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https://github.com/Relintai/broken_seals.git
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More initial work / experiments on the mesh data resource editor plugin.
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@ -3,6 +3,8 @@ extends EditorSpatialGizmoPlugin
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const MDIGizmo = preload("res://addons/mesh_data_resource_editor/MIDGizmo.gd")
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var plugin
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func _init():
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create_material("main", Color(1, 0, 0))
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create_handle_material("handles")
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@ -15,7 +17,14 @@ func get_priority():
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func create_gizmo(spatial):
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if spatial is MeshDataInstance:
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print("new gizmo")
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return MDIGizmo.new()
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var gizmo = MDIGizmo.new()
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gizmo.plugin = plugin
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plugin.register_gizmo(gizmo)
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return gizmo
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else:
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return null
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func is_handle_highlighted(gizmo, index):
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pass
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@ -3,17 +3,15 @@ extends EditorSpatialGizmo
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var gizmo_size = 3.0
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var plugin
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var vertices : PoolVector3Array
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var indices : PoolIntArray
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func set_handle(index: int, camera: Camera, point: Vector2):
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#print(index)
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#print(point)
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pass
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func redraw():
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#print("MIDGizmo redraw")
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clear()
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var node : MeshDataInstance = get_spatial_node()
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@ -28,25 +26,68 @@ func redraw():
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var handles_material : SpatialMaterial = get_plugin().get_material("handles", self)
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var handles : PoolVector3Array = mdr.array[ArrayMesh.ARRAY_VERTEX]
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add_handles(handles, handles_material)
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vertices = mdr.array[ArrayMesh.ARRAY_VERTEX]
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#add_handles(vertices, handles_material)
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var material = get_plugin().get_material("main", self)
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var lines : PoolVector3Array = PoolVector3Array()
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var indices : PoolIntArray = mdr.array[ArrayMesh.ARRAY_INDEX]
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if indices.size() % 3 == 0:
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for i in range(0, len(indices), 3):
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lines.append(handles[i])
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lines.append(handles[i + 1])
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var lines : PoolVector3Array = PoolVector3Array()
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if vertices.size() % 3 == 0:
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for i in range(0, len(vertices), 3):
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lines.append(vertices[i])
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lines.append(vertices[i + 1])
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lines.append(handles[i + 1])
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lines.append(handles[i + 2])
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lines.append(vertices[i + 1])
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lines.append(vertices[i + 2])
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lines.append(handles[i + 2])
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lines.append(handles[i])
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lines.append(vertices[i + 2])
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lines.append(vertices[i])
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add_lines(lines, material, false)
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func forward_spatial_gui_input(index, camera, event):
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if event is InputEventMouseButton:
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var gt : Transform = get_spatial_node().global_transform
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var ray_from : Vector3 = camera.global_transform.origin
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var gpoint : Vector2 = event.get_position()
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var grab_threshold : float = 4
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# var grab_threshold : float = 4 * EDSCALE;
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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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var vertices_size : int = vertices.size()
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for i in range(vertices_size):
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var joint_pos_3d : Vector3 = gt.xform(vertices[i])
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var joint_pos_2d : Vector2 = camera.unproject_position(joint_pos_3d)
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var dist_3d : float = ray_from.distance_to(joint_pos_3d)
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var dist_2d : float = gpoint.distance_to(joint_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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print("f")
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else:
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print("nf")
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return false
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func _notification(what):
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if what == NOTIFICATION_PREDELETE:
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plugin.unregister_gizmo(self)
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@ -5,8 +5,33 @@ const MdiGizmoPlugin = preload("res://addons/mesh_data_resource_editor/MDIGizmoP
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var gizmo_plugin = MdiGizmoPlugin.new()
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var active_gizmos : Array = []
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func _enter_tree():
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gizmo_plugin.plugin = self
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add_spatial_gizmo_plugin(gizmo_plugin)
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set_input_event_forwarding_always_enabled()
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func _exit_tree():
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remove_spatial_gizmo_plugin(gizmo_plugin)
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#func forward_spatial_gui_input(camera, event):
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# return forward_spatial_gui_input(0, camera, event)
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func register_gizmo(gizmo):
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active_gizmos.append(gizmo)
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func unregister_gizmo(gizmo):
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for i in range(active_gizmos.size()):
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if active_gizmos[i] == gizmo:
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active_gizmos.remove(i)
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return
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func forward_spatial_gui_input(index, camera, event):
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for g in active_gizmos:
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if g.forward_spatial_gui_input(index, camera, event):
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return true
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return false
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