broken_seals/game/addons/mesh_data_resource_editor/MIDGizmo.gd

279 lines
6.5 KiB
GDScript

tool
extends EditorSpatialGizmo
enum EditMode {
NONE, TRANSLATE, SCALE, ROTATE
}
enum AxisConstraint {
X = 1 << 0,
Y = 1 << 1,
Z = 1 << 2,
}
var gizmo_size = 3.0
var plugin
var vertices : PoolVector3Array
var indices : PoolIntArray
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 previous_point : Vector2
var is_dragging : bool = false
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:
for i in selected_indices:
var v : Vector3 = vertices[i]
if (axis_constraint & AxisConstraint.X) != 0:
v.x += relative.x * 0.001 * sign(camera.get_global_transform().basis.z.z)
if (axis_constraint & AxisConstraint.Y) != 0:
v.y += relative.y * -0.001
if (axis_constraint & AxisConstraint.Z) != 0:
v.z += relative.x * 0.001 * -sign(camera.get_global_transform().basis.z.x)
vertices.set(i, v)
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)
for i in selected_indices:
var v : Vector3 = vertices[i]
v = b * v
vertices.set(i, v)
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()
var node : MeshDataInstance = get_spatial_node()
if !node:
return
var mdr : MeshDataResource = node.mesh_data
if !mdr:
return
var handles_material : SpatialMaterial = get_plugin().get_material("handles", self)
if vertices.size() == 0:
vertices = mdr.array[ArrayMesh.ARRAY_VERTEX]
var material = get_plugin().get_material("main", self)
var indices : PoolIntArray = mdr.array[ArrayMesh.ARRAY_INDEX]
var lines : PoolVector3Array = PoolVector3Array()
if vertices.size() % 3 == 0:
for i in range(0, len(vertices), 3):
lines.append(vertices[i])
lines.append(vertices[i + 1])
lines.append(vertices[i + 1])
lines.append(vertices[i + 2])
lines.append(vertices[i + 2])
lines.append(vertices[i])
add_lines(lines, material, false)
var vs : PoolVector3Array = PoolVector3Array()
for i in selected_indices:
vs.append(vertices[i])
add_handles(vs, handles_material)
func apply() -> void:
var node : MeshDataInstance = get_spatial_node()
if !node:
return
var mdr : MeshDataResource = node.mesh_data
if !mdr:
return
var arrs : Array = mdr.array
arrs[ArrayMesh.ARRAY_VERTEX] = vertices
mdr.array = arrs
node.refresh()
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)
redraw()
apply()
else:
selected_indices.resize(0)
selected_vertices.resize(0)
selected_vertices_original.resize(0)
redraw()
apply()
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 translate_key_pressed(on : bool) -> void:
if on:
edit_mode = EditMode.TRANSLATE
func scale_key_pressed(on : bool) -> void:
if on:
edit_mode = EditMode.SCALE
func rotate_key_pressed(on : bool) -> void:
if on:
edit_mode = EditMode.ROTATE
func axis_key_x(on : bool) -> void:
if on:
if (axis_constraint & AxisConstraint.X) != 0:
axis_constraint ^= AxisConstraint.X
else:
axis_constraint |= AxisConstraint.X
func axis_key_y(on : bool) -> void:
if on:
if (axis_constraint & AxisConstraint.Y) != 0:
axis_constraint ^= AxisConstraint.Y
else:
axis_constraint |= AxisConstraint.Y
func axis_key_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 plugin:
plugin.unregister_gizmo(self)