start working on implementing doors
This commit is contained in:
parent
0cddcc5ea1
commit
04ad9bb647
129
app/content/system/house/doors/doors.gd
Normal file
129
app/content/system/house/doors/doors.gd
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@ -0,0 +1,129 @@
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extends Node3D
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const WallCornerScene = preload ("../room/wall_corner.tscn")
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const WallEdgeScene = preload ("../room/wall_edge.tscn")
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var editing_door = null
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var room1 = null
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var room2 = null
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var room1_corner1 = null
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var room1_corner2 = null
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var room2_corner1 = null
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var room2_corner2 = null
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@onready var ray_cast = $RayCast3D
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func _ready():
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pass
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func is_editing():
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return editing_door != null
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func is_valid():
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return room1 != null&&room2 != null&&room1_corner1 != null&&room1_corner2 != null&&room2_corner1 != null&&room2_corner2 != null
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func edit(door):
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editing_door = door
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for room in House.body.get_rooms(0):
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if door != null:
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room.get_node("WallCollision/Clickable").on_click.connect(_add_corner.bind(room))
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else:
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room.get_node("WallCollision/Clickable").on_click.disconnect(_add_corner.bind(room))
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func discard():
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pass
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func save():
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pass
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func _add_corner(event: EventPointer, room):
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_match_connected_room(event.ray.get_collision_point(), event.ray.get_collision_normal() * - 1)
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if room1_corner1 == null:
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if ray_cast.get_collider() == null:
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EventSystem.notify("Could not find connected room", EventNotify.Type.WARNING)
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return
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var connected_room = ray_cast.get_collider().get_parent()
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room1 = room
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room2 = connected_room
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room1_corner1 = WallCornerScene.instantiate()
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room1_corner1.global_position = event.ray.get_collision_point()
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room1_corner1.get_node("Clickable").on_grab_move.connect(_move_corner.bind(room, room1_corner1))
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add_child(room1_corner1)
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room2_corner1 = WallCornerScene.instantiate()
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room2_corner1.global_position = ray_cast.get_collision_point()
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room2_corner1.get_node("Clickable").on_grab_move.connect(_move_corner.bind(connected_room, room2_corner1))
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add_child(room2_corner1)
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elif room1_corner2 == null:
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if ray_cast.get_collider() == null:
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EventSystem.notify("Could not find connected room", EventNotify.Type.WARNING)
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return
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if room1 != room:
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EventSystem.notify("2nd corner must be in the same room", EventNotify.Type.WARNING)
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return
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var connected_room = ray_cast.get_collider().get_parent()
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if room2 != connected_room:
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EventSystem.notify("Connected rooms do not match", EventNotify.Type.WARNING)
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return
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room1_corner2 = WallCornerScene.instantiate()
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room1_corner2.global_position = event.ray.get_collision_point()
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room1_corner2.get_node("Clickable").on_grab_move.connect(_move_corner.bind(room, room1_corner2))
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add_child(room1_corner2)
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room2_corner2 = WallCornerScene.instantiate()
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room2_corner2.global_position = ray_cast.get_collision_point()
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room2_corner2.get_node("Clickable").on_grab_move.connect(_move_corner.bind(connected_room, room2_corner2))
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add_child(room2_corner2)
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func _move_corner(event: EventPointer, room, corner):
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_match_room(event.ray.global_position, event.ray.to_global(event.ray.target_position) - event.ray.global_position)
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if ray_cast.get_collider() == null||ray_cast.get_collider().get_parent() != room:
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return
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var collision_point = ray_cast.get_collision_point()
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_match_connected_room(collision_point, ray_cast.get_collision_normal() * - 1)
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var connected_collision_point = ray_cast.get_collision_point()
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if ray_cast.get_collider() == null||ray_cast.get_collider().get_parent() != _get_connected_room(room):
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return
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corner.global_position = collision_point
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_get_connected_corner(corner).global_position = connected_collision_point
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func _get_connected_room(room):
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return room1 if room == room2 else room2
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func _get_connected_corner(corner):
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match corner:
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room1_corner1:
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return room2_corner1
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room1_corner2:
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return room2_corner2
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room2_corner1:
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return room1_corner1
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room2_corner2:
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return room1_corner2
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func _match_room(pos: Vector3, dir: Vector3):
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ray_cast.global_position = pos
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ray_cast.target_position = dir.normalized() * 1000
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ray_cast.force_raycast_update()
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func _match_connected_room(pos: Vector3, dir: Vector3):
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ray_cast.global_position = pos
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ray_cast.target_position = dir.normalized() * 1000
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ray_cast.force_raycast_update()
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33
app/content/system/house/doors/doors.tscn
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33
app/content/system/house/doors/doors.tscn
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@ -0,0 +1,33 @@
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[gd_scene load_steps=2 format=3 uid="uid://c8nh8582vwc8u"]
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[ext_resource type="Script" path="res://content/system/house/doors/doors.gd" id="1_rsgao"]
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[node name="Doors" type="Node3D"]
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script = ExtResource("1_rsgao")
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[node name="RayCast3D" type="RayCast3D" parent="."]
