87 lines
2.3 KiB
GDScript
87 lines
2.3 KiB
GDScript
extends Node3D
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const BoundingBoxTools = preload ("res://lib/utils/mesh/bounding_box_tools.gd")
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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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var selectable = R.state(true)
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var selected_room = R.state(null)
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func _ready():
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R.effect(func(_arg):
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var rooms=Store.house.state.rooms
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for old_room in get_children():
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remove_child(old_room)
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old_room.queue_free()
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if rooms.size() == 0:
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return
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var target_rect=Rect2(0.0, 0.0, 0.2, 0.2)
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var rooms_rect=Rect2()
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for room in rooms:
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rooms_rect=rooms_rect.merge(BoundingBoxTools.get_bounding_box_2d(room.corners))
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var box_transform=BoundingBoxTools.resize_bounding_box_2d(rooms_rect, target_rect)
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for room in rooms:
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var mesh=ConstructRoomMesh.generate_ceiling_mesh(room.corners)
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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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body.position.x=box_transform.origin.x
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body.position.z=box_transform.origin.y
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body.set_collision_layer_value(1, false)
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body.set_collision_layer_value(2, true)
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var mesh_instance=MeshInstance3D.new()
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mesh_instance.name="Mesh"
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mesh_instance.mesh=mesh
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mesh_instance.material_override=material_unselected if selected_room.value != room.name else material_selected
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body.add_child(mesh_instance)
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var collision_shape=CollisionShape3D.new()
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collision_shape.shape=mesh.create_trimesh_shape()
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body.add_child(collision_shape)
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add_child(body)
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var box_scale=box_transform.get_scale()
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var min_scale=min(box_scale.x, box_scale.y)
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scale=Vector3(min_scale, min_scale, min_scale)
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)
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func _on_click(event: EventPointer):
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if selectable.value == false:
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return
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var previous_room = get_room(selected_room.value)
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if previous_room != null:
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previous_room.get_node("Mesh").material_override = material_unselected
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var room_name = event.target.name
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if selected_room.value == room_name:
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selected_room.value = null
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return
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selected_room.value = room_name
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get_room(selected_room.value).get_node("Mesh").material_override = material_selected
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func get_room(room_name):
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if room_name == null:
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return null
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if has_node(str(room_name)):
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return get_node(str(room_name))
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return null
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