Added camera mode to c++

This commit is contained in:
2024-08-19 18:30:02 +03:00
parent 72beab0829
commit d1dc024353
7 changed files with 179 additions and 30 deletions

View File

@@ -1,6 +1,6 @@
extends Spatial
var camera_mode = -1
#var camera_mode = -1
onready var vmode = {
2: $"%v_buildings",
@@ -10,6 +10,10 @@ onready var vmode = {
7: $"%v_npc",
}
func change_building_type(index):
var item = $"%building_type".get_item_text(index)
$WorldEditor.editor_command("change_building_type", [selected_building, item])
func _ready():
for b in [
$"%select_buildings",
@@ -24,6 +28,7 @@ func _ready():
for k in vmode.keys():
vmode[k].hide()
$building_cursor.hide()
$"%building_type".connect("item_selected", self, "change_building_type")
func editor_event(evname: String, args: Array):
print(evname, args)
@@ -40,6 +45,8 @@ func editor_event(evname: String, args: Array):
vmode[mode_next].show()
if mode_next == 2:
$WorldEditor.editor_command("get_building_types", [])
elif mode_next == 6:
$WorldEditor.editor_command("get_lines_list", [])
elif evname == "result:get_closest_building":
print(evname, args)
select_building(args[0], args[3], args[4])
@@ -72,6 +79,14 @@ func _process(delta):
setup_cam2()
if Input.is_action_just_pressed("editor_cam3"):
setup_cam3()
var mode = $"%buildings_edit_mode".selected
if mode == 2:
$building_rot_cursor.global_transform = selected_building_xform
if !$building_rot_cursor.visible:
$building_rot_cursor.show()
else:
if $building_rot_cursor.visible:
$building_rot_cursor.hide()
if dragging:
if !Input.is_action_pressed("mouse1"):
dragging = false
@@ -86,7 +101,8 @@ func _process(delta):
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:
if mode == 1:
# move
print(proj)
var newpos = proj
newpos.x = stepify(newpos.x, 2.0)
@@ -97,6 +113,25 @@ func _process(delta):
$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
# 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
var motion = Vector2()
var old_mouse_pos = Vector2(-1, -1)
var rotation_y = 0
@@ -105,6 +140,7 @@ 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
@@ -113,6 +149,7 @@ func _unhandled_input(event):
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)
@@ -130,13 +167,20 @@ func check_edit_building():
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:
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 buildings
if $"%buildings_edit_mode".selected == 1:
if drag_delay < 0.0 && !dragging:
# 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()
@@ -148,7 +192,14 @@ func check_edit_building():
if result.has("collider"):
var proj = result.position
drag_start = proj
$WorldEditor.editor_command("buildings_checkpoint", [])
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:
@@ -159,6 +210,7 @@ func check_edit_building():
drag_delay = 0.2
func _physics_process(delta):
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:
@@ -203,16 +255,17 @@ func _physics_process(delta):
$Area.global_transform.origin.z = $Camera.global_transform.origin.z
func setup_cam1():
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
camera_mode = 1
var camera_mode = $WorldEditor.get_camera_mode()
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
var camera_mode = $WorldEditor.get_camera_mode()
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
if camera_mode == -1:
$Camera.global_transform.origin.y = 80.0
$WorldEditor.set_camera_mode(2)
$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
$WorldEditor.set_camera_mode(3)