Add brush element edit modes
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@ -112,6 +112,8 @@ VS Code tasks: **target cleanup (dry run)** and **target cleanup (safe apply)**.
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| `X` | Toggle world/local gizmo orientation |
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| `X` | Toggle world/local gizmo orientation |
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| `B` | Enter Draw Brush mode |
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| `B` | Enter Draw Brush mode |
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| Draw Brush: LMB / `Enter` / `Esc` / `Backspace` | Place floor points / create brush / cancel / remove last point |
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| Draw Brush: LMB / `Enter` / `Esc` / `Backspace` | Place floor points / create brush / cancel / remove last point |
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| Brush selected: `1` / `2` / `3` / `4` | Vertex / edge / face / clip edit modes |
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| Brush edit mode: LMB / `Shift+LMB` / `Esc` | Select element / toggle element selection / return to object mode |
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| Viewport toolbar (sun / brush / box icons) | Shading: Lit, Unlit (albedo), Colliders (mesh off) |
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| Viewport toolbar (sun / brush / box icons) | Shading: Lit, Unlit (albedo), Colliders (mesh off) |
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| Viewport eye/options | Toggle actor root icon categories, adjust icon/gizmo size, and control colliders, lights, spawns, prefab/model anchors, and runtime player/camera visualizers |
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| Viewport eye/options | Toggle actor root icon categories, adjust icon/gizmo size, and control colliders, lights, spawns, prefab/model anchors, and runtime player/camera visualizers |
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| `Tab` in viewport | Cycle selection through overlapping objects at last click |
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| `Tab` in viewport | Cycle selection through overlapping objects at last click |
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@ -29,6 +29,7 @@ pub use scene::scene_io;
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pub use scene::scene_schema;
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pub use scene::scene_schema;
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pub use scene::scene_view;
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pub use scene::scene_view;
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pub use viewport::actor_icons;
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pub use viewport::actor_icons;
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pub use viewport::brush_edit;
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pub use viewport::brush_tool;
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pub use viewport::brush_tool;
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pub use viewport::camera;
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pub use viewport::camera;
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pub use viewport::gizmos;
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pub use viewport::gizmos;
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@ -48,6 +49,7 @@ use transform_gizmo_bevy::prelude::TransformGizmoPlugin;
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use actor_icons::ActorIconsPlugin;
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use actor_icons::ActorIconsPlugin;
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use asset_db::AssetDbPlugin;
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use asset_db::AssetDbPlugin;
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use brush_edit::BrushEditPlugin;
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use brush_tool::BrushToolPlugin;
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use brush_tool::BrushToolPlugin;
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use camera::EditorCameraPlugin;
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use camera::EditorCameraPlugin;
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use extensibility::ExtensibilityPlugin;
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use extensibility::ExtensibilityPlugin;
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@ -91,6 +93,7 @@ impl PluginGroup for EditorPluginGroup {
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.add(SceneViewPlugin)
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.add(SceneViewPlugin)
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.add(PlaySessionPlugin)
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.add(PlaySessionPlugin)
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.add(ViewportPlugin)
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.add(ViewportPlugin)
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.add(BrushEditPlugin)
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.add(BrushToolPlugin)
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.add(BrushToolPlugin)
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.add(EditorCameraPlugin)
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.add(EditorCameraPlugin)
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.add(ActorIconsPlugin)
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.add(ActorIconsPlugin)
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@ -15,6 +15,7 @@ use crate::render_target::ViewportRenderTarget;
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use crate::selection::ViewportClick;
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use crate::selection::ViewportClick;
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use crate::state::PlayPossession;
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use crate::state::PlayPossession;
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use crate::viewport::actor_icons::ActorIconSettings;
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use crate::viewport::actor_icons::ActorIconSettings;
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use crate::viewport::brush_edit::BrushEditMode;
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use crate::viewport::{
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use crate::viewport::{
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snap_translation, viewport_ground_position, EditorViewportMode, ViewportDisplayMode,
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snap_translation, viewport_ground_position, EditorViewportMode, ViewportDisplayMode,
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ViewportSettings,
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ViewportSettings,
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@ -109,6 +110,7 @@ pub fn viewport_tab_ui(
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scene_view_overlay_toolbar(world, ui.ctx(), rect);
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scene_view_overlay_toolbar(world, ui.ctx(), rect);
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scene_view_mode_badge(world, ui.ctx(), rect);
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scene_view_mode_badge(world, ui.ctx(), rect);
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scene_view_brush_mode_badge(world, ui.ctx(), rect);
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scene_view_gi_badge(world, ui.ctx(), rect);
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scene_view_gi_badge(world, ui.ctx(), rect);
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scene_view_volume_hud(world, ui.ctx(), rect);
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scene_view_volume_hud(world, ui.ctx(), rect);
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viewport_asset_drop_ui(world, ui, rect, selected_entities);
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viewport_asset_drop_ui(world, ui, rect, selected_entities);
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@ -150,6 +152,31 @@ fn scene_view_mode_badge(world: &World, ctx: &egui::Context, scene_rect: egui::R
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}
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}
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}
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}
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fn scene_view_brush_mode_badge(world: &World, ctx: &egui::Context, scene_rect: egui::Rect) {
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let Some(mode) = world.get_resource::<BrushEditMode>().copied() else {
