# MIT License # # Copyright (c) 2023 Mark McKay # https://github.com/blackears/cyclopsLevelBuilder # # 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. @tool extends ToolEditBase class_name ToolEditVertex const TOOL_ID:String = "edit_vertex" var handles:Array[HandleVertex] = [] enum ToolState { NONE, READY, DRAGGING, DRAGGING_ADD } var tool_state:ToolState = ToolState.NONE #var mouse_hover_pos:Vector2 var drag_handle:HandleVertex var drag_mouse_start_pos:Vector2 var drag_handle_start_pos:Vector3 var added_point_pos:Vector3 var cmd_move_vertex:CommandMoveVertices var cmd_add_vertex:CommandAddVertices var tracked_blocks_root:CyclopsBlocks func _get_tool_id()->String: return TOOL_ID func _draw_tool(viewport_camera:Camera3D): var global_scene:CyclopsGlobalScene = builder.get_global_scene() global_scene.clear_tool_mesh() #var blocks_root:CyclopsBlocks = builder.active_node for h in handles: var block:CyclopsConvexBlock = builder.get_node(h.block_path) var v:ConvexVolume.VertexInfo = block.control_mesh.vertices[h.vertex_index] #print("draw vert %s %s" % [h.vertex_index, v.selected]) var active:bool = block.control_mesh.active_vertex == h.vertex_index global_scene.draw_vertex(h.position, pick_material(global_scene, v.selected, active)) func setup_tool(): handles = [] # print("setup_tool") var blocks_root:CyclopsBlocks = builder.active_node if blocks_root == null: return for child in blocks_root.get_children(): if child is CyclopsConvexBlock: var block:CyclopsConvexBlock = child if block.selected: # print("block sel %s" % block.block_data.vertex_selected) for v_idx in block.control_mesh.vertices.size(): var v:ConvexVolume.VertexInfo = block.control_mesh.vertices[v_idx] var handle:HandleVertex = HandleVertex.new() handle.position = v.point handle.vertex_index = v_idx handle.initial_position = v.point handle.block_path = block.get_path() handles.append(handle) #print("adding handle %s" % handle) func pick_closest_handle(blocks_root:CyclopsBlocks, viewport_camera:Camera3D, position:Vector2, radius:float)->HandleVertex: var best_dist:float = INF var best_handle:HandleVertex = null var origin:Vector3 = viewport_camera.project_ray_origin(position) var dir:Vector3 = viewport_camera.project_ray_normal(position) for h in handles: var h_world_pos:Vector3 = blocks_root.global_transform * h.position var h_screen_pos:Vector2 = viewport_camera.unproject_position(h_world_pos) if position.distance_squared_to(h_screen_pos) > radius * radius: #Failed handle radius test continue var offset:Vector3 = h_world_pos - origin var parallel:Vector3 = offset.project(dir) var dist = parallel.dot(dir) if dist <= 0: #Behind camera continue #print("h pos %s ray orig %s ray dir %s offset %s para %s dist %s perp %s" % [h.position, ray_origin, ray_dir, offset, parallel, dist, perp]) if dist >= best_dist: continue best_dist = dist best_handle = h return best_handle func active_node_changed(): if tracked_blocks_root != null: tracked_blocks_root.blocks_changed.disconnect(active_node_updated) tracked_blocks_root = null setup_tool() tracked_blocks_root = builder.active_node if tracked_blocks_root: tracked_blocks_root.blocks_changed.connect(active_node_updated) func active_node_updated(): setup_tool() func _activate(builder:CyclopsLevelBuilder): super._activate(builder) builder.mode = CyclopsLevelBuilder.Mode.EDIT builder.edit_mode = CyclopsLevelBuilder.EditMode.VERTEX builder.active_node_changed.connect(active_node_changed) tracked_blocks_root = builder.active_node if tracked_blocks_root: tracked_blocks_root.blocks_changed.connect(active_node_updated) setup_tool() func _deactivate(): super._deactivate() builder.active_node_changed.disconnect(active_node_changed) if tracked_blocks_root != null: tracked_blocks_root.blocks_changed.disconnect(active_node_updated) func _gui_input(viewport_camera:Camera3D, event:InputEvent)->bool: if !builder.active_node is CyclopsBlocks: return false var gui_result = super._gui_input(viewport_camera, event) if gui_result: return true var blocks_root:CyclopsBlocks = self.builder.active_node var grid_step_size:float = pow(2, builder.get_global_scene().grid_size) if event is InputEventMouseButton: var e:InputEventMouseButton = event if e.button_index == MOUSE_BUTTON_LEFT: if e.is_pressed(): if tool_state == ToolState.NONE: drag_mouse_start_pos = e.position tool_state = ToolState.READY return true else: if tool_state == ToolState.READY: #print("cmd select") var handle:HandleVertex = pick_closest_handle(blocks_root, viewport_camera, drag_mouse_start_pos, builder.handle_screen_radius) var