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top_level = true
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enabled = false
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collision_mask = 16
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hit_from_inside = true
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[node name="CSGCombiner3D" type="CSGCombiner3D" parent="."]
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[node name="CSGPolygon3D2" type="CSGPolygon3D" parent="CSGCombiner3D"]
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transform = Transform3D(1, 0, 0, 0, 2.98023e-08, -1, 0, 1, 2.98023e-08, -3.32523, 0, -0.681036)
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snap = 1e-06
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flip_faces = true
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polygon = PackedVector2Array(1.44028, 2.37318, 1.98957, 0.544275, 0.705633, -0.829152, -0.559752, 0.530294, -0.933822, 2.4059)
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depth = 2.5
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[node name="CSGPolygon3D" type="CSGPolygon3D" parent="CSGCombiner3D"]
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transform = Transform3D(1, 0, 0, 0, 2.98023e-08, -1, 0, 1, 2.98023e-08, 0, 0, 0)
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snap = 1e-06
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flip_faces = true
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polygon = PackedVector2Array(1.44028, 2.37318, 1.98957, 0.544275, 0.705633, -0.829152, -0.559752, 0.530294, -0.933822, 2.4059)
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depth = 2.5
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[node name="CSGBox3D" type="CSGBox3D" parent="CSGCombiner3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.767542, 0.804975, 0.629865)
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flip_faces = true
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size = Vector3(2.00439, 1, 1)
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@ -3,12 +3,14 @@ extends Node3D
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const Room = preload ("./room/room.tscn")
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const RoomType = preload ("./room/room.gd")
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const Miniature = preload ("./mini/miniature.gd")
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const Doors = preload ("./doors/doors.gd")
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const AlignReference = preload ("./align_reference.gd")
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@onready var levels = $Levels
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@onready var collision_shape = $Levels/CollisionShape3D
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@onready var align_reference: AlignReference = $AlignReference
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@onready var mini_view: Miniature = $Levels/Miniature
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@onready var doors: Doors = $Levels/Doors
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var fixing_reference: bool = false
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var editing_room: RoomType = null
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@ -1,8 +1,9 @@
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[gd_scene load_steps=6 format=3 uid="uid://cbemihbxkd4ll"]
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[gd_scene load_steps=7 format=3 uid="uid://cbemihbxkd4ll"]
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[ext_resource type="Script" path="res://content/system/house/house.gd" id="1_p8amj"]
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[ext_resource type="Script" path="res://content/functions/movable.gd" id="2_w1auk"]
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[ext_resource type="PackedScene" uid="uid://jls16btb8nko" path="res://content/system/house/align_reference.tscn" id="3_e1tcn"]
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[ext_resource type="PackedScene" uid="uid://c8nh8582vwc8u" path="res://content/system/house/doors/doors.tscn" id="4_bb3c2"]
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[ext_resource type="PackedScene" uid="uid://ds60i5n211hi3" path="res://content/system/house/mini/miniature.tscn" id="4_qjbly"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_x81up"]
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[node name="Miniature" parent="Levels" instance=ExtResource("4_qjbly")]
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[node name="Doors" parent="Levels" instance=ExtResource("4_bb3c2")]
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[node name="AlignReference" parent="." instance=ExtResource("3_e1tcn")]
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visible = false
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disabled = true
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[node name="CollisionShape3D" type="CollisionShape3D" parent="WallCollision"]
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[node name="Clickable" type="Node" parent="WallCollision"]
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script = ExtResource("1_ugebq")
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[node name="Ceiling" type="StaticBody3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, 0)
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collision_layer = 24
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[gd_scene load_steps=10 format=3 uid="uid://c01gkeldvjwtr"]
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[gd_scene load_steps=11 format=3 uid="uid://c01gkeldvjwtr"]
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[ext_resource type="Script" path="res://content/ui/menu/room/room_menu.gd" id="1_ch4jb"]
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[ext_resource type="PackedScene" uid="uid://bsjqdvkt0u87c" path="res://content/ui/components/button/button.tscn" id="4_cghmp"]
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[ext_resource type="Script" path="res://content/ui/components/tabs/tabs_content.gd" id="6_ba00g"]
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[ext_resource type="PackedScene" uid="uid://bpta22fahai46" path="res://content/ui/menu/room/views/rooms.tscn" id="7_2f8e0"]
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[ext_resource type="Shader" path="res://content/ui/components/panel/glass.gdshader" id="7_bxp1w"]
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[ext_resource type="PackedScene" uid="uid://biwinf4360f10" path="res://content/ui/menu/room/views/doors.tscn" id="7_fl4l8"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_2asng"]
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render_priority = -3
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label = "Rooms"
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size = Vector3(0.06, 0.04, 0.01)
