extends SceneTree
## GATE — orthographic camera + Blender's numpad views (hyper-games #109;
## docs/editor-ortho-view.md §5). Run on a bare camera AND on the real player rig
## (yaw on CameraHead, pitch on CameraPivot, the body moved so the eye lands right).
##
## V1 Numpad 5: ortho ON with the same visible height at the pivot; OFF again
## V2 front: looks -Z, the pivot stays on the screen centre at the same distance,
## and auto-perspective turned ortho on
## V3 top: looks -Y with -Z up on screen
## V4 an orbit from that AUTO ortho view returns to perspective; it turns 15° about
## the pivot (the pivot stays centred)
## V5 a MANUAL ortho (5) survives an orbit
## V6 9 from front = back (looks +Z), still an auto-ortho axis view
## V7 Numpad . frames the selection: centred, filling FRAME_FILL of the view
## V8 the wheel zooms the ortho height
## V9 picking in ortho hits the brush under the screen centre
## V10 leaving build mode restores perspective
## R1-R3 the player rig: front and top views pose the player's camera (head yaw +
## pivot pitch), the eye at pivot - forward * distance
##
## RUN: CI=true HYPERTPS_DAEMON_TCP=127.0.0.1:1 "$GODOT" --headless --path . --script res://scenes/test/gate_editor_view.gd
# NOT preloaded: a --script gate compiles before the autoloads exist, and editor_view.gd
# names GameMode — its constants are read off the live node instead.
var _frame := 0
var _map: Node = null
var _view: Node = null
var _cam: Camera3D = null
var fails := 0
var checks := 0
var _brush := -1
func _p(c: bool, m: String, got: Variant = "") -> void:
checks += 1
if not c:
fails += 1
print(" %-66s %s %s" % [m, "OK" if c else "**FAIL**", str(got)])
func _box(lo: Vector3, hi: Vector3) -> Array:
return [1, 0, 0, hi.x, -1, 0, 0, -lo.x, 0, 1, 0, hi.y, 0, -1, 0, -lo.y, 0, 0, 1, hi.z, 0, 0, -1, -lo.z]
func _process(_d: float) -> bool:
_frame += 1
if _frame == 1:
root.size = Vector2i(1920, 1080)
root.get_node("/root/GameMode").set_mode("build")
var keet: Node = root.get_node_or_null("/root/KeetService")
if keet != null:
keet.current_member_id = "gate-author"
var gs: Node = root.get_node_or_null("/root/GameState")
if gs != null:
gs.route("world:level:*", 1, "peer")
_map = (load("res://scenes/maps/map_flat.tscn") as PackedScene).instantiate()
root.add_child(_map)
return false
if _frame < 30:
return false
if _frame == 30:
_bare()
return false
if _frame == 31:
_rig()
return false
if checks < 18:
print(" **FAIL** only %d checks ran -- setup died before the assertions" % checks)
fails += 1
print("\nGATE editor_view: %s (%d checks, %d failed)" % ["PASS" if fails == 0 else "FAIL", checks, fails])
quit(0 if fails == 0 else 1)
return true
func _centre_dir() -> Vector3:
var c: Camera3D = root.get_viewport().get_camera_3d()
return c.project_ray_normal(root.get_visible_rect().size * 0.5)
func _bare() -> void:
_view = _map.get("_view")
_p(_view != null, "setup: the map has an EditorView")
if _view == null:
return
var persist: Node = _map.get("_persist")
var dot: String = persist.record("brush.create", {"planes": _box(Vector3(-1, 299, -1), Vector3(1, 301, 1)),
"proj": [], "material_id": 0, "level_id": 0, "sky": false})
persist.refold()
_brush = _map.level.brush_by_key(dot)
_map.select_brushes(PackedInt32Array([_brush]))
_cam = Camera3D.new()
root.add_child(_cam)
_cam.global_transform = Transform3D(Basis.looking_at(Vector3(0, -0.3, -1).normalized()), Vector3(0, 303, 10))
_cam.make_current()
var pv: Vector3 = _view.pivot()
_p(pv.is_equal_approx(Vector3(0, 300, 0)), "setup: the pivot is the selection's centre", pv)
var d0 := _cam.global_position.distance_to(pv)
# ---- V1 ----
_view.run("toggle")
var want_h := 2.0 * d0 * tan(deg_to_rad(_cam.fov) * 0.5)
_p(_view.is_ortho() and absf(_cam.size - want_h) < 1e-3, "V1 5: ortho, same visible height at the pivot",
