first commit
This commit is contained in:
140
addons/zylann.hterrain/tools/minimap/minimap.gd
Executable file
140
addons/zylann.hterrain/tools/minimap/minimap.gd
Executable file
@@ -0,0 +1,140 @@
|
||||
@tool
|
||||
extends Control
|
||||
|
||||
const HT_Util = preload("../../util/util.gd")
|
||||
const HTerrain = preload("../../hterrain.gd")
|
||||
const HTerrainData = preload("../../hterrain_data.gd")
|
||||
const HT_MinimapOverlay = preload("./minimap_overlay.gd")
|
||||
|
||||
const HT_MinimapShader = preload("./minimap_normal.gdshader")
|
||||
# TODO Can't preload because it causes the plugin to fail loading if assets aren't imported
|
||||
#const HT_WhiteTexture = preload("../icons/white.png")
|
||||
const WHITE_TEXTURE_PATH = "res://addons/zylann.hterrain/tools/icons/white.png"
|
||||
|
||||
const MODE_QUADTREE = 0
|
||||
const MODE_NORMAL = 1
|
||||
|
||||
@onready var _popup_menu : PopupMenu = $PopupMenu
|
||||
@onready var _color_rect : ColorRect = $ColorRect
|
||||
@onready var _overlay : HT_MinimapOverlay = $Overlay
|
||||
|
||||
var _terrain : HTerrain = null
|
||||
var _mode := MODE_NORMAL
|
||||
var _camera_transform := Transform3D()
|
||||
|
||||
|
||||
func _ready():
|
||||
if HT_Util.is_in_edited_scene(self):
|
||||
return
|
||||
|
||||
_set_mode(_mode)
|
||||
|
||||
_popup_menu.add_item("Quadtree mode", MODE_QUADTREE)
|
||||
_popup_menu.add_item("Normal mode", MODE_NORMAL)
|
||||
|
||||
|
||||
func set_terrain(node: HTerrain):
|
||||
if _terrain != node:
|
||||
_terrain = node
|
||||
set_process(_terrain != null)
|
||||
|
||||
|
||||
func set_camera_transform(ct: Transform3D):
|
||||
if _camera_transform == ct:
|
||||
return
|
||||
if _terrain == null:
|
||||
return
|
||||
var data = _terrain.get_data()
|
||||
if data == null:
|
||||
return
|
||||
var to_local := _terrain.get_internal_transform().affine_inverse()
|
||||
var pos := _get_xz(to_local * _camera_transform.origin)
|
||||
var size := Vector2(data.get_resolution(), data.get_resolution())
|
||||
pos /= size
|
||||
var dir := _get_xz(to_local.basis * (-_camera_transform.basis.z)).normalized()
|
||||
_overlay.set_cursor_position_normalized(pos, dir)
|
||||
_camera_transform = ct
|
||||
|
||||
|
||||
static func _get_xz(v: Vector3) -> Vector2:
|
||||
return Vector2(v.x, v.z)
|
||||
|
||||
|
||||
func _gui_input(event: InputEvent):
|
||||
if event is InputEventMouseButton:
|
||||
if event.pressed:
|
||||
match event.button_index:
|
||||
MOUSE_BUTTON_RIGHT:
|
||||
_popup_menu.position = get_screen_position() + event.position
|
||||
_popup_menu.popup()
|
||||
MOUSE_BUTTON_LEFT:
|
||||
# Teleport there?
|
||||
pass
|
||||
|
||||
|
||||
func _process(delta):
|
||||
if _terrain != null:
|
||||
if _mode == MODE_QUADTREE:
|
||||
queue_redraw()
|
||||
else:
|
||||
_update_normal_material()
|
||||
|
||||
|
||||
func _set_mode(mode: int):
|
||||
if mode == MODE_QUADTREE:
|
||||
_color_rect.hide()
|
||||
else:
|
||||
var mat := ShaderMaterial.new()
|
||||
mat.shader = HT_MinimapShader
|
||||
_color_rect.material = mat
|
||||
_color_rect.show()
|
||||
_update_normal_material()
|
||||
_mode = mode
|
||||
queue_redraw()
|
||||
|
||||
|
||||
func _update_normal_material():
|
||||
if _terrain == null:
|
||||
return
|
||||
var data : HTerrainData = _terrain.get_data()
|
||||
if data == null:
|
||||
return
|
||||
|
||||
var normalmap = data.get_texture(HTerrainData.CHANNEL_NORMAL)
|
||||
_set_if_changed(_color_rect.material, "u_normalmap", normalmap)
|
||||
|
||||
var globalmap : Texture
|
||||
if data.has_texture(HTerrainData.CHANNEL_GLOBAL_ALBEDO, 0):
|
||||
globalmap = data.get_texture(HTerrainData.CHANNEL_GLOBAL_ALBEDO)
|
||||
if globalmap == null:
|
||||
globalmap = load(WHITE_TEXTURE_PATH)
|
||||
_set_if_changed(_color_rect.material, "u_globalmap", globalmap)
|
||||
|
||||
|
||||
# Need to check if it has changed, otherwise Godot's update spinner
|
||||
# indicates that the editor keeps redrawing every frame,
|
||||
# which is not intended and consumes more power.
|
||||
static func _set_if_changed(sm: ShaderMaterial, param: String, v):
|
||||
if sm.get_shader_parameter(param) != v:
|
||||
sm.set_shader_parameter(param, v)
|
||||
|
||||
|
||||
func _draw():
|
||||
if _terrain == null:
|
||||
return
|
||||
|
||||
if _mode == MODE_QUADTREE:
|
||||
var lod_count := _terrain.get_lod_count()
|
||||
|
||||
if lod_count > 0:
|
||||
# Fit drawing to rect
|
||||
|
||||
var qsize = 1 << (lod_count - 1)
|
||||
var vsize := size
|
||||
draw_set_transform(Vector2(0, 0), 0, Vector2(vsize.x / qsize, vsize.y / qsize))
|
||||
|
||||
_terrain._edit_debug_draw(self)
|
||||
|
||||
|
||||
func _on_PopupMenu_id_pressed(id: int):
|
||||
_set_mode(id)
|
||||
Reference in New Issue
Block a user