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-rw-r--r--extension/src/openvic-extension/singletons/MapItemSingleton.cpp25
-rw-r--r--extension/src/openvic-extension/singletons/MapItemSingleton.hpp1
-rw-r--r--game/src/Game/GameSession/BillboardManager.gd30
-rw-r--r--game/src/Game/GameSession/GameSession.tscn3
-rw-r--r--game/src/Game/GameSession/billboard.gdshader4
5 files changed, 47 insertions, 16 deletions
diff --git a/extension/src/openvic-extension/singletons/MapItemSingleton.cpp b/extension/src/openvic-extension/singletons/MapItemSingleton.cpp
index 67af22e..d62e0fd 100644
--- a/extension/src/openvic-extension/singletons/MapItemSingleton.cpp
+++ b/extension/src/openvic-extension/singletons/MapItemSingleton.cpp
@@ -18,6 +18,7 @@
#include "godot_cpp/variant/typed_array.hpp"
#include "godot_cpp/variant/vector2.hpp"
#include "openvic-simulation/interface/GFXObject.hpp"
+#include "openvic-simulation/types/Vector.hpp"
#include "openvic-simulation/utility/Logger.hpp"
using namespace godot;
@@ -32,7 +33,7 @@ void MapItemSingleton::_bind_methods() {
//OV_BIND_METHOD(MapItemSingleton::get_billboard, {"name"});
OV_BIND_METHOD(MapItemSingleton::get_billboards);
OV_BIND_METHOD(MapItemSingleton::get_province_positions);
-
+ OV_BIND_METHOD(MapItemSingleton::get_province_count);
}
MapItemSingleton* MapItemSingleton::get_singleton() {
@@ -121,9 +122,15 @@ TypedArray<Dictionary> MapItemSingleton::get_billboards(){
return ret;
}
+int MapItemSingleton::get_province_count(){
+ GameSingleton const* game_singleton = GameSingleton::get_singleton();
+ ERR_FAIL_NULL_V(game_singleton, 0);
+ return game_singleton->get_definition_manager().get_map_definition().get_province_definition_count();
+}
+
PackedVector2Array MapItemSingleton::get_province_positions(){
GameSingleton const* game_singleton = GameSingleton::get_singleton();
- ERR_FAIL_NULL_V(game_singleton, {});
+ ERR_FAIL_NULL_V(game_singleton, PackedVector2Array());
/*std::vector<std::string_view> prov_identifiers =
game_singleton->get_definition_manager().get_map_definition().
@@ -136,11 +143,17 @@ PackedVector2Array MapItemSingleton::get_province_positions(){
Logger::info("prov_count ", prov_count);
for(int i = 0; i < prov_count; i++){
- ProvinceDefinition const* prov = game_singleton->get_definition_manager().get_map_definition().get_province_definition_by_index(i);
- billboard_pos.push_back(Vector2(prov->get_city_position().x,prov->get_city_position().y));
- if(i % 4){
+ ProvinceDefinition const* prov = game_singleton->get_definition_manager()
+ .get_map_definition().get_province_definition_by_index(i+1);
+
+ fvec2_t city_pos = prov->get_city_position();
+ Vector2 pos = Utilities::to_godot_fvec2(city_pos) / game_singleton->get_map_dims();
+ billboard_pos.push_back(pos);
+ /*if(i % 4){
Logger::info("prov_x ", prov->get_city_position().x);
- }
+ }*/
+
+ //province_dict[position_key] = Utilities::to_godot_fvec2(province.get_text_position()) / get_map_dims();
}
return billboard_pos;
diff --git a/extension/src/openvic-extension/singletons/MapItemSingleton.hpp b/extension/src/openvic-extension/singletons/MapItemSingleton.hpp
index 5b10446..fd89119 100644
--- a/extension/src/openvic-extension/singletons/MapItemSingleton.hpp
+++ b/extension/src/openvic-extension/singletons/MapItemSingleton.hpp
@@ -28,6 +28,7 @@ namespace OpenVic {
GFX::Billboard const* get_billboard(std::string_view name, bool error_on_fail = true) const;
bool add_billboard_dict(std::string_view name, godot::TypedArray<godot::Dictionary>& billboard_dict_array);
godot::TypedArray<godot::Dictionary> get_billboards();
+ int get_province_count();
godot::PackedVector2Array get_province_positions();
};
diff --git a/game/src/Game/GameSession/BillboardManager.gd b/game/src/Game/GameSession/BillboardManager.gd
index 5a6fea6..ac1610b 100644
--- a/game/src/Game/GameSession/BillboardManager.gd
+++ b/game/src/Game/GameSession/BillboardManager.gd
@@ -4,8 +4,10 @@ extends MultiMeshInstance3D
#var billboard_names = {
#}
-var billboard_names = []
+@export var _map_view : MapView
+var billboard_names = []