"%.3f vs %.3f" % [_cam.size, want_h])
_view.run("toggle")
_p(not _view.is_ortho(), "V1 5 again: perspective")
# ---- V2 ----
_view.run("front")
_p(_view.forward().is_equal_approx(Vector3(0, 0, -1)), "V2 front looks -Z", _view.forward())
_p(absf(_cam.global_position.distance_to(pv) - d0) < 1e-3 and _centre_dir().dot((pv - _cam.global_position).normalized()) > 0.9999,
"V2 the pivot stays centred at the same distance", _cam.global_position)
_p(_view.is_ortho() and bool(_view.get("auto_ortho")), "V2 auto-perspective turned ortho on")
# ---- V3 ----
_view.run("top")
_p(_view.forward().is_equal_approx(Vector3(0, -1, 0)) and _view.up().is_equal_approx(Vector3(0, 0, -1)),
"V3 top looks -Y, -Z up on screen", "%s / %s" % [_view.forward(), _view.up()])
# ---- V4 ----
_view.run("front")
var f0: Vector3 = _view.forward()
_view.run("orbit_right")
var ang := rad_to_deg(f0.angle_to(_view.forward()))
_p(not _view.is_ortho(), "V4 orbiting out of an AUTO ortho view returns to perspective")
_p(absf(ang - 15.0) < 0.01 and _centre_dir().dot((pv - _cam.global_position).normalized()) > 0.9999,
"V4 it turned 15° about the pivot (still centred)", "%.3f°" % ang)
# ---- V5 ----
_view.run("toggle")
_view.run("orbit_left")
_p(_view.is_ortho(), "V5 a MANUAL ortho survives an orbit")
_view.run("toggle")
# ---- V6 ----
_view.run("front")
_view.run("opposite")
_p(_view.forward().is_equal_approx(Vector3(0, 0, 1)) and _view.is_ortho(), "V6 9 from front = back, still ortho",
_view.forward())
_view.run("toggle")
# ---- V7 ----
_view.run("selected")
var box: AABB = _view.selection_bounds()
var r: float = box.size.length() * 0.5
var want_d: float = r / float(_view.get("FRAME_FILL")) / tan(deg_to_rad(_cam.fov) * 0.5)
_p(_centre_dir().dot((box.get_center() - _cam.global_position).normalized()) > 0.9999
and absf(_cam.global_position.distance_to(box.get_center()) - want_d) < 1e-3,
"V7 . frames the selection (centred, %.2f m)" % want_d, _cam.global_position.distance_to(box.get_center()))
# ---- V8 ----
_view.run("toggle")
var s0 := _cam.size
_view.zoom(1)
_p(absf(_cam.size - s0 / float(_view.get("ZOOM_FACTOR"))) < 1e-4, "V8 the wheel zooms the ortho height", "%.3f -> %.3f" % [s0, _cam.size])
# ---- V9 ----
var hit: Dictionary = _map.call("_crosshair_hit", root.get_visible_rect().size * 0.5)
_p(not hit.is_empty() and _map.call("_brush_from_hit", hit) == _brush, "V9 picking in ortho hits the brush at the centre",
hit.get("position", "miss"))
# ---- V10 ----
root.get_node("/root/GameMode").set_mode("play")
_p(not _view.is_ortho(), "V10 leaving build mode restores perspective")
root.get_node("/root/GameMode").set_mode("build")
_cam.queue_free()
## The real player scene: its camera posed through head yaw + pivot pitch.
func _rig() -> void:
var ps: PackedScene = load("res://scenes/player/player_procedural.tscn")
var pl: Node3D = ps.instantiate() if ps != null else null
if pl == null:
_p(false, "R setup: the player scene loads")
return
root.add_child(pl)
pl.global_position = Vector3(0, 303, 12)
var c: Camera3D = pl.get("camera")
(pl.get("spring_arm") as SpringArm3D).spring_length = 0.0
c.make_current()
var pv: Vector3 = _view.pivot()
var d0 := c.global_position.distance_to(pv)
_view.run("front")
var f := -c.global_transform.basis.z
_p(f.is_equal_approx(Vector3(0, 0, -1)), "R1 the player's camera looks -Z (head yaw + pivot pitch)", f)
_p(c.global_position.is_equal_approx(pv - f * d0), "R2 the eye is at pivot - forward * distance (the body moved)",
"%s vs %s" % [c.global_position, pv - f * d0])
_view.run("top")
var f2 := -c.global_transform.basis.z
_p(f2.is_equal_approx(Vector3(0, -1, 0)) and c.global_transform.basis.y.is_equal_approx(Vector3(0, 0, -1)),
"R3 top on the rig: looks -Y, -Z up", "%s / %s" % [f2, c.global_transform.basis.y])
_view.run("toggle")
pl.queue_free()