update cdt lib and fix basic room creation and ui
This commit is contained in:
parent
228e32495c
commit
40f6c00eb8
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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version https://git-lfs.github.com/spec/v1
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oid sha256:8b7de3e0f751bc77feb61c2d2599576cdc0f76711cf2d67dec3b523f808d903c
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oid sha256:5b6a62d5ec5e2c9414b983a90041f1d674e092f71a9b5563277d2b6ad552a8d2
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size 875984
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size 6274408
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3
addons/godot-cdt/libcdt.android.template_debug.x86_64.so
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3
addons/godot-cdt/libcdt.android.template_debug.x86_64.so
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@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:70a9f2c799d3d6703bd95abaacdd82c0d1b7a66fc39098aac64c330b0be0db06
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size 5855024
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@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:3e679688861d608c244393a7e3366539fa067ca75f71c3efb916d8745423cc7f
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size 6003048
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@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:27f82d0c296c1ae8d71754353ee3f9c32955fe7a56ffbd54ca4f171a40827387
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size 5612432
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@ -17,7 +17,5 @@ linux.debug.arm64 = "res://addons/godot-cdt/libcdt.linux.template_debug.arm64.so
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linux.release.arm64 = "res://addons/godot-cdt/libcdt.linux.template_release.arm64.so"
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linux.release.arm64 = "res://addons/godot-cdt/libcdt.linux.template_release.arm64.so"
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linux.debug.rv64 = "res://addons/godot-cdt/libcdt.linux.template_debug.rv64.so"
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linux.debug.rv64 = "res://addons/godot-cdt/libcdt.linux.template_debug.rv64.so"
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linux.release.rv64 = "res://addons/godot-cdt/libcdt.linux.template_release.rv64.so"
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linux.release.rv64 = "res://addons/godot-cdt/libcdt.linux.template_release.rv64.so"
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android.debug.x86_64 = "res://addons/godot-cdt/libcdt.android.template_debug.x86_64.so"
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android.release.x86_64 = "res://addons/godot-cdt/libcdt.android.template_release.x86_64.so"
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android.debug.arm64 = "res://addons/godot-cdt/libcdt.android.template_debug.arm64.so"
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android.debug.arm64 = "res://addons/godot-cdt/libcdt.android.template_debug.arm64.so"
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android.release.arm64 = "res://addons/godot-cdt/libcdt.android.template_release.arm64.so"
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android.release.arm64 = "res://addons/godot-cdt/libcdt.android.template_release.arm64.so"
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@ -18,6 +18,14 @@ func _on_enter():
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height_corner.visible = true
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height_corner.visible = true
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height_edge.visible = true
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height_edge.visible = true
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room.room_ceiling.get_node("CollisionShape3D").disabled = (floor_corner == null && height_corner == null)
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var ceiling_shape = WorldBoundaryShape3D.new()
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ceiling_shape.plane = Plane(Vector3.DOWN, 0)
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room.room_ceiling.get_node("CollisionShape3D").shape = ceiling_shape
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room.room_floor.get_node("CollisionShape3D").shape = WorldBoundaryShape3D.new()
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room.room_ceiling.get_node("Clickable").on_click.connect(_on_click_ceiling)
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room.room_ceiling.get_node("Clickable").on_click.connect(_on_click_ceiling)
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room.room_floor.get_node("Clickable").on_click.connect(_on_click_floor)
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room.room_floor.get_node("Clickable").on_click.connect(_on_click_floor)
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@ -19,6 +19,9 @@ func _on_enter():
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return
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return
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room.ceiling_mesh.mesh = generate_ceiling_mesh()
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room.ceiling_mesh.mesh = generate_ceiling_mesh()
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room.room_ceiling.get_node("CollisionShape3D").shape = room.ceiling_mesh.mesh.create_trimesh_shape()
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room.room_floor.get_node("CollisionShape3D").shape = room.ceiling_mesh.mesh.create_trimesh_shape()
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room.room_ceiling.get_node("CollisionShape3D").shape.backface_collision = true
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var collisions = generate_collision()
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var collisions = generate_collision()
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@ -34,6 +37,7 @@ func _on_enter():
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func _on_leave():
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func _on_leave():
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room.wall_mesh.mesh = null
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room.wall_mesh.mesh = null
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room.ceiling_mesh.mesh = null
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for collision in room.wall_collisions.get_children():
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for collision in room.wall_collisions.get_children():
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collision.queue_free()
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collision.queue_free()
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3
content/system/house/room/walls_selected.tres
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3
content/system/house/room/walls_selected.tres
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@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:d7af833108b37da9ba445d2da6dbac058b5894f550177bf917fb9ab9fb6ecd1c
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size 172
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@ -3,29 +3,44 @@ extends Node3D
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const Room = preload("res://content/system/house/room/room.tscn")
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const Room = preload("res://content/system/house/room/room.tscn")
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const RoomType = preload("res://content/system/house/room/room.gd")
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const RoomType = preload("res://content/system/house/room/room.gd")
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const material_selected = preload("res://content/system/house/room/walls_selected.tres")
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const material_unselected = preload("res://content/system/house/room/walls.tres")
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const window_scene = preload("./window.tscn")
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const window_scene = preload("./window.tscn")
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@onready var background = $Background
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@onready var background = $Background
