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@tool
class_name StackLight
extends Node3D
const STEP: float = 0.048
const _TOP_MESH_INITIAL_Y_POS: float = 0.087
## Number of light segments in the stack (1-10).
var segments: int = 1:
set(value):
var new_value: int = clamp(value, 1, 8)
if new_value == segments:
return
segments = new_value
if is_inside_tree():
_data.set_segments(segments)
var current_child_count := _segments_container.get_child_count()
var difference := segments - current_child_count
if difference > 0:
_spawn_segments(difference)
elif difference < 0:
_remove_segments(-difference)
_init_segments()
# If segments were removed, mask the light value
var new_light_value := light_value & ((1 << segments) - 1)
if new_light_value != light_value:
light_value = new_light_value
_update_segment_visuals()
if _top_mesh:
_top_mesh.position = Vector3(0, _TOP_MESH_INITIAL_Y_POS + (STEP * (segments - 1)), 0)
notify_property_list_changed()
## Bitmask controlling which segments are lit (bit 0 = segment 1, etc.).
var light_value: int = 0:
set(value):
var new_val: int = value % (1 << segments)
if new_val == light_value:
return
light_value = new_val
_update_segment_visuals()
notify_property_list_changed()
## Enable communication with external PLC/control systems.
var enable_comms: bool = true
## Internal storage for the selected tag group name.
@export var tag_group_name: String
## The tag group for reading light values from external systems.
var _tag_groups: String:
set(value):
tag_group_name = value
_tag_groups = value
## The tag name for the light value in the selected tag group.[br]Datatype: [code]BYTE[/code] (8-bit)[br][br]Format varies by protocol:[br][b]EIP:[/b] CIP tag names[br][b]Modbus:[/b] prefix+number (e.g. [code]hr0[/code])[br][b]OPC UA:[/b] full NodeId (e.g. [code]ns=2;s=MyVariable[/code] or [code]ns=2;i=12345[/code]).
var tag_name: String = ""
var _segment_scene: PackedScene = load("res://src/StackLight/StackSegment.tscn")
var _data: StackLightData = load("res://src/StackLight/StackLightData.tres")
var _prev_scale: Vector3
var _top_mesh_initial_y_pos: float
var _segment_initial_y_pos: float
var _tag := OIPCommsTag.new()
@onready var _segments_container: Node3D = get_node("Mid/Segments")
@onready var _top_mesh: MeshInstance3D = get_node("Mid/Top")
@onready var _bottom_mesh: MeshInstance3D = get_node("Bottom")
@onready var _mid_mesh: MeshInstance3D = get_node("Mid")
func _get(property: StringName) -> Variant:
if not is_inside_tree() or not _segments_container:
return null
for i in range(segments):
if property == "Light " + str(i + 1):
var segment := _segments_container.get_child(i)
return segment.segment_data
return null
func _validate_property(property: Dictionary) -> void:
if property.name == "tag_group_name":
property.usage = PROPERTY_USAGE_STORAGE
func _get_property_list() -> Array:
var properties: Array = []
properties.append({
"name": "light_value",
"type": TYPE_INT,
"usage": PROPERTY_USAGE_DEFAULT
})
properties.append({
"name": "segments",
"type": TYPE_INT,
"usage": PROPERTY_USAGE_DEFAULT
})
properties.append({
"name": "_data",
"type": TYPE_OBJECT,
"usage": PROPERTY_USAGE_NO_EDITOR
})
for i in range(segments - 1, -1, -1):
properties.append({
"name": "Light " + str(i + 1),
"class_name": "StackSegmentData",
"type": TYPE_OBJECT,
"usage": PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_READ_ONLY
})
properties.append({
"name": "Communications",
"type": TYPE_NIL,
"usage": PROPERTY_USAGE_CATEGORY
})
properties.append({
"name": "enable_comms",
"type": TYPE_BOOL,
"usage": PROPERTY_USAGE_DEFAULT if OIPComms.get_enable_comms() else PROPERTY_USAGE_STORAGE
})
properties.append({
"name": "tag_groups",
"type": 0,
"usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_NO_INSTANCE_STATE if OIPComms.get_enable_comms() else PROPERTY_USAGE_NONE,
"hint": 0,
"hint_string": "tag_group_enum"
})
properties.append({
"name": "tag_name",
"type": TYPE_STRING,
"usage": PROPERTY_USAGE_DEFAULT if OIPComms.get_enable_comms() else PROPERTY_USAGE_STORAGE
})
return properties
func _enter_tree() -> void:
EditorInterface.simulation_started.connect(_on_simulation_started)
tag_group_name = OIPCommsSetup.default_tag_group(tag_group_name)
OIPCommsSetup.connect_comms(self, Callable(), _tag_group_polled)
func _ready() -> void:
set_notify_transform(true)
_data = _data.duplicate(true)
_data.init_segments(segments)
var current_child_count := _segments_container.get_child_count()
var difference := segments - current_child_count
if difference > 0:
_spawn_segments(difference)
elif difference < 0:
for i in range(-difference):
