Implemented structure relocation

This commit is contained in:
2024-07-25 21:07:59 +03:00
parent 144f45d522
commit 42ac0f19ca
8 changed files with 630 additions and 64 deletions

203
godot/main/editor.gd Normal file
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@@ -0,0 +1,203 @@
extends Spatial
var camera_mode = -1
onready var vmode = {
2: $"%v_buildings",
3: $"%v_navigation",
5: $"%v_poi",
6: $"%v_road_lines",
7: $"%v_npc",
}
func _ready():
for b in [
$"%select_buildings",
$"%select_navigation",
$"%select_poi",
$"%select_road_lines",
$"%select_npc",
]:
b.connect("pressed", $WorldEditor, "editor_command", [b.name, []])
$WorldEditor.connect("editor_event", self, "editor_event")
for k in vmode.keys():
vmode[k].hide()
$building_cursor.hide()
func editor_event(evname: String, args: Array):
print(evname, args)
if evname == "mode_change_pre":
var mode_prev = args[0]
if mode_prev == -1:
for k in vmode.keys():
vmode[k].hide()
elif vmode.has(mode_prev):
vmode[mode_prev].hide()
elif evname == "mode_change_post":
var mode_next = args[1]
if vmode.has(mode_next):
vmode[mode_next].show()
elif evname == "result:get_closest_building":
print(evname, args)
select_building(args[0], args[3])
else:
breakpoint
var selected_building
var selected_building_xform
func select_building(xform, id):
selected_building = id
selected_building_xform = xform
print("selected id: ", id)
if !$building_cursor.visible:
$building_cursor.show()
$building_cursor.global_transform.origin = xform.origin
func _process(delta):
if Input.is_action_just_pressed("editor_cam1"):
setup_cam1()
if Input.is_action_just_pressed("editor_cam2"):
setup_cam2()
if Input.is_action_just_pressed("editor_cam3"):
setup_cam3()
if dragging:
if !Input.is_action_pressed("mouse1"):
dragging = false
drag_delay = 0.2
else:
var position = get_viewport().get_mouse_position()
var camera = get_viewport().get_camera()
var start = camera.project_ray_origin(position)
var normal = camera.project_ray_normal(position)
var end = start + normal * camera.get_zfar()
var space_state = get_world().direct_space_state
var result = space_state.intersect_ray(start, end, [], 1 << 15, false, true)
if result.has("collider"):
var proj = result.position
if $"%buildings_edit_mode".selected == 1:
print(proj)
var newpos = proj
newpos.x = stepify(newpos.x, 2.0)
newpos.z = stepify(newpos.z, 2.0)
var gen: VoxelGeneratorImgMapper = $VoxelLodTerrain.generator
var hpos = gen.get_height_full(newpos)
newpos.y = hpos
$WorldEditor.editor_command("update_building_transform", [selected_building, Transform(selected_building_xform.basis, newpos)])
selected_building_xform = Transform(selected_building_xform.basis, newpos)
$building_cursor.global_transform.origin = newpos
var motion = Vector2()
var old_mouse_pos = Vector2(-1, -1)
var rotation_y = 0
var dragging = false
var drag_delay = 0.2
var drag_start = Vector3()
func _unhandled_input(event):
var editor_mode = $WorldEditor.get_current_mode()
if camera_mode in [2, 3]:
if event is InputEventMouseMotion:
motion = event.relative
if camera_mode == 3:
match editor_mode:
2:
check_edit_building()
func check_edit_building():
if Input.is_action_just_pressed("mouse1"):
var position = get_viewport().get_mouse_position()
# var proj = get_viewport().get_camera().project_position(position, $cam.global_transform.origin.y + position.y * 0.5)
# print(position, proj)
# proj = get_viewport().get_camera().project_ray_origin(position)
# proj.y = 0
# proj.x = stepify(proj.x, 100.0)
# proj.z = stepify(proj.z, 100.0)
# var mouse_pos = get_viewport().get_mouse_position()
var camera = get_viewport().get_camera()
