MeshManipulation/Scripts/Main.gd

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4.4 KiB
GDScript3
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2020-10-16 03:02:29 +02:00
extends Spatial
var is_rotate_enabled = false
var is_zoom_enabled = false
var input_start_position = Vector2()
var camera_anchor
var rotation_speed = 0.2
var zoom_step = 0.002
var camera
var zoom_min = 3
export var show_wireframe = true
export var show_axes = true
export var show_face_normals = true
func _input(event):
if event.is_action_pressed("ui_rotate"):
is_rotate_enabled = true
input_start_position = get_viewport().get_mouse_position()
if event.is_action_released("ui_rotate"):
is_rotate_enabled = false
if event.is_action_pressed("ui_zoom"):
is_zoom_enabled = true
input_start_position = get_viewport().get_mouse_position()
if event.is_action_released("ui_zoom"):
is_zoom_enabled = false
if event.is_action_pressed("ui_exit"):
get_tree().quit()
if event is InputEventMouse:
var delta = input_start_position - event.get_position()
if is_rotate_enabled:
print("Delta x:", delta.x, " y: ", delta.y)
camera_anchor.rotate_y(deg2rad(delta.x) * rotation_speed)
#camera_anchor.rotate_z(deg2rad(delta.y) * rotation_speed) # Hmm
input_start_position = event.get_position()
elif is_zoom_enabled:
var camera_to_anchor = camera_anchor.get_global_transform().origin - camera.get_global_transform().origin
var length = camera_to_anchor.length()
if(length > zoom_min):
camera.global_translate((delta.y * zoom_step) * camera_to_anchor)
input_start_position = event.get_position()
func _ready():
camera_anchor = get_node("CameraAnchor")
camera = get_node("CameraAnchor/Camera")
if show_wireframe:
drawWireframe()
if show_axes:
drawAxes()
if show_face_normals:
drawSurfaceNormals()
func drawSurfaceNormals():
var cubeMeshInstance = get_node("Meshes/Cube")
var cubeMesh = cubeMeshInstance.get_mesh()
var vertices = cubeMesh.get_faces()
var arrayMesh = ArrayMesh.new()
var arrays = []
arrays.resize(ArrayMesh.ARRAY_MAX)
arrays[ArrayMesh.ARRAY_VERTEX] = vertices
arrayMesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
var meshDataTool = MeshDataTool.new()
meshDataTool.create_from_surface(arrayMesh, 0)
var ig = ImmediateGeometry.new()
var sm = SpatialMaterial.new()
sm.flags_unshaded = true
sm.vertex_color_use_as_albedo = true
ig.material_override = sm
ig.begin(Mesh.PRIMITIVE_LINES)
ig.set_color(Color.white)
var i = 0
while i < meshDataTool.get_face_count():
var verticesIndex = i * 3
var a = vertices[verticesIndex]
var b = vertices[verticesIndex + 1]
var c = vertices[verticesIndex + 2]
var face_center = (a+b+c)/3
ig.add_vertex(face_center)
ig.add_vertex(meshDataTool.get_face_normal(i) + face_center)
i += 1
ig.end()
cubeMeshInstance.add_child(ig)
func drawAxes():
var axisGeom = ImmediateGeometry.new()
var axisMaterial = SpatialMaterial.new()
var axisLength = 10
axisMaterial.flags_unshaded = true
axisMaterial.vertex_color_use_as_albedo = true
axisMaterial.flags_no_depth_test = true # Makes it so the lines are drawn over the earlier added objects
axisGeom.material_override = axisMaterial;
axisGeom.begin(Mesh.PRIMITIVE_LINES)
axisGeom.set_color(Color.red)
axisGeom.add_vertex(Vector3(0,0,0))
axisGeom.add_vertex(Vector3(axisLength,0,0))
axisGeom.set_color(Color.green)
axisGeom.add_vertex(Vector3(0,0,0))
axisGeom.add_vertex(Vector3(0,axisLength,0))
axisGeom.set_color(Color.blue)
axisGeom.add_vertex(Vector3(0,0,0))
axisGeom.add_vertex(Vector3(0,0,axisLength))
axisGeom.end()
add_child(axisGeom)
func drawWireframe():
var cubeMeshInstance = get_node("Meshes/Cube")
var cubeMesh = cubeMeshInstance.get_mesh()
var ig = ImmediateGeometry.new()
var sm = SpatialMaterial.new()
sm.flags_unshaded = true
sm.vertex_color_use_as_albedo = true
ig.material_override = sm
ig.begin(Mesh.PRIMITIVE_LINES)
ig.set_color(Color.yellow)
cubeMesh.create_outline(1.0)
var vertices = cubeMesh.get_faces()
var i = 0
print("Size: %s" % vertices.size())
while i < vertices.size():
ig.add_vertex(vertices[i])
ig.add_vertex(vertices[i+1])
ig.add_vertex(vertices[i+1])
ig.add_vertex(vertices[i+2])
ig.add_vertex(vertices[i+2])
ig.add_vertex(vertices[i])
i += 3
ig.end()
var sf = 1.005
ig.set_scale(Vector3(sf, sf, sf))
cubeMeshInstance.add_child(ig)
func _on_StaticBody_mouse_entered():
print("In cube")
func _on_StaticBody_mouse_exited():
print("Out cube")
func _on_StaticBody_input_event(camera, event, click_position, click_normal, shape_idx):
if event.is_action_pressed("left_mouse"):
print("Pos ", click_position)