var child_to_remove_index := current_child_count - 1 - i
if child_to_remove_index >= 0:
var child_node := _segments_container.get_child(child_to_remove_index)
child_node.queue_free()
else:
pass
if _segments_container.get_child_count() > 0:
_segment_initial_y_pos = _segments_container.get_child(0).position.y
else:
_segment_initial_y_pos = 0.0
_fix_segment_positions()
_init_segments()
_top_mesh.position = Vector3(0, _TOP_MESH_INITIAL_Y_POS + (STEP * (max(0, segments - 1))), 0)
_update_segment_visuals()
_prev_scale = scale
_rescale()
func _exit_tree() -> void:
EditorInterface.simulation_started.disconnect(_on_simulation_started)
OIPCommsSetup.disconnect_comms(self, Callable(), _tag_group_polled)
if _segments_container:
for i in range(_segments_container.get_child_count()):
var segment_node := _segments_container.get_child(i)
if segment_node.active_state_changed.is_connected(_on_segment_state_changed):
segment_node.active_state_changed.disconnect(_on_segment_state_changed)
func _notification(what: int) -> void:
if what == NOTIFICATION_TRANSFORM_CHANGED:
if scale != _prev_scale:
_rescale()
_prev_scale = scale
func use() -> void:
light_value += 1
func _rescale() -> void:
scale = Vector3(scale.x, scale.y, scale.x)
_bottom_mesh.scale = Vector3(1, 1 / scale.y, 1)
_mid_mesh.scale = Vector3(1, (1 / scale.y) * scale.x, 1)
func _init_segments() -> void:
for i in range(segments):
if i >= _segments_container.get_child_count():
printerr("Mismatch between segments count and child nodes during InitSegments")
break
var segment_node := _segments_container.get_child(i)
segment_node.segment_data = _data.segment_datas[i]
segment_node.index = i
if not segment_node.active_state_changed.is_connected(_on_segment_state_changed):
segment_node.active_state_changed.connect(_on_segment_state_changed)
_increase_collision_shape()
func _spawn_segments(count: int) -> void:
if not is_inside_tree():
return
var start_index := _segments_container.get_child_count()
for i in range(count):
var segment := _segment_scene.instantiate() as Node3D
_segments_container.add_child(segment, true)
var current_index := start_index + i
segment.index = current_index
segment.position = Vector3(0, _segment_initial_y_pos + (STEP * current_index), 0)
if current_index < _data.segment_datas.size():
segment.segment_data = _data.segment_datas[current_index]
else:
printerr("Not enough data segments available when spawning segment %d" % current_index)
segment.active_state_changed.connect(_on_segment_state_changed)
func _remove_segments(count: int) -> void:
if not is_inside_tree():
return
var current_child_count := _segments_container.get_child_count()
for i in range(count):
var child_index := current_child_count - 1 - i
if child_index < 0:
break
var segment_node := _segments_container.get_child(child_index)
if segment_node.active_state_changed.is_connected(_on_segment_state_changed):
segment_node.active_state_changed.disconnect(_on_segment_state_changed)
segment_node.queue_free()
func _fix_segment_positions() -> void:
if not is_inside_tree():
return
for i in range(_segments_container.get_child_count()):
var segment_node := _segments_container.get_child(i)
segment_node.position = Vector3(0, _segment_initial_y_pos + (STEP * i), 0)
func _increase_collision_shape() -> void:
var collision_shape := $StaticBody3D/CollisionShape3D
if collision_shape:
var new_scale_y := 1.45 + (0.3 * segments)
collision_shape.shape.size.y = new_scale_y
collision_shape.position.y = -0.148 + (0.16 * (segments - 1))
func _update_segment_visuals() -> void:
if not is_inside_tree():
return
for i in range(segments):
if i < _data.segment_datas.size():
var segment_data: StackSegmentData = _data.segment_datas[i]
var is_active := (light_value >> i) & 1 == 1
if segment_data.active != is_active:
segment_data.active = is_active
else:
if i < _segments_container.get_child_count():
var segment_node := _segments_container.get_child(i) as StackSegment
segment_node._set_active(false)
func _on_segment_state_changed(index: int, active: bool) -> void:
if index < 0 or index >= segments:
printerr("Received state change for invalid index: ", index)
return
var current_bit := (1 << index)
var newlight_value: int
if active:
newlight_value = light_value | current_bit
else:
newlight_value = light_value & ~current_bit
self.light_value = newlight_value
func _on_simulation_started() -> void:
if enable_comms:
_tag.register(tag_group_name, tag_name)
func _tag_group_polled(tag_group_name_param: String) -> void:
if not enable_comms or not _tag.matches_group(tag_group_name_param):
return
light_value = _tag.read_uint8()