broken_seals/game/addons/mesh_data_resource_editor/MIDGizmo.gd

667 lines
17 KiB
GDScript

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")
var MDRMeshUtils = preload("res://addons/mesh_data_resource_editor/utilities/mdred_mesh_utils.gd")
enum EditMode {
EDIT_MODE_NONE = 0,
EDIT_MODE_TRANSLATE = 1,
EDIT_MODE_SCALE = 2,
EDIT_MODE_ROTATE = 3
}
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 edit_mode : int = EditMode.EDIT_MODE_TRANSLATE
var axis_constraint : int = AxisConstraint.X | AxisConstraint.Y | AxisConstraint.Z
var selection_mode : int = SelectionMode.SELECTION_MODE_VERTEX
var previous_point : Vector2
var is_dragging : bool = false
var _last_known_camera_facing : Vector3 = Vector3(0, 0, -1)
var _mdr : MeshDataResource = null
var _vertices : PoolVector3Array
var _indices : PoolIntArray
var _handle_points : PoolVector3Array
var _handle_to_vertex_map : Array
var _selected_points : PoolIntArray
var _mesh_outline_generator
func _init():
_mesh_outline_generator = 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.EDIT_MODE_NONE:
return
elif edit_mode == EditMode.EDIT_MODE_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)
recalculate_handle_points()
apply()
redraw()
elif edit_mode == EditMode.EDIT_MODE_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)
recalculate_handle_points()
apply()
redraw()
elif edit_mode == EditMode.EDIT_MODE_ROTATE:
print("MDR Editor: ROTATE NYI")
previous_point = point
func commit_handle(index: int, restore, cancel: bool = false) -> void:
previous_point = Vector2()
print("MDR Editor: commit_handle test")
func redraw():
clear()
if !_mdr:
return
if _mdr.array.size() != ArrayMesh.ARRAY_MAX:
return
if !get_plugin():
return
var handles_material : SpatialMaterial = get_plugin().get_material("handles", self)
var material = get_plugin().get_material("main", self)
_mesh_outline_generator.setup(_mdr)
if selection_mode == SelectionMode.SELECTION_MODE_EDGE:
_mesh_outline_generator.generate_mark_edges()
elif selection_mode == SelectionMode.SELECTION_MODE_FACE:
_mesh_outline_generator.generate_mark_faces()
else:
_mesh_outline_generator.generate()
add_lines(_mesh_outline_generator.lines, material, false)
if _selected_points.size() > 0:
var vs : PoolVector3Array = PoolVector3Array()
for i in _selected_points:
vs.append(_handle_points[i])
add_handles(vs, handles_material)
func apply() -> void:
if !_mdr:
return
_mdr.disconnect("changed", self, "on_mdr_changed")
var arrs : Array = _mdr.array
arrs[ArrayMesh.ARRAY_VERTEX] = _vertices
arrs[ArrayMesh.ARRAY_INDEX] = _indices
_mdr.array = arrs
_mdr.connect("changed", self, "on_mdr_changed")
func forward_spatial_gui_input(index, camera, event):
_last_known_camera_facing = camera.transform.basis.xform(Vector3(0, 0, -1))
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
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
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 _selected_points:
if si == closest_idx:
return false
_selected_points.append(closest_idx)
apply()
redraw()
else:
if _selected_points.size() == 0:
return false
_selected_points.resize(0)
redraw()
else:
is_dragging = false
# elif event is InputEventMouseMotion:
# if edit_mode == EditMode.EDIT_MODE_NONE:
# return false
# elif edit_mode == EditMode.EDIT_MODE_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.EDIT_MODE_SCALE:
# print("SCALE")
# elif edit_mode == EditMode.EDIT_MODE_ROTATE:
# print("ROTATE")
return false
func add_to_all_selected(ofs : Vector3) -> void:
