finish basic mini view and heatmap part

This commit is contained in:
Nitwel 2024-04-10 13:23:17 +02:00
parent d07a7b924f
commit 3e84b04c67
9 changed files with 148 additions and 53 deletions

View File

@ -47,7 +47,7 @@ func _ready():
if action.name == "menu_button":
toggle_menu()
elif action.name == "by_button":
House.body.mini_view=!House.body.mini_view
House.body.mini_view.small.value=!House.body.mini_view.small.value
)
EventSystem.on_focus_in.connect(func(event):

View File

@ -2,11 +2,13 @@ extends Node3D
const Room = preload ("./room/room.tscn")
const RoomType = preload ("./room/room.gd")
const Miniature = preload ("./mini/miniature.gd")
const AlignReference = preload ("./align_reference.gd")
@onready var levels = $Levels
@onready var collision_shape = $Levels/CollisionShape3D
@onready var align_reference = $AlignReference
@onready var mini_view = $Levels/Miniature
@onready var align_reference: AlignReference = $AlignReference
@onready var mini_view: Miniature = $Levels/Miniature
var fixing_reference: bool = false
var editing_room: RoomType = null

View File

@ -18,10 +18,9 @@ float sphere_weight(int index, vec3 world_pos, float r) {
}
void vertex() {
// Calculate Global Coordinates
vec3 world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
color = vec3(1.0, 1.0, 1.0);
if(data_size > 0) {
float distances[100];
float dist_sum = 0.0;
float data_sum = 0.0;
@ -29,16 +28,18 @@ void vertex() {
float closest_dist = -1.0;
int closest_index = 0;
if(data_size > 0) {
closest_dist = distance(data[0].xyz, world_position);
// Calculate Global Coordinates
//vec3 world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
closest_dist = distance(data[0].xyz, VERTEX);
// Inverse distance weighting using Shepard's method
for(int i = 0; i < data_size; i++) {
distances[i] = sphere_weight(i, world_position, 5.0);
distances[i] = sphere_weight(i, VERTEX, 5.0);
dist_sum += distances[i];
data_sum += distances[i] * data[i].w;
float dist = distance(data[i].xyz, world_position);
float dist = distance(data[i].xyz, VERTEX);
if(dist < closest_dist) {
closest_dist = dist;

