549 lines
17 KiB
GDScript
549 lines
17 KiB
GDScript
@tool
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extends Node3D
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class_name GridPlaneManager
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enum GridType { SQUARE, HEX }
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signal grid_layout_changed(cells: Dictionary)
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var _grid_type: GridType = GridType.SQUARE
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@export var grid_type: GridType = GridType.SQUARE:
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set(value):
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if value == _grid_type:
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return
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_grid_type = value as GridType
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_queue_rebuild()
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get:
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return _grid_type
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var _columns: int = 10
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@export_range(1, 256, 1) var columns: int:
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set(value):
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value = max(value, 1)
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if value == _columns:
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return
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_columns = value
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_queue_rebuild()
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get:
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return _columns
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var _rows: int = 10
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@export_range(1, 256, 1) var rows: int:
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set(value):
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value = max(value, 1)
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if value == _rows:
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return
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_rows = value
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_queue_rebuild()
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get:
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return _rows
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var _cell_size: float = 1.0
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@export_range(0.1, 10.0, 0.1) var cell_size: float:
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set(value):
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value = max(value, 0.25)
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if is_equal_approx(value, _cell_size):
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return
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_cell_size = value
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_queue_rebuild()
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get:
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return _cell_size
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var _ground_thickness: float = 0.4
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@export_range(0.1, 2.0, 0.05) var ground_thickness: float:
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set(value):
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value = clamp(value, 0.1, 2.0)
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if is_equal_approx(value, _ground_thickness):
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return
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_ground_thickness = value
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_queue_rebuild()
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get:
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return _ground_thickness
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var _ground_padding: float = 20.0
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@export_range(0.0, 200.0, 1.0) var ground_padding: float:
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set(value):
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value = max(value, 0.0)
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if is_equal_approx(value, _ground_padding):
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return
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_ground_padding = value
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_update_ground_assets()
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get:
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return _ground_padding
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var _day_length_hours: float = 12.0
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@export_range(1.0, 48.0, 0.5) var day_length_hours: float = 12.0:
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set(value):
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value = max(value, 1.0)
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if is_equal_approx(value, _day_length_hours):
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return
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_day_length_hours = value
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_time_of_day_hours = clamp(_time_of_day_hours, 0.0, _day_length_hours)
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_apply_sun_lighting()
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get:
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return _day_length_hours
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var _seconds_per_game_hour: float = 60.0
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@export_range(1.0, 600.0, 1.0) var real_seconds_per_game_hour: float = 60.0:
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set(value):
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value = clamp(value, 1.0, 600.0)
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if is_equal_approx(value, _seconds_per_game_hour):
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return
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_seconds_per_game_hour = value
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get:
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return _seconds_per_game_hour
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@export_range(0.0, 48.0, 0.25) var start_time_of_day_hours: float = 6.0
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var _time_of_day_hours: float = 0.0
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var _zoom_factor: float = 1.0
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var _zoom_min_internal: float = 0.5
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var _zoom_max_internal: float = 3.0
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var _zoom_step_internal: float = 0.1
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@export_range(0.1, 10.0, 0.1) var zoom_min: float = 0.5:
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set(value):
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_zoom_min_internal = clamp(value, 0.1, min(_zoom_max_internal, 10.0))
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if _zoom_factor < _zoom_min_internal:
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_zoom_factor = _zoom_min_internal
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_update_camera_view()
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_update_ground_assets()
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get:
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return _zoom_min_internal
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@export_range(0.1, 10.0, 0.1) var zoom_max: float = 3.0:
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set(value):
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_zoom_max_internal = max(value, _zoom_min_internal)
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if _zoom_factor > _zoom_max_internal:
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_zoom_factor = _zoom_max_internal
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_update_camera_view()
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_update_ground_assets()
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get:
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return _zoom_max_internal
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@export_range(0.01, 1.0, 0.01) var zoom_step: float = 0.1:
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set(value):
