Moved the selection codes to their own methods.

This commit is contained in:
Relintai 2022-01-25 14:34:53 +01:00
parent f71d65be85
commit 0d45bd0f97

View File

@ -201,15 +201,117 @@ func select_all() -> void:
redraw()
func forward_spatial_gui_input(index, camera, event):
_last_known_camera_facing = camera.transform.basis.xform(Vector3(0, 0, -1))
if event is InputEventMouseButton:
func selection_click_select_through(index, camera, event):
var gt : Transform = get_spatial_node().global_transform
var ray_from : Vector3 = camera.global_transform.origin
var gpoint : Vector2 = event.get_position()
var grab_threshold : float = 8
# select vertex
var closest_idx : int = -1
var closest_dist : float = 1e10
for i in range(_handle_points.size()):
var vert_pos_3d : Vector3 = gt.xform(_handle_points[i])
var vert_pos_2d : Vector2 = camera.unproject_position(vert_pos_3d)
var dist_3d : float = ray_from.distance_to(vert_pos_3d)
var dist_2d : float = gpoint.distance_to(vert_pos_2d)
if (dist_2d < grab_threshold && dist_3d < closest_dist):
closest_dist = dist_3d
closest_idx = i
if (closest_idx >= 0):
for si in range(_selected_points.size()):
if _selected_points[si] == closest_idx:
if event.alt || event.control:
_selected_points.remove(si)
return true
return false
if event.alt || event.control:
return false
if event.shift:
_selected_points.append(closest_idx)
else:
# Select new point only
_selected_points.resize(0)
_selected_points.append(closest_idx)
apply()
redraw()
else:
# Don't unselect all if either control or shift is held down
if event.shift || event.control || event.alt:
return false
if _selected_points.size() == 0:
return false
#Unselect all
_selected_points.resize(0)
redraw()
func selection_drag_rect_select_through(index, camera, event):
var gt : Transform = get_spatial_node().global_transform
var mouse_pos : Vector2 = event.get_position()
var rect_size : Vector2 = _rect_drag_start_point - mouse_pos
rect_size.x = abs(rect_size.x)
rect_size.y = abs(rect_size.y)
var rect : Rect2 = Rect2(_rect_drag_start_point, rect_size)
# This is needed so selection works even when you drag from bottom to top, and from right to left
var rect_ofs : Vector2 = _rect_drag_start_point - mouse_pos
if rect_ofs.x > 0:
rect.position.x -= rect_ofs.x
if rect_ofs.y > 0:
rect.position.y -= rect_ofs.y
var selected : PoolIntArray = PoolIntArray()
for i in range(_handle_points.size()):
var vert_pos_3d : Vector3 = gt.xform(_handle_points[i])
var vert_pos_2d : Vector2 = camera.unproject_position(vert_pos_3d)
if rect.has_point(vert_pos_2d):
selected.push_back(i)
if event.alt || event.control:
for isel in selected:
for i in range(_selected_points.size()):
if _selected_points[i] == isel:
_selected_points.remove(i)
break
redraw()
return
if event.shift:
for isel in selected:
if !pool_int_arr_contains(_selected_points, isel):
_selected_points.push_back(isel)
redraw()
return
_selected_points.resize(0)
_selected_points.append_array(selected)
redraw()
func forward_spatial_gui_input(index, camera, event):
_last_known_camera_facing = camera.transform.basis.xform(Vector3(0, 0, -1))
if event is InputEventMouseButton:
if event.get_button_index() == BUTTON_LEFT:
if !event.is_pressed():
# If a handle was being dragged only run these
@ -234,102 +336,12 @@ func forward_spatial_gui_input(index, camera, event):
if rect_size.x > _rect_drag_min_ofset || rect_size.y > _rect_drag_min_ofset:
had_rect_drag = true
# Click
if !had_rect_drag:
# select vertex
var closest_idx : int = -1
var closest_dist : float = 1e10
for i in range(_handle_points.size()):
var vert_pos_3d : Vector3 = gt.xform(_handle_points[i])
var vert_pos_2d : Vector2 = camera.unproject_position(vert_pos_3d)
var dist_3d : float = ray_from.distance_to(vert_pos_3d)
var dist_2d : float = gpoint.distance_to(vert_pos_2d)
if (dist_2d < grab_threshold && dist_3d < closest_dist):
closest_dist = dist_3d
closest_idx = i
if (closest_idx >= 0):
for si in range(_selected_points.size()):
if _selected_points[si] == closest_idx:
if event.alt || event.control:
_selected_points.remove(si)
return true
return false
if event.alt || event.control:
return false
if event.shift:
_selected_points.append(closest_idx)
else:
# Select new point only
_selected_points.resize(0)
_selected_points.append(closest_idx)
apply()
redraw()
else:
# Don't unselect all if either control or shift is held down
if event.shift || event.control || event.alt:
return false
if _selected_points.size() == 0:
return false
#Unselect all
_selected_points.resize(0)
redraw()
#Rect drag
if !had_rect_drag:
return selection_click_select_through(index, camera, event)
else:
selection_drag_rect_select_through(index, camera, event)
# Always return false here, so the drag rect thing disappears in the editor
var rect : Rect2 = Rect2(_rect_drag_start_point, rect_size)
# This is needed so selection works even when you drag from bottom to top, and from right to left
var rect_ofs : Vector2 = _rect_drag_start_point - mouse_pos
if rect_ofs.x > 0:
rect.position.x -= rect_ofs.x
if rect_ofs.y > 0:
rect.position.y -= rect_ofs.y
var selected : PoolIntArray = PoolIntArray()
for i in range(_handle_points.size()):
var vert_pos_3d : Vector3 = gt.xform(_handle_points[i])
var vert_pos_2d : Vector2 = camera.unproject_position(vert_pos_3d)
if rect.has_point(vert_pos_2d):
selected.push_back(i)
if event.alt || event.control:
for isel in selected:
for i in range(_selected_points.size()):
if _selected_points[i] == isel:
_selected_points.remove(i)
break
redraw()
return false
if event.shift:
for isel in selected:
if !pool_int_arr_contains(_selected_points, isel):
_selected_points.push_back(isel)
redraw()
return false
_selected_points.resize(0)
_selected_points.append_array(selected)
redraw()
return false
else:
# event is pressed