Files
streaming_world/godot/main/editor.gd
2024-09-20 18:40:32 +03:00

284 lines
10 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 change_building_type(index):
# var item = $"%building_type".get_item_text(index)
# $WorldEditor.editor_command("change_building_type", [selected_building, item])
#var nav_active = false
#func nav_gui_input(event: InputEvent):
# if Input.is_action_just_pressed("mouse1"):
# Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
# nav_active = true
# elif Input.is_action_just_released("mouse1"):
# Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
# nav_active = false
# if nav_active && Input.is_action_pressed("mouse1"):
# if event is InputEventMouseMotion:
# get_viewport().get_camera().global_transform.origin.x += event.relative.x
# get_viewport().get_camera().global_transform.origin.z -= event.relative.y
#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()
# $"%line_cursor".hide()
# $"%building_type".connect("item_selected", self, "change_building_type")
# $"%NavPanel".connect("gui_input", self, "nav_gui_input")
#var ignore_events = [
# "mode_change_pre",
# "mode_change_post",
# "result:get_closest_building",
# "result:get_building_types",
# "mouse_drag",
# "mouse_press",
# "mouse_drag_on",
# "mouse_drag_off",
# "line_cursor_motion",
# "button:create_building",
# "lines_select_line",
# "lines_changed_line"
#]
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 mode_next == 6:
# $WorldEditor.editor_command("get_lines_list", [])
# elif evname == "result:get_building_types":
# pass
# print(evname, args)
# var btypes = args[0]
# $"%building_type".clear()
# for k in btypes.keys():
# $"%building_type".add_item(k)
# if evname == "editor_camera_moved":
# var cam = get_viewport().get_camera()
# $"%selection_area".global_transform.origin.x = cam.global_transform.origin.x
# $"%selection_area".global_transform.origin.z = cam.global_transform.origin.z
# elif evname == "edit_update_building":
# check_edit_building()
# elif evname in ignore_events:
# 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
#var selected_building
#var selected_building_xform
#func select_building(xform, id, mid):
# selected_building = id
# selected_building_xform = xform
# print("selected id: ", id)
# $WorldEditor.select_building(xform, id, mid)
# for h in range($"%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()
# 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
# 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 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
## 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
## if drag_delay >= 0:
## drag_delay -= delta
#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()
# var camera_mode = $WorldEditor.get_camera_mode()
# if camera_mode in [2, 3]:
# if event is InputEventMouseMotion:
# motion = event.relative
#func check_edit_building():
# var mode = $"%buildings_edit_mode".selected
# breakpoint
# 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 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])
# $building_rot_cursor.global_transform = xform
# selected_building_xform = xform
#func _physics_process(delta):
# assert($WorldEditor is WorldEditor)