diff --git a/scenes/Grid/grid_field.tscn b/scenes/Grid/grid_field.tscn index 0a43f97..436fded 100644 --- a/scenes/Grid/grid_field.tscn +++ b/scenes/Grid/grid_field.tscn @@ -1,15 +1,18 @@ -[gd_scene load_steps=9 format=4 uid="uid://qd6xvgwrd00g"] +[gd_scene load_steps=12 format=4 uid="uid://qd6xvgwrd00g"] [ext_resource type="Script" uid="uid://3goclr4srt7k" path="res://scenes/Grid/grid_plane_manager.gd" id="1_72cxc"] +[ext_resource type="Script" uid="uid://5p4mcxw7wann" path="res://scenes/Grid/grid_camera_controller.gd" id="2_o2iv9"] +[ext_resource type="Script" uid="uid://ehef5rrel4d6" path="res://scenes/Grid/grid_highlight_controller.gd" id="3_n2b7o"] +[ext_resource type="Script" uid="uid://oy8cl8dscrh2" path="res://scenes/Grid/day_night_controller.gd" id="4_u8bvi"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ground"] albedo_color = Color(0.211765, 0.364706, 0.211765, 1) [sub_resource type="PlaneMesh" id="PlaneMesh_ground"] -size = Vector2(10, 10) +size = Vector2(146.06345, 116.8072) [sub_resource type="BoxShape3D" id="BoxShape3D_ground"] -size = Vector3(10, 0.4, 10) +size = Vector3(146.06345, 0.4, 116.8072) [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_grid"] no_depth_test = true @@ -17,7 +20,7 @@ shading_mode = 0 vertex_color_use_as_albedo = true albedo_color = Color(0.811765, 0.917647, 1, 0.74902) -[sub_resource type="ArrayMesh" id="ArrayMesh_q3k88"] +[sub_resource type="ArrayMesh" id="ArrayMesh_pxg5e"] _surfaces = [{ "aabb": AABB(-5, 0.02, -5, 10, 1e-05, 10), "attribute_data": PackedByteArray("M7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6Uzsv+lM7L/pTOy/6U="), @@ -34,7 +37,7 @@ no_depth_test = true shading_mode = 0 albedo_color = Color(0.976471, 0.843137, 0.333333, 0.6) -[sub_resource type="PlaneMesh" id="PlaneMesh_8dkrf"] +[sub_resource type="PlaneMesh" id="PlaneMesh_dce6m"] size = Vector2(1, 1) [node name="GridField" type="Node3D"] @@ -43,7 +46,7 @@ columns = 10 rows = 10 cell_size = 1.0 ground_thickness = 0.4 -ground_padding = null +ground_padding = 20.0 show_grid_lines = true grid_line_color = Color(0.2, 0.7, 1, 0.65) @@ -63,22 +66,32 @@ shape = SubResource("BoxShape3D_ground") unique_name_in_owner = true material_override = SubResource("StandardMaterial3D_grid") cast_shadow = 0 -mesh = SubResource("ArrayMesh_q3k88") +mesh = SubResource("ArrayMesh_pxg5e") [node name="DirectionalLight3D" type="DirectionalLight3D" parent="."] unique_name_in_owner = true -transform = Transform3D(0.707107, -0.5, 0.5, 0, 0.707107, 0.707107, -0.707107, -0.5, 0.5, 0, 5, 0) -shadow_enabled = true +transform = Transform3D(-4.37114e-08, -1.0000001, -4.3711392e-08, 0, -4.3711392e-08, 1.0000001, -1.0000002, 4.3711392e-08, 1.9106857e-15, 5.165678e-06, 60, 9.1084837e-07) +light_color = Color(0.12, 0.18, 0.35, 1) +light_energy = 0.05 +script = ExtResource("4_u8bvi") +grid_manager_path = NodePath("..") [node name="Camera3D" type="Camera3D" parent="."] unique_name_in_owner = true -transform = Transform3D(0.70710677, -0.40824828, 0.57735026, 0, 0.8164966, 0.57735026, -0.70710677, -0.40824828, 0.57735026, 6, 6, 6) +transform = Transform3D(0.7071067, -0.40824828, 0.5773502, 0, 0.8164966, 0.5773502, -0.7071067, -0.40824828, 0.5773502, 6, 6, 6) current = true fov = 60.0 +script = ExtResource("2_o2iv9") +grid_manager_path = NodePath("..") +ground_mesh_path = NodePath("../GroundMesh") +ground_collision_path = NodePath("../GroundBody/GroundCollision") [node name="HoverHighlight" type="MeshInstance3D" parent="."] unique_name_in_owner = true visible = false material_override = SubResource("StandardMaterial3D_highlight") cast_shadow = 0 -mesh = SubResource("PlaneMesh_8dkrf") +mesh = SubResource("PlaneMesh_dce6m") +script = ExtResource("3_n2b7o") +grid_manager_path = NodePath("..") +camera_path = NodePath("../Camera3D") diff --git a/scenes/Grid/grid_plane_manager.gd b/scenes/Grid/grid_plane_manager.gd index b2be452..1291b43 100644 --- a/scenes/Grid/grid_plane_manager.gd +++ b/scenes/Grid/grid_plane_manager.gd @@ -67,63 +67,10 @@ var _ground_padding: float = 20.0 if is_equal_approx(value, _ground_padding): return _ground_padding = value - _update_ground_assets() + emit_signal("grid_layout_changed", _cells) get: return _ground_padding -var _day_length_hours: float = 12.0 -@export_range(1.0, 48.0, 0.5) var day_length_hours: float = 12.0: - set(value): - value = max(value, 1.0) - if is_equal_approx(value, _day_length_hours): - return - _day_length_hours = value - _time_of_day_hours = clamp(_time_of_day_hours, 0.0, _day_length_hours) - _apply_sun_lighting() - get: - return _day_length_hours - -var _seconds_per_game_hour: float = 60.0 -@export_range(1.0, 600.0, 1.0) var real_seconds_per_game_hour: float = 60.0: - set(value): - value = clamp(value, 1.0, 600.0) - if is_equal_approx(value, _seconds_per_game_hour): - return - _seconds_per_game_hour = value - get: - return _seconds_per_game_hour - -@export_range(0.0, 48.0, 0.25) var start_time_of_day_hours: float = 6.0 -var _time_of_day_hours: float = 0.0 - -var _zoom_factor: float = 1.0 -var _zoom_min_internal: float = 0.5 -var _zoom_max_internal: float = 3.0 -var _zoom_step_internal: float = 0.1 -@export_range(0.1, 10.0, 0.1) var zoom_min: float = 0.5: - set(value): - _zoom_min_internal = clamp(value, 0.1, min(_zoom_max_internal, 10.0)) - if _zoom_factor < _zoom_min_internal: - _zoom_factor = _zoom_min_internal - _update_camera_view() - _update_ground_assets() - get: - return _zoom_min_internal -@export_range(0.1, 10.0, 0.1) var zoom_max: float = 3.0: - set(value): - _zoom_max_internal = max(value, _zoom_min_internal) - if _zoom_factor > _zoom_max_internal: - _zoom_factor = _zoom_max_internal - _update_camera_view() - _update_ground_assets() - get: - return _zoom_max_internal -@export_range(0.01, 1.0, 0.01) var zoom_step: float = 0.1: - set(value): - _zoom_step_internal = clamp(value, 0.01, 1.0) - get: - return _zoom_step_internal - var _show_grid_lines: bool = true @export var show_grid_lines: bool: set(value): @@ -148,31 +95,31 @@ var _grid_line_color: Color = Color(0.2, 0.7, 1.0, 0.65) const _LINE_HEIGHT_OFFSET := 0.02 const _SQRT3 := 1.7320508075688772 -@onready var _ground_mesh: MeshInstance3D = %GroundMesh -@onready var _ground_collision: CollisionShape3D = %GroundCollision @onready var _grid_lines: MeshInstance3D = %GridLines -@onready var _camera: Camera3D = %Camera3D -@onready var _hover_highlight: MeshInstance3D = %HoverHighlight -@onready var _sun_light: DirectionalLight3D = %DirectionalLight3D var _grid_size: Vector2 = Vector2.ZERO var _cells: Dictionary = {} var _queued_rebuild: bool = false -var _hovered_cell: Vector2i = Vector2i(-1, -1) var _hex_center_offset_local: Vector3 = Vector3.ZERO func _ready() -> void: - set_process(true) - _zoom_factor = clamp(_zoom_factor, _zoom_min_internal, _zoom_max_internal) - _time_of_day_hours = clamp(start_time_of_day_hours, 0.0, _day_length_hours) _queue_rebuild() func get_cells() -> Dictionary: return _cells.duplicate() +func get_grid_size() -> Vector2: + return _grid_size + +func get_grid_type() -> GridType: + return _grid_type + func get_cell_center(index: Vector2i) -> Vector3: return _cells.get(index, Vector3.ZERO) +func has_cell(index: Vector2i) -> bool: + return _cells.has(index) + func cell_to_world(index: Vector2i) -> Vector3: return get_cell_center(index) @@ -186,6 +133,22 @@ func for_each_cell(callback: Callable) -> void: for index in _cells.keys(): callback.call(index, _cells[index]) +func get_cell_size_value() -> float: + return _cell_size + +func get_ground_thickness() -> float: + return _ground_thickness + +func get_ground_padding() -> float: + return _ground_padding + +func make_highlight_mesh() -> Mesh: + if _grid_type == GridType.HEX: + return _build_hex_highlight_mesh() + var plane := PlaneMesh.new() + plane.size = Vector2(_cell_size, _cell_size) + return plane + func _queue_rebuild() -> void: if _queued_rebuild: return @@ -205,23 +168,8 @@ func _rebuild_grid() -> void: _: _generate_square_grid() _update_grid_lines() - _update_highlight_mesh() - _update_camera_view() - _update_ground_assets() - _apply_sun_lighting() emit_signal("grid_layout_changed", _cells) -func _update_ground_assets() -> void: - if not is_node_ready(): - return - var required_size := _compute_required_ground_size() - if _ground_mesh and _ground_mesh.mesh is PlaneMesh: - var plane_mesh := _ground_mesh.mesh as PlaneMesh - plane_mesh.size = required_size - if _ground_collision and _ground_collision.shape is BoxShape3D: - var box := _ground_collision.shape as BoxShape3D - box.size = Vector3(required_size.x, _ground_thickness, required_size.y) - func _generate_square_grid() -> void: _hex_center_offset_local = Vector3.ZERO _cells.clear() @@ -338,14 +286,8 @@ func _compute_hex_corners(center: Vector3, radius: float) -> Array[Vector3]: return corners func _update_highlight_mesh() -> void: - if not _hover_highlight: - return - if _grid_type == GridType.HEX: - _hover_highlight.mesh = _build_hex_highlight_mesh() - else: - var plane := PlaneMesh.new() - plane.size = Vector2(_cell_size, _cell_size) - _hover_highlight.mesh = plane + # Deprecated internally; kept for compatibility. + pass func _build_hex_highlight_mesh() -> ArrayMesh: var st := SurfaceTool.new() @@ -411,138 +353,3 @@ func _cube_round(cube: Vector3) -> Vector3: else: rz = -rx - ry return Vector3(rx, ry, rz) - -func _update_camera_view() -> void: - if not _camera: - return - var extent: float = max(_grid_size.x, _grid_size.y) - var half_extent: float = extent * 0.5 - var distance: float = max(half_extent * 1.1, 6.0) * _zoom_factor - var height: float = max(half_extent * 0.8, 6.0) * _zoom_factor - var offset: Vector3 = Vector3(distance, height, distance) - var target: Vector3 = global_transform.origin - var offset_global: Vector3 = global_transform.basis * offset - var desired_position: Vector3 = target + offset_global - _camera.look_at_from_position(desired_position, target, Vector3.UP) - -func _compute_required_ground_size() -> Vector2: - var base_half := Vector2(_grid_size.x * 0.5, _grid_size.y * 0.5) - var half_extents := base_half - if is_instance_valid(_camera) and not Engine.is_editor_hint(): - var viewport := get_viewport() - if viewport: - var view_size: Vector2 = viewport.get_visible_rect().size - var corners := [ - Vector2.ZERO, - Vector2(view_size.x, 0), - Vector2(0, view_size.y), - view_size - ] - var plane_normal: Vector3 = global_transform.basis.y.normalized() - var plane_point: Vector3 = global_transform.origin - for corner in corners: - var origin := _camera.project_ray_origin(corner) - var direction := _camera.project_ray_normal(corner) - var denominator := plane_normal.dot(direction) - if abs(denominator) < 0.0001: - continue - var t := plane_normal.dot(plane_point - origin) / denominator - if t <= 0.0: - continue - var world_point := origin + direction * t - var local_point := to_local(world_point) - half_extents.x = max(half_extents.x, abs(local_point.x)) - half_extents.y = max(half_extents.y, abs(local_point.z)) - var padding_vec := Vector2.ONE * _ground_padding - return (half_extents + padding_vec) * 2.0 - -func _update_day_cycle(delta: float) -> void: - if _day_length_hours <= 0.0 or _seconds_per_game_hour <= 0.0: - return - _time_of_day_hours = fposmod(_time_of_day_hours + delta / _seconds_per_game_hour, _day_length_hours) - _apply_sun_lighting() - -func _apply_sun_lighting() -> void: - if not is_instance_valid(_sun_light): - return - if _day_length_hours <= 0.0: - return - var cycle: float = 0.0 - if _day_length_hours > 0.0: - cycle = fposmod(_time_of_day_hours / _day_length_hours, 1.0) - var sun_angle: float = cycle * TAU - var rotation_axis: Vector3 = Vector3(1.0, 0.0, -1.0).normalized() - if rotation_axis.length() == 0.0: - rotation_axis = Vector3.RIGHT - var direction: Vector3 = Vector3.UP.rotated(rotation_axis, sun_angle) - direction = direction.rotated(Vector3.UP, deg_to_rad(35.0)).normalized() - var target: Vector3 = global_transform.origin - var sun_distance: float = 60.0 - var sun_position: Vector3 = target - direction * sun_distance - _sun_light.look_at_from_position(sun_position, target, Vector3.UP) - var daylight: float = clamp(direction.y * 0.5 + 0.5, 0.0, 1.0) - var dawn_color: Color = Color(0.95, 0.58, 0.32) - var night_color: Color = Color(0.12, 0.18, 0.35) - var day_color: Color = Color(1.0, 0.96, 0.88) - var warm_mix: Color = dawn_color.lerp(day_color, clamp((daylight - 0.25) / 0.5, 0.0, 1.0)) - _sun_light.light_color = night_color.lerp(warm_mix, daylight) - _sun_light.light_energy = lerp(0.05, 1.25, daylight) - _sun_light.shadow_enabled = daylight > 0.1 - -func _process(_delta: float) -> void: - if Engine.is_editor_hint(): - return - var mouse_position: Vector2 = get_viewport().get_mouse_position() - _update_hovered_cell(mouse_position) - _update_day_cycle(_delta) - -func _unhandled_input(event: InputEvent) -> void: - if Engine.is_editor_hint(): - return - if event is InputEventMouseButton and event.pressed: - var button_event := event as InputEventMouseButton - if button_event.button_index == MOUSE_BUTTON_WHEEL_UP: - _adjust_zoom(-_zoom_step_internal) - elif button_event.button_index == MOUSE_BUTTON_WHEEL_DOWN: - _adjust_zoom(_zoom_step_internal) - -func _adjust_zoom(delta: float) -> void: - var previous: float = _zoom_factor - _zoom_factor = clamp(_zoom_factor + delta, _zoom_min_internal, _zoom_max_internal) - if is_equal_approx(previous, _zoom_factor): - return - _update_camera_view() - _update_ground_assets() - -func _update_hovered_cell(mouse_position: Vector2) -> void: - if not _camera or not _hover_highlight: - return - var ray_origin: Vector3 = _camera.project_ray_origin(mouse_position) - var ray_direction: Vector3 = _camera.project_ray_normal(mouse_position) - var plane_normal: Vector3 = global_transform.basis.y.normalized() - var plane_point: Vector3 = global_transform.origin - var denominator: float = plane_normal.dot(ray_direction) - if abs(denominator) < 0.0001: - _clear_hover() - return - var t: float = plane_normal.dot(plane_point - ray_origin) / denominator - if t <= 0.0: - _clear_hover() - return - var world_point: Vector3 = ray_origin + ray_direction * t - var cell_index: Vector2i = world_to_cell(world_point, false) - if cell_index.x < 0 or cell_index.y < 0 or not _cells.has(cell_index): - _clear_hover() - return - if cell_index == _hovered_cell: - return - _hovered_cell = cell_index - var local_center: Vector3 = cell_to_world(cell_index) - var target_position: Vector3 = to_global(local_center) - _hover_highlight.global_position = target_position + plane_normal * 0.02 - _hover_highlight.visible = true - -func _clear_hover() -> void: - if _hover_highlight: - _hover_highlight.visible = false - _hovered_cell = Vector2i(-1, -1)