var start = camera.project_ray_origin(position)
var normal = camera.project_ray_normal(position)
var end = start + normal * camera.get_zfar()
var space_state = get_world().direct_space_state
var result = space_state.intersect_ray(start, end, [], 1 << 15, false, true)
if result.has("collider"):
var proj = result.position
if $"%buildings_edit_mode".selected == 0:
print("get closest building")
$WorldEditor.editor_command("get_closest_building", [Transform(Basis(), proj)])
elif Input.is_action_pressed("mouse1"):
if $"%buildings_edit_mode".selected == 1:
if drag_delay < 0.0:
dragging = true
var position = get_viewport().get_mouse_position()
var camera = get_viewport().get_camera()
var start = camera.project_ray_origin(position)
var normal = camera.project_ray_normal(position)
var end = start + normal * camera.get_zfar()
var space_state = get_world().direct_space_state
var result = space_state.intersect_ray(start, end, [], 1 << 15, false, true)
if result.has("collider"):
var proj = result.position
if $"%buildings_edit_mode".selected == 1:
drag_start = proj
else:
drag_delay -= get_process_delta_time()
else:
dragging = false
drag_delay = 0.2
else:
dragging = false
drag_delay = 0.2
func _physics_process(delta):
var editor_mode = $WorldEditor.get_current_mode()
if camera_mode == 1:
var mouse_pos = get_viewport().get_mouse_position()
if old_mouse_pos.x < 0:
old_mouse_pos = mouse_pos
motion = Vector2()
else:
motion = mouse_pos - old_mouse_pos
old_mouse_pos = mouse_pos
var moved = false
match camera_mode:
1:
var xx = Input.get_axis("left", "right")
var zz = Input.get_axis("backward", "forward")
var hh = Input.get_axis("action2", "action")
var h = $Camera.global_transform.origin.y
if abs(zz) > 0.1:
$Camera.global_transform.origin.z -= abs(h) * zz * delta
moved = true
if abs(xx) > 0.1:
$Camera.global_transform.origin.x += abs(h) * xx * delta
moved = true
if abs(hh) > 0.1 && abs(xx) < 0.1 && abs(zz) < 0.1:
$Camera.global_transform.origin.y += 10 * hh * delta
moved = true
2:
var h = $Camera.global_transform.origin.y
var xx = motion.x
$Camera.rotate_y(-xx * 0.005)
var offset = -$Camera.global_transform.basis.z * 10.0 * delta
offset.y = 0
var hh = Input.get_axis("action2", "action")
if abs(hh) > 0.1:
$Camera.global_transform.origin.y += 10 * hh * delta
moved = true
var zz = Input.get_axis("backward", "forward")
if abs(zz) > 0.1:
$Camera.global_transform.origin += zz * abs(h) * offset
moved = true
motion = Vector2()
if moved:
$Area.global_transform.origin.x = $Camera.global_transform.origin.x
$Area.global_transform.origin.z = $Camera.global_transform.origin.z
func setup_cam1():
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
camera_mode = 1
if camera_mode == -1:
$Camera.global_transform.origin.y = 80.0
$Camera.global_transform.basis = Basis().rotated(Vector3(1, 0, 0), -PI / 2.0)
func setup_cam2():
camera_mode = 2
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
if camera_mode == -1:
$Camera.global_transform.origin.y = 80.0
$Camera.global_transform.basis = Basis().rotated(Vector3(1, 0, 0), -PI / 4.0)
func setup_cam3():
camera_mode = 3
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE

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@@ -1,5 +1,244 @@
[gd_scene format=2]
