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https://github.com/Relintai/broken_seals.git
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Rework mdr ed's gizmo so it's able to handle rect style selection later.
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@ -40,11 +40,14 @@ var visual_indicator_outline : bool = true
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var visual_indicator_seam : bool= true
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var visual_indicator_handle : bool = true
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var previous_point : Vector2
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var is_dragging : bool = false
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var _last_known_camera_facing : Vector3 = Vector3(0, 0, -1)
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var _rect_drag : bool = false
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var _rect_drag_start_point : Vector2 = Vector2()
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var _rect_drag_min_ofset : float = 10
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var _mdr : MeshDataResource = null
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var _vertices : PoolVector3Array
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@ -208,70 +211,87 @@ func forward_spatial_gui_input(index, camera, event):
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var grab_threshold : float = 8
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if event.get_button_index() == BUTTON_LEFT:
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if event.is_pressed():
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var mouse_pos = event.get_position()
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# if (_gizmo_select(p_index, _edit.mouse_pos))
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# return true;
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# select vertex
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var closest_idx : int = -1
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var closest_dist : float = 1e10
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for i in range(_handle_points.size()):
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var vert_pos_3d : Vector3 = gt.xform(_handle_points[i])
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var vert_pos_2d : Vector2 = camera.unproject_position(vert_pos_3d)
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var dist_3d : float = ray_from.distance_to(vert_pos_3d)
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var dist_2d : float = gpoint.distance_to(vert_pos_2d)
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if (dist_2d < grab_threshold && dist_3d < closest_dist):
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closest_dist = dist_3d
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closest_idx = i
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if (closest_idx >= 0):
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for si in range(_selected_points.size()):
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if _selected_points[si] == closest_idx:
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if event.control:
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_selected_points.remove(si)
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return true
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return false
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if event.control:
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return false
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if event.shift:
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_selected_points.append(closest_idx)
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else:
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# Select new point only
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_selected_points.resize(0)
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_selected_points.append(closest_idx)
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apply()
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redraw()
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else:
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# Don't unselect all if either control or shift is held down
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if event.shift || event.control:
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return false
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if _selected_points.size() == 0:
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return false
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#Unselect all
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_selected_points.resize(0)
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redraw()
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else:
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if !event.is_pressed():
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# If a handle was being dragged only run these
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is_dragging = false
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if _handle_drag_op && _mdr && _mdr.array.size() == ArrayMesh.ARRAY_MAX && _mdr.array[ArrayMesh.ARRAY_VERTEX] != null && _mdr.array[ArrayMesh.ARRAY_VERTEX].size() == _drag_op_orig_verices.size():
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_undo_redo.create_action("Drag")
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_undo_redo.add_do_method(self, "apply_vertex_array", _mdr, _mdr.array[ArrayMesh.ARRAY_VERTEX])
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_undo_redo.add_undo_method(self, "apply_vertex_array", _mdr, _drag_op_orig_verices)
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_undo_redo.commit_action()
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if _handle_drag_op:
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_handle_drag_op = false
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return true
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# See whether we should check for a click or a selection box
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var mouse_pos : Vector2 = event.get_position()
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var rect_size : Vector2 = _rect_drag_start_point - mouse_pos
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rect_size.x = abs(rect_size.x)
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rect_size.y = abs(rect_size.y)
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var had_rect_drag : bool = false
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if rect_size.x > _rect_drag_min_ofset || rect_size.y > _rect_drag_min_ofset:
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had_rect_drag = true
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# Click
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if !had_rect_drag:
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# select vertex
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var closest_idx : int = -1
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var closest_dist : float = 1e10
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_handle_drag_op = false
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for i in range(_handle_points.size()):
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var vert_pos_3d : Vector3 = gt.xform(_handle_points[i])
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var vert_pos_2d : Vector2 = camera.unproject_position(vert_pos_3d)
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var dist_3d : float = ray_from.distance_to(vert_pos_3d)
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var dist_2d : float = gpoint.distance_to(vert_pos_2d)
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if (dist_2d < grab_threshold && dist_3d < closest_dist):
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closest_dist = dist_3d
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closest_idx = i
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if (closest_idx >= 0):
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for si in range(_selected_points.size()):
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if _selected_points[si] == closest_idx:
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if event.control:
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_selected_points.remove(si)
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return true
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return false
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if event.control:
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return false
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if event.shift:
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_selected_points.append(closest_idx)
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else:
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# Select new point only
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_selected_points.resize(0)
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_selected_points.append(closest_idx)
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apply()
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redraw()
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else:
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# Don't unselect all if either control or shift is held down
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if event.shift || event.control:
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return false
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if _selected_points.size() == 0:
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return false
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#Unselect all
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_selected_points.resize(0)
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redraw()
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#Rect drag
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else:
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pass
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else:
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# event is pressed
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_rect_drag = true
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_rect_drag_start_point = event.get_position()
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# elif event is InputEventMouseMotion:
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# if edit_mode == EditMode.EDIT_MODE_NONE:
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