@tool extends Camera3D class_name GridCameraController @export var grid_manager_path: NodePath @export var ground_mesh_path: NodePath @export var ground_collision_path: NodePath @export_range(0.1, 10.0, 0.1) var zoom_min: float = 0.5 @export_range(0.1, 10.0, 0.1) var zoom_max: float = 3.0 @export_range(0.01, 1.0, 0.01) var zoom_step: float = 0.1 var _grid_manager: GridPlaneManager = null var _ground_mesh: MeshInstance3D = null var _ground_collision: CollisionShape3D = null var _zoom_factor: float = 1.0 func _ready() -> void: _resolve_references() if _grid_manager: _grid_manager.grid_layout_changed.connect(_on_grid_layout_changed) _update_camera_view() _update_ground_assets() func _on_grid_layout_changed(_cells: Dictionary) -> void: _update_camera_view() _update_ground_assets() 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) elif button_event.button_index == MOUSE_BUTTON_WHEEL_DOWN: _adjust_zoom(zoom_step) func _adjust_zoom(delta: float) -> void: var new_zoom: float = clamp(_zoom_factor + delta, zoom_min, zoom_max) if is_equal_approx(new_zoom, _zoom_factor): return _zoom_factor = new_zoom _update_camera_view() _update_ground_assets() func _resolve_references() -> void: if grid_manager_path != NodePath(): _grid_manager = get_node_or_null(grid_manager_path) as GridPlaneManager else: _grid_manager = get_parent() as GridPlaneManager if ground_mesh_path != NodePath(): _ground_mesh = get_node_or_null(ground_mesh_path) as MeshInstance3D if ground_collision_path != NodePath(): _ground_collision = get_node_or_null(ground_collision_path) as CollisionShape3D func _update_camera_view() -> void: if not is_inside_tree(): return var grid_size: Vector2 = Vector2(20, 20) var target: Vector3 = global_transform.origin if _grid_manager: grid_size = _grid_manager.get_grid_size() target = _grid_manager.global_transform.origin var extent: float = max(grid_size.x, grid_size.y) var half_extent: float = max(extent * 0.5, 1.0) 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 desired_position: Vector3 = target + offset look_at_from_position(desired_position, target, Vector3.UP) func _update_ground_assets() -> void: if not is_inside_tree(): return var required_size: Vector2 = _compute_required_ground_size() if _ground_mesh and _ground_mesh.mesh is PlaneMesh: var plane_mesh: PlaneMesh = _ground_mesh.mesh as PlaneMesh plane_mesh.size = required_size if _ground_collision and _ground_collision.shape is BoxShape3D: var box: BoxShape3D = _ground_collision.shape as BoxShape3D var thickness: float = _grid_manager.get_ground_thickness() if _grid_manager else 0.4 box.size = Vector3(required_size.x, thickness, required_size.y) func _compute_required_ground_size() -> Vector2: var grid_size: Vector2 = Vector2(20, 20) var padding: float = 20.0 if _grid_manager: grid_size = _grid_manager.get_grid_size() padding = _grid_manager.get_ground_padding() var base_half: Vector2 = Vector2(max(grid_size.x * 0.5, 1.0), max(grid_size.y * 0.5, 1.0)) var half_extents: Vector2 = base_half var viewport: Viewport = get_viewport() if viewport: var view_size: Vector2 = viewport.get_visible_rect().size var corners: Array = [ Vector2.ZERO, Vector2(view_size.x, 0), Vector2(0, view_size.y), view_size ] var plane_normal: Vector3 = (_grid_manager.global_transform.basis.y if _grid_manager else global_transform.basis.y).normalized() var plane_point: Vector3 = (_grid_manager.global_transform.origin if _grid_manager else global_transform.origin) for corner in corners: var origin: Vector3 = project_ray_origin(corner) var direction: Vector3 = project_ray_normal(corner) var denominator: float = plane_normal.dot(direction) if abs(denominator) < 0.0001: continue var t: float = plane_normal.dot(plane_point - origin) / denominator if t <= 0.0: continue var world_point: Vector3 = origin + direction * t var local_point: Vector3 = _grid_manager.to_local(world_point) if _grid_manager else 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 = Vector2.ONE * padding return (half_extents + padding_vec) * 2.0