232 lines
6.8 KiB
GDScript
232 lines
6.8 KiB
GDScript
extends Node3D
|
|
|
|
const ConstructRoomMesh = preload ("res://lib/utils/mesh/construct_room_mesh.gd")
|
|
const ConstructDoorMesh = preload ("res://lib/utils/mesh/construct_door_mesh.gd")
|
|
const wall_material = preload ("./mini_wall.tres")
|
|
const humidity_gradient = preload ("./humid_gradient.tres")
|
|
const temperature_gradient = preload ("./temp_gradient.tres")
|
|
|
|
@onready var body = $Body
|
|
@onready var small_node = $Body/Small
|
|
@onready var model = $Body/Small/Model
|
|
@onready var player = $Body/Small/Player
|
|
@onready var collision_shape = $Body/CollisionShape3D
|
|
@onready var entity_select = $Body/EntitySelect
|
|
|
|
enum HeatmapType {
|
|
NONE = 0,
|
|
TEMPERATURE = 1,
|
|
HUMIDITY = 2
|
|
}
|
|
|
|
var heatmap_type_strings = {
|
|
HeatmapType.NONE: "none",
|
|
HeatmapType.TEMPERATURE: "temperature",
|
|
HeatmapType.HUMIDITY: "humidity"
|
|
}
|
|
|
|
var base_scale = {
|
|
HeatmapType.NONE: Vector2(0.0, 1.0),
|
|
HeatmapType.TEMPERATURE: Vector2( - 20.0, 60.0),
|
|
HeatmapType.HUMIDITY: Vector2(0.0, 100.0)
|
|
}
|
|
var selected_scale = R.state(Vector2(0.0, 1.0))
|
|
var opacity = R.state(70)
|
|
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)
|
|
|
|
EventSystem.on_action_down.connect(func(action):
|
|
if action.name == "by_button":
|
|
small.value=!small.value
|
|
)
|
|
|
|
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_type.value == HeatmapType.NONE&&small.value == false:
|
|
return
|
|
|
|
for child in model.get_children():
|
|
model.remove_child(child)
|
|
child.free()
|
|
|
|
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)
|
|
|
|
var doors=[]
|
|
|
|
for door in Store.house.state.doors:
|
|
if door.room1 == room.name:
|
|
doors.append([door.room1_position1, door.room1_position2])
|
|
elif door.room2 == room.name:
|
|
doors.append([door.room2_position1, door.room2_position2])
|
|
|
|
walls_mesh.mesh=ConstructRoomMesh.generate_wall_mesh_with_doors_grid(room.corners, room.height, doors)
|
|
floor_mesh.mesh=ConstructRoomMesh.generate_ceiling_mesh_grid(room.corners)
|
|
|
|
walls_mesh.material_override=wall_material
|
|
floor_mesh.material_override=wall_material
|
|
|
|
walls_mesh.set_layer_mask_value(2, true)
|
|
floor_mesh.set_layer_mask_value(2, true)
|
|
|
|
for door in Store.house.state.doors:
|
|
var door_mesh=MeshInstance3D.new()
|
|
|
|
model.add_child(door_mesh)
|
|
|
|
if Geometry2D.is_polygon_clockwise([
|
|
Vector2(door.room1_position1.x, door.room1_position1.z),
|
|
Vector2(door.room2_position1.x, door.room2_position1.z),
|
|
Vector2(door.room2_position2.x, door.room2_position2.z),
|
|
Vector2(door.room1_position2.x, door.room1_position2.z)
|
|
]):
|
|
door_mesh.mesh=ConstructDoorMesh.generate_door_mesh(door.room1_position2, door.room2_position2, door.room2_position1, door.room1_position1)
|
|
else:
|
|
door_mesh.mesh=ConstructDoorMesh.generate_door_mesh(door.room1_position1, door.room2_position1, door.room2_position2, door.room1_position2)
|
|
|
|
door_mesh.material_override=wall_material
|
|
|
|
door_mesh.set_layer_mask_value(2, true)
|
|
)
|
|
|
|
# Update Size
|
|
R.effect(func(_arg):
|
|
collision_shape.disabled=small.value == false
|
|
player.visible=small.value
|
|
|
|
var tween:=create_tween()
|
|
tween.set_parallel(true)
|
|
if small.value:
|
|
|
|
var aabb=App.house.get_rooms_aabb()
|
|
var height=aabb.size.y
|
|
|
|
aabb.position.y=- 0.03
|
|
aabb.size.y=0.06
|
|
|
|