cmd:CommandSelectVertices = CommandSelectVertices.new() cmd.builder = builder for child in builder.active_node.get_children(): if child is CyclopsConvexBlock: var cur_block:CyclopsConvexBlock = child if cur_block.selected: cmd.add_vertices(cur_block.get_path(), []) cmd.selection_type = Selection.choose_type(e.shift_pressed, e.ctrl_pressed) if handle: cmd.add_vertex(handle.block_path, handle.vertex_index) #print("selectibg %s" % handle.vertex_index) if cmd.will_change_anything(): var undo:EditorUndoRedoManager = builder.get_undo_redo() cmd.add_to_undo_manager(undo) tool_state = ToolState.NONE cmd_move_vertex = null elif tool_state == ToolState.DRAGGING: #Finish drag #print("cmd finish drag") var undo:EditorUndoRedoManager = builder.get_undo_redo() cmd_move_vertex.add_to_undo_manager(undo) tool_state = ToolState.NONE elif tool_state == ToolState.DRAGGING_ADD: #Finish drag #print("cmd finish drag add") var undo:EditorUndoRedoManager = builder.get_undo_redo() cmd_add_vertex.add_to_undo_manager(undo) tool_state = ToolState.NONE cmd_add_vertex = null elif event is InputEventMouseMotion: var e:InputEventMouseMotion = event #mouse_hover_pos = e.position if (e.button_mask & MOUSE_BUTTON_MASK_MIDDLE): return false if tool_state == ToolState.READY: if e.position.distance_squared_to(drag_mouse_start_pos) > MathUtil.square(builder.drag_start_radius): var handle:HandleVertex = pick_closest_handle(blocks_root, viewport_camera, drag_mouse_start_pos, builder.handle_screen_radius) if handle: drag_handle = handle drag_handle_start_pos = handle.position tool_state = ToolState.DRAGGING cmd_move_vertex = CommandMoveVertices.new() cmd_move_vertex.builder = builder var handle_block:CyclopsConvexBlock = builder.get_node(handle.block_path) if handle_block.control_mesh.vertices[handle.vertex_index].selected: for child in blocks_root.get_children(): if child is CyclopsConvexBlock: var block:CyclopsConvexBlock = child if block.selected: var vol:ConvexVolume = block.control_mesh for v_idx in vol.vertices.size(): var v:ConvexVolume.VertexInfo = vol.vertices[v_idx] if v.selected: cmd_move_vertex.add_vertex(block.get_path(), v_idx) else: cmd_move_vertex.add_vertex(handle.block_path, handle.vertex_index) return true else: if e.ctrl_pressed: var pick_origin:Vector3 = viewport_camera.project_ray_origin(e.position) var pick_dir:Vector3 = viewport_camera.project_ray_normal(e.position) var result:IntersectResults = blocks_root.intersect_ray_closest_selected_only(pick_origin, pick_dir) if result: #print("start drag add") drag_handle_start_pos = result.position added_point_pos = result.position tool_state = ToolState.DRAGGING_ADD cmd_add_vertex = CommandAddVertices.new() cmd_add_vertex.builder = builder cmd_add_vertex.block_path = result.object.get_path() cmd_add_vertex.points_to_add = [added_point_pos] #print("init point %s" % added_point_pos) return true elif tool_state == ToolState.DRAGGING: var origin:Vector3 = viewport_camera.project_ray_origin(e.position) var dir:Vector3 = viewport_camera.project_ray_normal(e.position) var start_pos:Vector3 = origin + builder.block_create_distance * dir var w2l = blocks_root.global_transform.inverse() var origin_local:Vector3 = w2l * origin var dir_local:Vector3 = w2l.basis * dir var drag_to:Vector3 if e.alt_pressed: drag_to = MathUtil.closest_point_on_line(origin_local, dir_local, drag_handle_start_pos, Vector3.UP) else: drag_to = MathUtil.intersect_plane(origin_local, dir_local, drag_handle_start_pos, Vector3.UP) drag_to = MathUtil.snap_to_grid(drag_to, grid_step_size) drag_handle.position = drag_to cmd_move_vertex.move_offset = drag_to - drag_handle.initial_position cmd_move_vertex.do_it() # draw_tool() return true elif tool_state == ToolState.DRAGGING_ADD: var origin:Vector3 = viewport_camera.project_ray_origin(e.position) var dir:Vector3 = viewport_camera.project_ray_normal(e.position) var start_pos:Vector3 = origin + builder.block_create_distance * dir var w2l = blocks_root.global_transform.inverse() var origin_local:Vector3 = w2l * origin var dir_local:Vector3 = w2l.basis * dir var drag_to:Vector3 if e.alt_pressed: drag_to = MathUtil.closest_point_on_line(origin_local, dir_local, drag_handle_start_pos, Vector3.UP) else: drag_to = MathUtil.intersect_plane(origin_local, dir_local, drag_handle_start_pos, Vector3.UP) drag_to = MathUtil.snap_to_grid(drag_to, grid_step_size) added_point_pos = drag_to #print("drag point to %s" % drag_to) cmd_add_vertex.points_to_add = [drag_to] cmd_add_vertex.do_it() return false