immersive-home/content/system/house/house.gd
2024-01-22 16:54:15 +01:00

148 lines
3.3 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
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 _physics_process(delta):
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 create_room(room_name: String, level: int) -> RoomType:
if editing_room != null:
editing_room.editable = false
editing_room = null
var room = Room.instantiate()
room.name = room_name
room.editable = true
editing_room = room
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.get_parent().remove_child(room)
room.queue_free()
func is_editiong(room_name):
return editing_room != null && editing_room.name == room_name
func find_room(room_name):
for level in levels.get_children():
for room in level.get_children():
if room.name == room_name:
return room
return null
func find_room_at(entity_position: Vector3):
for level in levels.get_children():
for room in level.get_children():
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
var entity = EntityFactory.create_entity(entity_id)
if entity == null:
return
room.add_child(entity)
entity.global_position = entity_position
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
else:
levels.position = Vector3(0, 0, 0)
target_size = 0.1 if mini_view else 1.0
for room in get_rooms(0):
room.state_machine.change_to("Mini" if mini_view else "View")