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[node name="Doors" parent="Interface/Tabs3D" instance=ExtResource("4_cghmp")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.17, 0, 0)
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label = "Doors"
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size = Vector3(0.06, 0.04, 0.01)
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[node name="TabsContent3D" type="Node3D" parent="Interface" node_paths=PackedStringArray("tabs")]
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script = ExtResource("6_ba00g")
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tabs = NodePath("../Tabs3D")
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[node name="Overview" parent="Interface/TabsContent3D" instance=ExtResource("6_206ad")]
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visible = false
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[node name="Rooms" parent="Interface/TabsContent3D" instance=ExtResource("7_2f8e0")]
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visible = false
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[node name="Doors" parent="Interface/TabsContent3D" instance=ExtResource("7_fl4l8")]
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[node name="Background" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 1.06581e-14, 0, -1.06581e-14, 1, 0.21, -0.16, 0)
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25
app/content/ui/menu/room/views/doors.gd
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25
app/content/ui/menu/room/views/doors.gd
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extends Node3D
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const ConstructRoomMesh = preload ("res://lib/utils/mesh/construct_room_mesh.gd")
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const material_selected = preload ("../room_selected.tres")
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const material_unselected = preload ("../room_unselected.tres")
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@onready var door_button = $Button
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@onready var door_label = $Label3D
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@onready var rooms_map = $Rooms
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@onready var doors_map = $Doors
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var selected_door = R.state(null)
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var editing_door = R.state(false)
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func _ready():
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# Generate Room Mesh
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R.effect(func(_arg):
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pass
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)
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door_button.on_button_up.connect(func():
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House.body.doors.edit(1)
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)
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59
app/content/ui/menu/room/views/doors.tscn
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app/content/ui/menu/room/views/doors.tscn
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[gd_scene load_steps=8 format=3 uid="uid://biwinf4360f10"]
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[ext_resource type="Script" path="res://content/ui/menu/room/views/doors.gd" id="1_22w4h"]
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[ext_resource type="Script" path="res://content/ui/menu/room/views/rooms_map.gd" id="2_to21g"]
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[ext_resource type="PackedScene" uid="uid://bsjqdvkt0u87c" path="res://content/ui/components/button/button.tscn" id="2_v01ty"]
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[ext_resource type="Shader" path="res://content/ui/components/panel/glass.gdshader" id="4_eorpn"]
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[sub_resource type="QuadMesh" id="QuadMesh_lkxbm"]
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size = Vector2(0.2, 0.2)
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orientation = 1
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_dah0r"]
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render_priority = -3
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shader = ExtResource("4_eorpn")
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shader_parameter/color = Color(1, 1, 1, 0.3)
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shader_parameter/border_color = Color(1, 1, 1, 1)
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shader_parameter/edge_color = Color(0, 0, 0, 1)
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shader_parameter/size = Vector2(0.42, 0.32)
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shader_parameter/border_size = 0.001
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shader_parameter/border_fade_in = 0.005
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shader_parameter/border_fade_out = 0.0
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shader_parameter/corner_radius = 0.02
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shader_parameter/roughness = 0.3
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shader_parameter/grain_amount = 0.02
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[sub_resource type="QuadMesh" id="QuadMesh_fq44b"]
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size = Vector2(0.42, 0.32)
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[node name="Doors" type="Node3D"]
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script = ExtResource("1_22w4h")
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[node name="Rooms" type="Node3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0.12, -0.16, 0)
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script = ExtResource("2_to21g")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="Rooms"]
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mesh = SubResource("QuadMesh_lkxbm")
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[node name="Doors" type="Node3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0.12, -0.16, 0)
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[node name="Button" parent="." instance=ExtResource("2_v01ty")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.04, -0.28, 0)
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label = "add"
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icon = true
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[node name="Background" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 1.06581e-14, 0, -1.06581e-14, 1, 0.21, -0.16, 0)
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material_override = SubResource("ShaderMaterial_dah0r")
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mesh = SubResource("QuadMesh_fq44b")
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skeleton = NodePath("../..")
