Adds missing data

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Michel 2025-02-03 19:17:20 +01:00
parent e6391d9fdd
commit 53cdcc3433
620 changed files with 47293 additions and 151 deletions

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@ -0,0 +1,632 @@
# 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, MOVE_HANDLES_CLICK, DRAG_SELECTION }
var tool_state:ToolState = ToolState.NONE
#enum MoveConstraint { NONE, AXIS_X, AXIS_Y, AXIS_Z, PLANE_XY, PLANE_XZ, PLANE_YZ, PLANE_VIEWPORT }
var move_constraint:MoveConstraint.Type = MoveConstraint.Type.NONE
#var mouse_hover_pos:Vector2
#var drag_handle:HandleVertex
var drag_mouse_start_pos:Vector2
var drag_handle_start_pos:Vector3
var drag_home_block:NodePath
var added_point_pos:Vector3
var cmd_move_vertex:CommandMoveVertices
var cmd_add_vertex:CommandAddVertices
var gizmo_translate:Node3D
var watched_blocks:Array[CyclopsBlock]
var settings:ToolEditVertexSettings = ToolEditVertexSettings.new()
var average_normal:Vector3 = Vector3.UP
func _get_tool_id()->String:
return TOOL_ID
func _get_tool_properties_editor()->Control:
var ed:ToolEditVertexSettingsEditor = preload("res://addons/cyclops_level_builder/tools/tool_edit_vertex_settings_editor.tscn").instantiate()
ed.settings = settings
return ed
func draw_gizmo(viewport_camera:Camera3D):
var global_scene:CyclopsGlobalScene = builder.get_global_scene()
if !gizmo_translate:
gizmo_translate = preload("res://addons/cyclops_level_builder/tools/gizmos/gizmo_translate.tscn").instantiate()
var origin:Vector3
var count:int = 0
for h in handles:
var block:CyclopsBlock = builder.get_node(h.block_path)
var v:ConvexVolume.VertexInfo = block.control_mesh.vertices[h.vertex_index]
if v.selected:
origin += h.position
count += 1
if count == 0:
global_scene.set_custom_gizmo(null)
else:
origin /= count
#print("gizmo origin ", origin)
global_scene.set_custom_gizmo(gizmo_translate)
var active_block:Node3D = builder.get_active_block()
gizmo_translate.global_basis = calc_gizmo_basis(average_normal, active_block, viewport_camera, settings.transform_space)
gizmo_translate.global_position = origin
func _draw_tool(viewport_camera:Camera3D):
var global_scene:CyclopsGlobalScene = builder.get_global_scene()
global_scene.clear_tool_mesh()
if tool_state == ToolState.DRAG_SELECTION:
global_scene.draw_screen_rect(viewport_camera, drag_select_start_pos, drag_select_to_pos, global_scene.selection_rect_material)
for h in handles:
var block:CyclopsBlock = builder.get_node(h.block_path)
var v:ConvexVolume.VertexInfo = block.control_mesh.vertices[h.vertex_index]
var active:bool = block.control_mesh.active_vertex == h.vertex_index
#print("draw vert idx:%s sel:%s active:%s" % [h.vertex_index, v.selected, active])
global_scene.draw_vertex(h.position, pick_vertex_material(global_scene, v.selected, active))
draw_gizmo(viewport_camera)
func on_block_changed():
setup_tool()
func setup_tool():
handles = []
#print("setup_tool")
for block in watched_blocks:
block.mesh_changed.disconnect(on_block_changed)
watched_blocks.clear()
var sel_blocks:Array[CyclopsBlock] = builder.get_selected_blocks()
average_normal = Vector3.ZERO
for block in sel_blocks:
# print("block sel %s" % block.block_data.vertex_selected)
var l2w:Transform3D = block.global_transform
block.mesh_changed.connect(on_block_changed)
watched_blocks.append(block)
var l2w_normal:Basis = l2w.basis.transposed().inverse()
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 = l2w * v.point
handle.initial_position = handle.position
handle.vertex_index = v_idx
handle.block_path = block.get_path()
handles.append(handle)
if v.selected:
#print("v.normal ", l2w_normal * v.normal)
average_normal += l2w_normal * v.normal
#print("adding handle %s" % handle)
average_normal = average_normal.normalized()
func pick_closest_handle(viewport_camera:Camera3D, position:Vector2, radius:float)->HandleVertex:
# print("pick radius ", radius)
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_world_pos:Vector3 = 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():
setup_tool()
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)
setup_tool()
func _deactivate():
super._deactivate()
builder.active_node_changed.disconnect(active_node_changed)
var global_scene:CyclopsGlobalScene = builder.get_global_scene()
global_scene.set_custom_gizmo(null)
func start_drag(viewport_camera:Camera3D, event:InputEvent):
var e:InputEventMouseMotion = event
move_constraint = MoveConstraint.Type.NONE
if gizmo_translate:
var origin:Vector3 = viewport_camera.project_ray_origin(e.position)
var dir:Vector3 = viewport_camera.project_ray_normal(e.position)
var part_res:GizmoTranslate.IntersectResult = gizmo_translate.intersect(origin, dir, viewport_camera)
if part_res:
# print("Gizmo hit ", part_res.part)
match part_res.part:
GizmoTranslate.Part.AXIS_X:
move_constraint = MoveConstraint.Type.AXIS_X
GizmoTranslate.Part.AXIS_Y:
move_constraint = MoveConstraint.Type.AXIS_Y
GizmoTranslate.Part.AXIS_Z:
move_constraint = MoveConstraint.Type.AXIS_Z
GizmoTranslate.Part.PLANE_XY:
move_constraint = MoveConstraint.Type.PLANE_XY
GizmoTranslate.Part.PLANE_XZ:
move_constraint = MoveConstraint.Type.PLANE_XZ
GizmoTranslate.Part.PLANE_YZ:
move_constraint = MoveConstraint.Type.PLANE_YZ
drag_handle_start_pos = gizmo_translate.global_position
#print("drag_handle_start_pos ", drag_handle_start_pos)
# var grid_step_size:float = pow(2, builder.get_global_scene().grid_size)
# print("res obj %s" % result.object.get_path())
var sel_blocks:Array[CyclopsBlock] = builder.get_selected_blocks()
if !sel_blocks.is_empty():
tool_state = ToolState.DRAGGING
#print("Move block")
cmd_move_vertex = CommandMoveVertices.new()
cmd_move_vertex.builder = builder
cmd_move_vertex.triplanar_lock_uvs = settings.triplanar_lock_uvs
for block in sel_blocks:
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)
if vol.active_vertex == v_idx:
#drag_handle_start_pos = block.global_transform * v.point
drag_home_block = block.get_path()
return
if e.alt_pressed:
move_constraint = MoveConstraint.Type.AXIS_Y
else:
move_constraint = MoveConstraint.Type.PLANE_XZ
var handle:HandleVertex = pick_closest_handle(viewport_camera, drag_mouse_start_pos, builder.handle_screen_radius)
if handle:
#drag_handle = handle
drag_handle_start_pos = handle.position
drag_home_block = handle.block_path
tool_state = ToolState.DRAGGING
cmd_move_vertex = CommandMoveVertices.new()
cmd_move_vertex.builder = builder
var handle_block:CyclopsBlock = builder.get_node(handle.block_path)
if handle_block.control_mesh.vertices[handle.vertex_index].selected:
var sel_blocks:Array[CyclopsBlock] = builder.get_selected_blocks()
for block in sel_blocks:
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:
#Add vertex under cursor
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 = builder.intersect_ray_closest_selected_only(pick_origin, pick_dir)
if result:
#print("start drag add")
drag_handle_start_pos = result.get_world_position()
added_point_pos = result.get_world_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
#Drag selection rectangle
tool_state = ToolState.DRAG_SELECTION
drag_select_start_pos = e.position
drag_select_to_pos = e.position
func _gui_input(viewport_camera:Camera3D, event:InputEvent)->bool:
