mj177/addons/cyclops_level_builder/tools/tool_edit_face.gd
2025-02-03 19:17:20 +01:00

642 lines
21 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, MOVE_HANDLES_CLICK, DRAG_SELECTION }
var tool_state:ToolState = ToolState.NONE
#var drag_handle:HandleFace
var drag_mouse_start_pos:Vector2
var drag_handle_start_pos:Vector3
#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 gizmo_translate:Node3D
var cmd_move_face:CommandMoveFaces
class PickHandleResult extends RefCounted:
var handle:HandleFace
var position:Vector3
var settings:ToolEditFaceSettings = ToolEditFaceSettings.new()
var average_normal:Vector3 = Vector3.UP
func _get_tool_id()->String:
return TOOL_ID
func _get_tool_properties_editor()->Control:
var ed:ToolEditFaceSettingsEditor = preload("res://addons/cyclops_level_builder/tools/tool_edit_face_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)
if !block:
continue
var l2w:Transform3D = block.global_transform
var f:ConvexVolume.FaceInfo = block.control_mesh.faces[h.face_index]
if f.selected:
# print("adding midpoint ", e.get_midpoint())
origin += l2w * f.get_centroid()
count += 1
if count == 0:
global_scene.set_custom_gizmo(null)
else:
origin /= count
global_scene.set_custom_gizmo(gizmo_translate)
# gizmo_translate.global_transform.origin = origin
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
#match settings.transform_space:
#TransformSpace.Type.GLOBAL:
#var xform:Transform3D = Transform3D.IDENTITY
#xform.origin = origin
#gizmo_translate.global_transform = xform
#TransformSpace.Type.LOCAL:
#var xform:Transform3D = active_block.global_transform
#gizmo_translate.global_transform = xform
#gizmo_translate.global_position = origin
#TransformSpace.Type.NORMAL:
#var up:Vector3 = Vector3.UP
#var x:Vector3 = up.cross(average_normal).normalized()
#var y:Vector3 = average_normal.cross(x)
#gizmo_translate.global_basis = Basis(x, y, average_normal)
#gizmo_translate.global_position = origin
#TransformSpace.Type.VIEW:
#gizmo_translate.global_basis = viewport_camera.global_basis
#gizmo_translate.global_position = origin
#TransformSpace.Type.PARENT:
#var xform:Transform3D = active_block.get_parent_node_3d().global_transform
#gizmo_translate.global_transform = xform
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)
#var blocks_root:CyclopsBlocks = builder.active_node
for h in handles:
# print("draw face %s" % h)
if Engine.is_editor_hint() && !builder.has_node(h.block_path):
continue
var block:CyclopsBlock = 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_center, pick_vertex_material(global_scene, f.selected, active))
var l2w:Transform3D = block.global_transform
#var w2l:Transform3D = block.global_transform.affine_inverse()
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(l2w * 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(l2w * tris, mat)
draw_gizmo(viewport_camera)
func setup_tool():
handles = []
#print("setup_tool")
var sel_blocks:Array[CyclopsBlock] = builder.get_selected_blocks()
average_normal = Vector3.ZERO
for block in sel_blocks:
var l2w:Transform3D = block.global_transform
var l2w_normal:Basis = l2w.basis.transposed().inverse()
for f_idx in block.control_mesh.faces.size():
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 = l2w * face.get_centroid()
#print("p_start %s" % p_start)
handle.p_center = p_start
handle.face_index = f_idx
handle.block_path = block.get_path()
handles.append(handle)
if face.selected:
average_normal += l2w_normal * face.get_area_vector_x2()
average_normal = average_normal.normalized()
func pick_closest_handle(viewport_camera:Camera3D, position:Vector2, radius:float)->PickHandleResult:
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.MATERIAL || builder.display_mode == DisplayMode.Type.MESH:
var result:IntersectResults = builder.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_index == result.face_index:
var ret:PickHandleResult = PickHandleResult.new()
ret.handle = h
ret.position = result.get_world_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_world_pos:Vector3 = h.p_center
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():
setup_tool()
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)
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
var start_pos:Vector3 = part_res.pos_world
drag_handle_start_pos = start_pos
# 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_face = CommandMoveFaces.new()
cmd_move_face.builder = builder
for block in sel_blocks:
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)
return
if e.alt_pressed:
move_constraint = MoveConstraint.Type.AXIS_Y
else:
move_constraint = MoveConstraint.Type.PLANE_XZ
