Building editing update

This commit is contained in:
2024-08-25 02:00:01 +03:00
parent 0daf02795e
commit 7486334c04
3 changed files with 243 additions and 173 deletions

View File

@@ -56,8 +56,85 @@ func editor_event(evname: String, args: Array):
$"%building_type".clear()
for k in btypes.keys():
$"%building_type".add_item(k)
elif evname == "editor_camera_moved":
$Area.global_transform.origin.x = $Camera.global_transform.origin.x
$Area.global_transform.origin.z = $Camera.global_transform.origin.z
# elif evname == "edit_update_building":
# check_edit_building()
elif evname == "mouse_press":
mouse_press(args[0])
elif evname == "mouse_drag":
mouse_drag(args[0])
elif evname == "mouse_drag_on":
pass
elif evname == "mouse_drag_off":
pass
else:
breakpoint
func mouse_drag(position):
if $WorldEditor.get_current_mode() != 2:
return
if $WorldEditor.get_camera_mode() != 3:
return
# breakpoint
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
var mode = $"%buildings_edit_mode".selected
if mode == 1:
# move
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
elif mode == 2:
# rotate
var m = proj
m.y = selected_building_xform.origin.y
var xform = selected_building_xform.looking_at(m, Vector3.UP)
$WorldEditor.editor_command("update_building_transform", [selected_building, xform])
$building_rot_cursor.global_transform = xform
selected_building_xform = xform
func mouse_press(position):
if $WorldEditor.get_current_mode() != 2:
return
if $WorldEditor.get_camera_mode() != 3:
return
# breakpoint
# dragging = true
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
drag_start = proj
var mode = $"%buildings_edit_mode".selected
if mode == 0:
print("get closest building")
$WorldEditor.editor_command("get_closest_building", [Transform(Basis(), proj)])
elif mode == 2:
var m = proj
m.y = selected_building_xform.origin.y
var xform = selected_building_xform.looking_at(m, Vector3.UP)
$WorldEditor.editor_command("update_building_transform", [selected_building, xform])
$building_rot_cursor.global_transform = xform
selected_building_xform = xform
$WorldEditor.editor_command("buildings_checkpoint", [])
var selected_building
var selected_building_xform
func select_building(xform, id, mid):
@@ -73,12 +150,12 @@ func select_building(xform, id, mid):
$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 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()
var mode = $"%buildings_edit_mode".selected
if mode == 2:
$building_rot_cursor.global_transform = selected_building_xform
@@ -87,176 +164,96 @@ func _process(delta):
else:
if $building_rot_cursor.visible:
$building_rot_cursor.hide()
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 mode == 1:
# move
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
elif mode == 2:
# rotate
var m = proj
m.y = selected_building_xform.origin.y
var xform = selected_building_xform.looking_at(m, Vector3.UP)
$WorldEditor.editor_command("update_building_transform", [selected_building, xform])
$building_rot_cursor.global_transform = xform
selected_building_xform = xform
# var o = selected_building_xform.origin
# 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 mode == 1:
# # move
# 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
# elif mode == 2:
# # rotate
# var m = proj
# o.y = 0
# m.y = 0
# var d = m - o
# var rot: float = -0.01 * d.x * delta
# var basis: Basis = selected_building_xform.basis
# var pos: Vector3 = selected_building_xform.origin
# var xform = Transform(basis.rotated(Vector3.UP, rot), pos)
# m.y = selected_building_xform.origin.y
# var xform = selected_building_xform.looking_at(m, Vector3.UP)
# $WorldEditor.editor_command("update_building_transform", [selected_building, xform])
# $building_rot_cursor.global_transform = xform
# selected_building_xform = xform
var motion = Vector2()
var old_mouse_pos = Vector2(-1, -1)
## var o = selected_building_xform.origin
## var m = proj
## o.y = 0
## m.y = 0
## var d = m - o
## var rot: float = -0.01 * d.x * delta
## var basis: Basis = selected_building_xform.basis
## var pos: Vector3 = selected_building_xform.origin
## var xform = Transform(basis.rotated(Vector3.UP, rot), pos)
## $WorldEditor.editor_command("update_building_transform", [selected_building, xform])
## selected_building_xform = xform
## if drag_delay >= 0:
## drag_delay -= delta
#var motion = Vector2()
#var old_mouse_pos = Vector2(-1, -1)
var rotation_y = 0
var dragging = false
var drag_delay = 0.2
#var dragging = false
#var drag_delay = 0.2
var drag_start = Vector3()
func _unhandled_input(event):
var editor_mode = $WorldEditor.get_current_mode()
var camera_mode = $WorldEditor.get_camera_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():
var mode = $"%buildings_edit_mode".selected
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 mode == 0:
print("get closest building")
$WorldEditor.editor_command("get_closest_building", [Transform(Basis(), proj)])
elif mode == 2:
var m = proj
m.y = selected_building_xform.origin.y
var xform = selected_building_xform.looking_at(m, Vector3.UP)
$WorldEditor.editor_command("update_building_transform", [selected_building, xform])
$building_rot_cursor.global_transform = xform
selected_building_xform = xform
elif Input.is_action_pressed("mouse1"):
# Moving/rotating buildings
if mode in [1, 2]:
if ((mode == 1 && drag_delay < 0.0) || mode == 2) && !dragging:
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
drag_start = proj
if mode == 2:
var m = proj
m.y = selected_building_xform.origin.y
var xform = selected_building_xform.looking_at(m, Vector3.UP)
$WorldEditor.editor_command("update_building_transform", [selected_building, xform])
$building_rot_cursor.global_transform = xform
selected_building_xform = xform
$WorldEditor.editor_command("buildings_checkpoint", [])
else:
drag_delay -= get_process_delta_time()
else:
dragging = false
drag_delay = 0.2
else:
dragging = false
drag_delay = 0.2
#func _unhandled_input(event):
# var editor_mode = $WorldEditor.get_current_mode()
# var camera_mode = $WorldEditor.get_camera_mode()
# if camera_mode in [2, 3]:
# if event is InputEventMouseMotion:
# motion = event.relative
#func check_edit_building():
# var mode = $"%buildings_edit_mode".selected
# breakpoint
# 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 mode == 0:
# print("get closest building")
# $WorldEditor.editor_command("get_closest_building", [Transform(Basis(), proj)])
# elif mode == 2:
# var m = proj
# m.y = selected_building_xform.origin.y
# var xform = selected_building_xform.looking_at(m, Vector3.UP)
# $WorldEditor.editor_command("update_building_transform", [selected_building, xform])
# $building_rot_cursor.global_transform = xform
# selected_building_xform = xform
func _physics_process(delta):
assert($WorldEditor is WorldEditor)
var editor_mode = $WorldEditor.get_current_mode()
var camera_mode = $WorldEditor.get_camera_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():
$WorldEditor.set_camera_mode(1)
func setup_cam2():
$WorldEditor.set_camera_mode(2)
func setup_cam3():
$WorldEditor.set_camera_mode(3)