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

@@ -0,0 +1,450 @@
#undef NDEBUG
#include <cassert>
#include <core/variant.h>
#include <scene/gui/option_button.h>
#include <scene/main/viewport.h>
#include <scene/3d/camera.h>
#include <modules/voxel/terrain/voxel_lod_terrain.h>
#include <modules/imgmapper/voxel_generator_imgmapper.h>
#include "world_editor.h"
#include "buildings_editor.h"
class HandleChangeBuildingType : public Object {
GDCLASS(HandleChangeBuildingType, Object)
BuildingsEditor *editor;
void change_building_type(int index)
{
OptionButton *building_type =
editor->get_as_node<OptionButton>("%building_type");
const String &item = building_type->get_item_text(index);
int bmode = editor->get_buildings_editor_mode();
if (bmode == 0 || bmode == 1 ||
bmode == 2) /* select, move, rotate */
editor->change_building_type(item);
/* do not change building types in create mode (3) */
}
public:
HandleChangeBuildingType(BuildingsEditor *editor)
: Object()
, editor(editor)
{
OptionButton *building_type =
editor->get_as_node<OptionButton>("%building_type");
building_type->connect("item_selected", this,
"change_building_type");
}
virtual ~HandleChangeBuildingType()
{
OptionButton *building_type =
editor->get_as_node<OptionButton>("%building_type");
if (building_type->is_connected("item_selected", this,
"change_building_type"))
building_type->disconnect("item_selected", this,
"change_building_type");
}
protected:
static void _bind_methods()
{
ClassDB::bind_method(
D_METHOD("change_building_type", "index"),
&HandleChangeBuildingType::change_building_type);
}
};
class HandleDeleteButton : public Object {
GDCLASS(HandleDeleteButton, Object)
BuildingsEditor *editor;
public:
HandleDeleteButton(BuildingsEditor *editor)
: Object()
, editor(editor)
{
Button *delete_button = editor->get_as_node<Button>(
"%buildings_delete_building");
assert(delete_button);
/* FIXME */
if (!delete_button->is_connected("pressed", this,
"delete_building_handler"))
delete_button->connect("pressed", this,
"delete_building_handler");
}
~HandleDeleteButton()
{
Button *delete_button = editor->get_as_node<Button>(
"%buildings_delete_building");
if (delete_button->is_connected("pressed", this,
"delete_building_handler"))
delete_button->disconnect("pressed", this,
"delete_building_handler");
}
void delete_building_handler()
{
editor->delete_building_handler();
}
static void _bind_methods()
{
ClassDB::bind_method(
D_METHOD("delete_building_handler"),
&HandleDeleteButton::delete_building_handler);
}
};
static HandleChangeBuildingType *change_building_type_handler = nullptr;
static HandleDeleteButton *delete_button_handler = nullptr;
BuildingsEditor::BuildingsEditor(WorldEditor *editor)
: editor(editor)
, selected_building(-1)
{
}
void BuildingsEditor::exit()
{
if (active)
deactivate();
}
void BuildingsEditor::activate()
{
assert(!active);
editor->event.add_listener(this, &BuildingsEditor::event_handler);
if (!change_building_type_handler)
change_building_type_handler =
memnew(HandleChangeBuildingType(this));
if (!delete_button_handler)
delete_button_handler = memnew(HandleDeleteButton(this));
assert(change_building_type_handler && delete_button_handler);
active = true;
}
void BuildingsEditor::deactivate()
{
assert(active);
if (change_building_type_handler) {
memdelete(change_building_type_handler);
change_building_type_handler = nullptr;
}
if (delete_button_handler) {
memdelete(delete_button_handler);
delete_button_handler = nullptr;
}
editor->event.remove_listener(this, &BuildingsEditor::event_handler);
active = false;
}
void BuildingsEditor::event_handler(const String &event, const Array &args)
{
if (event == "mouse_drag")
mouse_drag(args[0]);
else if (event == "mouse_press")
mouse_press(args[0]);
else if (event == "result:get_closest_building") {
select_building(args[0], args[3], args[4]);
if (get_buildings_editor_mode() == 2 /* rotate */) {
/* move rot cursor too */
get_as_node<Spatial>("%building_rot_cursor")
->set_global_transform(selected_building_xform);
}
}
print_line("buildings::" + event);