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[node name="Label3D" type="Label3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.07, -0.28, 0)
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pixel_size = 0.001
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text = "Add Door"
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font_size = 18
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outline_size = 0
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horizontal_alignment = 0
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@ -1,162 +1,72 @@
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extends Node3D
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const Room = preload ("res://content/system/house/room/room.tscn")
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const ConstructRoomMesh = preload ("res://lib/utils/mesh/construct_room_mesh.gd")
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const material_selected = preload ("../room_selected.tres")
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const material_unselected = preload ("../room_unselected.tres")
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const RoomsMap = preload ("rooms_map.gd")
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@onready var room_button = $Button
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@onready var input = $Input
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@onready var rooms_map = $Rooms
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@onready var rooms_map: RoomsMap = $Rooms
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var selected_room = null:
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set(value):
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if selected_room != null&&value == null:
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room_button.label = "add"
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input.text = "Room %s" % (rooms_map.get_child_count() + 1)
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var old_room = get_room(selected_room)
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if old_room != null:
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old_room.get_node("MeshInstance3D").material_override = material_unselected
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if value != null:
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room_button.label = "edit"
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input.text = value
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edit_room = false
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var new_room = get_room(value)
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if new_room != null:
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new_room.get_node("MeshInstance3D").material_override = material_selected
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selected_room = value
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var edit_room = false:
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set(value):
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if value == edit_room:
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return
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edit_room = value
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if value:
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room_button.label = "save"
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input.disabled = false
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else:
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room_button.label = "edit"
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input.disabled = true
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if selected_room != null&&selected_room != input.text:
|
||||
House.body.rename_room(selected_room, input.text)
|
||||
selected_room = input.text
|
||||
var editing_room = R.state(false)
|
||||
|
||||
func _ready():
|
||||
|
||||
R.effect(func(_arg):
|
||||
if rooms_map.selected_room.value == null:
|
||||
room_button.label="add"
|
||||
elif editing_room.value:
|
||||
room_button.label="save"
|
||||
else:
|
||||
room_button.label="edit"
|
||||
)
|
||||
|
||||
R.effect(func(_arg):
|
||||
input.disabled=editing_room.value == false
|
||||
)
|
||||
|
||||
R.effect(func(_arg):
|
||||
if rooms_map.selected_room.value == null:
|
||||
var i=1
|
||||
while rooms_map.get_room("Room %s" % i) != null:
|
||||
i += 1
|
||||
|
||||
input.text="Room %s" % i
|
||||
else:
|
||||
input.text=rooms_map.selected_room.value
|
||||
)
|
||||
|
||||
if !Store.house.is_loaded(): await Store.house.on_loaded
|
||||
|
||||
_generate_room_map()
|
||||
|
||||
input.text = "Room %s" % (rooms_map.get_child_count() + 1)
|
||||
|
||||
room_button.on_button_down.connect(func():
|
||||
if selected_room == null:
|
||||
var selected_room=rooms_map.selected_room
|
||||
|
||||
if selected_room.value == null:
|
||||
var room_name=input.text
|
||||
if get_room(room_name) != null:
|
||||
if rooms_map.get_room(room_name) != null:
|
||||
EventSystem.notify("Name already taken", EventNotify.Type.WARNING)
|
||||
return
|
||||
|
||||
House.body.create_room(room_name, 0)
|
||||
House.body.edit_room(room_name)
|
||||
selected_room=room_name
|
||||
edit_room=true
|
||||
selected_room.value=room_name
|
||||
editing_room.value=true
|
||||
rooms_map.selectable.value=false
|
||||
else:
|
||||
if edit_room:
|
||||
edit_room=false
|
||||
editing_room.value=!editing_room.value
|
||||
rooms_map.selectable.value=!editing_room.value
|
||||
|
||||
if !House.body.is_valid_room(selected_room):
|
||||
if editing_room.value == false:
|
||||
if !House.body.is_valid_room(selected_room.value):
|
||||
EventSystem.notify("Room was deleted as it had less than 3 corners.", EventNotify.Type.WARNING)
|
||||
House.body.delete_room(selected_room)
|
||||
selected_room=null
|
||||
else:
|
||||
House.body.edit_room(null)
|
||||
_generate_room_map()
|
||||
House.body.delete_room(selected_room.value)
|
||||
selected_room.value=null
|
||||
return
|
||||
|
||||
if selected_room.value != null&&selected_room.value != input.text:
|
||||
House.body.rename_room(selected_room.value, input.text)
|
||||
selected_room.value=input.text
|
||||
|
||||
House.body.edit_room(null)
|
||||
else:
|
||||
edit_room=true
|
||||
House.body.edit_room(selected_room)
|
||||
House.body.edit_room(selected_room.value)
|
||||
)
|
||||
|
||||
func get_room(room_name):
|
||||
if room_name == null:
|
||||
return null
|
||||
|
||||
if rooms_map.has_node("%s"% room_name):
|
||||
return rooms_map.get_node("%s"% room_name)
|
||||
return null
|
||||
|
||||
func _on_click(event: EventPointer):
|
||||
if event.target.get_parent() == rooms_map:
|
||||
var room_name = event.target.name
|
||||
|
||||
if selected_room == room_name:
|
||||
selected_room = null
|
||||
House.body.edit_room(null)
|
||||
return
|
||||
|
||||
selected_room = room_name
|
||||
|
||||
func _generate_room_map():
|
||||
var rooms = Store.house.state.rooms
|
||||
|
||||
var target_size = Vector2(0.2, 0.2)
|
||||
var target_offset = Vector2(0, 0.05)
|
||||
|
||||
for old_room in rooms_map.get_children():
|
||||
old_room.queue_free()
|
||||
await old_room.tree_exited
|
||||
|
||||
if rooms.size() == 0:
|
||||
return
|
||||
|
||||
if rooms[0].corners.size() == 0:
|
||||
return
|
||||
|
||||
var current_min = Vector2(rooms[0].corners[0].x, rooms[0].corners[0].y)
|
||||
var current_max = current_min
|
||||
|
||||
for room in rooms:
|
||||
for corner in room.corners:
|
||||
current_min.x = min(current_min.x, corner.x)