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_zoom_step_internal = clamp(value, 0.01, 1.0)
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get:
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return _zoom_step_internal
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var _show_grid_lines: bool = true
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@export var show_grid_lines: bool:
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set(value):
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if value == _show_grid_lines:
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return
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_show_grid_lines = value
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if is_node_ready():
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_update_grid_visibility()
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get:
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return _show_grid_lines
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var _grid_line_color: Color = Color(0.2, 0.7, 1.0, 0.65)
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@export var grid_line_color: Color:
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set(value):
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if value == _grid_line_color:
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return
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_grid_line_color = value
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_queue_rebuild()
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get:
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return _grid_line_color
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const _LINE_HEIGHT_OFFSET := 0.02
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const _SQRT3 := 1.7320508075688772
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@onready var _ground_mesh: MeshInstance3D = %GroundMesh
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@onready var _ground_collision: CollisionShape3D = %GroundCollision
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@onready var _grid_lines: MeshInstance3D = %GridLines
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@onready var _camera: Camera3D = %Camera3D
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@onready var _hover_highlight: MeshInstance3D = %HoverHighlight
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@onready var _sun_light: DirectionalLight3D = %DirectionalLight3D
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var _grid_size: Vector2 = Vector2.ZERO
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var _cells: Dictionary = {}
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var _queued_rebuild: bool = false
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var _hovered_cell: Vector2i = Vector2i(-1, -1)
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var _hex_center_offset_local: Vector3 = Vector3.ZERO
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func _ready() -> void:
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set_process(true)
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_zoom_factor = clamp(_zoom_factor, _zoom_min_internal, _zoom_max_internal)
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_time_of_day_hours = clamp(start_time_of_day_hours, 0.0, _day_length_hours)
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_queue_rebuild()
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func get_cells() -> Dictionary:
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return _cells.duplicate()
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func get_cell_center(index: Vector2i) -> Vector3:
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return _cells.get(index, Vector3.ZERO)
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func cell_to_world(index: Vector2i) -> Vector3:
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return get_cell_center(index)
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func world_to_cell(world_position: Vector3, clamp_to_bounds: bool = true) -> Vector2i:
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var local_position: Vector3 = to_local(world_position)
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if _grid_type == GridType.HEX:
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return _world_to_hex_cell(local_position, clamp_to_bounds)
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return _world_to_square_cell(local_position, clamp_to_bounds)
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func for_each_cell(callback: Callable) -> void:
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for index in _cells.keys():
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callback.call(index, _cells[index])
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func _queue_rebuild() -> void:
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if _queued_rebuild:
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return
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_queued_rebuild = true
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call_deferred("_process_rebuild_request")
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func _process_rebuild_request() -> void:
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_queued_rebuild = false
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if not is_node_ready():
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return
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_rebuild_grid()
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func _rebuild_grid() -> void:
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match _grid_type:
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GridType.HEX:
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_generate_hex_grid()
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_:
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_generate_square_grid()
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_update_grid_lines()
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_update_highlight_mesh()
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_update_camera_view()
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_update_ground_assets()
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_apply_sun_lighting()
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emit_signal("grid_layout_changed", _cells)
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func _update_ground_assets() -> void:
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if not is_node_ready():
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return
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var required_size := _compute_required_ground_size()
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if _ground_mesh and _ground_mesh.mesh is PlaneMesh:
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var plane_mesh := _ground_mesh.mesh as PlaneMesh
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plane_mesh.size = required_size
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if _ground_collision and _ground_collision.shape is BoxShape3D:
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var box := _ground_collision.shape as BoxShape3D
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box.size = Vector3(required_size.x, _ground_thickness, required_size.y)
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func _generate_square_grid() -> void:
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_hex_center_offset_local = Vector3.ZERO
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_cells.clear()
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_grid_size = Vector2(_columns * _cell_size, _rows * _cell_size)
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var start_x := -_grid_size.x * 0.5 + _cell_size * 0.5
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var start_z := -_grid_size.y * 0.5 + _cell_size * 0.5
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for row in range(_rows):
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for column in range(_columns):
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var center := Vector3(
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start_x + float(column) * _cell_size,
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0.0,
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start_z + float(row) * _cell_size
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)
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_cells[Vector2i(column, row)] = center
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func _generate_hex_grid() -> void:
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_cells.clear()
