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https://github.com/Relintai/broken_seals.git
synced 2024-12-21 13:16:49 +01:00
Moved the new helper to the bottom of the mesh utils. Also the reflect helpers will reflect v2 instead of v1.
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@ -384,7 +384,13 @@ func add_quad() -> void:
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MDRMeshUtils.add_quad(_mdr)
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func add_triangle_at() -> void:
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pass
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if selection_mode == SelectionMode.SELECTION_MODE_VERTEX:
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#todo
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pass
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elif selection_mode == SelectionMode.SELECTION_MODE_EDGE:
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#should_flip_reflected_triangle
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else:
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add_triangle()
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func add_quad_at() -> void:
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pass
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@ -1,71 +1,6 @@
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tool
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extends Object
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# There are probably better ways to do this
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static func should_flip_reflected_triangle(v0 : Vector3, v1 : Vector3, v2 : Vector3) -> bool:
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var reflected : Vector3 = reflect_vertex(v0, v1, v2)
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var nn : Vector3 = get_face_normal(v0, v1, v2)
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return should_triangle_flip(v0, reflected, v2, nn)
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static func reflect_vertex(v0 : Vector3, v1 : Vector3, v2 : Vector3) -> Vector3:
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return (v1 - v0).reflect(v2 - v0) + v0
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static func get_face_normal_arr_ti(verts : PoolVector3Array, indices : PoolIntArray, triangle_index : int, flipped : bool = false) -> Vector3:
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return get_face_normal_arr(verts, indices, triangle_index * 3, flipped)
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static func get_face_normal_arr(verts : PoolVector3Array, indices : PoolIntArray, index : int, flipped : bool = false) -> Vector3:
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var v0 : Vector3 = verts[indices[index]]
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var v1 : Vector3 = verts[indices[index + 1]]
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var v2 : Vector3 = verts[indices[index + 2]]
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return get_face_normal(v0, v1, v2, flipped)
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static func get_face_normal(v0 : Vector3, v1 : Vector3, v2 : Vector3, flipped : bool = false) -> Vector3:
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if !flipped:
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return Plane(v0, v1, v2).normal
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else:
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return Plane(v2, v1, v0).normal
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static func should_triangle_flip(v0 : Vector3, v1 : Vector3, v2 : Vector3, similar_dir_normal : Vector3) -> bool:
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var normal : Vector3 = get_face_normal(v0, v1, v2)
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var ndns : float = normal.dot(similar_dir_normal)
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return ndns < 0
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static func is_normal_similar(v0 : Vector3, v1 : Vector3, v2 : Vector3, similar_dir_normal : Vector3) -> bool:
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var normal : Vector3 = get_face_normal(v0, v1, v2)
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var ndns : float = normal.dot(similar_dir_normal)
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return ndns >= 0
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static func flip_triangle_ti(mdr : MeshDataResource, triangle_index : int) -> void:
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flip_triangle(mdr, triangle_index * 3)
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static func flip_triangle(mdr : MeshDataResource, index : int) -> void:
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var arrays : Array = mdr.get_array()
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if arrays.size() != ArrayMesh.ARRAY_MAX:
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arrays.resize(ArrayMesh.ARRAY_MAX)
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if arrays[ArrayMesh.ARRAY_INDEX] == null:
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return
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var indices : PoolIntArray = arrays[ArrayMesh.ARRAY_INDEX]
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var i0 : int = indices[index]
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var i2 : int = indices[index + 2]
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indices[index] = i2
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indices[index + 2] = i0
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arrays[ArrayMesh.ARRAY_INDEX] = indices
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mdr.set_array(arrays)
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static func add_triangle_at(mdr : MeshDataResource, v0 : Vector3, v1 : Vector3, v2 : Vector3, flip : bool = false) -> void:
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var st : SurfaceTool = SurfaceTool.new()
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@ -411,3 +346,69 @@ static func get_arrays_prepared(mdr : MeshDataResource) -> Array:
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arrays[ArrayMesh.ARRAY_INDEX] = PoolIntArray()
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return arrays
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# There are probably better ways to do this
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static func should_flip_reflected_triangle(v0 : Vector3, v1 : Vector3, v2 : Vector3) -> bool:
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var reflected : Vector3 = reflect_vertex(v0, v1, v2)
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var nn : Vector3 = get_face_normal(v0, v1, v2)
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return should_triangle_flip(v0, v1, reflected, nn)
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static func reflect_vertex(v0 : Vector3, v1 : Vector3, v2 : Vector3) -> Vector3:
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return (v2 - v0).reflect(v1 - v0) + v0
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static func get_face_normal_arr_ti(verts : PoolVector3Array, indices : PoolIntArray, triangle_index : int, flipped : bool = false) -> Vector3:
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return get_face_normal_arr(verts, indices, triangle_index * 3, flipped)
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static func get_face_normal_arr(verts : PoolVector3Array, indices : PoolIntArray, index : int, flipped : bool = false) -> Vector3:
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var v0 : Vector3 = verts[indices[index]]
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var v1 : Vector3 = verts[indices[index + 1]]
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var v2 : Vector3 = verts[indices[index + 2]]
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return get_face_normal(v0, v1, v2, flipped)
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static func get_face_normal(v0 : Vector3, v1 : Vector3, v2 : Vector3, flipped : bool = false) -> Vector3:
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if !flipped:
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return Plane(v0, v1, v2).normal
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else:
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return Plane(v2, v1, v0).normal
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static func should_triangle_flip(v0 : Vector3, v1 : Vector3, v2 : Vector3, similar_dir_normal : Vector3) -> bool:
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var normal : Vector3 = get_face_normal(v0, v1, v2)
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var ndns : float = normal.dot(similar_dir_normal)
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return ndns < 0
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static func is_normal_similar(v0 : Vector3, v1 : Vector3, v2 : Vector3, similar_dir_normal : Vector3) -> bool:
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var normal : Vector3 = get_face_normal(v0, v1, v2)
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var ndns : float = normal.dot(similar_dir_normal)
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return ndns >= 0
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static func flip_triangle_ti(mdr : MeshDataResource, triangle_index : int) -> void:
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flip_triangle(mdr, triangle_index * 3)
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static func flip_triangle(mdr : MeshDataResource, index : int) -> void:
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var arrays : Array = mdr.get_array()
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if arrays.size() != ArrayMesh.ARRAY_MAX:
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arrays.resize(ArrayMesh.ARRAY_MAX)
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if arrays[ArrayMesh.ARRAY_INDEX] == null:
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return
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var indices : PoolIntArray = arrays[ArrayMesh.ARRAY_INDEX]
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var i0 : int = indices[index]
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var i2 : int = indices[index + 2]
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indices[index] = i2
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indices[index + 2] = i0
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arrays[ArrayMesh.ARRAY_INDEX] = indices
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mdr.set_array(arrays)
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