var gui_result = super._gui_input(viewport_camera, event)
if gui_result:
return true
# var grid_step_size:float = pow(2, builder.get_global_scene().grid_size)
if event is InputEventKey:
var e:InputEventKey = event
if e.keycode == KEY_ESCAPE:
if e.is_pressed():
if cmd_move_vertex:
cmd_move_vertex.undo_it()
cmd_move_vertex = null
tool_state = ToolState.NONE
setup_tool()
if cmd_add_vertex:
cmd_add_vertex.undo_it()
cmd_add_vertex = null
tool_state = ToolState.NONE
setup_tool()
return true
elif e.keycode == KEY_A:
if e.is_pressed():
var cmd:CommandSelectVertices = CommandSelectVertices.new()
cmd.builder = builder
if e.alt_pressed:
var sel_blocks:Array[CyclopsBlock] = builder.get_selected_blocks()
for block in sel_blocks:
cmd.add_vertices(block.get_path(), [])
else:
var sel_blocks:Array[CyclopsBlock] = builder.get_selected_blocks()
for block in sel_blocks:
for v_idx in block.control_mesh.vertices.size():
cmd.add_vertex(block.get_path(), v_idx)
cmd.selection_type = Selection.Type.REPLACE
if cmd.will_change_anything():
var undo:EditorUndoRedoManager = builder.get_undo_redo()
cmd.add_to_undo_manager(undo)
elif e.keycode == KEY_G:
if e.is_pressed() && tool_state == ToolState.NONE:
var sel_blocks:Array[CyclopsBlock] = builder.get_selected_blocks()
if !sel_blocks.is_empty():
tool_state = ToolState.MOVE_HANDLES_CLICK
move_constraint = MoveConstraint.Type.PLANE_VIEWPORT
drag_handle_start_pos = Vector3.INF
cmd_move_vertex = CommandMoveVertices.new()
cmd_move_vertex.builder = builder
for block in sel_blocks:
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)
return true
elif e.keycode == KEY_X:
if tool_state == ToolState.MOVE_HANDLES_CLICK:
if e.shift_pressed:
move_constraint = MoveConstraint.Type.PLANE_YZ
else:
move_constraint = MoveConstraint.Type.AXIS_X
return true
elif e.keycode == KEY_Y:
if tool_state == ToolState.MOVE_HANDLES_CLICK:
if e.shift_pressed:
move_constraint = MoveConstraint.Type.PLANE_XZ
else:
move_constraint = MoveConstraint.Type.AXIS_Y
return true
elif e.keycode == KEY_Z:
if tool_state == ToolState.MOVE_HANDLES_CLICK:
if e.shift_pressed:
move_constraint = MoveConstraint.Type.PLANE_XY
else:
move_constraint = MoveConstraint.Type.AXIS_Z
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
#print("Start READY")
return true
else:
if tool_state == ToolState.READY:
#print("cmd select")
var handle:HandleVertex = pick_closest_handle(viewport_camera, drag_mouse_start_pos, builder.handle_screen_radius)
var cmd:CommandSelectVertices = CommandSelectVertices.new()
cmd.builder = builder
var sel_blocks:Array[CyclopsBlock] = builder.get_selected_blocks()
for block in sel_blocks:
cmd.add_vertices(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
cmd_move_vertex = null
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 tool_state == ToolState.MOVE_HANDLES_CLICK:
var undo:EditorUndoRedoManager = builder.get_undo_redo()
cmd_move_vertex.add_to_undo_manager(undo)
tool_state = ToolState.NONE
cmd_add_vertex = null
elif tool_state == ToolState.DRAG_SELECTION:
var frustum:Array[Plane] = MathUtil.calc_frustum_camera_rect(viewport_camera, drag_select_start_pos, drag_select_to_pos)
var cmd:CommandSelectVertices = CommandSelectVertices.new()
cmd.builder = builder
var sel_blocks:Array[CyclopsBlock] = builder.get_selected_blocks()
for block in sel_blocks:
for v_idx in block.control_mesh.vertices.size():
var v:ConvexVolume.VertexInfo = block.control_mesh.vertices[v_idx]
var point_w:Vector3 = block.global_transform * v.point
var origin:Vector3 = viewport_camera.project_ray_origin(e.position)
# var dir:Vector3 = viewport_camera.project_ray_normal(e.position)
var global_scene:CyclopsGlobalScene = builder.get_global_scene()
