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Diffstat (limited to 'game/src/GameSession/MapView.gd')
-rw-r--r--game/src/GameSession/MapView.gd50
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)