Building editing update
This commit is contained in:
@@ -56,8 +56,85 @@ func editor_event(evname: String, args: Array):
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$"%building_type".clear()
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for k in btypes.keys():
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$"%building_type".add_item(k)
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elif evname == "editor_camera_moved":
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$Area.global_transform.origin.x = $Camera.global_transform.origin.x
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$Area.global_transform.origin.z = $Camera.global_transform.origin.z
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# elif evname == "edit_update_building":
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# check_edit_building()
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elif evname == "mouse_press":
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mouse_press(args[0])
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elif evname == "mouse_drag":
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mouse_drag(args[0])
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elif evname == "mouse_drag_on":
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pass
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elif evname == "mouse_drag_off":
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pass
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else:
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breakpoint
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func mouse_drag(position):
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if $WorldEditor.get_current_mode() != 2:
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return
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if $WorldEditor.get_camera_mode() != 3:
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return
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# breakpoint
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var camera = get_viewport().get_camera()
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var start = camera.project_ray_origin(position)
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var normal = camera.project_ray_normal(position)
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var end = start + normal * camera.get_zfar()
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var space_state = get_world().direct_space_state
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var result = space_state.intersect_ray(start, end, [], 1 << 15, false, true)
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if result.has("collider"):
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var proj = result.position
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var mode = $"%buildings_edit_mode".selected
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if mode == 1:
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# move
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print(proj)
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var newpos = proj
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newpos.x = stepify(newpos.x, 2.0)
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newpos.z = stepify(newpos.z, 2.0)
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var gen: VoxelGeneratorImgMapper = $VoxelLodTerrain.generator
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var hpos = gen.get_height_full(newpos)
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newpos.y = hpos
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$WorldEditor.editor_command("update_building_transform", [selected_building, Transform(selected_building_xform.basis, newpos)])
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selected_building_xform = Transform(selected_building_xform.basis, newpos)
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$building_cursor.global_transform.origin = newpos
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elif mode == 2:
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# rotate
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var m = proj
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m.y = selected_building_xform.origin.y
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var xform = selected_building_xform.looking_at(m, Vector3.UP)
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$WorldEditor.editor_command("update_building_transform", [selected_building, xform])
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$building_rot_cursor.global_transform = xform
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selected_building_xform = xform
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func mouse_press(position):
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if $WorldEditor.get_current_mode() != 2:
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return
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if $WorldEditor.get_camera_mode() != 3:
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return
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# breakpoint
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# dragging = true
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var camera = get_viewport().get_camera()
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var start = camera.project_ray_origin(position)
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var normal = camera.project_ray_normal(position)
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var end = start + normal * camera.get_zfar()
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var space_state = get_world().direct_space_state
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var result = space_state.intersect_ray(start, end, [], 1 << 15, false, true)
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if result.has("collider"):
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var proj = result.position
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drag_start = proj
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var mode = $"%buildings_edit_mode".selected
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if mode == 0:
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print("get closest building")
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$WorldEditor.editor_command("get_closest_building", [Transform(Basis(), proj)])
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elif mode == 2:
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var m = proj
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m.y = selected_building_xform.origin.y
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var xform = selected_building_xform.looking_at(m, Vector3.UP)
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$WorldEditor.editor_command("update_building_transform", [selected_building, xform])
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$building_rot_cursor.global_transform = xform
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selected_building_xform = xform
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$WorldEditor.editor_command("buildings_checkpoint", [])
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var selected_building
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var selected_building_xform
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func select_building(xform, id, mid):
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@@ -73,12 +150,12 @@ func select_building(xform, id, mid):
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$building_cursor.show()
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$building_cursor.global_transform.origin = xform.origin
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func _process(delta):
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if Input.is_action_just_pressed("editor_cam1"):
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setup_cam1()
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if Input.is_action_just_pressed("editor_cam2"):
