Merge pull request 'Editor Terrain Size Options' (#1) from editor-terrain-size-options into main
Reviewed-on: #1
This commit is contained in:
commit
82b30d0d70
BIN
editor.scn (Stored with Git LFS)
BIN
editor.scn (Stored with Git LFS)
Binary file not shown.
|
@ -1,5 +1,28 @@
|
||||||
class_name PlayerController extends Node3D
|
class_name PlayerController extends Node3D
|
||||||
|
|
||||||
|
##
|
||||||
|
## Supported selection input devices.
|
||||||
|
##
|
||||||
|
enum SelectMode {
|
||||||
|
NONE,
|
||||||
|
MOUSE,
|
||||||
|
}
|
||||||
|
|
||||||
|
##
|
||||||
|
## The device being used for selection has changed.
|
||||||
|
##
|
||||||
|
signal select_mode_changed(mode: SelectMode)
|
||||||
|
|
||||||
|
##
|
||||||
|
## Selection of a point on screenspace has started happening.
|
||||||
|
##
|
||||||
|
signal selection_started()
|
||||||
|
|
||||||
|
##
|
||||||
|
## Selection of a point on screenspace has stopped happening.
|
||||||
|
##
|
||||||
|
signal selection_stopped()
|
||||||
|
|
||||||
const _BACKWARD := "player_controller_backward"
|
const _BACKWARD := "player_controller_backward"
|
||||||
|
|
||||||
const _FORWARD := "player_controller_forward"
|
const _FORWARD := "player_controller_forward"
|
||||||
|
@ -20,29 +43,54 @@ const _ROTATE_SPEED_BASE := 5.0
|
||||||
|
|
||||||
const _TRANSFORM_DELTA := 10.0
|
const _TRANSFORM_DELTA := 10.0
|
||||||
|
|
||||||
|
@export
|
||||||
|
var _camera: Camera3D = null
|
||||||
|
|
||||||
|
var _cursor_point := Vector2.ZERO
|
||||||
|
|
||||||
var _is_drag_panning := false
|
var _is_drag_panning := false
|
||||||
|
|
||||||
|
var _is_selecting := false
|
||||||
|
|
||||||
|
var _select_mode := SelectMode.NONE
|
||||||
|
|
||||||
|
@export
|
||||||
|
var _selection_area: Control = null
|
||||||
|
|
||||||
@onready
|
@onready
|
||||||
var _target_position := self.position
|
var _target_position := self.position
|
||||||
|
|
||||||
@onready
|
@onready
|
||||||
var _target_orientation := self.global_rotation.y
|
var _target_orientation := self.global_rotation.y
|
||||||
|
|
||||||
|
##
|
||||||
|
## Smoothness applies to the interpolation toward rotation and movement target values.
|
||||||
|
##
|
||||||
@export
|
@export
|
||||||
var movement_smoothing := 0.5
|
var movement_smoothing := 0.5
|
||||||
|
|
||||||
|
##
|
||||||
|
## Whether or not player movement input processed by the controller should be ignored.
|
||||||
|
##
|
||||||
|
var frozen := false
|
||||||
|
|
||||||
func _input(event: InputEvent) -> void:
|
func _input(event: InputEvent) -> void:
|
||||||
if event is InputEventMouseButton:
|
if event is InputEventMouseButton:
|
||||||
match event.button_index:
|
match event.button_index:
|
||||||
MOUSE_BUTTON_MIDDLE:
|
MOUSE_BUTTON_MIDDLE:
|
||||||
self._is_drag_panning = event.is_pressed()
|
self._is_drag_panning = event.is_pressed() and not(self.frozen)
|
||||||
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if self._is_drag_panning else Input.MOUSE_MODE_VISIBLE
|
|
||||||
|
|
||||||
MOUSE_BUTTON_WHEEL_DOWN:
|
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if\
|
||||||
pass
|
self._is_drag_panning else Input.MOUSE_MODE_VISIBLE
|
||||||
|
|
||||||
MOUSE_BUTTON_WHEEL_UP:
|
MOUSE_BUTTON_LEFT:
|
||||||
pass
|
self._is_selecting = event.is_pressed()
|
||||||
|
|
||||||
|
if self._is_selecting:
|
||||||
|
self.selection_started.emit()
|
||||||
|
|
||||||
|
else:
|
||||||
|
self.selection_stopped.emit()
|
||||||
|
|
||||||
return
|
return
|
||||||
|
|
||||||
|
@ -64,10 +112,16 @@ func _input(event: InputEvent) -> void:
|
||||||
if event is InputEventScreenDrag:
|
if event is InputEventScreenDrag:
|
||||||
return
|
return
|
||||||
|
|
||||||
|
if event is InputEventScreenTouch:
|
||||||
|
return
