pandemonium_engine/modules/mesh_data_resource/editor/mdi_gizmo.h

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#ifndef MDI_GIZMO_H
#define MDI_GIZMO_H
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/*************************************************************************/
/* mdi_gizmo.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "editor/spatial_editor_gizmos.h"
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#include "core/containers/pool_vector.h"
#include "core/math/basis.h"
#include "core/math/transform.h"
#include "core/math/vector3.h"
#include "core/object/reference.h"
#include "core/variant/variant.h"
class Camera;
class MeshDataResource;
class MDREDMeshOutline;
class InputEvent;
class EditorPlugin;
class UndoRedo;
class MDIGizmo : public EditorSpatialGizmo {
GDCLASS(MDIGizmo, EditorSpatialGizmo);
public:
enum EditMode {
EDIT_MODE_NONE = 0,
EDIT_MODE_TRANSLATE = 1,
EDIT_MODE_SCALE = 2,
EDIT_MODE_ROTATE = 3
};
enum AxisConstraint {
AXIS_CONSTRAINT_X = 1 << 0,
AXIS_CONSTRAINT_Y = 1 << 1,
AXIS_CONSTRAINT_Z = 1 << 2,
};
enum SelectionMode {
SELECTION_MODE_VERTEX = 0,
SELECTION_MODE_EDGE = 1,
SELECTION_MODE_FACE = 2,
};
enum PivotTypes {
PIVOT_TYPE_AVERAGED = 0,
PIVOT_TYPE_MDI_ORIGIN = 1,
PIVOT_TYPE_WORLD_ORIGIN = 2,
};
enum HandleSelectionType {
HANDLE_SELECTION_TYPE_FRONT = 0,
HANDLE_SELECTION_TYPE_BACK = 1,
HANDLE_SELECTION_TYPE_ALL = 2,
};
void set_visible(const bool visible);
void setup();
void set_editor_plugin(EditorPlugin *editor_plugin);
void set_handle(int index, bool secondary, Camera *camera, const Point2 &point);
void redraw();
void apply();
void select_all();
bool selection_click(Camera *camera, const Ref<InputEventMouse> &event);
bool is_point_visible(const Vector3 &point_orig, const Vector3 &camera_pos, const Transform &gt);
bool selection_click_select_front_or_back(Camera *camera, const Ref<InputEventMouse> &event);
bool selection_click_select_through(Camera *camera, const Ref<InputEventMouse> &event);
void selection_drag(Camera *camera, const Ref<InputEventMouse> &event);
void selection_drag_rect_select_front_back(Camera *camera, const Ref<InputEventMouse> &event);
void selection_drag_rect_select_through(Camera *camera, const Ref<InputEventMouse> &event);
EditorPlugin::AfterGUIInput forward_spatial_gui_input(Camera *camera, const Ref<InputEvent> &event);
void add_to_all_selected(const Vector3 &ofs);
void mul_all_selected_with_basis(const Basis &b);
void mul_all_selected_with_transform(const Transform &t);
void mul_all_selected_with_transform_acc(const Transform &t);
void set_translate();
void set_scale();
void set_rotate();
void set_edit_mode(const int em);
void set_axis_x(const bool on);
void set_axis_y(const bool on);
void set_axis_z(const bool on);
void set_selection_mode_vertex();
void set_selection_mode_edge();
void set_selection_mode_face();
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void recalculate_handle_points();
void on_mesh_data_resource_changed(Ref<MeshDataResource> mdr);
void on_mdr_changed();
void disable_change_event();
void enable_change_event(const bool update = true);
void add_triangle();
void add_quad();
bool is_verts_equal(const Vector3 &v0, const Vector3 &v1);
Vector3 find_other_vertex_for_edge(const int edge, const Vector3 &v0);
Vector<PoolIntArray> split_edge_indices(const int edge);
bool pool_int_arr_contains(const PoolIntArray &arr, const int val);
PoolIntArray find_triangles_for_edge(const int edge);
int find_first_triangle_for_edge(const int edge);
void add_triangle_to_edge(const int edge);
void add_quad_to_edge(const int edge);
void add_triangle_at();
void add_quad_at();
void extrude();
void add_box();
void split();
void disconnect_action();
int get_first_triangle_index_for_vertex(const int indx);
void create_face();
Vector<PoolIntArray> split_face_indices(const int face);
int find_first_triangle_index_for_face(const int face);
void delete_selected();
void generate_normals();
void generate_tangents();
void remove_doubles();
void merge_optimize();
void connect_to_first_selected();
void connect_to_avg();
void connect_to_last_selected();
PoolIntArray get_first_index_pair_for_edge(const int edge);
PoolIntArray get_all_index_pairs_for_edge(const int edge);
void mark_seam();
void unmark_seam();
void set_seam(Ref<MeshDataResource> mdr, PoolIntArray arr);
void apply_seam();
void clean_mesh();
void uv_unwrap();
void flip_selected_faces();
void add_mesh_change_undo_redo(const Array &orig_arr, const Array &new_arr, const String &action_name);
void add_mesh_seam_change_undo_redo(const Array &orig_arr, const PoolIntArray &orig_seams, const Array &new_arr, const PoolIntArray &new_seams, const String &action_name);
void apply_mesh_change(Ref<MeshDataResource> mdr, const Array &arr);
void apply_vertex_array(Ref<MeshDataResource> mdr, const PoolVector3Array &verts);
Array copy_arrays(const Array &arr);
PoolIntArray copy_pool_int_array(const PoolIntArray &pia);
PoolVector3Array copy_mdr_verts_array();
void setup_op_drag_indices();
Vector3 get_drag_op_pivot();
void select_handle_points(const PoolVector3Array &points);
void set_pivot_averaged();
void set_pivot_mdi_origin();
void set_pivot_world_origin();
void transfer_state_from(const Ref<MDIGizmo> &other);
void visual_indicator_outline_set(const bool on);
void visual_indicator_seam_set(const bool on);
void visual_indicator_handle_set(const bool on);
void handle_selection_type_front();
void handle_selection_type_back();
void handle_selection_type_all();
MDIGizmo();
~MDIGizmo();
float gizmo_size;
int edit_mode;
int pivot_type;
int axis_constraint;
int selection_mode;
int handle_selection_type;
bool visual_indicator_outline;
bool visual_indicator_seam;
bool visual_indicator_handle;
Vector2 previous_point;
Vector3 _last_known_camera_facing;
bool _rect_drag;
Vector2 _rect_drag_start_point;
float _rect_drag_min_ofset;
Ref<MeshDataResource> _mdr;
PoolVector3Array _vertices;
PoolIntArray _indices;
PoolVector3Array _handle_points;
Vector<PoolIntArray> _handle_to_vertex_map;
PoolIntArray _selected_points;
Ref<MDREDMeshOutline> _mesh_outline_generator;
bool _handle_drag_op;
PoolVector3Array _drag_op_orig_verices;
PoolIntArray _drag_op_indices;
Vector3 _drag_op_accumulator;
Quaternion _drag_op_accumulator_quat;
Vector3 _drag_op_pivot;
EditorPlugin *_editor_plugin;
UndoRedo *_undo_redo;
bool _visible;
protected:
static void _bind_methods();
};
#endif