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author | Hop311 <hop3114@gmail.com> | 2023-04-08 23:52:00 +0200 |
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committer | Hop311 <hop3114@gmail.com> | 2023-04-08 23:52:00 +0200 |
commit | 5e5efa8a3d693f8e39f91f08e24832d08e2695bb (patch) | |
tree | 39bed4b48bbebdea731854ddc6f768ea0c09fb10 /game/src/GameSession/MapView.gd | |
parent | e97a33883ea80b2c4be02b59db26516833aec1f4 (diff) |
Accurate minimap viewport shape
Diffstat (limited to 'game/src/GameSession/MapView.gd')
-rw-r--r-- | game/src/GameSession/MapView.gd | 50 |
1 files changed, 32 insertions, 18 deletions
diff --git a/game/src/GameSession/MapView.gd b/game/src/GameSession/MapView.gd index 8540536..77fea96 100644 --- a/game/src/GameSession/MapView.gd +++ b/game/src/GameSession/MapView.gd @@ -1,8 +1,7 @@ extends Node3D signal province_selected(identifier : String) -signal map_view_camera_change(camera_position : Vector3) - +signal map_view_camera_changed(near_left : Vector2, far_left : Vector2, far_right : Vector2, near_right : Vector2) const _action_north : StringName = &"map_north" const _action_east : StringName = &"map_east" @@ -45,11 +44,13 @@ var _map_mesh_dims : Vector2 var _mouse_pos_viewport : Vector2 = Vector2(0.5, 0.5) var _mouse_pos_map : Vector2 = Vector2(0.5, 0.5) +var _viewport_dims : Vector2 = Vector2(1, 1) func _ready(): if _camera == null: push_error("MapView's _camera variable hasn't been set!") return + _zoom_target = _camera.position.y if _map_mesh_instance == null: push_error("MapView's _map_mesh variable hasn't been set!") return @@ -94,6 +95,22 @@ func _ready(): var province_colour_texture := ImageTexture.create_from_image(province_colour_image) _map_shader_material.set_shader_parameter(_shader_param_province_colour, province_colour_texture) +func _world_to_map_coords(pos : Vector3) -> Vector2: + return (Vector2(pos.x, pos.z) - _map_mesh_corner) / _map_mesh_dims + +func _viewport_to_map_coords(pos_viewport : Vector2) -> Vector2: + var ray_origin := _camera.project_ray_origin(pos_viewport) + var ray_normal := _camera.project_ray_normal(pos_viewport) + # Plane with normal (0,1,0) facing upwards, at a distance 0 from the origin + var intersection = Plane(0, 1, 0, 0).intersects_ray(ray_origin, ray_normal) + if typeof(intersection) == TYPE_VECTOR3: + return _world_to_map_coords(intersection as Vector3) + else: + # Normals parallel to the xz-plane could cause null intersections, + # but the camera's orientation should prevent such normals + push_error("Invalid intersection: ", intersection) + return Vector2(0.5, 0.5) + func _unhandled_input(event : InputEvent): if event.is_action_pressed(_action_click): # Check if the mouse is outside of bounds @@ -118,6 +135,7 @@ func _unhandled_input(event : InputEvent): func _physics_process(delta : float): _mouse_pos_viewport = get_viewport().get_mouse_position() + _viewport_dims = Vector2(Resolution.get_current_resolution()) # Process movement _movement_process(delta) # Keep within map bounds @@ -125,8 +143,9 @@ func _physics_process(delta : float): # Process zooming _zoom_process(delta) # Orient based on height - map_view_camera_change.emit(_camera.position) _update_orientation() + # Update viewport on minimap + _update_minimap_viewport() # Calculate where the mouse lies on the map _update_mouse_map_position() @@ -141,8 +160,7 @@ func _movement_process(delta : float) -> void: _camera.position += Vector3(direction.x, 0, direction.y) func _edge_scrolling_vector() -> Vector2: - var viewport_dims := Vector2(Resolution.get_current_resolution()) - var mouse_vector := _mouse_pos_viewport / viewport_dims - Vector2(0.5, 0.5); + var mouse_vector := _mouse_pos_viewport / _viewport_dims - Vector2(0.5, 0.5); if pow(mouse_vector.x, 4) + pow(mouse_vector.y, 4) < pow(0.5 - _edge_move_threshold, 4): mouse_vector *= 0 return mouse_vector * _edge_move_speed @@ -172,17 +190,13 @@ func _update_orientation() -> void: var dir := Vector3(0, -1, -exp(-_camera.position.y * 2.0 + 0.5)) _camera.look_at(_camera.position + dir) +func _update_minimap_viewport() -> void: + var near_left := _viewport_to_map_coords(Vector2(0, _viewport_dims.y)) + var far_left := _viewport_to_map_coords(Vector2(0, 0)) + var far_right := _viewport_to_map_coords(Vector2(_viewport_dims.x, 0)) + var near_right := _viewport_to_map_coords(_viewport_dims) + map_view_camera_changed.emit(near_left, far_left, far_right, near_right) + func _update_mouse_map_position() -> void: - var ray_origin := _camera.project_ray_origin(_mouse_pos_viewport) - var ray_normal := _camera.project_ray_normal(_mouse_pos_viewport) - # Plane with normal (0,1,0) facing upwards, at a distance 0 from the origin - var intersection = Plane(0, 1, 0, 0).intersects_ray(ray_origin, ray_normal) - if typeof(intersection) == TYPE_VECTOR3: - var intersection_vec := intersection as Vector3 - # This loops both horizontally (good) and vertically (bad) - _mouse_pos_map = (Vector2(intersection_vec.x, intersection_vec.z) - _map_mesh_corner) / _map_mesh_dims - _map_shader_material.set_shader_parameter(_shader_param_hover_pos, _mouse_pos_map) - else: - # Normals parallel to the xz-plane could cause null intersections, - # but the camera's orientation should prevent such normals - push_error("Invalid intersection: ", intersection) + _mouse_pos_map = _viewport_to_map_coords(_mouse_pos_viewport) + _map_shader_material.set_shader_parameter(_shader_param_hover_pos, _mouse_pos_map) |