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Add new way to place multiple GameObjects in pre-defined locations #334

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kb173 opened this issue Dec 19, 2023 · 2 comments
Open

Add new way to place multiple GameObjects in pre-defined locations #334

kb173 opened this issue Dec 19, 2023 · 2 comments
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feature-request Label for simple feature requests which do not require a high technical knowledge.

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@kb173
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kb173 commented Dec 19, 2023

When creating this new type of GameObject at a certain position, we don't just create a Feature at that position. Rather, we "activate" pre-set features from a GIS layer around this GameObject's position. This way, we can e.g. have pre-defined possible wind turbine locations, and creating a GameObject representing an entire "wind park" activates a certain number of those.

Alternatively (perhaps better design?), we could have a layer with possible locations and, instead of "activating" them, we place individual Wind Turbine features

It would probably be best to use 3 GIS layers for this:

  1. Game Object Group Centers
  2. Potential GameObject locations
  3. Actual GameObjects

So creating a GameObject in 1 queries locations from 2 and creates new features based on those in 3.

@kb173 kb173 added the feature-request Label for simple feature requests which do not require a high technical knowledge. label Dec 19, 2023
@kb173 kb173 self-assigned this Dec 19, 2023
MathiasBaumgartinger pushed a commit that referenced this issue Jan 2, 2024
…s or other properties

Current usage: setting cluster_size of GameObjectClusterCollection

Refs: #334, #333
Limitation: godotengine/godot#86712
@MathiasBaumgartinger
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Implemented via d2e6359, 421b9ca, 177fedd

@MathiasBaumgartinger
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We need to add a min and max cluster size attribute and prevent empty instances. Empty instances can happen if the cluster size is too big for the given radius or bigger than the available predefined features.

MathiasBaumgartinger pushed a commit that referenced this issue Jan 2, 2024
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