mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-11-13 20:47:19 +01:00
314 lines
8.1 KiB
GDScript
314 lines
8.1 KiB
GDScript
tool
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extends EditorSpatialGizmo
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var MeshOutline = preload("res://addons/mesh_data_resource_editor/utilities/mesh_outline.gd")
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var MeshDecompose = preload("res://addons/mesh_data_resource_editor/utilities/mesh_decompose.gd")
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enum EditMode {
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EDIT_MODE_NONE = 0,
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EDIT_MODE_TRANSLATE = 1,
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EDIT_MODE_SCALE = 2,
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EDIT_MODE_ROTATE = 3
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}
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enum AxisConstraint {
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X = 1 << 0,
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Y = 1 << 1,
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Z = 1 << 2,
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}
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enum SelectionMode {
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SELECTION_MODE_VERTEX = 0,
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SELECTION_MODE_EDGE = 1,
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SELECTION_MODE_FACE = 2,
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}
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var gizmo_size = 3.0
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var edit_mode : int = EditMode.EDIT_MODE_TRANSLATE
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var axis_constraint : int = AxisConstraint.X | AxisConstraint.Y | AxisConstraint.Z
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var selection_mode : int = SelectionMode.SELECTION_MODE_VERTEX
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var previous_point : Vector2
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var is_dragging : bool = false
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var _mdr : MeshDataResource = null
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var _vertices : PoolVector3Array
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var _handle_points : PoolVector3Array
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var _handle_to_vertex_map : Array
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var _selected_points : PoolIntArray
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var _mesh_outline_generator
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func _init():
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_mesh_outline_generator = MeshOutline.new()
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func setup() -> void:
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get_spatial_node().connect("mesh_data_resource_changed", self, "on_mesh_data_resource_changed")
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on_mesh_data_resource_changed(get_spatial_node().mesh_data)
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func set_handle(index: int, camera: Camera, point: Vector2):
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var relative : Vector2 = point - previous_point
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if !is_dragging:
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relative = Vector2()
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is_dragging = true
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if edit_mode == EditMode.EDIT_MODE_NONE:
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return
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elif edit_mode == EditMode.EDIT_MODE_TRANSLATE:
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var ofs : Vector3 = Vector3()
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if (axis_constraint & AxisConstraint.X) != 0:
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ofs.x = relative.x * 0.001 * sign(camera.get_global_transform().basis.z.z)
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if (axis_constraint & AxisConstraint.Y) != 0:
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ofs.y = relative.y * -0.001
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if (axis_constraint & AxisConstraint.Z) != 0:
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ofs.z = relative.x * 0.001 * -sign(camera.get_global_transform().basis.z.x)
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add_to_all_selected(ofs)
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recalculate_handle_points()
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apply()
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redraw()
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elif edit_mode == EditMode.EDIT_MODE_SCALE:
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var r : float = 1.0 + ((relative.x + relative.y) * 0.05)
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var vs : Vector3 = Vector3()
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if (axis_constraint & AxisConstraint.X) != 0:
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vs.x = r
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if (axis_constraint & AxisConstraint.Y) != 0:
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vs.y = r
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if (axis_constraint & AxisConstraint.Z) != 0:
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vs.z = r
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var b : Basis = Basis().scaled(vs)
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mul_all_selected_with_basis(b)
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recalculate_handle_points()
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apply()
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redraw()
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elif edit_mode == EditMode.EDIT_MODE_ROTATE:
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print("MDR Editor: ROTATE NYI")
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previous_point = point
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func commit_handle(index: int, restore, cancel: bool = false) -> void:
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previous_point = Vector2()
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print("MDR Editor: commit_handle test")
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func redraw():
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clear()
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if !_mdr:
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return
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if _mdr.array.size() != ArrayMesh.ARRAY_MAX:
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return
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if !get_plugin():
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return
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var handles_material : SpatialMaterial = get_plugin().get_material("handles", self)
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var material = get_plugin().get_material("main", self)
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_mesh_outline_generator.setup(_mdr)
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add_lines(_mesh_outline_generator.lines, material, false)
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var vs : PoolVector3Array = PoolVector3Array()
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for i in _selected_points:
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vs.append(_handle_points[i])
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add_handles(vs, handles_material)
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func apply() -> void:
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if !_mdr:
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return
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var arrs : Array = _mdr.array
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arrs[ArrayMesh.ARRAY_VERTEX] = _vertices
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_mdr.array = arrs
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func forward_spatial_gui_input(index, camera, event):
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if event is InputEventMouseButton:
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var gt : Transform = get_spatial_node().global_transform
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var ray_from : Vector3 = camera.global_transform.origin
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var gpoint : Vector2 = event.get_position()
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var grab_threshold : float = 8
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if event.get_button_index() == BUTTON_LEFT:
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if event.is_pressed():
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var mouse_pos = event.get_position()
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# if (_gizmo_select(p_index, _edit.mouse_pos))
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# return true;
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# select vertex
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var closest_idx : int = -1
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var closest_dist : float = 1e10
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for i in range(_handle_points.size()):
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var vert_pos_3d : Vector3 = gt.xform(_handle_points[i])
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var vert_pos_2d : Vector2 = camera.unproject_position(vert_pos_3d)
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var dist_3d : float = ray_from.distance_to(vert_pos_3d)
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var dist_2d : float = gpoint.distance_to(vert_pos_2d)