var res:PickHandleResult = pick_closest_handle(viewport_camera, drag_mouse_start_pos, builder.handle_screen_radius)
if res && res.handle:
#print("pick handle %s" % res.handle)
var handle:HandleFace = res.handle
#drag_handle = handle
drag_handle_start_pos = res.position
#print("drag_handle_start_pos %s" % drag_handle_start_pos)
tool_state = ToolState.DRAGGING
cmd_move_face = CommandMoveFaces.new()
cmd_move_face.builder = builder
var handle_block:CyclopsBlock = builder.get_node(handle.block_path)
if handle_block.control_mesh.faces[handle.face_index].selected:
var sel_blocks:Array[CyclopsBlock] = builder.get_selected_blocks()
for block in sel_blocks:
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)
return
#Drag selectio 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
if event is InputEventKey:
var e:InputEventKey = event
if e.keycode == KEY_ESCAPE:
if e.is_pressed():
if cmd_move_face:
cmd_move_face.undo_it()
cmd_move_face = null
tool_state = ToolState.NONE
setup_tool()
return true
elif e.keycode == KEY_A:
if e.is_pressed():
var cmd:CommandSelectFaces = CommandSelectFaces.new()
cmd.builder = builder
if e.alt_pressed:
var sel_blocks:Array[CyclopsBlock] = builder.get_selected_blocks()
for block in sel_blocks:
cmd.add_faces(block.get_path(), [])
else:
var sel_blocks:Array[CyclopsBlock] = builder.get_selected_blocks()
for block in sel_blocks:
for f_idx in block.control_mesh.faces.size():
cmd.add_face(block.get_path(), f_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_face = CommandMoveFaces.new()
cmd_move_face.builder = builder
for block in sel_blocks:
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)
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
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
var sel_blocks:Array[CyclopsBlock] = builder.get_selected_blocks()
for block in sel_blocks:
cmd.add_faces(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("pick 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
setup_tool()
elif tool_state == ToolState.DRAGGING:
#Finish drag
var undo:EditorUndoRedoManager = builder.get_undo_redo()
cmd_move_face.add_to_undo_manager(undo)
tool_state = ToolState.NONE
cmd_move_face = null
setup_tool()
elif tool_state == ToolState.MOVE_HANDLES_CLICK:
var undo:EditorUndoRedoManager = builder.get_undo_redo()
cmd_move_face.add_to_undo_manager(undo)
tool_state = ToolState.NONE
cmd_move_face = 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:CommandSelectFaces = CommandSelectFaces.new()
cmd.builder = builder
var sel_blocks:Array[CyclopsBlock] = builder.get_selected_blocks()
for block in sel_blocks:
#print("block ", block.name)
for f_idx in block.control_mesh.faces.size():
var face:ConvexVolume.FaceInfo = block.control_mesh.faces[f_idx]
var point_w:Vector3 = block.global_transform * face.get_centroid()
var origin:Vector3 = viewport_camera.project_ray_origin(e.position)
var global_scene:CyclopsGlobalScene = builder.get_global_scene()
#print("precheck")
#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
#print("frustum check ", point_w)
if MathUtil.frustum_contians_point(frustum, point_w):
#print("frustim hit ", point_w)
cmd.add_face(block.get_path(), f_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_face:
cmd_move_face.undo_it()
cmd_move_face = null
tool_state = ToolState.NONE
setup_tool()
return true
return false
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):
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 xform_basis:Basis = calc_gizmo_basis(average_normal, active_block, viewport_camera, settings.transform_space)
#match settings.transform_space:
#TransformSpace.Type.GLOBAL:
#xform_basis = Basis.IDENTITY
#TransformSpace.Type.LOCAL:
#var active_block:Node3D = builder.get_active_block()
#xform_basis = active_block.basis
#TransformSpace.Type.NORMAL:
#var up:Vector3 = Vector3.UP
#var x:Vector3 = up.cross(average_normal).normalized()
#var y:Vector3 = average_normal.cross(x)
#xform_basis = Basis(x, y, average_normal)
#TransformSpace.Type.VIEW:
#xform_basis = viewport_camera.global_basis
#TransformSpace.Type.PARENT:
#var active_block:Node3D = builder.get_active_block().get_parent_node_3d()
#xform_basis = active_block.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)
var offset = drag_to - drag_handle_start_pos
# offset = MathUtil.snap_to_grid(offset, grid_step_size)
offset = builder.get_snapping_manager().snap_point(offset, SnappingQuery.new(viewport_camera))
#print("offset %s" % offset)
cmd_move_face.move_offset = offset
cmd_move_face.do_it()
setup_tool()
return true
elif tool_state == ToolState.DRAG_SELECTION:
drag_select_to_pos = e.position
return true
return false