1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
|
extends Node3D
signal province_selected(identifier : String)
signal map_view_camera_change(camera_position : Vector3)
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 = 0.15
@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_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)
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
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
))
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
var province_colour_image = MapSingleton.get_province_colour_image()
if province_colour_image == null:
push_error("Failed to get province colour image!")
return
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 _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
map_view_camera_change.emit(_camera.position)
_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 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
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)
|