Almost separated the buildings editor

This commit is contained in:
2024-09-15 23:57:40 +03:00
parent e505c6df0d
commit d5ad5bac8c
11 changed files with 817 additions and 221 deletions

View File

@@ -10,9 +10,9 @@ 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 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 [
@@ -27,9 +27,9 @@ func _ready():
$WorldEditor.connect("editor_event", self, "editor_event")
for k in vmode.keys():
vmode[k].hide()
$building_cursor.hide()
$"%building_cursor".hide()
$"%line_cursor".hide()
$"%building_type".connect("item_selected", self, "change_building_type")
# $"%building_type".connect("item_selected", self, "change_building_type")
func editor_event(evname: String, args: Array):
print(evname, args)
@@ -49,8 +49,9 @@ func editor_event(evname: String, args: Array):
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])
pass
# print(evname, args)
# select_building(args[0], args[3], args[4])
elif evname == "result:get_building_types":
print(evname, args)
var btypes = args[0]
@@ -63,9 +64,11 @@ func editor_event(evname: String, args: Array):
# elif evname == "edit_update_building":
# check_edit_building()
elif evname == "mouse_press":
mouse_press(args[0])
pass
# mouse_press(args[0])
elif evname == "mouse_drag":
mouse_drag(args[0])
pass
# mouse_drag(args[0])
elif evname == "mouse_drag_on":
pass
elif evname == "mouse_drag_off":
@@ -74,87 +77,87 @@ func editor_event(evname: String, args: Array):
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 == 1:
$WorldEditor.editor_command("checkpoint", [])
elif mode == 2:
$WorldEditor.editor_command("checkpoint", [])
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_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 == 1:
# $WorldEditor.editor_command("checkpoint", [])
# elif mode == 2:
# $WorldEditor.editor_command("checkpoint", [])
# 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 selected_building
#var selected_building
var selected_building_xform
func select_building(xform, id, mid):
selected_building = id
selected_building_xform = xform
print("selected id: ", id)
$WorldEditor.select_building(xform, id, mid)
#func select_building(xform, id, mid):
# selected_building = id
# selected_building_xform = xform
# print("selected id: ", id)
# $WorldEditor.select_building(xform, id, mid)
# for h in range($"%building_type".get_item_count()):
# var item = $"%building_type".get_item_text(h)
# if item == mid:
# $"%building_type".select(h)
# break
if !$building_cursor.visible:
$building_cursor.show()
$building_cursor.global_transform.origin = xform.origin
# if !$"%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()
@@ -163,13 +166,13 @@ func _process(delta):
# 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 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