for i in _selected_points:
var v : Vector3 = _handle_points[i]
v += ofs
_handle_points.set(i, v)
for i in _selected_points:
var ps : PoolIntArray = _handle_to_vertex_map[i]
for j in ps:
var v : Vector3 = _vertices[j]
v += ofs
_vertices.set(j, v)
func mul_all_selected_with_basis(b : Basis) -> void:
for i in _selected_points:
var v : Vector3 = _handle_points[i]
v = b * v
_handle_points.set(i, v)
for i in _selected_points:
var ps : PoolIntArray = _handle_to_vertex_map[i]
for j in ps:
var v : Vector3 = _vertices[j]
v = b * v
_vertices.set(j, v)
func set_translate(on : bool) -> void:
if on:
edit_mode = EditMode.EDIT_MODE_TRANSLATE
func set_scale(on : bool) -> void:
if on:
edit_mode = EditMode.EDIT_MODE_SCALE
func set_rotate(on : bool) -> void:
if on:
edit_mode = EditMode.EDIT_MODE_ROTATE
func set_axis_x(on : bool) -> void:
if on:
axis_constraint |= AxisConstraint.X
else:
if (axis_constraint & AxisConstraint.X) != 0:
axis_constraint ^= AxisConstraint.X
func set_axis_y(on : bool) -> void:
if on:
axis_constraint |= AxisConstraint.Y
else:
if (axis_constraint & AxisConstraint.Y) != 0:
axis_constraint ^= AxisConstraint.Y
func set_axis_z(on : bool) -> void:
if on:
axis_constraint |= AxisConstraint.Z
else:
if (axis_constraint & AxisConstraint.Z) != 0:
axis_constraint ^= AxisConstraint.Z
func set_selection_mode_vertex() -> void:
if selection_mode == SelectionMode.SELECTION_MODE_VERTEX:
return
selection_mode = SelectionMode.SELECTION_MODE_VERTEX
_selected_points.resize(0)
recalculate_handle_points()
redraw()
func set_selection_mode_edge() -> void:
if selection_mode == SelectionMode.SELECTION_MODE_EDGE:
return
selection_mode = SelectionMode.SELECTION_MODE_EDGE
_selected_points.resize(0)
recalculate_handle_points()
redraw()
func set_selection_mode_face() -> void:
if selection_mode == SelectionMode.SELECTION_MODE_FACE:
return
selection_mode = SelectionMode.SELECTION_MODE_FACE
_selected_points.resize(0)
recalculate_handle_points()
redraw()
func _notification(what):
if what == NOTIFICATION_PREDELETE:
if self != null && get_plugin():
get_plugin().unregister_gizmo(self)
func recalculate_handle_points() -> void:
if !_mdr:
_handle_points.resize(0)
_handle_to_vertex_map.resize(0)
return
var mdr_arr : Array = _mdr.array
if mdr_arr.size() != ArrayMesh.ARRAY_MAX || mdr_arr[ArrayMesh.ARRAY_VERTEX] == null || mdr_arr[ArrayMesh.ARRAY_VERTEX].size() == 0:
_handle_points.resize(0)
_handle_to_vertex_map.resize(0)
return
var arr : Array = Array()
arr.resize(ArrayMesh.ARRAY_MAX)
arr[ArrayMesh.ARRAY_VERTEX] = mdr_arr[ArrayMesh.ARRAY_VERTEX]
arr[ArrayMesh.ARRAY_INDEX] = mdr_arr[ArrayMesh.ARRAY_INDEX]
if selection_mode == SelectionMode.SELECTION_MODE_VERTEX:
var merged_arrays : Array = MeshUtils.merge_mesh_array(arr)
_handle_points = merged_arrays[ArrayMesh.ARRAY_VERTEX]
_handle_to_vertex_map = MeshDecompose.get_handle_vertex_to_vertex_map(mdr_arr, _handle_points)
elif selection_mode == SelectionMode.SELECTION_MODE_EDGE:
var result : Array = MeshDecompose.get_handle_edge_to_vertex_map(arr)
_handle_points = result[0]
_handle_to_vertex_map = result[1]
elif selection_mode == SelectionMode.SELECTION_MODE_FACE:
var result : Array = MeshDecompose.get_handle_face_to_vertex_map(arr)
_handle_points = result[0]
_handle_to_vertex_map = result[1]
func on_mesh_data_resource_changed(mdr : MeshDataResource) -> void:
if _mdr:
_mdr.disconnect("changed", self, "on_mdr_changed")
_mdr = mdr
