extends Node3D signal province_selected(identifier : String) const _action_north : StringName = &"map_north" const _action_east : StringName = &"map_east" const _action_south : StringName = &"map_south" const _action_west : StringName = &"map_west" const _action_zoomin : StringName = &"map_zoomin" const _action_zoomout : StringName = &"map_zoomout" const _action_drag : StringName = &"map_drag" const _action_click : StringName = &"map_click" const _shader_param_province_index : StringName = &"province_index_tex" const _shader_param_province_colour : StringName = &"province_colour_tex" const _shader_param_hover_pos : StringName = &"hover_pos" const _shader_param_selected_pos : StringName = &"selected_pos" @export var _camera : Camera3D @export var _cardinal_move_speed : float = 1.0 @export var _edge_move_threshold: float = 0.02 @export var _edge_move_speed: float = 2.5 var _drag_anchor : Vector2 var _drag_active : bool = false @export var _zoom_target_min : float = 0.2 @export var _zoom_target_max : float = 5.0 @export var _zoom_target_step : float = 0.1 @export var _zoom_epsilon : float = _zoom_target_step * 0.1 @export var _zoom_speed : float = 5.0 @export var _zoom_target : float = 1.0: get: return _zoom_target set(v): _zoom_target = clamp(v, _zoom_target_min, _zoom_target_max) @export var _map_mesh_instance : MeshInstance3D var _map_mesh : MapMesh var _map_shader_material : ShaderMaterial var _map_image_size : Vector2 var _map_province_index_image : Image var _map_province_colour_image : Image var _map_province_colour_texture : ImageTexture var _map_mesh_corner : Vector2 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) # ??? Strange Godot/GDExtension Bug ??? # Upon first opening a clone of this repo with the Godot Editor, # if MapSingleton.get_province_index_image is called before MapMesh # is referenced in the script below, then the editor will crash due # to a failed HashMap lookup. I'm not sure if this is a bug in the # editor, GDExtension, my own extension, or a combination of them. # This was an absolute pain to track down. --- hop311 func _ready(): if _camera == null: push_error("MapView's _camera variable hasn't been set!") return if _map_mesh_instance == null: push_error("MapView's _map_mesh variable hasn't been set!") return # Shader Material var map_material := _map_mesh_instance.get_active_material(0) if map_material == null: push_error("Map mesh is missing material!") return if not map_material is ShaderMaterial: push_error("Invalid map mesh material class: ", map_material.get_class()) return _map_shader_material = map_material # Province index texture _map_province_index_image = MapSingleton.get_province_index_image() if _map_province_index_image == null: push_error("Failed to get province index image!") return var province_index_texture := ImageTexture.create_from_image(_map_province_index_image) _map_shader_material.set_shader_parameter(_shader_param_province_index, province_index_texture) # Province colour texture _map_province_colour_image = MapSingleton.get_province_colour_image() if _map_province_colour_image == null: push_error("Failed to get province colour image!") return _map_province_colour_texture = ImageTexture.create_from_image(_map_province_colour_image) _map_shader_material.set_shader_parameter(_shader_param_province_colour, _map_province_colour_texture) if not _map_mesh_instance.mesh is MapMesh: push_error("Invalid map mesh class: ", _map_mesh_instance.mesh.get_class(), "(expected MapMesh)") return _map_mesh = _map_mesh_instance.mesh # Set map mesh size and get bounds _map_image_size = Vector2(Vector2i(MapSingleton.get_width(), MapSingleton.get_height())) _map_mesh.aspect_ratio = _map_image_size.x / _map_image_size.y var map_mesh_aabb := _map_mesh.get_core_aabb() * _map_mesh_instance.transform _map_mesh_corner = Vector2( min(map_mesh_aabb.position.x, map_mesh_aabb.end.x), min(map_mesh_aabb.position.z, map_mesh_aabb.end.z) ) _map_mesh_dims = abs(Vector2( map_mesh_aabb.position.x - map_mesh_aabb.end.x, map_mesh_aabb.position.z - map_mesh_aabb.end.z )) func _update_colour_texture() -> void: MapSingleton.update_colour_image() _map_province_colour_texture.update(_map_province_colour_image) func _unhandled_input(event : InputEvent): if event.is_action_pressed(_action_click): # Check if the mouse is outside of bounds if _map_mesh.is_valid_uv_coord(_mouse_pos_map): _map_shader_material.set_shader_parameter(_shader_param_selected_pos, _mouse_pos_map) var mouse_pixel_pos := Vector2i(_mouse_pos_map * _map_image_size) var province_identifier := MapSingleton.get_province_identifier_from_pixel_coords(mouse_pixel_pos) province_selected.emit(province_identifier) elif event.is_action_pressed(_action_drag): if _drag_active: push_warning("Drag being activated while already active!") _drag_active = true _drag_anchor = _mouse_pos_map elif event.is_action_released(_action_drag): if not _drag_active: push_warning("Drag being deactivated while already not active!") _drag_active = false elif event.is_action_pressed(_action_zoomin, true): _zoom_target -= _zoom_target_step elif event.is_action_pressed(_action_zoomout, true): _zoom_target += _zoom_target_step func _physics_process(delta : float): _mouse_pos_viewport = get_viewport().get_mouse_position() # Process movement _movement_process(delta) # Keep within map bounds _clamp_over_map() # Process zooming _zoom_process(delta) # Orient based on height _update_orientation() # Calculate where the mouse lies on the map _update_mouse_map_position() func _movement_process(delta : float) -> void: var direction : Vector2 if _drag_active: direction = (_drag_anchor - _mouse_pos_map) * _map_mesh_dims else: direction = _edge_scrolling_vector() + _cardinal_movement_vector() # Scale movement speed with height direction *= _camera.position.y * delta _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); if abs(mouse_vector.x) < 0.5 - _edge_move_threshold and abs(mouse_vector.y) < 0.5 - _edge_move_threshold: mouse_vector *= 0 return mouse_vector * _edge_move_speed func _cardinal_movement_vector() -> Vector2: var move := Vector2( float(Input.is_action_pressed(_action_east)) - float(Input.is_action_pressed(_action_west)), float(Input.is_action_pressed(_action_south)) - float(Input.is_action_pressed(_action_north)) ) return move * _cardinal_move_speed func _clamp_over_map() -> void: _camera.position.x = _map_mesh_corner.x + fposmod(_camera.position.x - _map_mesh_corner.x, _map_mesh_dims.x) _camera.position.z = clamp(_camera.position.z, _map_mesh_corner.y, _map_mesh_corner.y + _map_mesh_dims.y) func _zoom_process(delta : float) -> void: var height := _camera.position.y var zoom := _zoom_target - height height += zoom * _zoom_speed * delta var new_zoom := _zoom_target - height # Set to target if height is within _zoom_epsilon of it or has overshot past it if abs(new_zoom) < _zoom_epsilon or sign(zoom) != sign(new_zoom): height = _zoom_target _camera.position.y = height 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_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)