}
template <class T>
inline void BuildingsEditor::mode_visibility(int mode, const String &path)
{
T *obj = get_as_node<T>(path);
if (get_buildings_editor_mode() == mode) {
if (!obj->is_visible())
obj->show();
} else {
if (obj->is_visible())
obj->hide();
}
}
void BuildingsEditor::update(float delta)
{
if (!active)
activate();
int mode = get_buildings_editor_mode();
if (mode == 2) {
Spatial *rot_cursor =
get_as_node<Spatial>("%building_rot_cursor");
if (!rot_cursor->is_visible())
rot_cursor->set_global_transform(
selected_building_xform);
}
mode_visibility<Button>(0, "%buildings_delete_building");
mode_visibility<Spatial>(2, "%building_rot_cursor");
mode_visibility<Button>(3, "%buildings_create_building");
}
void BuildingsEditor::mouse_drag(const Vector2 &position)
{
if (editor->get_current_mode() != WorldEditor::MODE_BUILDINGS)
return;
if (editor->get_camera_mode() != 3)
return;
print_line("in mouse_drag");
Camera *camera = editor->get_viewport()->get_camera();
Vector3 start = camera->project_ray_origin(position);
Vector3 normal = camera->project_ray_normal(position);
Vector3 end = start + normal * camera->get_zfar();
PhysicsDirectSpaceState *space_state =
editor->get_world()->get_direct_space_state();
PhysicsDirectSpaceState::RayResult result;
Set<RID> excludes;
bool r = space_state->intersect_ray(start, end, result, excludes,
1 << 15, false, true, false);
if (r && result.rid != RID()) {
Vector3 proj = result.position;
int mode = get_buildings_editor_mode();
switch (mode) {
case 1: {
/* move */
print_verbose("move: " + (proj.operator String()));
Vector3 newpos(Math::stepify(proj.x, 2.0f), proj.y,
Math::stepify(proj.z, 2.0f));
Ref<VoxelGeneratorImgMapper> gen =
get_as_node<VoxelLodTerrain>("%VoxelLodTerrain")
->get_generator();
float h = gen->get_height_full(newpos);
newpos.y = h;
Array args;
args.push_back(selected_building);
args.push_back(Transform(selected_building_xform.basis,
newpos));
editor->editor_command("update_building_transform",
args);
Spatial *cursor =
get_as_node<Spatial>("%building_cursor");
Transform orig_pos = cursor->get_global_transform();
orig_pos.origin = newpos;
cursor->set_global_transform(orig_pos);
selected_building_xform = Transform(
selected_building_xform.basis, newpos);
} break;
case 2: {
/* rotate */
print_verbose("rotate: " + (proj.operator String()));
Vector3 m = proj;
m.y = selected_building_xform.origin.y;
Transform xform = selected_building_xform.looking_at(
m, Vector3(0.0f, 1.0f, 0.0f));
Array args;
args.push_back(selected_building);
args.push_back(xform);
editor->editor_command("update_building_transform",
args);
selected_building_xform = xform;
get_as_node<Spatial>("%building_rot_cursor")
->set_global_transform(xform);
} break;
case 3: { /* create */
print_verbose("create: " + (proj.operator String()));
Vector3 newpos(Math::stepify(proj.x, 2.0f), proj.y,
Math::stepify(proj.z, 2.0f));
Ref<VoxelGeneratorImgMapper> gen =
get_as_node<VoxelLodTerrain>("%VoxelLodTerrain")
->get_generator();
float h = gen->get_height_full(newpos);
newpos.y = h;
Transform xform(Basis(), newpos);
get_as_node<Spatial>("%building_cursor")
->set_global_transform(xform);
} break;
}
}
}
void BuildingsEditor::mouse_press(const Vector2 &position)
{
if (editor->get_current_mode() != WorldEditor::MODE_BUILDINGS)
return;
if (editor->get_camera_mode() != 3)
return;
print_line("in mouse_press");
Camera *camera = editor->get_viewport()->get_camera();
Vector3 start = camera->project_ray_origin(position);
Vector3 normal = camera->project_ray_normal(position);
Vector3 end = start + normal * camera->get_zfar();
PhysicsDirectSpaceState *space_state =
editor->get_world()->get_direct_space_state();
PhysicsDirectSpaceState::RayResult result;
Set<RID> excludes;
bool r = space_state->intersect_ray(start, end, result, excludes,
1 << 15, false, true, false);
if (r && result.rid != RID()) {
Vector3 proj = result.position;
int mode = get_buildings_editor_mode();
switch (mode) {
case 0: {
/* select */
Array args;
Transform xform(Basis(), proj);
args.push_back(xform);
