector
local theta
local px, pz
if (prealigned) then
local position = object.model.PrimaryPart.CFrame * Vector3.new(0, -object.model.PrimaryPart.Size.Y/2 , 0) + Vector3.new(0, 0.001, 0)
px, pz = project(position.X, position.Y, position.Z)
theta = math.acos(math.clamp(lookVector:Dot(currentZAxis), -1, 1))
local cross = lookVector:Cross(currentZAxis)
if (cross:Dot(currentYAxis) > 0) then
theta = -theta
end
else
px, pz = object.model.PrimaryPart.Position.X, object.model.PrimaryPart.Position.Z
theta = math.atan2(lookVector.X, lookVector.Z)
end
local x, z = model.PrimaryPart.Size.X, model.PrimaryPart.Size.Z
object.r = round((theta % (2 * math.pi))/(math.pi/2), 1)
if (object.r == 1 or object.r == 3) then
x, z = z, x
end
local x1, x2 = px + x/2, px - x/2
local z1, z2 = pz + z/2, pz - z/2
if (x2 < extentsXMin) then
extentsXMin = x2
end
if (x1 > extentsXMax) then
extentsXMax = x1
end
if (z2 < extentsZMin) then
extentsZMin = z2
end
if (z1 > extentsZMax) then
extentsZMax = z1
end
for _, instance in pairs(model:GetDescendants()) do
if hasProperty(instance, "CanCollide") and hasProperty(instance, "Transparency") and hasProperty(instance, "Anchored") then
instance.Transparency = .5
instance.Anchored = true
instance.CanCollide = false
end
end
setState(object, plane.loading and states.loading or states.neutral)
currentObjects[i] = object
end
currentExtentsX, currentExtentsZ = round(extentsXMax - extentsXMin, currentPlane.grid), round(extentsZMax - extentsZMin, currentPlane.grid)
for i = 1, #currentObjects do
local object = currentObjects[i]
local px, pz
if (prealigned) then
local position = object.model.PrimaryPart.CFrame * Vector3.new(0, -object.model.PrimaryPart.Size.Y/2, 0)
px, pz = project(position.X, position.Y, position.Z)
else
px, pz = object.model.PrimaryPart.Position.X, object.model.PrimaryPart.Position.Z
end
object.px = px - (extentsXMin + extentsXMax)/2
object.pz = (pz - (extentsZMin + extentsZMax)/2) * (prealigned and -1 or 1)
object.sx, object.sy, object.sz = object.model.PrimaryPart.Size.X, object.model.PrimaryPart.Size.Y, object.model.PrimaryPart.Size.Z
end
end
renderConnection = runService.RenderStepped:connect(run)
module.currentPlane = currentPlane
currentEvent = Instance.new("BindableEvent")
if (GRID_TEXTURE) then
currentTexture = Instance.new("Texture", currentPlane.base)
currentTexture.Texture = GRID_TEXTURE
currentTexture.Color3 = GRID_COLOR
currentTexture.Transparency = GRID_TRANSPARENCY
currentTexture.Face = Enum.NormalId.Top
currentTexture.StudsPerTileU = currentPlane.grid
currentTexture.StudsPerTileV = currentPlane.grid
end
bindInputs()
run(true)
return currentEvent.Event
end
local function disablePlacement(plane)
if (currentPlane) then
renderConnection:Disconnect()
renderConnection = nil
currentPlane = nil
module.currentPlane = nil
currentEvent:Destroy()
currentEvent = nil
if (currentTexture) then
currentTexture:Destroy()
currentTexture = nil
end
for i = 1, #currentObjects do
local object = currentObjects[i]
object.model = nil
currentObjects[i] = nil
end
unbindInputs()
end
end
local function setLoading(plane, isLoading)
if (plane.loading == isLoading) then
return
end
plane.loading = isLoading
if (plane == currentPlane) then
if (isLoading) then
for i = 1, #currentObjects do
setState(currentObjects[i], states.loading)
end
else
for i = 1, #currentObjects do
setState(currentObjects[i], states.neutral, true)
end
obstacleCollision()
end
end
end
module.new = function(base, obstacles, grid)
local plane = {}
plane.base = base
plane.obstacles = obstacles
plane.position = base.Position
plane.size = base.Size
if (math.floor(.5 + plane.size.X/grid) % 2 == 0) then
plane.offsetX = -grid/2
else
plane.offsetX = 0
end
if (math.floor(.5 + plane.size.Z/grid) % 2 == 0) then
plane.offsetZ = -grid/2
else
plane.offsetZ = 0
end
plane.stateEvent = Instance.new("BindableEvent")
plane.stateChanged = plane.stateEvent.Event
plane.grid = grid
plane.enable = enablePlacement
plane.disable = disablePlacement
plane.rotate = rotate
plane.place = place
plane.setLoading = setLoading
return plane
end
module.setLoading = setLoading
module.currentPlane = false
return module