quack/addons/cyclops_level_builder/tools/tool_edit_face.gd
2023-05-24 00:27:34 +03:00

343 lines
11 KiB
GDScript

# 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