View File

@ -5,42 +5,58 @@ const wall_material = preload ("./mini_wall.tres")
@onready var body = $Body
@onready var model = $Body/Model
@onready var walls_mesh = $Body/Model/WallsMesh
@onready var floor_mesh = $Body/Model/FloorMesh
@onready var collision_shape = $Body/CollisionShape3D
@onready var toggle_heatmap = $Body/HeatmapButton
enum HeatmapType {
NONE = 0,
TEMPERATURE = 1,
HUMIDITY = 2
}
# var temperature_scale := Vector2( - 20.0, 60.0)
var temperature_scale := Vector2(22.0, 26.0)
var heatmap = R.state(false)
var heatmap_type = R.state(HeatmapType.NONE)
var small = R.state(false)
func _ready():
wall_material.set_shader_parameter("data", [])
wall_material.set_shader_parameter("data_size", 0)
if Store.house.is_loaded() == false:
await Store.house.on_loaded
# Update Room Mesh
R.effect(func(_arg):
if Store.house.state.rooms.size() == 0:
return
if heatmap.value == false:
if heatmap_type.value == HeatmapType.NONE&&small.value == false:
return
for room in Store.house.state.rooms:
var corners=room.corners
var height=room.height
for child in model.get_children():
model.remove_child(child)
child.free()
walls_mesh.mesh=ConstructRoomMesh.generate_wall_mesh_grid(corners, height)
floor_mesh.mesh=ConstructRoomMesh.generate_ceiling_mesh_grid(corners)
for room in Store.house.state.rooms:
var walls_mesh=MeshInstance3D.new()
var floor_mesh=MeshInstance3D.new()
model.add_child(walls_mesh)
model.add_child(floor_mesh)
walls_mesh.mesh=ConstructRoomMesh.generate_wall_mesh_grid(room.corners, room.height)
floor_mesh.mesh=ConstructRoomMesh.generate_ceiling_mesh_grid(room.corners)
walls_mesh.material_override=wall_material
floor_mesh.material_override=wall_material
)
R.bind(toggle_heatmap, "active", heatmap, toggle_heatmap.on_toggled)
# Update Size
R.effect(func(_arg):
collision_shape.disabled=small.value == false
var tween:=create_tween()
tween.set_parallel(true)
if small.value:
@ -66,16 +82,23 @@ func _ready():
tween.tween_property(model, "scale", Vector3(0.1, 0.1, 0.1), 0.5)
tween.tween_property(body, "position", new_position, 0.5)
else:
tween.tween_property(model, "scale", Vector3(1, 1, 1), 0.5)
tween.tween_property(body, "position", Vector3(0, 0, 0), 0.5)
tween.tween_property(model, "scale", Vector3.ONE, 0.5)
tween.tween_property(body, "position", Vector3.ZERO, 0.5)
tween.tween_property(body, "quaternion", Quaternion.IDENTITY, 0.5)
)
# Update Walls
R.effect(func(_arg):
walls_mesh.visible=heatmap.value
floor_mesh.visible=heatmap.value
collision_shape.disabled=!heatmap.value
var show_map=heatmap_type.value != HeatmapType.NONE
var show_small=small.value
if heatmap.value:
for child in model.get_children():
child.visible=show_map||show_small
)
# Update Heatmap
R.effect(func(_arg):
if heatmap_type.value != HeatmapType.NONE:
EventSystem.on_slow_tick.connect(update_data)
else:
EventSystem.on_slow_tick.disconnect(update_data)
@ -85,6 +108,11 @@ func _ready():
const SensorEntity = preload ("res://content/entities/sensor/sensor.gd")
# func _process(delta):
# for mesh in model.get_children():
# if mesh is MeshInstance3D:
# mesh.material_override.set_shader_parameter("mesh_pos",
func update_data(_delta: float) -> void:
var data_list = []
@ -96,7 +124,7 @@ func update_data(_delta: float) -> void:
if data == null:
continue
var sensor_pos = sensor.global_position
var sensor_pos = House.body.to_local(sensor.global_position)
data_list.append(Vector4(sensor_pos.x, sensor_pos.y, sensor_pos.z, float(data)))

View File

@ -1,8 +1,7 @@
[gd_scene load_steps=5 format=3 uid="uid://ds60i5n211hi3"]
[gd_scene load_steps=4 format=3 uid="uid://ds60i5n211hi3"]
[ext_resource type="Script" path="res://content/system/house/mini/miniature.gd" id="1_b53yn"]
[ext_resource type="Script" path="res://content/functions/movable.gd" id="2_x7oed"]
[ext_resource type="PackedScene" uid="uid://bsjqdvkt0u87c" path="res://content/ui/components/button/button.tscn" id="3_tgdcf"]
[sub_resource type="BoxShape3D" id="BoxShape3D_bckw3"]
@ -18,14 +17,3 @@ shape = SubResource("BoxShape3D_bckw3")
script = ExtResource("2_x7oed")
[node name="Model" type="Node3D" parent="Body"]
[node name="WallsMesh" type="MeshInstance3D" parent="Body/Model"]
skeleton = NodePath("../../..")
[node name="FloorMesh" type="MeshInstance3D" parent="Body/Model"]
skeleton = NodePath("../../..")
[node name="HeatmapButton" parent="Body" instance=ExtResource("3_tgdcf")]
label = "heat"
icon = true
toggleable = true

View File

@ -58,7 +58,9 @@ const ECHO_WAIT_REPEAT = 0.1
var active: bool = false:
set(value):
if active != value:
if active == value:
return
on_toggled.emit(value)
active = value
if !is_inside_tree(): return