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if _columns <= 0 or _rows <= 0:
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_grid_size = Vector2.ZERO
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return
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var radius: float = max(_cell_size * 0.5, 0.001)
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var min_corner_x: float = INF
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var max_corner_x: float = -INF
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var min_corner_z: float = INF
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var max_corner_z: float = -INF
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for row in range(_rows):
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for column in range(_columns):
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var x := radius * 1.5 * float(column)
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var z := radius * _SQRT3 * (float(row) + float(column) * 0.5)
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var center := Vector3(x, 0.0, z)
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_cells[Vector2i(column, row)] = center
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var corners := _compute_hex_corners(center, radius)
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for corner in corners:
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min_corner_x = min(min_corner_x, corner.x)
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max_corner_x = max(max_corner_x, corner.x)
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min_corner_z = min(min_corner_z, corner.z)
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max_corner_z = max(max_corner_z, corner.z)
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if min_corner_x == INF:
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_grid_size = Vector2.ZERO
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return
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var size_x: float = max_corner_x - min_corner_x
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var size_z: float = max_corner_z - min_corner_z
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var center_offset: Vector3 = Vector3(min_corner_x + size_x * 0.5, 0.0, min_corner_z + size_z * 0.5)
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for key in _cells.keys():
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_cells[key] -= center_offset
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_hex_center_offset_local = center_offset
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_grid_size = Vector2(size_x, size_z)
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func _update_grid_lines() -> void:
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if not _grid_lines:
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return
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if not _show_grid_lines:
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_grid_lines.visible = false
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_grid_lines.mesh = null
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return
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_grid_lines.visible = true
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if _grid_type == GridType.HEX:
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_grid_lines.mesh = _build_hex_grid_mesh()
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else:
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_grid_lines.mesh = _build_square_grid_mesh()
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func _update_grid_visibility() -> void:
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if not _grid_lines:
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return
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_grid_lines.visible = _show_grid_lines
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func _build_square_grid_mesh() -> ArrayMesh:
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var st := SurfaceTool.new()
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st.begin(Mesh.PRIMITIVE_LINES)
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var half_width := _grid_size.x * 0.5
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var half_depth := _grid_size.y * 0.5
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var color := _grid_line_color
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for column in range(_columns + 1):
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var x := -half_width + float(column) * _cell_size
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st.set_color(color)
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st.add_vertex(Vector3(x, _LINE_HEIGHT_OFFSET, -half_depth))
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st.set_color(color)
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st.add_vertex(Vector3(x, _LINE_HEIGHT_OFFSET, half_depth))
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for row in range(_rows + 1):
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var z := -half_depth + float(row) * _cell_size
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st.set_color(color)
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st.add_vertex(Vector3(-half_width, _LINE_HEIGHT_OFFSET, z))
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st.set_color(color)
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st.add_vertex(Vector3(half_width, _LINE_HEIGHT_OFFSET, z))
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var mesh := st.commit()
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return mesh
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func _build_hex_grid_mesh() -> ArrayMesh:
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var st := SurfaceTool.new()
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st.begin(Mesh.PRIMITIVE_LINES)
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var color := _grid_line_color
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var radius: float = max(_cell_size * 0.5, 0.001)
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for center in _cells.values():
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var center_vec: Vector3 = center
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var corners := _compute_hex_corners(center_vec, radius)
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for i in range(corners.size()):
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var a: Vector3 = corners[i]
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var b: Vector3 = corners[(i + 1) % corners.size()]
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st.set_color(color)
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st.add_vertex(a + Vector3(0, _LINE_HEIGHT_OFFSET, 0))
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st.set_color(color)
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st.add_vertex(b + Vector3(0, _LINE_HEIGHT_OFFSET, 0))
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var mesh := st.commit()
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return mesh
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func _compute_hex_corners(center: Vector3, radius: float) -> Array[Vector3]:
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var corners: Array[Vector3] = []
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for i in range(6):
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var angle_deg := 60.0 * i
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var angle := deg_to_rad(angle_deg)
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var x := center.x + radius * cos(angle)
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var z := center.z + radius * sin(angle)
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corners.append(Vector3(x, 0.0, z))
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return corners
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func _update_highlight_mesh() -> void:
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if not _hover_highlight:
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return
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if _grid_type == GridType.HEX:
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_hover_highlight.mesh = _build_hex_highlight_mesh()
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else:
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var plane := PlaneMesh.new()
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plane.size = Vector2(_cell_size, _cell_size)
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_hover_highlight.mesh = plane
