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extends Node3D
signal province_selected(index : int)
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"
const _action_south : StringName = &"map_south"
const _action_west : StringName = &"map_west"
const _action_zoom_in : StringName = &"map_zoom_in"
const _action_zoom_out : StringName = &"map_zoom_out"
const _action_drag : StringName = &"map_drag"
const _action_click : StringName = &"map_click"
@export var _camera : Camera3D
@export var _cardinal_move_speed : float = 1.0
@export var _edge_move_threshold: float = 0.01
@export var _edge_move_speed: float = 2.5
var _drag_anchor : Vector2
var _drag_active : bool = false
var _mouse_over_viewport : bool = true
@export var _zoom_target_min : float = 0.05
@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_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)
var _viewport_dims : Vector2 = Vector2(1, 1)
# ??? Strange Godot/GDExtension Bug ???
# Upon first opening a clone of this repo with the Godot Editor,
# if GameSingleton.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
_zoom_target = _camera.position.y
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 Events.ShaderManager.set_up_shader(map_material, true) != OK:
push_error("Failed to set up map shader")
return
_map_shader_material = map_material
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_mesh.aspect_ratio = GameSingleton.get_aspect_ratio()
_map_shader_material.set_shader_parameter(Events.ShaderManager.param_terrain_tile_factor,
float(GameSingleton.get_height()) / 128.0)
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 _notification(what : int):
match what:
NOTIFICATION_WM_MOUSE_ENTER: # Mouse inside window
_on_mouse_entered_viewport()
NOTIFICATION_WM_MOUSE_EXIT: # Mouse out of window
_on_mouse_exited_viewport()
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 zoom_in() -> void:
_zoom_target -= _zoom_target_step
func zoom_out() -> void:
_zoom_target += _zoom_target_step
func _select_province(index : int) -> void:
_map_shader_material.set_shader_parameter(Events.ShaderManager.param_selected_index, index)
province_selected.emit(index)
func _deselect_province() -> void:
_select_province(0)
# REQUIREMENTS
# * SS-31
func _unhandled_input(event : InputEvent):
if _mouse_over_viewport and event.is_action_pressed(_action_click):
# Check if the mouse is outside of bounds
if _map_mesh.is_valid_uv_coord(_mouse_pos_map):
_select_province(GameSingleton.get_province_index_from_uv_coords(_mouse_pos_map))
else:
print("Clicked outside the map!")
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_zoom_in, true):
zoom_in()
elif event.is_action_pressed(_action_zoom_out, true):
zoom_out()
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
_clamp_over_map()
# Process zooming
_zoom_process(delta)
# Orient based on height
_update_orientation()
# Update viewport on minimap
_update_minimap_viewport()
# Calculate where the mouse lies on the map
_update_mouse_map_position()
# REQUIREMENTS
# * UIFUN-124
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)
# REQUIREMENTS
# * UIFUN-125
func _edge_scrolling_vector() -> Vector2:
if not _mouse_over_viewport:
return Vector2()
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
# REQUIREMENTS
# * SS-75
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)
# REQUIREMENTS
# * SS-74
# * UIFUN-123
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 - 1))
_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:
_mouse_pos_map = _viewport_to_map_coords(_mouse_pos_viewport)
var hover_index := GameSingleton.get_province_index_from_uv_coords(_mouse_pos_map)
if _mouse_over_viewport:
_map_shader_material.set_shader_parameter(Events.ShaderManager.param_hover_index, hover_index)
func _on_mouse_entered_viewport():
_mouse_over_viewport = true
func _on_mouse_exited_viewport():
_mouse_over_viewport = false
func _on_minimap_clicked(pos_clicked : Vector2):
pos_clicked *= _map_mesh_dims
_camera.position.x = pos_clicked.x
_camera.position.z = pos_clicked.y
_clamp_over_map()
func enable_processing() -> void:
set_process_unhandled_input(true)
set_physics_process(true)
func disable_processing() -> void:
set_process_unhandled_input(false)
set_physics_process(false)
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