editor->editor_command("get_closest_building", args);
} break;
case 1: {
/* move */
editor->editor_command("checkpoint", Array());
} break;
case 2: {
/* TODO: deduplicate */
/* rotate */
editor->editor_command("checkpoint", Array());
print_verbose("rotate: " + (proj.operator String()));
Vector3 m = proj;
m.y = selected_building_xform.origin.y;
Transform xform = selected_building_xform.looking_at(
m, Vector3(0.0f, 1.0f, 0.0f));
Array args;
args.push_back(selected_building);
args.push_back(xform);
editor->editor_command("update_building_transform",
args);
selected_building_xform = xform;
get_as_node<Spatial>("%building_rot_cursor")
->set_global_transform(xform);
} break;
/* TODO: deduplicate */
case 3: { /* create */
print_verbose("create: " + (proj.operator String()));
Vector3 newpos(Math::stepify(proj.x, 2.0f), proj.y,
Math::stepify(proj.z, 2.0f));
Ref<VoxelGeneratorImgMapper> gen =
get_as_node<VoxelLodTerrain>("%VoxelLodTerrain")
->get_generator();
float h = gen->get_height_full(newpos);
newpos.y = h;
Transform xform(Basis(), newpos);
get_as_node<Spatial>("%building_cursor")
->set_global_transform(xform);
} break;
}
}
}
int BuildingsEditor::get_buildings_editor_mode() const
{
const OptionButton *buildings_edit_mode =
get_as_node<OptionButton>("%buildings_edit_mode");
int selected = buildings_edit_mode->get_selected();
return selected;
}
BuildingsEditor::~BuildingsEditor()
{
if (active)
deactivate();
}
int BuildingsEditor::get_selected_building() const
{
return selected_building;
}
Transform BuildingsEditor::get_selected_building_xform() const
{
return selected_building_xform;
}
void BuildingsEditor::delete_building_handler()
{
Array args, args2;
args.push_back(selected_building);
editor->editor_command("remove_building", args);
args2.push_back(selected_building_xform);
editor->editor_command("get_closest_building", args2);
}
void BuildingsEditor::change_building_type(const String &type_name)
{
Array args;
int bmode = get_buildings_editor_mode();
assert(bmode == 0 || bmode == 1 ||
bmode == 2); /* select, move, rotate */
args.push_back(selected_building);
args.push_back(type_name);
editor->editor_command("change_building_type", args);
}
void BuildingsEditor::remove_buildings_by_prefix(const String &prefix)
{
Array args;
args.push_back(prefix);
editor->editor_command("remove_buildings_by_prefix", args);
}
void BuildingsEditor::select_building(const Transform &xform, int id,
const String &mid)
{
int i;
selected_building_xform = xform;
selected_building = id;
print_line("selected id: " + itos(id));
OptionButton *building_type = Object::cast_to<OptionButton>(
editor->get_node(NodePath("%building_type")));
assert(building_type);
bool ok = false;
for (i = 0; i < building_type->get_item_count(); i++) {
const String &item = building_type->get_item_text(i);
if (item == mid) {
building_type->select(i);
ok = true;
break;
}
}
if (ok) {
Button *delete_button =
get_as_node<Button>("%buildings_delete_building");
delete_button->show();
}
Spatial *cursor = get_as_node<Spatial>("%building_cursor");
/* Show cursor and change cursor position */
if (!cursor->is_visible())
cursor->show();
Transform orig_xform = cursor->get_global_transform();
orig_xform.origin = xform.origin;
cursor->set_global_transform(orig_xform);
}
void BuildingsEditor::editor_command(const String &command, const Array &args)
{
if (command == "select_building") {
select_building(args[0], args[1], args[2]);
}
}
template <class T> T *BuildingsEditor::get_as_node(const String &path)
{
Node *node = scene()->get_node(NodePath(path));
assert(node);
T *ret = Object::cast_to<T>(node);
assert(ret);
return ret;
}
template <class T>
const T *BuildingsEditor::get_as_node(const String &path) const
{
const Node *node = scene()->get_node(NodePath(path));
assert(node);
const T *ret = Object::cast_to<T>(node);
assert(ret);
return ret;
}
Node *BuildingsEditor::scene()
{
return editor->get_tree()->get_current_scene();
}
const Node *BuildingsEditor::scene() const
{
const Node *ret = editor->get_tree()->get_current_scene();
return ret;
}