Files
godot-playground/scenes/Grid/grid_camera_controller.gd
T

118 lines
4.5 KiB
GDScript

@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