[gd_scene load_steps=14 format=2]
[ext_resource path="res://main/editor.gd" type="Script" id=1]
[ext_resource path="res://terrain/terrain_draw.png" type="Image" id=2]
[ext_resource path="res://terrain/terrain.png" type="Image" id=3]
[ext_resource path="res://terrain/terrain_edit.png" type="Image" id=4]
[sub_resource type="VoxelGeneratorImgMapper" id=5]
height_start = -150.0
height_range = 300.0
image_bg = ExtResource( 3 )
image_overlay = ExtResource( 4 )
image_draw = ExtResource( 2 )
[sub_resource type="VoxelMesherTransvoxel" id=6]
[sub_resource type="ORMSpatialMaterial" id=7]
albedo_color = Color( 0.254902, 0.886275, 0.101961, 1 )
[sub_resource type="ProceduralSky" id=4]
[sub_resource type="Environment" id=8]
background_mode = 2
background_sky = SubResource( 4 )
[sub_resource type="BoxShape" id=9]
extents = Vector3( 550, 0.1, 550 )
[sub_resource type="CubeMesh" id=10]
size = Vector3( 5, 120, 5 )
[sub_resource type="SpatialMaterial" id=11]
flags_transparent = true
albedo_color = Color( 0.698039, 0.192157, 0.101961, 0.427451 )
emission_enabled = true
emission = Color( 0.894118, 0.0980392, 0.0980392, 1 )
emission_energy = 1.0
emission_operator = 0
emission_on_uv2 = false
[sub_resource type="BoxShape" id=12]
extents = Vector3( 50, 1, 50 )
[node name="editor" type="Spatial"]
script = ExtResource( 1 )
[node name="WorldEditor" type="WorldEditor" parent="."]
[node name="VBoxContainer" type="VBoxContainer" parent="."]
anchor_left = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
margin_left = -160.0
[node name="ColorRect" type="ColorRect" parent="VBoxContainer"]
margin_right = 160.0
margin_bottom = 30.0
rect_min_size = Vector2( 160, 30 )
size_flags_horizontal = 3
size_flags_vertical = 5
color = Color( 0.25098, 0.25098, 0.25098, 1 )
[node name="Label" type="Label" parent="VBoxContainer/ColorRect"]
margin_left = 39.0
margin_top = 8.0
margin_right = 118.0
margin_bottom = 22.0
size_flags_horizontal = 3
size_flags_vertical = 7
text = "Mode select"
align = 1
valign = 1
[node name="select_buildings" type="Button" parent="VBoxContainer"]
unique_name_in_owner = true
margin_top = 34.0
margin_right = 160.0
margin_bottom = 54.0
text = "Buildings Mode"
[node name="select_navigation" type="Button" parent="VBoxContainer"]
unique_name_in_owner = true
margin_top = 58.0
margin_right = 160.0
margin_bottom = 78.0
text = "Navigation Mode"
[node name="select_poi" type="Button" parent="VBoxContainer"]
unique_name_in_owner = true
margin_top = 82.0
margin_right = 160.0
margin_bottom = 102.0
text = "POI Mode"
[node name="select_road_lines" type="Button" parent="VBoxContainer"]
unique_name_in_owner = true
margin_top = 106.0
margin_right = 160.0
margin_bottom = 126.0
text = "Road Lines Mode"
[node name="select_npc" type="Button" parent="VBoxContainer"]
unique_name_in_owner = true
margin_top = 130.0
margin_right = 160.0
margin_bottom = 150.0
text = "NPC Mode"
[node name="v_buildings" type="VBoxContainer" parent="VBoxContainer"]
unique_name_in_owner = true
margin_top = 154.0
margin_right = 160.0
margin_bottom = 224.0
[node name="HSeparator" type="HSeparator" parent="VBoxContainer/v_buildings"]
margin_right = 160.0
margin_bottom = 4.0
[node name="Label" type="Label" parent="VBoxContainer/v_buildings"]
margin_top = 8.0
margin_right = 160.0
margin_bottom = 22.0
text = "Buildings mode"
[node name="buildings_edit_mode" type="OptionButton" parent="VBoxContainer/v_buildings"]
