130 lines
4.2 KiB
GDScript
130 lines
4.2 KiB
GDScript
# MIT License
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#
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# Copyright (c) 2023 Mark McKay
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# https://github.com/blackears/cyclopsLevelBuilder
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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@tool
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class_name CommandVertexPaintStroke
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extends CyclopsCommand
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@export var color:Color = Color.WHITE
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@export var strength:float = 1
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@export var radius:float = 1
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@export var falloff_curve:Curve
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enum MaskType { NONE, VERTICES, FACES }
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@export var mask:MaskType = MaskType.NONE
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#Private
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var block_map:Dictionary = {}
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#var block_tgt_map:Dictionary = {}
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var pen_stroke:PenStroke = PenStroke.new()
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func append_block(block_path:NodePath):
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if block_map.has(block_path):
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return
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var block:CyclopsBlock = builder.get_node(block_path)
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#print("stroing block faces ", block.block_data.face_vertex_face_index)
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block_map[block_path] = block.mesh_vector_data.duplicate(true)
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#print("stroing block faces ", block.block_data.face_vertex_face_index)
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# block_tgt_map[block_path] = block.block_data.duplicate(true)
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func append_stroke_point(position:Vector3, pressure:float = 1):
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pen_stroke.append_stroke_point(position, pressure)
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#print("--pen_stroke ", pen_stroke.stroke_points)
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func _init():
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command_name = "Paint Vertex Color Stroke"
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func will_change_anything()->bool:
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return !(block_map.is_empty() || pen_stroke.is_empty())
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func do_it():
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#print("sel verts do_it")
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# print("sel uv_transform do_it()")
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#print("stroke pts ", str(pen_stroke.stroke_points))
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var stroke_resamp:PenStroke = pen_stroke.resample_points(radius * .1)
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#print("stroke resamp pts ", str(stroke_resamp.stroke_points))
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for block_path in block_map.keys():
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var block:CyclopsBlock = builder.get_node(block_path)
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var w2l:Transform3D = block.global_transform.affine_inverse()
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#print("painting block ", block.name)
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var block_data:MeshVectorData = block_map[block_path]
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#print("block_data raw faces ", block_data.face_vertex_face_index)
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var vol:ConvexVolume = ConvexVolume.new()
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vol.init_from_mesh_vector_data(block_data)
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#Apply stroke
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for stroke_pt in stroke_resamp.stroke_points:
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var pos_local:Vector3 = w2l * stroke_pt.position
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for fv in vol.face_vertices:
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var v:ConvexVolume.VertexInfo = vol.vertices[fv.vertex_index]
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var f:ConvexVolume.FaceInfo = vol.faces[fv.face_index]
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if mask == MaskType.FACES:
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if !f.selected:
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continue
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elif mask == MaskType.VERTICES:
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if !v.selected:
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continue
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var dist:float = v.point.distance_to(pos_local)
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if dist > radius:
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continue
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var falloff_frac:float = 1 - (dist / radius)
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var falloff:float = falloff_curve.sample(falloff_frac) \
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if falloff_curve else 1
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fv.color = MathUtil.blend_colors_ignore_alpha(\
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color, fv.color, strength * stroke_pt.pressure * falloff)
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#print("fv_idx ", fv.index)
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#print("fv color ", fv.color)
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var new_block_data:MeshVectorData = vol.to_mesh_vector_data()
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#print("new_block_data faces ", block.block_data.face_vertex_face_index)
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block.mesh_vector_data = new_block_data
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builder.selection_changed.emit()
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func undo_it():
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# print("undo_it() select faces")
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for block_path in block_map.keys():
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var block:CyclopsBlock = builder.get_node(block_path)
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var block_data:MeshVectorData = block_map[block_path]
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block.mesh_vector_data = block_data
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builder.selection_changed.emit()
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