|
||||||
|
|
||||||
func _process(delta: float) -> void:
|
func _process(delta: float) -> void:
|
||||||
|
if not(self.frozen):
|
||||||
var global_basis := self.global_transform.basis
|
var global_basis := self.global_transform.basis
|
||||||
var camera_settings := GameSettings.camera_settings
|
var camera_settings := GameSettings.camera_settings
|
||||||
var delta_speed := camera_settings.movement_speed_modifier * _MOVE_SPEED_BASE_MODIFIER * delta
|
|
||||||
|
var delta_speed :=\
|
||||||
|
camera_settings.movement_speed_modifier * _MOVE_SPEED_BASE_MODIFIER * delta
|
||||||
|
|
||||||
self._target_position += delta_speed.y * (-global_basis.z) *\
|
self._target_position += delta_speed.y * (-global_basis.z) *\
|
||||||
(Input.get_action_strength(_FORWARD) - Input.get_action_strength(_BACKWARD)) *\
|
(Input.get_action_strength(_FORWARD) - Input.get_action_strength(_BACKWARD)) *\
|
||||||
|
@ -85,8 +139,71 @@ func _process(delta: float) -> void:
|
||||||
Transform3D(Basis(Vector3.UP, self._target_orientation), self._target_position),
|
Transform3D(Basis(Vector3.UP, self._target_orientation), self._target_position),
|
||||||
delta * _TRANSFORM_DELTA * self.movement_smoothing)
|
delta * _TRANSFORM_DELTA * self.movement_smoothing)
|
||||||
|
|
||||||
|
match self._select_mode:
|
||||||
|
SelectMode.NONE:
|
||||||
|
self._cursor_point = self.get_viewport().size / 2.0
|
||||||
|
|
||||||
|
SelectMode.MOUSE:
|
||||||
|
self._cursor_point = self.get_viewport().get_mouse_position()
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
if self._selection_area != null:
|
||||||
|
self._selection_area.mouse_entered.connect(func () -> void:
|
||||||
|
if self._select_mode != SelectMode.MOUSE:
|
||||||
|
self._select_mode = SelectMode.MOUSE
|
||||||
|
|
||||||
|
self.select_mode_changed.emit(SelectMode.MOUSE))
|
||||||
|
|
||||||
|
self._selection_area.mouse_exited.connect(func () -> void:
|
||||||
|
if self._select_mode != SelectMode.NONE:
|
||||||
|
self._select_mode = SelectMode.NONE
|
||||||
|
|
||||||
|
self.select_mode_changed.emit(SelectMode.NONE))
|
||||||
|
|
||||||
##
|
##
|
||||||
|
## Returns [code]true[/code] if the player controller is currently selecting a location on the
|
||||||
|
## screen, otherwise [code]false[/code].
|
||||||
##
|
##
|
||||||
|
## *Note* that it is discouraged that this be continuously polled for single-fire events. Instead,
|
||||||
|
## see [signal selection_started] and [signal selection_stopped].
|
||||||
##
|
##
|
||||||
func is_drag_panning() -> bool:
|
func is_selecting() -> bool:
|
||||||
return self._is_drag_panning
|
return self._is_selecting
|
||||||
|
|
||||||
|
##
|
||||||
|
## Returns the position of the selection cursor with respect to the select current mode being used.
|
||||||
|
##
|
||||||
|
## When a mouse input device is being used, this will be its location in screen coordinates. For
|
||||||
|
## touchscreen interactions, this will be the location of an active gesture. Finally, for all other
|
||||||
|
## states - including gamepad - this will be the middle of screenspace at all times.
|
||||||
|
##
|
||||||
|
func get_cursor_point() -> Vector2:
|
||||||
|
return self._cursor_point
|
||||||
|
|
||||||
|
##
|
||||||
|
## Returns the current [enum SelectMode] being used for selections.
|
||||||
|
##
|
||||||
|
## The general use-case for this function is to peek through the player controller abstraction and
|
||||||
|
## see what supported hardware interface is currently being used to select in the world. This is
|
||||||
|
## useful for handling input-specific behaviors, such as showing a mouse cursor when a mouse input
|
||||||
|
## device is being used.
|
||||||
|
##
|
||||||
|
func get_select_mode() -> int:
|
||||||
|
return self._select_mode
|
||||||
|
|
||||||
|
##
|
||||||
|
## Attempts to convert the screen coordinates in [code]screen_point[/code] into 2D worldspace
|
||||||
|
## coordinate relative to an infinite ground plane at y offset [code]0.0[/code].
|
||||||
|
##
|
||||||
|
## Successful point intersection will return the plane coordinates in a [class Vector2], otherwise
|
||||||
|
## [code]null[/code] is returned.
|
||||||
|
##
|
||||||
|
func screen_to_plane(screen_point: Vector2):
|
||||||
|
if self._camera != null:
|
||||||
|
var plane_target = Plane(Vector3.UP, 0.0).intersects_ray(
|
||||||
|
self._camera.global_position, self._camera.project_ray_normal(screen_point))
|
||||||
|
|
||||||
|
if plane_target is Vector3:
|
||||||
|
return Vector2(plane_target.x, plane_target.z)
|
||||||
|
|
||||||
|
return null
|
||||||
|
|
|
@ -53,6 +53,15 @@ window/size/viewport_height=800
|
||||||
window/stretch/mode="canvas_items"
|
window/stretch/mode="canvas_items"
|
||||||
window/stretch/aspect="keep_height"
|
window/stretch/aspect="keep_height"
|
||||||
|
|
||||||
|
[editor]
|
||||||
|
|
||||||
|
version_control/plugin_name="GitPlugin"
|
||||||
|
version_control/autoload_on_startup=true
|
||||||
|
|
||||||
|
[editor_plugins]
|
||||||
|
|
||||||
|
enabled=PackedStringArray()
|
||||||
|
|
||||||
[input]
|
[input]
|
||||||
|
|
||||||
player_controller_left={
|
player_controller_left={
|
||||||
|
|
|
@ -1,6 +1,8 @@
|
||||||
@tool
|
@tool
|
||||||
class_name TerrainInstance3D extends GeometryInstance3D
|
class_name TerrainInstance3D extends GeometryInstance3D
|
||||||
|
|
||||||
|
const _DETAIL := 2
|
||||||
|
|
||||||
var _mesh := PlaneMesh.new()
|
var _mesh := PlaneMesh.new()
|
||||||
|
|
||||||
var _material := ShaderMaterial.new()
|
var _material := ShaderMaterial.new()
|
||||||
|
@ -14,16 +16,20 @@ var size: Vector2i = Vector2i.ZERO:
|
||||||
return size
|
return size
|
||||||
|
|
||||||
set(value):
|
set(value):
|
||||||
var width := value.x
|
var width := maxi(value.x, 0)
|
||||||
var height := value.y
|
var height := maxi(value.y, 0)
|
||||||
|
|
||||||
if (width != 0) and (height != 0):
|
|
||||||
if (width != size.x) or (height != size.y):
|
if (width != size.x) or (height != size.y):
|
||||||
self._mesh.subdivide_width = width
|
if (width == 0) and (height == 0):
|
||||||
self._mesh.subdivide_depth = height
|
RenderingServer.instance_set_base(self.get_instance(), RID())
|
||||||
|
|
||||||
|
else:
|
||||||
|
self._mesh.subdivide_width = width * _DETAIL
|
||||||
|
self._mesh.subdivide_depth = height * _DETAIL
|
||||||
self._mesh.size = value
|
self._mesh.size = value
|
||||||
|
|
||||||
self._material.set_shader_parameter("SIZE", Vector2(value))
|
self._material.set_shader_parameter("SIZE", Vector2(value))
|
||||||
|
RenderingServer.instance_set_base(self.get_instance(), self._mesh)
|
||||||
|
|
||||||
size = value
|
size = value
|
||||||
|
|
||||||
|
@ -161,4 +167,3 @@ func _init() -> void:
|
||||||
self._material.shader = preload("res://terrain_shader.gdshader")
|
self._material.shader = preload("res://terrain_shader.gdshader")
|
||||||
|
|
||||||
self._mesh.surface_set_material(0, self._material)
|
self._mesh.surface_set_material(0, self._material)
|
||||||
RenderingServer.instance_set_base(self.get_instance(), self._mesh)
|
|
||||||
|
|
Binary file not shown.
Binary file not shown.
|
@ -0,0 +1,34 @@
|
||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="texture"
|
||||||
|
type="CompressedTexture2D"
|
||||||
|
uid="uid://c3efpk1tcq1ef"
|
||||||
|
path="res://.godot/imported/icons_atlas.png-636cee87356c05eb2a62c57d569bd94e.ctex"
|
||||||
|
metadata={
|
||||||
|
"vram_texture": false
|
||||||
|
}
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://user_interface/icons_atlas.png"
|
||||||
|
dest_files=["res://.godot/imported/icons_atlas.png-636cee87356c05eb2a62c57d569bd94e.ctex"]
|
||||||
|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
compress/mode=0
|
||||||
|
compress/lossy_quality=0.7
|
||||||
|
compress/hdr_compression=1
|
||||||
|
compress/bptc_ldr=0
|
||||||
|
compress/normal_map=0
|
||||||
|
compress/channel_pack=0
|
||||||
|
mipmaps/generate=false
|
||||||
|
mipmaps/limit=-1
|
||||||
|
roughness/mode=0
|
||||||
|
roughness/src_normal=""
|
||||||
|
process/fix_alpha_border=true
|
||||||
|
process/premult_alpha=false
|
||||||
|
process/normal_map_invert_y=false
|
||||||
|
process/hdr_as_srgb=false
|
||||||
|
process/hdr_clamp_exposure=false
|
||||||
|
process/size_limit=0
|
||||||
|
detect_3d/compress_to=0
|
Loading…
Reference in New Issue