khanat-client/addons/zylann.hterrain/tools/minimap/minimap.gd

135 lines
3.1 KiB
GDScript3
Raw Normal View History

tool
extends Control
const Util = preload("../../util/util.gd")
const HTerrainData = preload("../../hterrain_data.gd")
const MinimapShader = preload("./minimap_normal.shader")
const WhiteTexture = preload("../icons/white.png")
const MODE_QUADTREE = 0
const MODE_NORMAL = 1
onready var _popup_menu = $PopupMenu
onready var _color_rect = $ColorRect
onready var _overlay = $Overlay
var _terrain = null
var _mode := MODE_NORMAL
var _camera_transform := Transform()
func _ready():
if 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):
if _terrain != node:
_terrain = node
set_process(_terrain != null)
func set_camera_transform(ct: Transform):
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.xform(_camera_transform.origin))
var size := Vector2(data.get_resolution(), data.get_resolution())
pos /= size
var dir := _get_xz(to_local.basis.xform(-_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:
BUTTON_RIGHT:
_popup_menu.rect_position = get_global_mouse_position()
_popup_menu.popup()
BUTTON_LEFT:
# Teleport there?
pass
func _process(delta):
if _terrain != null:
if _mode == MODE_QUADTREE:
update()
else:
_update_normal_material()
func _set_mode(mode: int):
if mode == MODE_QUADTREE:
_color_rect.hide()
else:
var mat = ShaderMaterial.new()
mat.shader = MinimapShader
_color_rect.material = mat
_color_rect.show()
_update_normal_material()
_mode = mode
update()
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 = WhiteTexture
if data.has_texture(HTerrainData.CHANNEL_GLOBAL_ALBEDO, 0):
globalmap = data.get_texture(HTerrainData.CHANNEL_GLOBAL_ALBEDO)
_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 intented and consumes more power
static func _set_if_changed(sm: ShaderMaterial, param: String, v):
if sm.get_shader_param(param) != v:
sm.set_shader_param(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 size = 1 << (lod_count - 1)
var vsize = rect_size
draw_set_transform(Vector2(0, 0), 0, Vector2(vsize.x / size, vsize.y / size))
_terrain._edit_debug_draw(self)
func _on_PopupMenu_id_pressed(id: int):
_set_mode(id)