|
||||
current_min.y = min(current_min.y, corner.y)
|
||||
current_max.x = max(current_max.x, corner.x)
|
||||
current_max.y = max(current_max.y, corner.y)
|
||||
|
||||
for room in rooms:
|
||||
var mesh = ConstructRoomMesh.generate_ceiling_mesh(room.corners)
|
||||
|
||||
if mesh == null:
|
||||
continue
|
||||
|
||||
var body = StaticBody3D.new()
|
||||
body.name = room.name
|
||||
|
||||
var mesh_instance = MeshInstance3D.new()
|
||||
mesh_instance.name = "MeshInstance3D"
|
||||
mesh_instance.mesh = mesh
|
||||
mesh_instance.material_override = material_unselected if selected_room != room.name else material_selected
|
||||
body.add_child(mesh_instance)
|
||||
|
||||
var collision_shape = CollisionShape3D.new()
|
||||
collision_shape.shape = mesh.create_trimesh_shape()
|
||||
body.add_child(collision_shape)
|
||||
|
||||
rooms_map.add_child(body)
|
||||
|
||||
if current_min == null:
|
||||
return
|
||||
|
||||
var current_size = current_max - current_min
|
||||
var target_scale = target_size / current_size
|
||||
var scale_value = min(target_scale.x, target_scale.y)
|
||||
|
||||
rooms_map.position.x = -current_min.x * scale_value + target_offset.x
|
||||
rooms_map.position.y = current_min.y * scale_value - target_offset.y
|
||||
rooms_map.position.z = 0.002
|
||||
|
||||
rooms_map.scale = Vector3(scale_value, scale_value, scale_value)
|
||||
|
|
|
@ -1,10 +1,15 @@
|
|||
[gd_scene load_steps=7 format=3 uid="uid://bpta22fahai46"]
|
||||
[gd_scene load_steps=9 format=3 uid="uid://bpta22fahai46"]
|
||||
|
||||
[ext_resource type="Script" path="res://content/ui/menu/room/views/rooms.gd" id="1_3a1oa"]
|
||||
[ext_resource type="PackedScene" uid="uid://bsjqdvkt0u87c" path="res://content/ui/components/button/button.tscn" id="1_y3lty"]
|
||||
[ext_resource type="Script" path="res://content/ui/menu/room/views/rooms_map.gd" id="2_2t24u"]
|
||||
[ext_resource type="PackedScene" uid="uid://blrhy2uccrdn4" path="res://content/ui/components/input/input.tscn" id="2_hstw7"]
|
||||
[ext_resource type="Shader" path="res://content/ui/components/panel/glass.gdshader" id="4_jx6i3"]
|
||||
|
||||
[sub_resource type="QuadMesh" id="QuadMesh_ehu5x"]
|
||||
size = Vector2(0.2, 0.2)
|
||||
orientation = 1
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_dah0r"]
|
||||
render_priority = -3
|
||||
shader = ExtResource("4_jx6i3")
|
||||
|
@ -26,7 +31,11 @@ size = Vector2(0.42, 0.32)
|
|||
script = ExtResource("1_3a1oa")
|
||||
|
||||
[node name="Rooms" type="Node3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0.14, -0.15, 0)
|
||||
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0.12, -0.16, 0)
|
||||
script = ExtResource("2_2t24u")
|
||||
|
||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="Rooms"]
|
||||
mesh = SubResource("QuadMesh_ehu5x")
|
||||
|
||||
[node name="Button" parent="." instance=ExtResource("1_y3lty")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.2, -0.28, 0)
|
||||
|
@ -40,7 +49,6 @@ disabled = true
|
|||
|
||||
[node name="Background" type="MeshInstance3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 1.06581e-14, 0, -1.06581e-14, 1, 0.21, -0.16, 0)
|
||||
visible = false
|
||||
material_override = SubResource("ShaderMaterial_dah0r")
|
||||
mesh = SubResource("QuadMesh_fq44b")
|
||||
skeleton = NodePath("../..")
|
||||
|
|
84
app/content/ui/menu/room/views/rooms_map.gd
Normal file
84
app/content/ui/menu/room/views/rooms_map.gd
Normal file
|
@ -0,0 +1,84 @@
|
|||
extends Node3D
|
||||
|
||||
const BoundingBoxTools = preload ("res://lib/utils/mesh/bounding_box_tools.gd")
|
||||
const ConstructRoomMesh = preload ("res://lib/utils/mesh/construct_room_mesh.gd")
|
||||
|
||||
const material_selected = preload ("../room_selected.tres")
|
||||
const material_unselected = preload ("../room_unselected.tres")
