immersive-home/content/system/house/house.gd
2024-01-30 17:47:38 +01:00

269 lines
6.1 KiB
GDScript

extends Node3D
const Room = preload("./room/room.tscn")
const RoomType = preload("./room/room.gd")
@onready var levels = $Levels
@onready var collision_shape = $Levels/CollisionShape3D
@onready var align_reference = $AlignReference
@onready var animate_timer = $AnimateTimer
var fixing_reference: bool = false
var editing_room: RoomType = null
var mini_view: bool = false:
set(value):
mini_view = value
update_mini_view()
var target_size: float = 1.0
func _ready():
Store.house.on_loaded.connect(func():
update_house()
)
func _physics_process(delta):
if animate_timer.is_stopped() == false:
levels.scale.x = lerp(levels.scale.x, target_size, 10.0 * delta)
levels.scale.y = lerp(levels.scale.y, target_size, 10.0 * delta)
levels.scale.z = lerp(levels.scale.z, target_size, 10.0 * delta)
func update_house():
for old_room in get_rooms(0):
old_room.queue_free()
await old_room.tree_exited
align_reference.update_align_reference()
for index in range(Store.house.rooms.size()):
var new_room = Store.house.rooms[index]
create_room(new_room.name, 0)
for entity_index in range(Store.house.entities.size()):
var entity = Store.house.entities[entity_index]
var entity_instance = create_entity_in(entity.id, entity.room)
if entity_instance == null:
continue
entity_instance.global_position = entity.position
entity_instance.global_rotation = entity.rotation
func create_room(room_name: String, level: int) -> RoomType:
var existing_room = Store.house.get_room(room_name)
if existing_room == null:
Store.house.rooms.append({
"name": room_name,
"height": 2.0,
"corners": [],
})
var room = Room.instantiate()
room.name = room_name
get_level(level).add_child(room)
return room
func edit_room(room_name):
var room = find_room(room_name)
if room == editing_room:
return
if editing_room != null:
editing_room.editable = false
editing_room = null
if room != null:
room.editable = true
editing_room = room
func is_valid_room(room_name):
var room = find_room(room_name)
if room == null:
return
return room.wall_corners.get_child_count() >= 3
func delete_room(room_name):
var room = find_room(room_name)
if room == null:
return
if editing_room == room:
editing_room = null
room.queue_free()
await room.tree_exited
var store_room = Store.house.get_room(room_name)
if store_room != null:
Store.house.rooms.erase(store_room)
Store.house.save_local()
func is_editiong(room_name):
return editing_room != null && editing_room.name == room_name
func find_room(room_name):
for room in get_rooms(0):
if room.name == room_name:
return room
return null
func find_room_at(entity_position: Vector3):
for room in get_rooms(0):
if room.has_point(entity_position):
return room
return null
func get_level(level: int):
return levels.get_child(level)
func get_level_aabb(level: int):
var rooms = get_level(level).get_children()
if rooms.size() == 0:
return AABB()
var min_pos = rooms[0].get_aabb().position
var max_pos = min_pos + rooms[0].get_aabb().size
for room in rooms:
var room_min = room.get_aabb().position
var room_max = room_min + room.get_aabb().size
min_pos.x = min(min_pos.x, room_min.x)
min_pos.y = min(min_pos.y, room_min.y)
min_pos.z = min(min_pos.z, room_min.z)
max_pos.x = max(max_pos.x, room_max.x)
max_pos.y = max(max_pos.y, room_max.y)
max_pos.z = max(max_pos.z, room_max.z)
return AABB(min_pos, max_pos - min_pos)
func get_rooms(level: int):
return get_level(level).get_children()
func create_entity(entity_id: String, entity_position: Vector3):
var room = find_room_at(entity_position)
if room == null:
return null
var entity = EntityFactory.create_entity(entity_id)
if entity == null:
return null
room.get_node("Entities").add_child(entity)
entity.global_position = entity_position
save_all_entities()
return entity
func create_entity_in(entity_id: String, room_name: String):
var room = find_room(room_name)
if room == null:
return null
var entity = EntityFactory.create_entity(entity_id)
if entity == null:
return null
room.get_node("Entities").add_child(entity)
entity.global_position = room.get_aabb().position + room.get_aabb().size / 2.0
return entity
func update_mini_view():
collision_shape.disabled = !mini_view
if mini_view:
var aabb = get_level_aabb(0)
aabb.position.y = -0.03
aabb.size.y = 0.06
var center = aabb.position + aabb.size / 2.0
collision_shape.global_position = center
collision_shape.shape.size = aabb.size
var camera = get_node("/root/Main/XROrigin3D/XRCamera3D")
var camera_position = camera.global_position
var camera_direction = -camera.global_transform.basis.z
camera_position.y *= 0.5
camera_direction.y = 0.0
var target_position = camera_position + camera_direction.normalized() * 0.2
levels.global_position = target_position - center * 0.1
else:
levels.position = Vector3(0, 0, 0)
target_size = 0.1 if mini_view else 1.0
animate_timer.start()
for room in get_rooms(0):
room.state_machine.change_to("Mini" if mini_view else "View")
func edit_reference():
fixing_reference = false
align_reference.visible = true
align_reference.disabled = false
func fix_reference():
fixing_reference = true
align_reference.disabled = false
align_reference.visible = true
align_reference.update_initial_positions()
func save_reference():
if fixing_reference:
for room in get_rooms(0):
room.editable = true
var align_transform = align_reference.global_transform
transform = align_reference.get_new_transform()
align_reference.global_transform = align_transform
align_reference.update_store()
for room in get_rooms(0):
room.editable = false
save_all_entities()
align_reference.disabled = true
align_reference.visible = false
align_reference.update_initial_positions()
Store.house.save_local()
func save_all_entities():
Store.house.entities.clear()
for room in get_rooms(0):
for entity in room.get_node("Entities").get_children():
var entity_data = {
"id": entity.entity_id,
"position": entity.global_position,
"rotation": entity.global_rotation,
"room": String(room.name)
}
Store.house.entities.append(entity_data)
Store.house.save_local()