Files
streaming_world/godot/main/editor.gd

219 lines
7.2 KiB
GDScript

extends Spatial
var camera_mode = -1
onready var vmode = {
2: $"%v_buildings",
3: $"%v_navigation",
5: $"%v_poi",
6: $"%v_road_lines",
7: $"%v_npc",
}
func _ready():
for b in [
$"%select_buildings",
$"%select_navigation",
$"%select_poi",
$"%select_road_lines",
$"%select_npc",
$"%buildings_save",
]:
b.connect("pressed", $WorldEditor, "editor_command", [b.name, []])
$WorldEditor.connect("editor_event", self, "editor_event")
for k in vmode.keys():
vmode[k].hide()
$building_cursor.hide()
func editor_event(evname: String, args: Array):
print(evname, args)
if evname == "mode_change_pre":
var mode_prev = args[0]
if mode_prev == -1:
for k in vmode.keys():
vmode[k].hide()
elif vmode.has(mode_prev):
vmode[mode_prev].hide()
elif evname == "mode_change_post":
var mode_next = args[1]
if vmode.has(mode_next):
vmode[mode_next].show()
if mode_next == 2:
$WorldEditor.editor_command("get_building_types", [])
elif evname == "result:get_closest_building":
print(evname, args)
select_building(args[0], args[3], args[4])
elif evname == "result:get_building_types":
print(evname, args)
var btypes = args[0]
$"%building_type".clear()
for k in btypes.keys():
$"%building_type".add_item(k)
else:
breakpoint
var selected_building
var selected_building_xform
func select_building(xform, id, mid):
selected_building = id
selected_building_xform = xform
print("selected id: ", id)
for h in range($"%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
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 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 $"%buildings_edit_mode".selected == 1:
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
var motion = Vector2()
var old_mouse_pos = Vector2(-1, -1)
var rotation_y = 0
var dragging = false
var drag_delay = 0.2
var drag_start = Vector3()
func _unhandled_input(event):
var editor_mode = $WorldEditor.get_current_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():
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 $"%buildings_edit_mode".selected == 0:
print("get closest building")
$WorldEditor.editor_command("get_closest_building", [Transform(Basis(), proj)])
elif Input.is_action_pressed("mouse1"):
# Moving buildings
if $"%buildings_edit_mode".selected == 1:
if drag_delay < 0.0 && !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
$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 _physics_process(delta):
var editor_mode = $WorldEditor.get_current_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():
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
camera_mode = 1
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
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
if camera_mode == -1:
$Camera.global_transform.origin.y = 80.0
$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