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@onready var add_room_button = $Interface/AddRoom
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@onready var room_button = $Interface/Button
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@onready var save_room_button = $Interface/SaveRoom
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@onready var input = $Interface/Input
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@onready var input = $Interface/Input
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@onready var rooms_map = $Interface/Rooms
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@onready var rooms_map = $Interface/Rooms
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var selected_room = null:
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var selected_room = null:
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set(value):
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set(value):
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selected_room = 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 = "New Room %s" % (rooms_map.get_child_count() + 1)
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if selected_room != null:
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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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if value != null:
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save_room_button.visible = true
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input.text = value
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else:
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edit_room = false
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save_room_button.visible = 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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var edit_room = false:
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set(value):
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set(value):
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edit_room = value
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edit_room = value
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if value:
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if value:
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save_room_button.label = "save"
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room_button.label = "save"
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else:
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else:
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save_room_button.label = "edit"
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room_button.label = "edit"
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func _ready():
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func _ready():
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background.visible = false
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background.visible = false
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@ -38,18 +53,19 @@ func _ready():
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)
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)
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add_room_button.on_button_down.connect(func():
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room_button.on_button_down.connect(func():
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if selected_room == null:
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var room_name = input.text
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var room_name = input.text
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if get_room(room_name) != null:
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EventSystem.notify("Name already taken", EventNotify.Type.WARNING)
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return
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House.body.create_room(room_name, 0)
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House.body.create_room(room_name, 0)
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selected_room = room_name
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selected_room = room_name
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edit_room = true
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edit_room = true
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add_room_button.visible = false
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else:
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)
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save_room_button.on_button_down.connect(func():
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if edit_room:
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if edit_room:
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edit_room = false
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edit_room = false
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add_room_button.visible = true
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House.body.edit_room(null)
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House.body.edit_room(null)
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_generate_room_map()
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_generate_room_map()
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else:
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else:
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@ -57,32 +73,47 @@ func _ready():
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House.body.edit_room(selected_room)
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House.body.edit_room(selected_room)
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)
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)
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func get_room(room_name):
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if rooms_map.has_node("%s" % room_name):
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return rooms_map.get_node("%s" % room_name)
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return null
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func _on_click(event: EventPointer):
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func _on_click(event: EventPointer):
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if event.target.get_parent() == rooms_map:
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if event.target.get_parent() == rooms_map:
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var room_name = event.target.name
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var room_name = event.target.name
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if selected_room == room_name:
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selected_room = null
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House.body.edit_room(null)
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return
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selected_room = room_name
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selected_room = room_name
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edit_room = false
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add_room_button.visible = false
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House.body.edit_room(selected_room)
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func _generate_room_map():
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func _generate_room_map():
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var rooms = House.body.get_rooms(0)
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var rooms = House.body.get_rooms(0)
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var target_size = Vector2(0.3, 0.2)
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var target_size = Vector2(0.3, 0.24)
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for old_room in rooms_map.get_children():
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for old_room in rooms_map.get_children():
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old_room.queue_free()
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old_room.queue_free()
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await old_room.tree_exited
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var current_min = Vector2(0, 0)