+const SCALE_FACTOR = 1.0/64.0
# Called when the node enters the scene tree for the first time.
func _ready():
const name_key : StringName = &"name"
@@ -26,7 +28,7 @@ func _ready():
var noFrames = billboard[noOfFrames_key]
textures.push_back(AssetManager.get_texture(texture))
frames.push_back(noFrames)
- scales.push_back(b_scale)
+ scales.push_back(b_scale*SCALE_FACTOR)
billboard_names.push_back(b_name)
var material:ShaderMaterial = load("res://src/Game/GameSession/billboards.tres")
@@ -50,18 +52,30 @@ func _ready():
#GameSingleton.get_mapmode_identifier(0)
#GameSingleton.get_mapmode_count()
- var positions: PackedVector2Array = MapItemSingleton.get_province_positions()
+ var positions_len = MapItemSingleton.get_province_count()
+
+ print(positions_len)
# Then resize (otherwise, changing the format is not allowed).
- #multimesh.instance_count = positions.size()
- #multimesh.visible_instance_count = positions.size()
+ multimesh.instance_count = positions_len
+ multimesh.visible_instance_count = positions_len
print("===============")
+ var positions = MapItemSingleton.get_province_positions()
+ print("===============")
+
+ var map_positions : PackedVector3Array = PackedVector3Array()
+ for pos_in in positions:
+ var pos = _map_view._map_to_world_coords(pos_in)# + Vector3(0, 0.5 * SCALE_FACTOR, 0)
+ map_positions.push_back(pos)
#print(positions)
#print(positions.size())
# Set the transform of the instances.
- """for i in multimesh.visible_instance_count:
+ #model.set_position(
+ #_map_view._map_to_world_coords(unit_dict[position_key])
+ # + Vector3(0, 0.1 * MODEL_SCALE, 0))
+ for i in multimesh.visible_instance_count:
multimesh.set_instance_transform(i, Transform3D(Basis(),
- Vector3(positions[i].x, 0.5, positions[i].y)
+ map_positions[i]
))
# custom data is a single vec4 float sent as a color
# Info send to the shader is as follows:
@@ -73,7 +87,7 @@ func _ready():
var im = r(textures.size()-1)
multimesh.set_instance_custom_data(i,Color(
im,r(frames[im]),1.0,0
- ))"""
+ ))
func r(x:int=1)->int:
return randi_range(0,x)
diff --git a/game/src/Game/GameSession/GameSession.tscn b/game/src/Game/GameSession/GameSession.tscn
index e8354a5..9356202 100644
--- a/game/src/Game/GameSession/GameSession.tscn
+++ b/game/src/Game/GameSession/GameSession.tscn
@@ -41,8 +41,9 @@ _game_session_menu = NodePath("UICanvasLayer/UI/GameSessionMenu")
script = ExtResource("3_qwk4j")
_map_view = NodePath("../MapView")
-[node name="BillboardManager" type="MultiMeshInstance3D" parent="."]
+[node name="BillboardManager" type="MultiMeshInstance3D" parent="." node_paths=PackedStringArray("_map_view")]
script = ExtResource("4_b3l7b")
+_map_view = NodePath("../MapView")
[node name="UICanvasLayer" type="CanvasLayer" parent="."]
diff --git a/game/src/Game/GameSession/billboard.gdshader b/game/src/Game/GameSession/billboard.gdshader
index e207ff9..e854bcf 100644
--- a/game/src/Game/GameSession/billboard.gdshader
+++ b/game/src/Game/GameSession/billboard.gdshader
@@ -5,6 +5,8 @@ uniform sampler2D billboards[255];
uniform int numframes[255];
uniform float sizes[255];
+uniform float height_add_factor = 0.3;
+
//COLOR/INSTANCE_CUSTOM is our custom data, used as follows:
// x=image index
// y=frame in image index
@@ -19,7 +21,7 @@ void vertex() {
vec3 vert_pos_world =
cam_right_worldspace * VERTEX.x * size +
cam_up_worldspace * VERTEX.y * size;
- VERTEX = vert_pos_world;
+ VERTEX = vert_pos_world + vec3(0,height_add_factor*size,0);
}
void fragment() {