if _mdr && _mdr.array.size() == ArrayMesh.ARRAY_MAX && _mdr.array[ArrayMesh.ARRAY_VERTEX] != null:
_vertices = _mdr.array[ArrayMesh.ARRAY_VERTEX]
_indices = _mdr.array[ArrayMesh.ARRAY_INDEX]
else:
_vertices.resize(0)
_indices.resize(0)
if _mdr:
_mdr.connect("changed", self, "on_mdr_changed")
recalculate_handle_points()
redraw()
func on_mdr_changed() -> void:
if _mdr && _mdr.array.size() == ArrayMesh.ARRAY_MAX && _mdr.array[ArrayMesh.ARRAY_VERTEX] != null:
_vertices = _mdr.array[ArrayMesh.ARRAY_VERTEX]
_indices = _mdr.array[ArrayMesh.ARRAY_INDEX]
else:
_vertices.resize(0)
_indices.resize(0)
recalculate_handle_points()
redraw()
func add_triangle() -> void:
if _mdr:
MDRMeshUtils.add_triangle(_mdr)
func add_quad() -> void:
if _mdr:
MDRMeshUtils.add_quad(_mdr)
func is_verts_equal(v0 : Vector3, v1 : Vector3) -> bool:
return is_equal_approx(v0.x, v1.x) && is_equal_approx(v0.y, v1.y) && is_equal_approx(v0.z, v1.z)
func find_other_vertex_for_edge(edge : int, v0 : Vector3) -> Vector3:
var ps : PoolIntArray = _handle_to_vertex_map[edge]
var vert : Vector3 = Vector3()
for i in range(ps.size()):
vert = _vertices[ps[i]]
if !is_verts_equal(v0, vert):
return vert
return v0
func split_edge_indices(edge : int) -> Array:
var ps : PoolIntArray = _handle_to_vertex_map[edge]
if ps.size() == 0:
return [ ]
var v0 : Vector3 = _vertices[ps[0]]
var v0ei : PoolIntArray = PoolIntArray()
v0ei.append(ps[0])
var v1ei : PoolIntArray = PoolIntArray()
for i in range(1, ps.size()):
var vert : Vector3 = _vertices[ps[i]]
if is_verts_equal(v0, vert):
v0ei.append(ps[i])
else:
v1ei.append(ps[i])
return [ v0ei, v1ei ]
func pool_int_arr_contains(arr : PoolIntArray, val : int) -> bool:
for a in arr:
if a == val:
return true
return false
func find_triangles_for_edge(edge : int) -> PoolIntArray:
var eisarr : Array = split_edge_indices(edge)
if eisarr.size() == 0:
return PoolIntArray()
# these should have the same size
var v0ei : PoolIntArray = eisarr[0]
var v1ei : PoolIntArray = eisarr[1]
var res : PoolIntArray = PoolIntArray()
for i in range(0, _indices.size(), 3):
var i0 : int = _indices[i]
var i1 : int = _indices[i + 1]
var i2 : int = _indices[i + 2]
if pool_int_arr_contains(v0ei, i0) || pool_int_arr_contains(v0ei, i1) || pool_int_arr_contains(v0ei, i2):
if pool_int_arr_contains(v1ei, i0) || pool_int_arr_contains(v1ei, i1) || pool_int_arr_contains(v1ei, i2):
res.append(i / 3)
return res
func find_first_triangle_for_edge(edge : int) -> int:
var eisarr : Array = split_edge_indices(edge)
if eisarr.size() == 0:
return -1
# these should have the same size
var v0ei : PoolIntArray = eisarr[0]
var v1ei : PoolIntArray = eisarr[1]
var res : PoolIntArray = PoolIntArray()
for i in range(0, _indices.size(), 3):
var i0 : int = _indices[i]
var i1 : int = _indices[i + 1]
var i2 : int = _indices[i + 2]
if pool_int_arr_contains(v0ei, i0) || pool_int_arr_contains(v0ei, i1) || pool_int_arr_contains(v0ei, i2):
if pool_int_arr_contains(v1ei, i0) || pool_int_arr_contains(v1ei, i1) || pool_int_arr_contains(v1ei, i2):
return i / 3
return -1
func add_triangle_to_edge(edge : int) -> void:
var triangle_index : int = find_first_triangle_for_edge(edge)
var inds : int = triangle_index * 3
var ti0 : int = _indices[inds]
var ti1 : int = _indices[inds + 1]
var ti2 : int = _indices[inds + 2]
var ps : PoolIntArray = _handle_to_vertex_map[edge]
if ps.size() == 0:
return
var ei0 : int = 0
var ei1 : int = 0
var erefind : int = 0
if !pool_int_arr_contains(ps, ti0):
ei0 = ti1
ei1 = ti2
erefind = ti0
elif !pool_int_arr_contains(ps, ti1):