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func _build_hex_highlight_mesh() -> ArrayMesh:
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var st := SurfaceTool.new()
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st.begin(Mesh.PRIMITIVE_TRIANGLES)
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var radius: float = max(_cell_size * 0.5, 0.001)
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var corners := _compute_hex_corners(Vector3.ZERO, radius)
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for i in range(1, corners.size() - 1):
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st.add_vertex(corners[0])
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st.add_vertex(corners[i])
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st.add_vertex(corners[i + 1])
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var mesh := st.commit()
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return mesh
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func _world_to_square_cell(local_position: Vector3, clamp_to_bounds: bool) -> Vector2i:
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var half_width := _grid_size.x * 0.5
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var half_depth := _grid_size.y * 0.5
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var normalized_x := (local_position.x + half_width) / _cell_size
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var normalized_z := (local_position.z + half_depth) / _cell_size
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var x := int(floor(normalized_x))
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var z := int(floor(normalized_z))
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if clamp_to_bounds:
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x = clamp(x, 0, _columns - 1)
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z = clamp(z, 0, _rows - 1)
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return Vector2i(x, z)
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func _world_to_hex_cell(local_position: Vector3, clamp_to_bounds: bool) -> Vector2i:
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var adjusted: Vector3 = local_position + _hex_center_offset_local
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var axial: Vector2 = _local_hex_to_axial(adjusted)
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var cube: Vector3 = _axial_to_cube(axial)
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var rounded: Vector3 = _cube_round(cube)
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var q: int = int(rounded.x)
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var r: int = int(rounded.z)
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if clamp_to_bounds:
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q = clamp(q, 0, _columns - 1)
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r = clamp(r, 0, _rows - 1)
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elif q < 0 or q >= _columns or r < 0 or r >= _rows:
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return Vector2i(-1, -1)
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return Vector2i(q, r)
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func _local_hex_to_axial(local_position: Vector3) -> Vector2:
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var radius: float = max(_cell_size * 0.5, 0.0001)
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var q: float = (2.0 / 3.0 * local_position.x) / radius
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var r: float = ((-1.0 / 3.0) * local_position.x + (_SQRT3 / 3.0) * local_position.z) / radius
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return Vector2(q, r)
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func _axial_to_cube(axial: Vector2) -> Vector3:
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var x: float = axial.x
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var z: float = axial.y
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var y: float = -x - z
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return Vector3(x, y, z)
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func _cube_round(cube: Vector3) -> Vector3:
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var rx: float = round(cube.x)
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var ry: float = round(cube.y)
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var rz: float = round(cube.z)
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var x_diff: float = abs(rx - cube.x)
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var y_diff: float = abs(ry - cube.y)
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var z_diff: float = abs(rz - cube.z)
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if x_diff > y_diff and x_diff > z_diff:
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rx = -ry - rz
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elif y_diff > z_diff:
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ry = -rx - rz
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else:
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rz = -rx - ry
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return Vector3(rx, ry, rz)
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func _update_camera_view() -> void:
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if not _camera:
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return
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var extent: float = max(_grid_size.x, _grid_size.y)
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var half_extent: float = extent * 0.5
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var distance: float = max(half_extent * 1.1, 6.0) * _zoom_factor
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var height: float = max(half_extent * 0.8, 6.0) * _zoom_factor
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var offset: Vector3 = Vector3(distance, height, distance)
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var target: Vector3 = global_transform.origin
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var offset_global: Vector3 = global_transform.basis * offset
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var desired_position: Vector3 = target + offset_global
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_camera.look_at_from_position(desired_position, target, Vector3.UP)
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func _compute_required_ground_size() -> Vector2:
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var base_half := Vector2(_grid_size.x * 0.5, _grid_size.y * 0.5)
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var half_extents := base_half
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if is_instance_valid(_camera) and not Engine.is_editor_hint():
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var viewport := get_viewport()
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if viewport:
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var view_size: Vector2 = viewport.get_visible_rect().size
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var corners := [
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Vector2.ZERO,
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Vector2(view_size.x, 0),
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Vector2(0, view_size.y),
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view_size
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]
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var plane_normal: Vector3 = global_transform.basis.y.normalized()
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var plane_point: Vector3 = global_transform.origin
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for corner in corners:
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var origin := _camera.project_ray_origin(corner)
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var direction := _camera.project_ray_normal(corner)
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var denominator := plane_normal.dot(direction)
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if abs(denominator) < 0.0001:
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continue
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var t := plane_normal.dot(plane_point - origin) / denominator
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if t <= 0.0:
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continue
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var world_point := origin + direction * t
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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)
|