#Obstruction check
if !global_scene.xray_mode && builder.display_mode != DisplayMode.Type.WIRE:
var result:IntersectResults = builder.intersect_ray_closest(origin, point_w - origin)
if result:
var res_point_w:Vector3 = result.get_world_position()
if !res_point_w.is_equal_approx(point_w):
continue
if MathUtil.frustum_contians_point(frustum, point_w):
cmd.add_vertex(block.get_path(), v_idx)
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
return true
elif e.button_index == MOUSE_BUTTON_RIGHT:
if e.is_pressed():
#Right click cancel
if cmd_move_vertex:
cmd_move_vertex.undo_it()
cmd_move_vertex = null
tool_state = ToolState.NONE
setup_tool()
return true
if cmd_add_vertex:
cmd_add_vertex.undo_it()
cmd_add_vertex = null
tool_state = ToolState.NONE
setup_tool()
return true
return false
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):
start_drag(viewport_camera, event)
return true
elif tool_state == ToolState.DRAGGING || tool_state == ToolState.MOVE_HANDLES_CLICK:
var origin:Vector3 = viewport_camera.project_ray_origin(e.position)
var dir:Vector3 = viewport_camera.project_ray_normal(e.position)
if !drag_handle_start_pos.is_finite():
#If start point set to infinite, replace with point along view ray
drag_handle_start_pos = origin + dir * 20
var active_block:Node3D = builder.get_active_block()
# var gizmo_global_xform:Transform3D = calc_gizmo_transform(origin, average_normal, active_block, viewport_camera, settings.transform_space)
var xform_basis:Basis = calc_gizmo_basis(average_normal, active_block, viewport_camera, settings.transform_space)
#print("drag_handle_start_pos ", drag_handle_start_pos)
#print("basis ", xform_basis)
var drag_to:Vector3
match move_constraint:
MoveConstraint.Type.AXIS_X:
drag_to = MathUtil.closest_point_on_line(origin, dir, drag_handle_start_pos, xform_basis.x)
MoveConstraint.Type.AXIS_Y:
drag_to = MathUtil.closest_point_on_line(origin, dir, drag_handle_start_pos, xform_basis.y)
MoveConstraint.Type.AXIS_Z:
drag_to = MathUtil.closest_point_on_line(origin, dir, drag_handle_start_pos, xform_basis.z)
MoveConstraint.Type.PLANE_XY:
drag_to = MathUtil.intersect_plane(origin, dir, drag_handle_start_pos, xform_basis.z)
MoveConstraint.Type.PLANE_XZ:
drag_to = MathUtil.intersect_plane(origin, dir, drag_handle_start_pos, xform_basis.y)
MoveConstraint.Type.PLANE_YZ:
drag_to = MathUtil.intersect_plane(origin, dir, drag_handle_start_pos, xform_basis.x)
MoveConstraint.Type.PLANE_VIEWPORT:
drag_to = MathUtil.intersect_plane(origin, dir, drag_handle_start_pos, viewport_camera.global_transform.basis.z)
#print("send snap bock-2- ", drag_home_block)
drag_to = builder.get_snapping_manager().snap_point(drag_to, SnappingQuery.new(viewport_camera, [drag_home_block]))
#print("drag_to snapped ", drag_to)
cmd_move_vertex.move_offset = drag_to - drag_handle_start_pos
#print("cmd_move_vertex.move_offset ", cmd_move_vertex.move_offset)
cmd_move_vertex.do_it()
setup_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 drag_to:Vector3
if e.alt_pressed:
drag_to = MathUtil.closest_point_on_line(origin, dir, drag_handle_start_pos, Vector3.UP)
else:
drag_to = MathUtil.intersect_plane(origin, dir, drag_handle_start_pos, Vector3.UP)
#drag_to = MathUtil.snap_to_grid(drag_to, grid_step_size)
#print("send snap bock ", drag_home_block)
drag_to = builder.get_snapping_manager().snap_point(drag_to, SnappingQuery.new(viewport_camera, [drag_home_block]))
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()
setup_tool()
elif tool_state == ToolState.DRAG_SELECTION:
drag_select_to_pos = e.position
return true
return false