ei0 = ti0
ei1 = ti2
erefind = ti1
elif !pool_int_arr_contains(ps, ti2):
ei0 = ti0
ei1 = ti1
erefind = ti2
var fo : Vector3 = MDRMeshUtils.get_face_normal(_vertices[ti0], _vertices[ti1], _vertices[ti2])
var fn : Vector3 = MDRMeshUtils.get_face_normal(_vertices[ei0], _vertices[ei1], _vertices[erefind])
if fo.dot(fn) < 0:
var t : int = ei0
ei0 = ei1
ei1 = t
MDRMeshUtils.append_triangle_to_tri_edge(_mdr, _vertices[ei0], _vertices[ei1], _vertices[erefind])
func add_quad_to_edge(edge : int) -> void:
var triangle_index : int = find_first_triangle_for_edge(edge)
var inds : int = triangle_index * 3
var ti0 : int = _indices[inds]
var ti1 : int = _indices[inds + 1]
var ti2 : int = _indices[inds + 2]
var ps : PoolIntArray = _handle_to_vertex_map[edge]
if ps.size() == 0:
return
var ei0 : int = 0
var ei1 : int = 0
var erefind : int = 0
if !pool_int_arr_contains(ps, ti0):
ei0 = ti1
ei1 = ti2
erefind = ti0
elif !pool_int_arr_contains(ps, ti1):
ei0 = ti0
ei1 = ti2
erefind = ti1
elif !pool_int_arr_contains(ps, ti2):
ei0 = ti0
ei1 = ti1
erefind = ti2
var fo : Vector3 = MDRMeshUtils.get_face_normal(_vertices[ti0], _vertices[ti1], _vertices[ti2])
var fn : Vector3 = MDRMeshUtils.get_face_normal(_vertices[ei0], _vertices[ei1], _vertices[erefind])
if fo.dot(fn) < 0:
var t : int = ei0
ei0 = ei1
ei1 = t
MDRMeshUtils.append_quad_to_tri_edge(_mdr, _vertices[ei0], _vertices[ei1], _vertices[erefind])
func add_triangle_at() -> void:
if !_mdr:
return
if selection_mode == SelectionMode.SELECTION_MODE_VERTEX:
#todo
pass
elif selection_mode == SelectionMode.SELECTION_MODE_EDGE:
for sp in _selected_points:
add_triangle_to_edge(sp)
else:
add_triangle()
func add_quad_at() -> void:
if !_mdr:
return
if selection_mode == SelectionMode.SELECTION_MODE_VERTEX:
#todo
pass
elif selection_mode == SelectionMode.SELECTION_MODE_EDGE:
for sp in _selected_points:
add_quad_to_edge(sp)
else:
add_triangle()
func add_box() -> void:
if _mdr:
MDRMeshUtils.add_box(_mdr)
func merge():
pass
func split():
pass
func connect_action():
if !_mdr:
return
if _selected_points.size() < 2:
return
var mdr_arr : Array = _mdr.array
if mdr_arr.size() != ArrayMesh.ARRAY_MAX || mdr_arr[ArrayMesh.ARRAY_VERTEX] == null || mdr_arr[ArrayMesh.ARRAY_VERTEX].size() == 0:
return
var vertices : PoolVector3Array = mdr_arr[ArrayMesh.ARRAY_VERTEX]
if selection_mode == SelectionMode.SELECTION_MODE_VERTEX:
var mpos : Vector3 = _handle_points[_selected_points[0]]
for i in range(1, _selected_points.size()):
var ps : PoolIntArray = _handle_to_vertex_map[_selected_points[i]]
for indx in ps:
vertices[indx] = mpos
_selected_points.resize(0)
mdr_arr[ArrayMesh.ARRAY_VERTEX] = vertices
_mdr.array = mdr_arr
elif selection_mode == SelectionMode.SELECTION_MODE_EDGE:
pass
elif selection_mode == SelectionMode.SELECTION_MODE_FACE:
pass
func disconnect_action():
pass
func create_face():
if !_mdr:
return
if _selected_points.size() <= 2:
return
var mdr_arr : Array = _mdr.array
if mdr_arr.size() != ArrayMesh.ARRAY_MAX || mdr_arr[ArrayMesh.ARRAY_VERTEX] == null || mdr_arr[ArrayMesh.ARRAY_VERTEX].size() == 0:
return
if selection_mode == SelectionMode.SELECTION_MODE_VERTEX:
var points : PoolVector3Array = PoolVector3Array()
for sp in _selected_points:
points.push_back(_handle_points[sp])
MDRMeshUtils.add_triangulated_mesh_from_points(_mdr, points, _last_known_camera_facing)
elif selection_mode == SelectionMode.SELECTION_MODE_EDGE:
pass
elif selection_mode == SelectionMode.SELECTION_MODE_FACE:
pass