92 lines
2.9 KiB
GDScript
92 lines
2.9 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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extends Node3D
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class_name GizmoBase
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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func intersect_part(ray_origin:Vector3, ray_dir:Vector3, viewport_camera:Camera3D, mesh_inst:MeshInstance3D)->MathUtil.IntersectTriangleResult:
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var proj:Projection = viewport_camera.get_camera_projection()
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#Calc modelview matrix
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var view_inv_matrix:Transform3D = viewport_camera.global_transform.affine_inverse()
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var mv:Projection = Projection(view_inv_matrix * mesh_inst.global_transform)
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#Static size adjustment
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if proj[3][3] != 0:
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var h:float = abs(1 / (2 * proj[1][1]))
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var sc = h * 2
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mv[0] *= sc
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mv[1] *= sc
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mv[2] *= sc
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else:
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var sc:float = -mv[3].z
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mv[0] *= sc
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mv[1] *= sc
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mv[2] *= sc
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var model_mtx:Projection = Projection(viewport_camera.global_transform) * mv
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var mesh:Mesh = mesh_inst.mesh
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var tris:PackedVector3Array = mesh.get_faces()
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for i in range(0, tris.size(), 3):
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var p0:Vector3 = tris[i]
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var p1:Vector3 = tris[i + 1]
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var p2:Vector3 = tris[i + 2]
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var p0_t:Vector3 = proj_mul_point(model_mtx, p0)
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var p1_t:Vector3 = proj_mul_point(model_mtx, p1)
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var p2_t:Vector3 = proj_mul_point(model_mtx, p2)
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#print("tri world %s %s %s" % [p0_t, p1_t, p2_t])
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var res = MathUtil.intersect_triangle(ray_origin, ray_dir, p0_t, p1_t, p2_t)
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if res:
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return res
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return null
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func proj_mul_point(m:Projection, p:Vector3)->Vector3:
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var p4:Vector4 = Vector4(p.x, p.y, p.z, 1)
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var p4_t = m * p4
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p4_t /= p4_t.w
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return Vector3(p4_t.x, p4_t.y, p4_t.z)
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func proj_mul_vec(m:Projection, p:Vector3)->Vector3:
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var p4:Vector4 = Vector4(p.x, p.y, p.z, 0)
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var p4_t = m * p4
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p4_t /= p4_t.w
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return Vector3(p4_t.x, p4_t.y, p4_t.z)
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