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setup_cam2()
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if Input.is_action_just_pressed("editor_cam3"):
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setup_cam3()
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# if Input.is_action_just_pressed("editor_cam1"):
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# setup_cam1()
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# if Input.is_action_just_pressed("editor_cam2"):
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# setup_cam2()
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# if Input.is_action_just_pressed("editor_cam3"):
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# setup_cam3()
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var mode = $"%buildings_edit_mode".selected
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if mode == 2:
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$building_rot_cursor.global_transform = selected_building_xform
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@@ -87,176 +164,96 @@ func _process(delta):
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else:
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if $building_rot_cursor.visible:
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$building_rot_cursor.hide()
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if dragging:
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if !Input.is_action_pressed("mouse1"):
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dragging = false
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drag_delay = 0.2
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else:
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var position = get_viewport().get_mouse_position()
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var camera = get_viewport().get_camera()
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var start = camera.project_ray_origin(position)
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var normal = camera.project_ray_normal(position)
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var end = start + normal * camera.get_zfar()
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var space_state = get_world().direct_space_state
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var result = space_state.intersect_ray(start, end, [], 1 << 15, false, true)
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if result.has("collider"):
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var proj = result.position
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if mode == 1:
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# move
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print(proj)
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var newpos = proj
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newpos.x = stepify(newpos.x, 2.0)
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newpos.z = stepify(newpos.z, 2.0)
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var gen: VoxelGeneratorImgMapper = $VoxelLodTerrain.generator
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var hpos = gen.get_height_full(newpos)
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newpos.y = hpos
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$WorldEditor.editor_command("update_building_transform", [selected_building, Transform(selected_building_xform.basis, newpos)])
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selected_building_xform = Transform(selected_building_xform.basis, newpos)
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$building_cursor.global_transform.origin = newpos
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elif mode == 2:
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# rotate
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var m = proj
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m.y = selected_building_xform.origin.y
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var xform = selected_building_xform.looking_at(m, Vector3.UP)
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$WorldEditor.editor_command("update_building_transform", [selected_building, xform])
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$building_rot_cursor.global_transform = xform
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selected_building_xform = xform
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# var o = selected_building_xform.origin
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# if dragging:
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# if !Input.is_action_pressed("mouse1"):
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# dragging = false
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# drag_delay = 0.2
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# else:
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# var position = get_viewport().get_mouse_position()
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# var camera = get_viewport().get_camera()
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# var start = camera.project_ray_origin(position)
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# var normal = camera.project_ray_normal(position)
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# var end = start + normal * camera.get_zfar()
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# var space_state = get_world().direct_space_state
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# var result = space_state.intersect_ray(start, end, [], 1 << 15, false, true)
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# if result.has("collider"):
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# var proj = result.position
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# if mode == 1:
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# # move
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# print(proj)
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# var newpos = proj
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# newpos.x = stepify(newpos.x, 2.0)
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# newpos.z = stepify(newpos.z, 2.0)
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# var gen: VoxelGeneratorImgMapper = $VoxelLodTerrain.generator
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# var hpos = gen.get_height_full(newpos)
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# newpos.y = hpos
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# $WorldEditor.editor_command("update_building_transform", [selected_building, Transform(selected_building_xform.basis, newpos)])
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# selected_building_xform = Transform(selected_building_xform.basis, newpos)
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# $building_cursor.global_transform.origin = newpos
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# elif mode == 2:
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# # rotate
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# var m = proj
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# o.y = 0
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# m.y = 0
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# var d = m - o
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# var rot: float = -0.01 * d.x * delta
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# var basis: Basis = selected_building_xform.basis
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# var pos: Vector3 = selected_building_xform.origin
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# var xform = Transform(basis.rotated(Vector3.UP, rot), pos)
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# m.y = selected_building_xform.origin.y
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# var xform = selected_building_xform.looking_at(m, Vector3.UP)
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# $WorldEditor.editor_command("update_building_transform", [selected_building, xform])
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# $building_rot_cursor.global_transform = xform