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if (dist_2d < grab_threshold && dist_3d < closest_dist):
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closest_dist = dist_3d
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closest_idx = i
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if (closest_idx >= 0):
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for si in _selected_points:
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if si == closest_idx:
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return false
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_selected_points.append(closest_idx)
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apply()
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redraw()
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else:
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_selected_points.resize(0)
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redraw()
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else:
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is_dragging = false
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# elif event is InputEventMouseMotion:
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# if edit_mode == EditMode.EDIT_MODE_NONE:
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# return false
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# elif edit_mode == EditMode.EDIT_MODE_TRANSLATE:
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# for i in selected_indices:
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# var v : Vector3 = vertices[i]
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#
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# if axis_constraint == AxisConstraint.X:
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# v.x += event.relative.x * -0.001
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# elif axis_constraint == AxisConstraint.Y:
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# v.y += event.relative.y * 0.001
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# elif axis_constraint == AxisConstraint.Z:
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# v.z += event.relative.x * 0.001
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#
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# vertices.set(i, v)
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#
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# redraw()
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# elif edit_mode == EditMode.EDIT_MODE_SCALE:
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# print("SCALE")
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# elif edit_mode == EditMode.EDIT_MODE_ROTATE:
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# print("ROTATE")
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return false
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func add_to_all_selected(ofs : Vector3) -> void:
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for i in _selected_points:
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var v : Vector3 = _handle_points[i]
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v += ofs
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_handle_points.set(i, v)
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for i in _selected_points:
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var ps : PoolIntArray = _handle_to_vertex_map[i]
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for j in ps:
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var v : Vector3 = _vertices[j]
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v += ofs
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_vertices.set(j, v)
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func mul_all_selected_with_basis(b : Basis) -> void:
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for i in _selected_points:
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var v : Vector3 = _handle_points[i]
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v = b * v
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_handle_points.set(i, v)
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for i in _selected_points:
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var ps : PoolIntArray = _handle_to_vertex_map[i]
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for j in ps:
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var v : Vector3 = _vertices[j]
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v = b * v
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_vertices.set(j, v)
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func set_translate(on : bool) -> void:
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if on:
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edit_mode = EditMode.EDIT_MODE_TRANSLATE
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func set_scale(on : bool) -> void:
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if on:
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edit_mode = EditMode.EDIT_MODE_SCALE
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func set_rotate(on : bool) -> void:
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if on:
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edit_mode = EditMode.EDIT_MODE_ROTATE
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func set_axis_x(on : bool) -> void:
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if on:
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if (axis_constraint & AxisConstraint.X) != 0:
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axis_constraint ^= AxisConstraint.X
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else:
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axis_constraint |= AxisConstraint.X
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func set_axis_y(on : bool) -> void:
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if on:
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if (axis_constraint & AxisConstraint.Y) != 0:
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axis_constraint ^= AxisConstraint.Y
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else:
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axis_constraint |= AxisConstraint.Y
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func set_axis_z(on : bool) -> void:
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if on:
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if (axis_constraint & AxisConstraint.Z) != 0:
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axis_constraint ^= AxisConstraint.Z
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else:
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axis_constraint |= AxisConstraint.Z
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func _notification(what):
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if what == NOTIFICATION_PREDELETE:
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if get_plugin():
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get_plugin().unregister_gizmo(self)
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#todo if selection type changed recalc handles aswell
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#add method recalc handles -> check for type
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func recalculate_handle_points() -> void:
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if !_mdr:
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_handle_points.resize(0)
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_handle_to_vertex_map.resize(0)
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var mdr_arr : Array = _mdr.array
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if mdr_arr.size() != ArrayMesh.ARRAY_MAX:
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return
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var arr : Array = Array()
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arr.resize(ArrayMesh.ARRAY_MAX)
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arr[ArrayMesh.ARRAY_VERTEX] = mdr_arr[ArrayMesh.ARRAY_VERTEX]
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arr[ArrayMesh.ARRAY_INDEX] = mdr_arr[ArrayMesh.ARRAY_INDEX]
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var merged_arrays : Array = MeshUtils.merge_mesh_array(arr)
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_handle_points = merged_arrays[ArrayMesh.ARRAY_VERTEX]
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if selection_mode == SelectionMode.SELECTION_MODE_VERTEX:
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_handle_to_vertex_map = MeshDecompose.get_handle_vertex_to_vertex_map(_mdr.array, _handle_points)
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elif selection_mode == SelectionMode.SELECTION_MODE_EDGE:
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#todo
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_handle_to_vertex_map = MeshDecompose.get_handle_vertex_to_vertex_map(_mdr.array, _handle_points)
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elif selection_mode == SelectionMode.SELECTION_MODE_FACE:
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#todo
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_handle_to_vertex_map = MeshDecompose.get_handle_vertex_to_vertex_map(_mdr.array, _handle_points)
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func on_mesh_data_resource_changed(mdr : MeshDataResource) -> void:
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_mdr = mdr
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if _mdr && _mdr.array.size() == ArrayMesh.ARRAY_MAX && _mdr.array[ArrayMesh.ARRAY_VERTEX] != null:
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_vertices = _mdr.array[ArrayMesh.ARRAY_VERTEX]
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else:
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_vertices.resize(0)
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recalculate_handle_points()
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redraw()
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