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var current_min = null
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var current_max = Vector2(0, 0)
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var current_max = null
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for room in rooms:
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for room in rooms:
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var body = StaticBody3D.new()
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var mesh = room.ceiling_mesh.mesh
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var mesh = room.ceiling_mesh.mesh
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if mesh == null:
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continue
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var body = StaticBody3D.new()
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body.name = room.name
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var mesh_instance = MeshInstance3D.new()
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var mesh_instance = MeshInstance3D.new()
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mesh_instance.name = "MeshInstance3D"
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mesh_instance.mesh = mesh
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mesh_instance.mesh = mesh
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mesh_instance.material_override = load("res://content/system/house/room/walls.tres")
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mesh_instance.material_override = material_unselected if selected_room != room.name else material_selected
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body.add_child(mesh_instance)
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body.add_child(mesh_instance)
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var collision_shape = CollisionShape3D.new()
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var collision_shape = CollisionShape3D.new()
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@ -91,21 +122,35 @@ func _generate_room_map():
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rooms_map.add_child(body)
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rooms_map.add_child(body)
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if mesh.get_aabb().position.x < current_min.x:
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var aabb_position = room.ceiling_mesh.to_global(mesh.get_aabb().position)
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current_min.x = mesh.get_aabb().position.x
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var aabb_end = room.ceiling_mesh.to_global(mesh.get_aabb().end)
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if mesh.get_aabb().position.z < current_min.y:
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if current_min == null:
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current_min.y = mesh.get_aabb().position.z
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current_min = Vector2(aabb_position.x, aabb_position.z)
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current_max = Vector2(aabb_end.x, aabb_end.z)
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else:
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if aabb_position.x < current_min.x:
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current_min.x = aabb_position.x
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if mesh.get_aabb().end.x > current_max.x:
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if aabb_position.z < current_min.y:
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current_max.x = mesh.get_aabb().end.x
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current_min.y = aabb_position.z
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if mesh.get_aabb().end.z > current_max.y:
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if aabb_end.x > current_max.x:
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current_max.y = mesh.get_aabb().end.z
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current_max.x = aabb_end.x
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if aabb_end.z > current_max.y:
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current_max.y = aabb_end.z
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print(current_min, " ", current_max)
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var current_size = current_max - current_min
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var current_size = current_max - current_min
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var target_scale = target_size / current_size
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var target_scale = target_size / current_size
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var scale_value = max(target_scale.x, target_scale.y)
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print(target_scale)
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var scale_value = min(target_scale.x, target_scale.y)
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rooms_map.position.x = -current_min.x * scale_value
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rooms_map.position.z = -current_min.y * scale_value
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rooms_map.scale = Vector3(scale_value, scale_value, scale_value)
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rooms_map.scale = Vector3(scale_value, scale_value, scale_value)
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@ -21,18 +21,11 @@ mesh = SubResource("BoxMesh_e37nn")
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[node name="Rooms" type="Node3D" parent="Interface"]
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[node name="Rooms" type="Node3D" parent="Interface"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.15, 0.01, 0.12)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.15, 0.01, 0.12)
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[node name="AddRoom" parent="Interface" instance=ExtResource("4_cghmp")]
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[node name="Button" parent="Interface" instance=ExtResource("4_cghmp")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.27, 0, 0.27)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.27, 0, 0.27)
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label = "add"
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label = "add"
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icon = true
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icon = true
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[node name="SaveRoom" parent="Interface" instance=ExtResource("4_cghmp")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.21, 0, 0.27)
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visible = false
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label = "save"
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icon = true
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[node name="Input" parent="Interface" instance=ExtResource("4_pbj71")]
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[node name="Input" parent="Interface" instance=ExtResource("4_pbj71")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.09, 0.005, 0.27)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.12, 0.005, 0.27)
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width = 0.15
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text = "New Room 1"
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text = "New Room"
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@ -96,4 +96,5 @@ func watch_state(entity: String, callback: Callable):
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func _notification(what):
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func _notification(what):
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if what == NOTIFICATION_WM_CLOSE_REQUEST || what == NOTIFICATION_WM_GO_BACK_REQUEST:
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if what == NOTIFICATION_WM_CLOSE_REQUEST || what == NOTIFICATION_WM_GO_BACK_REQUEST:
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SaveSystem.save()
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# SaveSystem.save()
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pass
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