MeshManipulation/Scripts/Main.gd

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GDScript3
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extends Spatial
var is_rotate_enabled = false
var is_zoom_enabled = false
var input_start_position = Vector2()
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var camera_gimble
var inner_gimbal
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var rotation_speed = 0.2
var zoom_step = 0.002
var camera
var zoom_min = 3
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export var invert_x = false
export var invert_y = false
export var mouse_sensitivity = 0.005
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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()
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if event is InputEventMouseMotion:
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if is_rotate_enabled:
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if event.relative.x != 0:
var dir = 1 if invert_x else -1
camera_gimble.rotate_object_local(Vector3.UP, dir * event.relative.x * mouse_sensitivity)
if event.relative.y != 0:
var dir = 1 if invert_y else -1
inner_gimbal.rotate_object_local(Vector3.RIGHT, dir * event.relative.y * mouse_sensitivity)
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elif is_zoom_enabled:
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var camera_to_anchor = camera_gimble.get_global_transform().origin - camera.get_global_transform().origin
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var length = camera_to_anchor.length()
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if length > zoom_min or event.relative.y < 0:
camera.global_translate((event.relative.y * zoom_step) * camera_to_anchor)
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func _ready():
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camera_gimble = get_node("CameraGimbal")
inner_gimbal = get_node("CameraGimbal/InnerGimbal")
camera = get_node("CameraGimbal/InnerGimbal/Camera")
createAndAssignCubeMesh()
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if show_wireframe:
drawWireframe()
if show_axes:
drawAxes()
if show_face_normals:
drawSurfaceNormals()
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func createAndAssignCubeMesh():
var uniqueCubeVertices = [
Vector3(-0.5,0.5,0.5),
Vector3(0.5,0.5,0.5),
Vector3(0.5,-0.5,0.5),
Vector3(-0.5,-0.5,0.5),
Vector3(-0.5,0.5,-0.5),
Vector3(0.5,0.5,-0.5),
Vector3(0.5,-0.5,-0.5),
Vector3(-0.5,-0.5,-0.5),
]
var front_face = [
uniqueCubeVertices[0], uniqueCubeVertices[1], uniqueCubeVertices[2],
uniqueCubeVertices[0], uniqueCubeVertices[2], uniqueCubeVertices[3]
]
var back_face = [
uniqueCubeVertices[4], uniqueCubeVertices[6], uniqueCubeVertices[5],
uniqueCubeVertices[4], uniqueCubeVertices[7], uniqueCubeVertices[6]
]
var left_face = [
uniqueCubeVertices[0], uniqueCubeVertices[7], uniqueCubeVertices[4],
uniqueCubeVertices[0], uniqueCubeVertices[3], uniqueCubeVertices[7]
]
var right_face = [
uniqueCubeVertices[1], uniqueCubeVertices[5], uniqueCubeVertices[6],
uniqueCubeVertices[1], uniqueCubeVertices[6], uniqueCubeVertices[2]
]
var top_face = [
uniqueCubeVertices[0], uniqueCubeVertices[4], uniqueCubeVertices[1],
uniqueCubeVertices[4], uniqueCubeVertices[5], uniqueCubeVertices[1]
]
var bottom_face = [
uniqueCubeVertices[7], uniqueCubeVertices[3], uniqueCubeVertices[2],
uniqueCubeVertices[6], uniqueCubeVertices[7], uniqueCubeVertices[2]
]
var cube_faces = front_face + back_face + left_face + right_face + top_face + bottom_face
var sTool = SurfaceTool.new()
sTool.begin(Mesh.PRIMITIVE_TRIANGLES)
for x in cube_faces:
sTool.add_vertex(x)
sTool.generate_normals()
var cube = $Meshes/Cube
cube.mesh = sTool.commit()
var material = SpatialMaterial.new()
material.albedo_color = Color("36c92a")
cube.material_override = material
cube.create_convex_collision()
var cubesStaticBody = cube.get_child(0)
cubesStaticBody.connect("input_event", get_node("/root/Main"), "_on_StaticBody_input_event")
cubesStaticBody.connect("mouse_exited", get_node("/root/Main"), "_on_StaticBody_mouse_exited")
cubesStaticBody.connect("mouse_entered", get_node("/root/Main"), "_on_StaticBody_mouse_entered")
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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)
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static func rotate_vector3_around(var v3_pos,var v3_pivot,var y_angle):
var dir = v3_pos - v3_pivot
dir = Quat(Vector3(0,1,0),y_angle) * dir
var point = dir - v3_pivot
return point
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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)