tool extends EditorSpatialGizmo var MeshOutline = preload("res://addons/mesh_data_resource_editor/utilities/mesh_outline.gd") var MeshDecompose = preload("res://addons/mesh_data_resource_editor/utilities/mesh_decompose.gd") enum EditMode { NONE, TRANSLATE, SCALE, ROTATE } enum AxisConstraint { X = 1 << 0, Y = 1 << 1, Z = 1 << 2, } enum SelectionMode { SELECTION_MODE_VERTEX = 0, SELECTION_MODE_EDGE = 1, SELECTION_MODE_FACE = 2, } var gizmo_size = 3.0 var vertices : PoolVector3Array var indices : PoolIntArray var handle_points : PoolVector3Array var handle_to_vertex_map : Array var selected_indices : PoolIntArray var selected_vertices : PoolVector3Array var selected_vertices_original : PoolVector3Array var edit_mode = EditMode.TRANSLATE var axis_constraint = AxisConstraint.X | AxisConstraint.Y | AxisConstraint.Z var selection_mode = SelectionMode.SELECTION_MODE_VERTEX var previous_point : Vector2 var is_dragging : bool = false var _mdr : MeshDataResource = null var _mesh_outline func _init(): _mesh_outline = MeshOutline.new() func setup() -> void: get_spatial_node().connect("mesh_data_resource_changed", self, "on_mesh_data_resource_changed") on_mesh_data_resource_changed(get_spatial_node().mesh_data) func set_handle(index: int, camera: Camera, point: Vector2): var relative : Vector2 = point - previous_point if !is_dragging: relative = Vector2() is_dragging = true if edit_mode == EditMode.NONE: return elif edit_mode == EditMode.TRANSLATE: var ofs : Vector3 = Vector3() if (axis_constraint & AxisConstraint.X) != 0: ofs.x = relative.x * 0.001 * sign(camera.get_global_transform().basis.z.z) if (axis_constraint & AxisConstraint.Y) != 0: ofs.y = relative.y * -0.001 if (axis_constraint & AxisConstraint.Z) != 0: ofs.z = relative.x * 0.001 * -sign(camera.get_global_transform().basis.z.x) add_to_all_selected(ofs) redraw() apply() elif edit_mode == EditMode.SCALE: var r : float = 1.0 + ((relative.x + relative.y) * 0.05) var vs : Vector3 = Vector3() if (axis_constraint & AxisConstraint.X) != 0: vs.x = r if (axis_constraint & AxisConstraint.Y) != 0: vs.y = r if (axis_constraint & AxisConstraint.Z) != 0: vs.z = r var b : Basis = Basis().scaled(vs) mul_all_selected_with_basis(b) redraw() apply() elif edit_mode == EditMode.ROTATE: print("ROTATE") previous_point = point func commit_handle(index: int, restore, cancel: bool = false) -> void: previous_point = Vector2() print("commit") func redraw(): clear() if !_mdr: return if _mdr.array.size() != ArrayMesh.ARRAY_MAX: return var handles_material : SpatialMaterial = get_plugin().get_material("handles", self) var material = get_plugin().get_material("main", self) _mesh_outline.setup(_mdr) add_lines(_mesh_outline.lines, material, false) #do this setup somewhere else if vertices.size() == 0: vertices = _mdr.array[ArrayMesh.ARRAY_VERTEX] #displace selected handle verts too on drag, so this code just works. #draw handles though instead ov vertices var vs : PoolVector3Array = PoolVector3Array() for i in selected_indices: vs.append(vertices[i]) add_handles(vs, handles_material) func apply() -> void: if !_mdr: return var arrs : Array = _mdr.array arrs[ArrayMesh.ARRAY_VERTEX] = vertices _mdr.array = arrs func forward_spatial_gui_input(index, camera, event): if event is InputEventMouseButton: 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 # var grab_threshold : float = 4 * EDSCALE; if event.get_button_index() == BUTTON_LEFT: if event.is_pressed(): var mouse_pos = event.get_position() # if (_gizmo_select(p_index, _edit.mouse_pos)) # return true; # select vertex var closest_idx : int = -1 var closest_dist : float = 1e10 var vertices_size : int = vertices.size() for i in range(vertices_size): var vert_pos_3d : Vector3 = gt.xform(vertices[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 selected_indices: if si == closest_idx: return false var cv : Vector3 = vertices[closest_idx] selected_vertices.append(cv) selected_indices.append(closest_idx) selected_vertices_original.append(cv) #also find and mark duplicate vertices, but not as handles for k in range(vertices.size()): if k == closest_idx: continue var vn : Vector3 = vertices[k] if is_equal_approx(cv.x, vn.x) && is_equal_approx(cv.y, vn.y) && is_equal_approx(cv.z, vn.z): selected_indices.append(k) selected_vertices_original.append(vn) apply() redraw() else: selected_indices.resize(0) selected_vertices.resize(0) selected_vertices_original.resize(0) apply() redraw() else: is_dragging = false # elif event is InputEventMouseMotion: # if edit_mode == EditMode.NONE: # return false # elif edit_mode == EditMode.TRANSLATE: # for i in selected_indices: # var v : Vector3 = vertices[i] # # if axis_constraint == AxisConstraint.X: # v.x += event.relative.x * -0.001 # elif axis_constraint == AxisConstraint.Y: # v.y += event.relative.y * 0.001 # elif axis_constraint == AxisConstraint.Z: # v.z += event.relative.x * 0.001 # # vertices.set(i, v) # # redraw() # elif edit_mode == EditMode.SCALE: # print("SCALE") # elif edit_mode == EditMode.ROTATE: # print("ROTATE") return false func add_to_all_selected(ofs : Vector3) -> void: for i in selected_indices: var v : Vector3 = vertices[i] v += ofs vertices.set(i, v) func mul_all_selected_with_basis(b : Basis) -> void: for i in selected_indices: var v : Vector3 = vertices[i] v = b * v vertices.set(i, v) func set_translate(on : bool) -> void: if on: edit_mode = EditMode.TRANSLATE func set_scale(on : bool) -> void: if on: edit_mode = EditMode.SCALE func set_rotate(on : bool) -> void: if on: edit_mode = EditMode.ROTATE func set_axis_x(on : bool) -> void: if on: if (axis_constraint & AxisConstraint.X) != 0: axis_constraint ^= AxisConstraint.X else: axis_constraint |= AxisConstraint.X func set_axis_y(on : bool) -> void: if on: if (axis_constraint & AxisConstraint.Y) != 0: axis_constraint ^= AxisConstraint.Y else: axis_constraint |= AxisConstraint.Y func set_axis_z(on : bool) -> void: if on: if (axis_constraint & AxisConstraint.Z) != 0: axis_constraint ^= AxisConstraint.Z else: axis_constraint |= AxisConstraint.Z func _notification(what): if what == NOTIFICATION_PREDELETE: if get_plugin(): get_plugin().unregister_gizmo(self) func on_mesh_data_resource_changed(mdr : MeshDataResource) -> void: #if changed recalc handles #if selection type changed recalc handles aswell #add method recalc handles -> check for type _mdr = mdr redraw()