Actually implemented the visual indicator toggles.

This commit is contained in:
Relintai 2022-01-23 22:46:15 +01:00
parent 1d9d5fba7c
commit 3ea93cf42c
2 changed files with 72 additions and 49 deletions

View File

@ -153,14 +153,17 @@ func redraw():
_mesh_outline_generator.setup(_mdr)
if selection_mode == SelectionMode.SELECTION_MODE_EDGE:
_mesh_outline_generator.generate_mark_edges()
_mesh_outline_generator.generate_mark_edges(visual_indicator_outline, visual_indicator_handle)
elif selection_mode == SelectionMode.SELECTION_MODE_FACE:
_mesh_outline_generator.generate_mark_faces()
_mesh_outline_generator.generate_mark_faces(visual_indicator_outline, visual_indicator_handle)
else:
_mesh_outline_generator.generate()
_mesh_outline_generator.generate(visual_indicator_outline, visual_indicator_handle)
add_lines(_mesh_outline_generator.lines, material, false)
add_lines(_mesh_outline_generator.seam_lines, seam_material, false)
if visual_indicator_outline || visual_indicator_handle:
add_lines(_mesh_outline_generator.lines, material, false)
if visual_indicator_seam:
add_lines(_mesh_outline_generator.seam_lines, seam_material, false)
if _selected_points.size() > 0:
var vs : PoolVector3Array = PoolVector3Array()
@ -1251,9 +1254,12 @@ func transfer_state_from(other) -> void:
func visual_indicator_outline_set(on : bool):
visual_indicator_outline = on
redraw()
func visual_indicator_seam_set(on : bool):
visual_indicator_seam = on
redraw()
func visual_indicator_handle_set(on : bool):
visual_indicator_handle = on
redraw()

View File

@ -58,16 +58,30 @@ func get_vertex(index : int) -> Vector3:
return v
func generate():
func generate(mark_outline : bool, mark_handles : bool):
reset()
if !initialize():
return
for i in range(0, _indices.size(), 3):
for j in range(3):
lines.append(get_vertex(_indices[i + j]))
lines.append(get_vertex(_indices[i + ((j + 1) % 3)]))
if mark_outline:
for i in range(0, _indices.size(), 3):
for j in range(3):
lines.append(get_vertex(_indices[i + j]))
lines.append(get_vertex(_indices[i + ((j + 1) % 3)]))
if mark_handles:
for i in range(_vertices.size()):
var v : Vector3 = get_vertex(i)
var l : float = v.length() / 20.0
lines.append(v + Vector3(l, 0, 0))
lines.append(v + Vector3(-l, 0, 0))
lines.append(v + Vector3(0, 0, l))
lines.append(v + Vector3(0, 0, -l))
lines.append(v + Vector3(0, l, 0))
lines.append(v + Vector3(0, -l, 0))
var seams : PoolIntArray = _mdr.seams
@ -75,7 +89,7 @@ func generate():
seam_lines.append(get_vertex(seams[i]))
seam_lines.append(get_vertex(seams[i + 1]))
func generate_mark_edges():
func generate_mark_edges(mark_outline : bool, mark_handles : bool):
reset()
if !initialize():
@ -89,18 +103,20 @@ func generate_mark_edges():
var v0 : Vector3 = get_vertex(i0)
var v1 : Vector3 = get_vertex(i1)
lines.append(v0)
lines.append(v1)
if mark_outline:
lines.append(v0)
lines.append(v1)
var pmid : Vector3 = lerp(v0, v1, 0.5)
var l : float = (v0 - v1).length() / 20.0
if mark_handles:
var pmid : Vector3 = lerp(v0, v1, 0.5)
var l : float = (v0 - v1).length() / 20.0
lines.append(pmid + Vector3(l, 0, 0))
lines.append(pmid + Vector3(-l, 0, 0))
lines.append(pmid + Vector3(0, 0, l))
lines.append(pmid + Vector3(0, 0, -l))
lines.append(pmid + Vector3(0, l, 0))
lines.append(pmid + Vector3(0, -l, 0))
lines.append(pmid + Vector3(l, 0, 0))
lines.append(pmid + Vector3(-l, 0, 0))
lines.append(pmid + Vector3(0, 0, l))
lines.append(pmid + Vector3(0, 0, -l))
lines.append(pmid + Vector3(0, l, 0))
lines.append(pmid + Vector3(0, -l, 0))
var seams : PoolIntArray = _mdr.seams
@ -109,37 +125,38 @@ func generate_mark_edges():
seam_lines.append(get_vertex(seams[i]))
seam_lines.append(get_vertex(seams[i + 1]))
func generate_mark_faces():
func generate_mark_faces(mark_outline : bool, mark_handles : bool):
reset()
if !initialize():
return
for i in range(0, _indices.size(), 3):
for j in range(3):
lines.append(get_vertex(_indices[i + j]))
lines.append(get_vertex(_indices[i + ((j + 1) % 3)]))
if mark_outline:
for i in range(0, _indices.size(), 3):
for j in range(3):
lines.append(get_vertex(_indices[i + j]))
lines.append(get_vertex(_indices[i + ((j + 1) % 3)]))
for i in range(0, _indices.size(), 3):
var i0 : int = _indices[i + 0]
var i1 : int = _indices[i + 1]
var i2 : int = _indices[i + 2]
if mark_handles:
for i in range(0, _indices.size(), 3):
var i0 : int = _indices[i + 0]
var i1 : int = _indices[i + 1]
var i2 : int = _indices[i + 2]
var v0 : Vector3 = get_vertex(i0)
var v1 : Vector3 = get_vertex(i1)
var v2 : Vector3 = get_vertex(i2)
var v0 : Vector3 = get_vertex(i0)
var v1 : Vector3 = get_vertex(i1)
var v2 : Vector3 = get_vertex(i2)
var pmid : Vector3 = v0 + v1 + v2
pmid /= 3
var l : float = (v0 - v1).length() / 20.0
lines.append(pmid + Vector3(l, 0, 0))
lines.append(pmid + Vector3(-l, 0, 0))
lines.append(pmid + Vector3(0, 0, l))
lines.append(pmid + Vector3(0, 0, -l))
lines.append(pmid + Vector3(0, l, 0))
lines.append(pmid + Vector3(0, -l, 0))
var pmid : Vector3 = v0 + v1 + v2
pmid /= 3
var l : float = (v0 - v1).length() / 20.0
lines.append(pmid + Vector3(l, 0, 0))
lines.append(pmid + Vector3(-l, 0, 0))
lines.append(pmid + Vector3(0, 0, l))
lines.append(pmid + Vector3(0, 0, -l))
lines.append(pmid + Vector3(0, l, 0))
lines.append(pmid + Vector3(0, -l, 0))
var seams : PoolIntArray = _mdr.seams