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# selected_building_xform = xform
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var motion = Vector2()
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var old_mouse_pos = Vector2(-1, -1)
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## var o = selected_building_xform.origin
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## var m = proj
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## o.y = 0
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## m.y = 0
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## var d = m - o
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## var rot: float = -0.01 * d.x * delta
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## var basis: Basis = selected_building_xform.basis
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## var pos: Vector3 = selected_building_xform.origin
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## var xform = Transform(basis.rotated(Vector3.UP, rot), pos)
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## $WorldEditor.editor_command("update_building_transform", [selected_building, xform])
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## selected_building_xform = xform
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## if drag_delay >= 0:
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## drag_delay -= delta
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#var motion = Vector2()
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#var old_mouse_pos = Vector2(-1, -1)
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var rotation_y = 0
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var dragging = false
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var drag_delay = 0.2
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#var dragging = false
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#var drag_delay = 0.2
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var drag_start = Vector3()
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func _unhandled_input(event):
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var editor_mode = $WorldEditor.get_current_mode()
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var camera_mode = $WorldEditor.get_camera_mode()
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if camera_mode in [2, 3]:
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if event is InputEventMouseMotion:
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motion = event.relative
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if camera_mode == 3:
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match editor_mode:
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2:
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check_edit_building()
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func check_edit_building():
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var mode = $"%buildings_edit_mode".selected
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if Input.is_action_just_pressed("mouse1"):
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var position = get_viewport().get_mouse_position()
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# var proj = get_viewport().get_camera().project_position(position, $cam.global_transform.origin.y + position.y * 0.5)
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# print(position, proj)
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# proj = get_viewport().get_camera().project_ray_origin(position)
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# proj.y = 0
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# proj.x = stepify(proj.x, 100.0)
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# proj.z = stepify(proj.z, 100.0)
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# var mouse_pos = get_viewport().get_mouse_position()
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var camera = get_viewport().get_camera()
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var start = camera.project_ray_origin(position)
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var normal = camera.project_ray_normal(position)
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var end = start + normal * camera.get_zfar()
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var space_state = get_world().direct_space_state
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var result = space_state.intersect_ray(start, end, [], 1 << 15, false, true)
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if result.has("collider"):
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var proj = result.position
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if mode == 0:
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print("get closest building")
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$WorldEditor.editor_command("get_closest_building", [Transform(Basis(), proj)])
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elif mode == 2:
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var m = proj
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m.y = selected_building_xform.origin.y
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var xform = selected_building_xform.looking_at(m, Vector3.UP)
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$WorldEditor.editor_command("update_building_transform", [selected_building, xform])
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$building_rot_cursor.global_transform = xform
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selected_building_xform = xform
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elif Input.is_action_pressed("mouse1"):
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# Moving/rotating buildings
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if mode in [1, 2]:
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if ((mode == 1 && drag_delay < 0.0) || mode == 2) && !dragging:
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dragging = true
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var position = get_viewport().get_mouse_position()
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var camera = get_viewport().get_camera()
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var start = camera.project_ray_origin(position)
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var normal = camera.project_ray_normal(position)
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var end = start + normal * camera.get_zfar()
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var space_state = get_world().direct_space_state
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var result = space_state.intersect_ray(start, end, [], 1 << 15, false, true)
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if result.has("collider"):
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var proj = result.position
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drag_start = proj
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if mode == 2:
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var m = proj
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m.y = selected_building_xform.origin.y
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var xform = selected_building_xform.looking_at(m, Vector3.UP)
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$WorldEditor.editor_command("update_building_transform", [selected_building, xform])
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$building_rot_cursor.global_transform = xform
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selected_building_xform = xform
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$WorldEditor.editor_command("buildings_checkpoint", [])
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else:
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drag_delay -= get_process_delta_time()
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else:
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dragging = false
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drag_delay = 0.2