var center=aabb.position + aabb.size / 2
|
|
|
|
collision_shape.shape.size=aabb.size * 0.1
|
|
collision_shape.position=center * 0.1
|
|
entity_select.position=Vector3(0, height * 0.1 + 0.1, 0)
|
|
|
|
var camera_position=App.camera.global_position
|
|
var camera_direction=- App.camera.global_transform.basis.z
|
|
|
|
camera_position.y *= 0.5
|
|
camera_direction.y=0
|
|
|
|
var target_position=camera_position + camera_direction.normalized() * 0.5
|
|
var new_position=target_position - center * 0.1
|
|
|
|
tween.tween_property(small_node, "scale", Vector3(0.1, 0.1, 0.1), 0.5)
|
|
tween.tween_property(body, "position", new_position, 0.5)
|
|
else:
|
|
tween.tween_property(small_node, "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):
|
|
model.visible=heatmap_type.value != HeatmapType.NONE||small.value
|
|
)
|
|
|
|
# Update Heatmap
|
|
R.effect(func(_arg):
|
|
if heatmap_type.value != HeatmapType.NONE:
|
|
EventSystem.on_slow_tick.connect(update_data)
|
|
if heatmap_type.value == HeatmapType.TEMPERATURE:
|
|
wall_material.set_shader_parameter("color_gradient", temperature_gradient)
|
|
else:
|
|
wall_material.set_shader_parameter("color_gradient", humidity_gradient)
|
|
else:
|
|
EventSystem.on_slow_tick.disconnect(update_data)
|
|
wall_material.set_shader_parameter("data", [])
|
|
wall_material.set_shader_parameter("data_size", 0)
|
|
)
|
|
|
|
R.effect(func(_arg):
|
|
wall_material.set_shader_parameter("alpha", opacity.value / 100.0)
|
|
)
|
|
|
|
func _process(delta):
|
|
var cam_pos = App.camera.global_position
|
|
cam_pos.y += 0.1
|
|
player.mesh.height = cam_pos.y
|
|
player.position = Vector3(cam_pos.x, cam_pos.y / 2, cam_pos.z)
|
|
|
|
const SensorEntity = preload ("res://content/entities/sensor/sensor.gd")
|
|
|
|
func get_base_scale() -> Vector2:
|
|
return base_scale[heatmap_type.value]
|
|
|
|
func get_sensor_data():
|
|
var data_list = []
|
|
|
|
for room in App.house.get_rooms():
|
|
for entity in room.get_node("Entities").get_children():
|
|
if entity is SensorEntity:
|
|
var sensor = entity as SensorEntity
|
|
var data = sensor.get_sensor_data(heatmap_type_strings[heatmap_type.value])
|
|
if data == null:
|
|
continue
|
|
|
|
var sensor_pos = App.house.to_local(sensor.global_position)
|
|
|
|
data_list.append(Vector4(sensor_pos.x, sensor_pos.y, sensor_pos.z, float(data)))
|
|
|
|
return data_list
|
|
|
|
func get_sensor_unit():
|
|
for room in App.house.get_rooms():
|
|
for entity in room.get_node("Entities").get_children():
|
|
if entity is SensorEntity:
|
|
var sensor = entity as SensorEntity
|
|
var sensor_unit = sensor.get_sensor_unit(heatmap_type_strings[heatmap_type.value])
|
|
if sensor_unit != null:
|
|
return sensor_unit
|
|
|
|
return ""
|
|
|
|
func get_sensor_scale():
|
|
var data = get_sensor_data()
|
|
var minmax
|
|
|
|
for sensor in data:
|
|
if minmax == null:
|
|
minmax = Vector2(sensor.w, sensor.w)
|
|
else:
|
|
minmax.x = min(sensor.w, minmax.x)
|
|
minmax.y = max(sensor.w, minmax.y)
|
|
|
|
if minmax == null:
|
|
return Vector2(0.0, 1.0)
|
|
|
|
return minmax
|
|
|
|
func update_data(_delta: float) -> void:
|
|
var data_list = get_sensor_data()
|
|
|
|
data_list = data_list.map(func(data: Vector4) -> Vector4:
|
|
data.w=clamp((data.w - selected_scale.value.x) / (selected_scale.value.y - selected_scale.value.x), 0.0, 1.0)
|
|
return data
|
|
)
|
|
|
|
wall_material.set_shader_parameter("data", data_list)
|
|
wall_material.set_shader_parameter("data_size", data_list.size())
|