material-maker/material_maker/preview/preview_3d.gd

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2.9 KiB
GDScript3
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extends ViewportContainer
const CAMERA_DISTANCE_MIN = 1.0
const CAMERA_DISTANCE_MAX = 10.0
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export var ui_path : String = "Preview3DUI"
onready var objects = $MaterialPreview/Preview3d/Objects
onready var current_object = objects.get_child(0)
onready var environments = $MaterialPreview/Preview3d/Environments
onready var current_environment = environments.get_child(0)
onready var camera_stand = $MaterialPreview/Preview3d/CameraPivot
onready var camera = $MaterialPreview/Preview3d/CameraPivot/Camera
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onready var ui = get_node(ui_path)
signal need_update(me)
func _ready() -> void:
var model_list : Array = []
for o in objects.get_children():
var m = o.get_surface_material(0)
o.set_surface_material(0, m.duplicate())
model_list.push_back(o.name)
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ui.set_models(model_list)
var environment_list : Array = []
for e in environments.get_children():
environment_list.push_back(e.name)
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ui.set_environments(environment_list)
$MaterialPreview/Preview3d/ObjectRotate.play("rotate")
func _on_Model_item_selected(id) -> void:
current_object.visible = false
current_object = objects.get_child(id)
current_object.visible = true
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emit_signal("need_update", [ self ])
func _on_Environment_item_selected(id) -> void:
current_environment.visible = false
current_environment = environments.get_child(id)
$MaterialPreview/Preview3d/CameraPivot/Camera.set_environment(current_environment.environment)
current_environment.visible = true
func _on_Rotate_toggled(button_pressed) -> void:
if button_pressed:
$MaterialPreview/Preview3d/ObjectRotate.play("rotate")
else:
$MaterialPreview/Preview3d/ObjectRotate.stop(false)
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func get_materials() -> Array:
if current_object != null:
return [ current_object.get_surface_material(0) ]
return []
func on_gui_input(event) -> void:
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if event is InputEventMouseButton:
$MaterialPreview/Preview3d/ObjectRotate.stop(false)
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ui.rotation_cancelled()
match event.button_index:
BUTTON_WHEEL_UP:
camera.translation.z = clamp(
camera.translation.z / (1.01 if event.shift else 1.1),
CAMERA_DISTANCE_MIN,
CAMERA_DISTANCE_MAX
)
BUTTON_WHEEL_DOWN:
camera.translation.z = clamp(
camera.translation.z * (1.01 if event.shift else 1.1),
CAMERA_DISTANCE_MIN,
CAMERA_DISTANCE_MAX
)
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elif event is InputEventMouseMotion:
var motion = 0.01*event.relative
var camera_basis = camera.global_transform.basis
if event.shift:
if event.button_mask & BUTTON_MASK_LEFT:
objects.rotate(camera_basis.x.normalized(), motion.y)
objects.rotate(camera_basis.y.normalized(), motion.x)
elif event.button_mask & BUTTON_MASK_RIGHT:
objects.rotate(camera_basis.z.normalized(), motion.x)
else:
if event.button_mask & BUTTON_MASK_LEFT:
camera_stand.rotate(camera_basis.x.normalized(), -motion.y)
camera_stand.rotate(camera_basis.y.normalized(), -motion.x)
elif event.button_mask & BUTTON_MASK_RIGHT:
camera_stand.rotate(camera_basis.z.normalized(), -motion.x)