# 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 ToolEditFace const TOOL_ID:String = "edit_face" var handles:Array[HandleFace] = [] enum ToolState { NONE, READY, DRAGGING } var tool_state:ToolState = ToolState.NONE var drag_handle:HandleFace var drag_mouse_start_pos:Vector2 var drag_handle_start_pos:Vector3 var tracked_blocks_root:CyclopsBlocks var cmd_move_face:CommandMoveFaces class PickHandleResult extends RefCounted: var handle:HandleFace var position:Vector3 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: # print("draw face %s" % h) var block:CyclopsConvexBlock = builder.get_node(h.block_path) var f:ConvexVolume.FaceInfo = block.control_mesh.faces[h.face_index] var active:bool = block.control_mesh.active_face == h.face_index global_scene.draw_vertex(h.p_ref, pick_material(global_scene, f.selected, active)) if f.selected: var edge_loop:PackedVector3Array = f.get_points() for p_idx in edge_loop.size(): edge_loop[p_idx] += f.normal * builder.tool_overlay_extrude global_scene.draw_loop(edge_loop, true, pick_material(global_scene, f.selected, active)) var tris:PackedVector3Array = f.get_trianges() for p_idx in tris.size(): tris[p_idx] += f.normal * builder.tool_overlay_extrude # print("draw face %s %s %s" % [h.face_index, f.selected, f.active]) var mat:Material = global_scene.tool_edit_active_fill_material if active else global_scene.tool_edit_selected_fill_material global_scene.draw_triangles(tris, mat) func setup_tool(): handles = [] var blocks_root:CyclopsBlocks = builder.active_node if blocks_root == null: return # var grid_step_size:float = pow(2, blocks_root.grid_size) for child in blocks_root.get_children(): if child is CyclopsConvexBlock: var block:CyclopsConvexBlock = child if block.selected: for f_idx in block.control_mesh.faces.size(): # print("adding face hande %s %s" % [block.name, f_idx]) var ctl_mesh:ConvexVolume = block.control_mesh var face:ConvexVolume.FaceInfo = ctl_mesh.faces[f_idx] var handle:HandleFace = HandleFace.new() var p_start:Vector3 = face.get_centroid() # p_start = MathUtil.snap_to_grid(p_start, grid_step_size) handle.p_ref = p_start handle.p_ref_init = p_start handle.face_index = f_idx handle.face_id = face.id handle.block_path = block.get_path() handles.append(handle) #print("adding handle %s" % handle) func pick_closest_handle(viewport_camera:Camera3D, position:Vector2, radius:float)->PickHandleResult: var blocks_root:CyclopsBlocks = builder.active_node if blocks_root == null: return var pick_origin:Vector3 = viewport_camera.project_ray_origin(position) var pick_dir:Vector3 = viewport_camera.project_ray_normal(position) if builder.display_mode == DisplayMode.Type.TEXTURED: var result:IntersectResults = blocks_root.intersect_ray_closest_selected_only(pick_origin, pick_dir) if result: for h in handles: if h.block_path == result.object.get_path() && h.face_id == result.face_id: var ret:PickHandleResult = PickHandleResult.new() ret.handle = h ret.position = result.position return ret elif builder.display_mode == DisplayMode.Type.WIRE: var best_dist:float = INF var best_handle:HandleFace = null var best_position:Vector3 for h in handles: var h_world_pos:Vector3 = blocks_root.global_transform * h.p_ref 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 - pick_origin var parallel:Vector3 = offset.project(pick_dir) var dist = parallel.dot(pick_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 best_position = h_world_pos var result:PickHandleResult = PickHandleResult.new() result.handle = best_handle result.position = best_position return result return null func active_node_changed(): if tracked_blocks_root != null: tracked_blocks_root.blocks_changed.disconnect(active_node_updated) tracked_blocks_root = null setup_tool() #draw_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() #draw_tool() func _activate(builder:CyclopsLevelBuilder): super._activate(builder) builder.mode = CyclopsLevelBuilder.Mode.EDIT builder.edit_mode = CyclopsLevelBuilder.EditMode.FACE 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() #draw_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) # var global_scene:CyclopsGlobalScene = builder.get_node("/root/CyclopsAutoload") #_draw_tool(viewport_camera) # if event is InputEventKey: # return true 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: # print("bn up: state %s" % tool_state) if tool_state == ToolState.READY: #print("cmd select") var cmd:CommandSelectFaces = CommandSelectFaces.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_faces(cur_block.get_path(), []) var res:PickHandleResult = pick_closest_handle(viewport_camera, e.position, builder.handle_screen_radius) if res: var handle:HandleFace = res.handle #print("handle %s" % handle) cmd.add_face(handle.block_path, handle.face_index) #print("selecting %s" % handle.face_index) cmd.selection_type = Selection.choose_type(e.shift_pressed, e.ctrl_pressed) if cmd.will_change_anything(): var undo:EditorUndoRedoManager = builder.get_undo_redo() cmd.add_to_undo_manager(undo) tool_state = ToolState.NONE # draw_tool() elif tool_state == ToolState.DRAGGING: #Finish drag #print("cmd finish drag") var undo:EditorUndoRedoManager = builder.get_undo_redo() cmd_move_face.add_to_undo_manager(undo) tool_state = ToolState.NONE elif event is InputEventMouseMotion: var e:InputEventMouseMotion = event 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 res:PickHandleResult = pick_closest_handle(viewport_camera, drag_mouse_start_pos, builder.handle_screen_radius) if res: var handle:HandleFace = res.handle drag_handle = handle # drag_handle_start_pos = handle.p_ref drag_handle_start_pos = res.position tool_state = ToolState.DRAGGING cmd_move_face = CommandMoveFaces.new() cmd_move_face.builder = builder var handle_block:CyclopsConvexBlock = builder.get_node(handle.block_path) if handle_block.control_mesh.faces[handle.face_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 f_idx in vol.faces.size(): var face:ConvexVolume.FaceInfo = vol.faces[f_idx] if face.selected: cmd_move_face.add_face(block.get_path(), f_idx) else: cmd_move_face.add_face(handle.block_path, handle.face_index) 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) var offset = drag_to - drag_handle_start_pos offset = MathUtil.snap_to_grid(offset, grid_step_size) drag_to = drag_handle_start_pos + offset drag_handle.p_ref = drag_to cmd_move_face.move_offset = offset # print("drag_offset %s" % cmd_move_face.move_offset) cmd_move_face.do_it() # draw_tool() return true return false