More setup and smaller fixes.

This commit is contained in:
Relintai 2022-01-25 15:21:20 +01:00
parent af604f845e
commit a5cb7ab767
2 changed files with 133 additions and 8 deletions

View File

@ -237,10 +237,13 @@ func _on_select_all_pressed():
_plugin.select_all()
func onhandle_selection_type_front_toggled(on : bool):
_plugin.handle_selection_type_front()
if on:
_plugin.handle_selection_type_front()
func onhandle_selection_type_back_toggled(on : bool):
_plugin.handle_selection_type_back()
if on:
_plugin.handle_selection_type_back()
func onhandle_selection_type_all_toggled(on : bool):
_plugin.handle_selection_type_all()
if on:
_plugin.handle_selection_type_all()

View File

@ -197,7 +197,6 @@ func apply() -> void:
enable_change_event()
func select_all() -> void:
print("asdasd")
if _selected_points.size() == _handle_points.size():
return
@ -208,13 +207,22 @@ func select_all() -> void:
redraw()
func selection_click_select_through(index, camera, event):
func selection_click(index, camera, event) -> bool:
if handle_selection_type == HandleSelectionType.HANDLE_SELECTION_TYPE_FRONT:
return selection_click_select_front_or_back(index, camera, event)
elif handle_selection_type == HandleSelectionType.HANDLE_SELECTION_TYPE_BACK:
return selection_click_select_front_or_back(index, camera, event)
else:
return selection_click_select_through(index, camera, event)
return false
func selection_click_select_front_or_back(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
@ -264,6 +272,120 @@ func selection_click_select_through(index, camera, event):
redraw()
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(index, camera, event) -> void:
if handle_selection_type == HandleSelectionType.HANDLE_SELECTION_TYPE_FRONT:
selection_drag_rect_select_front_back(index, camera, event)
elif handle_selection_type == HandleSelectionType.HANDLE_SELECTION_TYPE_FRONT:
selection_drag_rect_select_front_back(index, camera, event)
else:
selection_drag_rect_select_through(index, camera, event)
func selection_drag_rect_select_front_back(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 selection_drag_rect_select_through(index, camera, event):
var gt : Transform = get_spatial_node().global_transform
@ -345,9 +467,9 @@ func forward_spatial_gui_input(index, camera, event):
had_rect_drag = true
if !had_rect_drag:
return selection_click_select_through(index, camera, event)
return selection_click(index, camera, event)
else:
selection_drag_rect_select_through(index, camera, event)
selection_drag(index, camera, event)
# Always return false here, so the drag rect thing disappears in the editor
return false
else: