giants-godot/scenes/playground.gd
2021-10-19 00:20:29 +02:00

173 lines
5.4 KiB
GDScript

extends Spatial
onready var kabuto = $Kabuto
var kabuto_path: PoolVector3Array
onready var player = $PlayerController.character
onready var nav = $Navigation
func dict_of_lowercase_filenames(path):
var dir_files = {}
var dirpath = path
var dir = Directory.new()
dir.open(dirpath)
dir.list_dir_begin()
while true:
var file = dir.get_next()
if file == "":
break
elif not file.begins_with("."):
if file.ends_with(".import"):
dir_files[file.to_lower().replace(".import", "")] = path+"/"+file.replace(".import", "")
else:
if dir.file_exists(file+".import"):
continue
else:
dir_files[file.to_lower()] = path+"/"+file
dir.list_dir_end()
return dir_files
func load_json_file(path):
"""Loads a JSON file from the given res path and return the loaded JSON object."""
var file = File.new()
var open_err = file.open(path, file.READ)
if open_err != OK:
print("[file.open] Error loading file '" + str(path) + "'.")
print("\tError: ", open_err)
return null
var text = file.get_as_text()
var result_json = JSON.parse(text)
if result_json.error != OK:
print("[load_json_file] Error loading JSON file '" + str(path) + "'.")
print("\tError: ", result_json.error)
print("\tError Line: ", result_json.error_line)
print("\tError String: ", result_json.error_string)
return null
var obj = result_json.result
return obj
# Called when the node enters the scene tree for the first time.
func _ready():
var assets_files = dict_of_lowercase_filenames("res://assets/all_gbs")
var audio_files = dict_of_lowercase_filenames("res://assets/audio/Stream/Ambient")
var ids = load_json_file("res://assets/id_to_gbs.json")
#print("Loaded %s valid objects" % len(ids))
#print("Godot found %s GBS available to load" % str(len(assets_files)))
var map_objs = load_json_file("res://assets/terrains/square_one_1/w_M_3Way_Tigs - Threeway - Square One.bin.txt.json")
#var map_origin = $MeshInstance.global_transform.origin
#var map_stretch = 1
for obj in map_objs:
var _id = str(obj["id"])
if not _id in ids:
push_warning("Giants obj %s could not be loaded" % _id)
continue
var gbs_file = ids[_id]["model"] + ".gbs.obj"
if not gbs_file in assets_files:
push_warning("GBS %s could not be loaded" % gbs_file)
continue
var mesh_instance = MeshInstance.new()
var real_file_for_gbs = assets_files[gbs_file]
var scene_name = real_file_for_gbs
var scene = load(scene_name)
if not scene:
print("could not load "+ scene_name)
continue
var mesh = scene
mesh_instance.mesh = mesh
add_child(mesh_instance)
var obj_position = Vector3(
obj["x"],
obj["z"]-5,
-obj["y"])
mesh_instance.global_transform.origin = obj_position
var obj_rotation = Vector3(
deg2rad(obj["angle_2"]-90), deg2rad(obj["angle"]), deg2rad(obj["angle_3"])
)
mesh_instance.rotation = obj_rotation
var obj_scale = Vector3(obj["scale"], obj["scale"], obj["scale"])
mesh_instance.scale = obj_scale
mesh_instance.create_trimesh_collision()
# mesh_instance.get_node("StaticBody").add_to_group("objects")
# mesh_instance.add_to_group("objects")
if "audio" in ids[_id]:
var audio_raw = ids[_id]["audio"] + ".wav"
if not audio_raw in audio_files:
push_warning(obj["audio"] + ".wav could not be found")
continue
var audiostream = AudioStreamPlayer3D.new()
audiostream.autoplay = true
audiostream.stream = load(audio_files[audio_raw])
audiostream.stream.loop_mode = AudioStreamSample.LOOP_FORWARD
audiostream.unit_size = ids[_id]["audiodist"] /2
if ids[_id]["audiodist"] > 1000:
print(ids[_id]["model"]+" has audiodist "+ids[_id]["audiodist"])
audiostream.bus = "Ambiants"
mesh_instance.add_child(audiostream)
func angle_between(a: Vector3, b: Vector3) -> float:
var angle = rad2deg(atan2(b.y - a.y, b.x - a.x))
if angle < 0:
angle += 360
angle = (int(angle) + 90) % 360
return float(angle)
func _physics_process(delta):
if player.translation.distance_to(last_target_position) > 10:
last_target_position = player.translation
calculate_path()
if kabuto_path:
var direction = kabuto_path[path_index]
print(direction)
print("kabuto.translation: %s, distance = %s" % [kabuto.translation, kabuto.translation.distance_to(direction)])
while kabuto.translation.distance_to(direction) < 10:
path_index = wrapi(path_index + 1, 0, kabuto_path.size())
direction = kabuto_path[path_index] - kabuto.translation
var move_axis = Vector3(direction - kabuto.translation)
move_axis.y = 0
var look_at = kabuto_path[path_index]
look_at.y = kabuto.transform.origin.y
kabuto.look_at(look_at, Vector3.UP)
kabuto.move_axis = Vector3(1, 0, 0)
print("kabuto.move_axis: %s" % kabuto.move_axis)
else:
kabuto.move_axis = Vector3.ZERO
var visual_path = []
var path_index = 0
onready var last_target_position = player.translation
func _on_Timer_timeout():
pass
func calculate_path():
for o in visual_path:
o.queue_free()
visual_path.clear()
kabuto_path = nav.get_simple_path(kabuto.translation, player.translation, true)
path_index = 0
print("Path length: %s" % len(kabuto_path))
for i in range(len(kabuto_path)):
var t = kabuto_path[i]
var cube = CubeMesh.new()
cube.size = Vector3(1, 1, 1)
var m = MeshInstance.new()
m.translation = t
m.material_override = SpatialMaterial.new()
m.material_override.albedo_color = Color.green.linear_interpolate(Color.red, float(i)/float((len(kabuto_path)-1)))
m.mesh = cube
visual_path.append(m)
add_child(m)