unique_name_in_owner = true
margin_top = 26.0
margin_right = 160.0
margin_bottom = 46.0
text = "Select"
items = [ "Select", null, false, 0, null, "Move", null, false, 1, null, "Rotate", null, false, 2, null ]
selected = 0
[node name="building_type" type="OptionButton" parent="VBoxContainer/v_buildings"]
unique_name_in_owner = true
margin_top = 50.0
margin_right = 160.0
margin_bottom = 70.0
text = "Building Type"
[node name="v_navigation" type="VBoxContainer" parent="VBoxContainer"]
unique_name_in_owner = true
margin_top = 228.0
margin_right = 160.0
margin_bottom = 250.0
[node name="HSeparator" type="HSeparator" parent="VBoxContainer/v_navigation"]
margin_right = 160.0
margin_bottom = 4.0
[node name="Label" type="Label" parent="VBoxContainer/v_navigation"]
margin_top = 8.0
margin_right = 160.0
margin_bottom = 22.0
text = "Navigation mode"
[node name="v_poi" type="VBoxContainer" parent="VBoxContainer"]
unique_name_in_owner = true
margin_top = 254.0
margin_right = 160.0
margin_bottom = 276.0
[node name="HSeparator" type="HSeparator" parent="VBoxContainer/v_poi"]
margin_right = 160.0
margin_bottom = 4.0
[node name="Label" type="Label" parent="VBoxContainer/v_poi"]
margin_top = 8.0
margin_right = 160.0
margin_bottom = 22.0
text = "POI mode"
[node name="v_road_lines" type="VBoxContainer" parent="VBoxContainer"]
unique_name_in_owner = true
margin_top = 280.0
margin_right = 160.0
margin_bottom = 302.0
[node name="HSeparator" type="HSeparator" parent="VBoxContainer/v_road_lines"]
margin_right = 160.0
margin_bottom = 4.0
[node name="Label" type="Label" parent="VBoxContainer/v_road_lines"]
margin_top = 8.0
margin_right = 160.0
margin_bottom = 22.0
text = "Road Lines mode"
[node name="v_npc" type="VBoxContainer" parent="VBoxContainer"]
unique_name_in_owner = true
margin_top = 306.0
margin_right = 160.0
margin_bottom = 328.0
[node name="HSeparator" type="HSeparator" parent="VBoxContainer/v_npc"]
margin_right = 160.0
margin_bottom = 4.0
[node name="Label" type="Label" parent="VBoxContainer/v_npc"]
margin_top = 8.0
margin_right = 160.0
margin_bottom = 22.0
text = "NPC mode"
[node name="StreamWorld" type="StreamWorld" parent="."]
[node name="VoxelLodTerrain" type="VoxelLodTerrain" parent="."]
generator = SubResource( 5 )
mesher = SubResource( 6 )
voxel_bounds = AABB( -5.36871e+08, -2048, -5.36871e+08, 1.07374e+09, 4096, 1.07374e+09 )
lod_count = 5
material = SubResource( 7 )
[node name="Camera" type="Camera" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0 )
environment = SubResource( 8 )
far = 1000.0
[node name="VoxelViewer" type="VoxelViewer" parent="Camera"]
[node name="DirectionalLight" type="DirectionalLight" parent="."]
transform = Transform( 1, 0, 0, 0, 0.707107, 0.707107, 0, -0.707107, 0.707107, 0, 2, 0 )
[node name="Area" type="Area" parent="."]
collision_layer = 32768
collision_mask = 32768
monitoring = false
[node name="CollisionShape" type="CollisionShape" parent="Area"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.1, 0 )
shape = SubResource( 9 )
[node name="building_cursor" type="MeshInstance" parent="."]
mesh = SubResource( 10 )
material/0 = SubResource( 11 )
[node name="Area" type="Area" parent="building_cursor"]
collision_layer = 32768
collision_mask = 32768
monitoring = false
[node name="CollisionShape" type="CollisionShape" parent="building_cursor/Area"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -2, 0 )
shape = SubResource( 12 )