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else:
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dragging = false
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drag_delay = 0.2
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#func _unhandled_input(event):
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# var editor_mode = $WorldEditor.get_current_mode()
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# var camera_mode = $WorldEditor.get_camera_mode()
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# if camera_mode in [2, 3]:
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# if event is InputEventMouseMotion:
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# motion = event.relative
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#func check_edit_building():
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# var mode = $"%buildings_edit_mode".selected
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# breakpoint
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# if Input.is_action_just_pressed("mouse1"):
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# var position = get_viewport().get_mouse_position()
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## var proj = get_viewport().get_camera().project_position(position, $cam.global_transform.origin.y + position.y * 0.5)
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## print(position, proj)
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## proj = get_viewport().get_camera().project_ray_origin(position)
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## proj.y = 0
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## proj.x = stepify(proj.x, 100.0)
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## proj.z = stepify(proj.z, 100.0)
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## var mouse_pos = get_viewport().get_mouse_position()
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#
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# var camera = get_viewport().get_camera()
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# var start = camera.project_ray_origin(position)
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# var normal = camera.project_ray_normal(position)
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# var end = start + normal * camera.get_zfar()
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# var space_state = get_world().direct_space_state
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# var result = space_state.intersect_ray(start, end, [], 1 << 15, false, true)
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# if result.has("collider"):
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# var proj = result.position
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# if mode == 0:
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# print("get closest building")
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# $WorldEditor.editor_command("get_closest_building", [Transform(Basis(), proj)])
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# elif mode == 2:
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# var m = proj
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# m.y = selected_building_xform.origin.y
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# var xform = selected_building_xform.looking_at(m, Vector3.UP)
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# $WorldEditor.editor_command("update_building_transform", [selected_building, xform])
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# $building_rot_cursor.global_transform = xform
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# selected_building_xform = xform
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func _physics_process(delta):
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assert($WorldEditor is WorldEditor)
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var editor_mode = $WorldEditor.get_current_mode()
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var camera_mode = $WorldEditor.get_camera_mode()
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if camera_mode == 1:
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var mouse_pos = get_viewport().get_mouse_position()
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if old_mouse_pos.x < 0:
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old_mouse_pos = mouse_pos
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motion = Vector2()
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else:
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motion = mouse_pos - old_mouse_pos
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old_mouse_pos = mouse_pos
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var moved = false
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match camera_mode:
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1:
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var xx = Input.get_axis("left", "right")
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var zz = Input.get_axis("backward", "forward")
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var hh = Input.get_axis("action2", "action")
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var h = $Camera.global_transform.origin.y
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if abs(zz) > 0.1:
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$Camera.global_transform.origin.z -= abs(h) * zz * delta
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moved = true
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if abs(xx) > 0.1:
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$Camera.global_transform.origin.x += abs(h) * xx * delta
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moved = true
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if abs(hh) > 0.1 && abs(xx) < 0.1 && abs(zz) < 0.1:
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$Camera.global_transform.origin.y += 10 * hh * delta
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moved = true
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2:
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var h = $Camera.global_transform.origin.y
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var xx = motion.x
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$Camera.rotate_y(-xx * 0.005)
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var offset = -$Camera.global_transform.basis.z * 10.0 * delta
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offset.y = 0
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var hh = Input.get_axis("action2", "action")
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if abs(hh) > 0.1:
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$Camera.global_transform.origin.y += 10 * hh * delta
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moved = true
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var zz = Input.get_axis("backward", "forward")
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if abs(zz) > 0.1:
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$Camera.global_transform.origin += zz * abs(h) * offset
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moved = true
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motion = Vector2()
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if moved:
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$Area.global_transform.origin.x = $Camera.global_transform.origin.x
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$Area.global_transform.origin.z = $Camera.global_transform.origin.z
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func setup_cam1():
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$WorldEditor.set_camera_mode(1)
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func setup_cam2():
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$WorldEditor.set_camera_mode(2)
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func setup_cam3():
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$WorldEditor.set_camera_mode(3)
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Block a user