|
||||
|
||||
var selectable = R.state(true)
|
||||
var selected_room = R.state(null)
|
||||
|
||||
func _ready():
|
||||
R.effect(func(_arg):
|
||||
var rooms=Store.house.state.rooms
|
||||
|
||||
for old_room in get_children():
|
||||
remove_child(old_room)
|
||||
old_room.queue_free()
|
||||
|
||||
if rooms.size() == 0:
|
||||
return
|
||||
|
||||
var target_rect=Rect2(0.0, 0.0, 0.2, 0.2)
|
||||
var rooms_rect=Rect2()
|
||||
|
||||
for room in rooms:
|
||||
rooms_rect=rooms_rect.merge(BoundingBoxTools.get_bounding_box_2d(room.corners))
|
||||
|
||||
var box_transform=BoundingBoxTools.resize_bounding_box_2d(rooms_rect, target_rect)
|
||||
|
||||
for room in rooms:
|
||||
var mesh=ConstructRoomMesh.generate_ceiling_mesh(room.corners)
|
||||
|
||||
if mesh == null:
|
||||
continue
|
||||
|
||||
var body=StaticBody3D.new()
|
||||
body.name=room.name
|
||||
body.position.x=box_transform.origin.x
|
||||
body.position.y=- box_transform.origin.y
|
||||
|
||||
var mesh_instance=MeshInstance3D.new()
|
||||
mesh_instance.name="Mesh"
|
||||
mesh_instance.mesh=mesh
|
||||
mesh_instance.material_override=material_unselected if selected_room.value != room.name else material_selected
|
||||
|
||||
body.add_child(mesh_instance)
|
||||
|
||||
var collision_shape=CollisionShape3D.new()
|
||||
collision_shape.shape=mesh.create_trimesh_shape()
|
||||
body.add_child(collision_shape)
|
||||
|
||||
add_child(body)
|
||||
|
||||
var box_scale=box_transform.get_scale()
|
||||
var min_scale=min(box_scale.x, box_scale.y)
|
||||
scale=Vector3(min_scale, min_scale, min_scale)
|
||||
)
|
||||
|
||||
func _on_click(event: EventPointer):
|
||||
if selectable.value == false:
|
||||
return
|
||||
|
||||
var previous_room = get_room(selected_room.value)
|
||||
|
||||
if previous_room != null:
|
||||
previous_room.get_node("Mesh").material_override = material_unselected
|
||||
|
||||
var room_name = event.target.name
|
||||
|
||||
if selected_room.value == room_name:
|
||||
selected_room.value = null
|
||||
return
|
||||
|
||||
selected_room.value = room_name
|
||||
get_room(selected_room.value).get_node("Mesh").material_override = material_selected
|
||||
|
||||
func get_room(room_name):
|
||||
if room_name == null:
|
||||
return null
|
||||
|
||||
if has_node("%s"% room_name):
|
||||
return get_node("%s"% room_name)
|
||||
return null
|
|
@ -19,6 +19,15 @@ func _init():
|
|||
## room: String
|
||||
## interface: String
|
||||
"entities": [],
|
||||
## Type Door
|
||||
## id: int
|
||||
## room1: String
|
||||
## room2: String
|
||||
## room1_position1: Vec3
|
||||
## room1_position2: Vec3
|
||||
## room2_position1: Vec3
|
||||
## room2_position2: Vec3
|
||||
"doors": [],
|
||||
"align_position1": Vector3(),
|
||||
"align_position2": Vector3()
|
||||
})
|
||||
|
|
22
app/lib/utils/mesh/bounding_box_tools.gd
Normal file
22
app/lib/utils/mesh/bounding_box_tools.gd
Normal file
|
@ -0,0 +1,22 @@
|
|||
static func get_bounding_box_2d(points) -> Rect2:
|
||||
if points.size() == 0:
|
||||
return Rect2()
|
||||
|
||||
var min_x = points[0].x
|
||||
var min_y = points[0].y
|
||||
var max_x = points[0].x
|
||||
var max_y = points[0].y
|
||||
|
||||
for i in range(1, points.size()):
|
||||
min_x = min(min_x, points[i].x)
|
||||
min_y = min(min_y, points[i].y)
|
||||
max_x = max(max_x, points[i].x)
|
||||
max_y = max(max_y, points[i].y)
|
||||
|
||||
return Rect2(Vector2(min_x, min_y), Vector2(max_x - min_x, max_y - min_y))
|
||||
|
||||
static func resize_bounding_box_2d(bbox: Rect2, target_box: Rect2) -> Transform2D:
|
||||
var scale = Vector2(target_box.size.x / bbox.size.x, target_box.size.y / bbox.size.y)
|
||||
var offset = target_box.get_center() - bbox.get_center()
|
||||
|
||||
return Transform2D(0, scale, 0, offset)
|
Loading…
Reference in New Issue
Block a user