View File

@ -1,11 +1,44 @@
extends Node3D
@onready var mini_view = $Content/MiniView
const Miniature = preload ("res://content/system/house/mini/miniature.gd")
@onready var mini_view_button = $Content/MiniView
@onready var heat_map_button = $Content/HeatMap
@onready var humudity_map_button = $Content/HumidityMap
@onready var background = $Background
func _ready():
background.visible = false
mini_view.on_button_down.connect(func():
House.body.mini_view.small.value=!House.body.mini_view.small.value
if !House.body.is_node_ready():
await House.body.ready
var mini_view = House.body.mini_view
mini_view_button.on_toggled.connect(func(active):
mini_view.small.value=active
)
heat_map_button.on_toggled.connect(func(active):
if active == false:
if mini_view.heatmap_type.value == Miniature.HeatmapType.TEMPERATURE:
mini_view.heatmap_type.value=Miniature.HeatmapType.NONE
return
mini_view.heatmap_type.value=Miniature.HeatmapType.TEMPERATURE
)
humudity_map_button.on_toggled.connect(func(active):
if active == false:
if mini_view.heatmap_type.value == Miniature.HeatmapType.HUMIDITY:
mini_view.heatmap_type.value=Miniature.HeatmapType.NONE
return
mini_view.heatmap_type.value=Miniature.HeatmapType.HUMIDITY
)
R.effect(func(_arg):
heat_map_button.active=mini_view.heatmap_type.value == Miniature.HeatmapType.TEMPERATURE
humudity_map_button.active=mini_view.heatmap_type.value == Miniature.HeatmapType.HUMIDITY
)

View File

@ -1,7 +1,8 @@
[gd_scene load_steps=4 format=3 uid="uid://ddpxthb414unp"]
[gd_scene load_steps=5 format=3 uid="uid://ddpxthb414unp"]
[ext_resource type="Script" path="res://content/ui/menu/view/view_menu.gd" id="1_hxajx"]
[ext_resource type="PackedScene" uid="uid://bsjqdvkt0u87c" path="res://content/ui/components/button/button.tscn" id="2_qan1b"]
[ext_resource type="Material" uid="uid://bujy3egn1oqac" path="res://assets/materials/pri-500.material" id="2_se6ic"]
[sub_resource type="BoxMesh" id="BoxMesh_qr3bi"]
size = Vector3(0.3, 0.01, 0.3)
@ -11,6 +12,7 @@ script = ExtResource("1_hxajx")
[node name="Background" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.15, 0, 0.15)
material_override = ExtResource("2_se6ic")
mesh = SubResource("BoxMesh_qr3bi")
[node name="Content" type="Node3D" parent="."]
@ -19,3 +21,40 @@ mesh = SubResource("BoxMesh_qr3bi")
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.03, 0, 0.03)
label = "view_comfy"
icon = true
toggleable = true
[node name="MiniViewLabel" type="Label3D" parent="Content"]
transform = Transform3D(1, 0, 0, 0, 0, 1, 0, -1, 0, 0.07, 0.01, 0.03)
pixel_size = 0.001
text = "Mini View"
font_size = 18
outline_size = 0
horizontal_alignment = 0
[node name="HeatMap" parent="Content" instance=ExtResource("2_qan1b")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.03, 0, 0.09)
label = "device_thermostat"
icon = true
toggleable = true
[node name="HeatMapLabel" type="Label3D" parent="Content"]
transform = Transform3D(1, 0, 0, 0, 0, 1, 0, -1, 0, 0.07, 0.01, 0.09)
pixel_size = 0.001
text = "Heat Map"
font_size = 18
outline_size = 0
horizontal_alignment = 0
[node name="HumidityMap" parent="Content" instance=ExtResource("2_qan1b")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.03, 0, 0.15)
label = "humidity_mid"
icon = true
toggleable = true
[node name="HumidityMapLabel" type="Label3D" parent="Content"]
transform = Transform3D(1, 0, 0, 0, 0, 1, 0, -1, 0, 0.07, 0.01, 0.15)
pixel_size = 0.001
text = "Humidity Map"
font_size = 18
outline_size = 0
horizontal_alignment = 0

View File

@ -1,4 +1,6 @@
extends Node
## Shortcut to get the House node from the Main scene
@onready var body = get_node_or_null("/root/Main/House")
const HouseClass = preload ("res://content/system/house/house.gd")
@onready var body: HouseClass = get_node_or_null("/root/Main/House")