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return;
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};
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if !mode.is_element_mode() {
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return;
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}
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egui::Area::new(egui::Id::new("scene_view_brush_mode_badge"))
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.fixed_pos(scene_rect.right_bottom() + egui::vec2(-150.0, -22.0))
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.interactable(false)
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.show(ctx, |ui| {
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egui::Frame::new()
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.fill(egui::Color32::from_rgba_unmultiplied(35, 44, 50, 220))
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.corner_radius(egui::CornerRadius::same(3))
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.inner_margin(egui::Margin::symmetric(6, 2))
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.show(ui, |ui| {
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ui.label(
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egui::RichText::new(format!("Brush: {}", mode.label()))
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.color(egui::Color32::from_rgb(170, 220, 255))
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.small(),
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);
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});
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});
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}
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fn scene_view_gi_badge(world: &World, ctx: &egui::Context, scene_rect: egui::Rect) {
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fn scene_view_gi_badge(world: &World, ctx: &egui::Context, scene_rect: egui::Rect) {
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let Some(profile) = world.get_resource::<settings::ActiveCameraRenderProfile>() else {
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let Some(profile) = world.get_resource::<settings::ActiveCameraRenderProfile>() else {
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return;
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return;
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532
crates/editor/src/viewport/brush_edit.rs
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532
crates/editor/src/viewport/brush_edit.rs
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@ -0,0 +1,532 @@
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//! Brush element edit modes and viewport element picking.
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use bevy::prelude::*;
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use bevy_egui::{egui, EguiContexts};
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use shared::{BrushDesc, BrushFaceDesc, ComponentInstanceId};
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use crate::camera::EditorCamera;
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use crate::operators::{ActiveOperator, OperatorPhase, OperatorStatus};
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use crate::scene_io::SceneIo;
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use crate::selection::ViewportClick;
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use crate::state::scene_tools_active;
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use crate::ui::{viewport_keyboard_shortcuts_active, UiState};
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use crate::viewport::{scene_view_ray, ViewportDisplayMode};
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#[derive(Resource, Debug, Clone, Copy, Default, PartialEq, Eq)]
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pub enum BrushEditMode {
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#[default]
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Object,
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Vertex,
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Edge,
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Face,
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Clip,
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}
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impl BrushEditMode {
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pub fn label(self) -> &'static str {
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match self {
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Self::Object => "Object",
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Self::Vertex => "Vertex",
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Self::Edge => "Edge",
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Self::Face => "Face",
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Self::Clip => "Clip",
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}
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}
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pub fn is_element_mode(self) -> bool {
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self != Self::Object
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}
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}
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#[derive(Debug, Clone, PartialEq, Eq, Hash)]
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pub enum BrushElementKey {
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Vertex {
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face: ComponentInstanceId,
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index: usize,
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},
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Edge {
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face: ComponentInstanceId,
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index: usize,
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},
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Face {
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face: ComponentInstanceId,
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},
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}
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#[derive(Resource, Default, Debug, Clone)]
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pub struct BrushElementSelection {
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pub brush: Option<Entity>,
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pub elements: Vec<BrushElementKey>,
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}
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impl BrushElementSelection {
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fn replace(&mut self, brush: Entity, element: BrushElementKey) {
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self.brush = Some(brush);
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self.elements.clear();
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self.elements.push(element);
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}
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fn toggle(&mut self, brush: Entity, element: BrushElementKey) {
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if self.brush != Some(brush) {
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self.replace(brush, element);
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return;
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}
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if let Some(index) = self
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.elements
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.iter()
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.position(|existing| existing == &element)
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{
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self.elements.remove(index);
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} else {
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self.elements.push(element);
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}
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}
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pub fn clear(&mut self) {
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self.brush = None;
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self.elements.clear();
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}
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}
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pub struct BrushEditPlugin;
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impl Plugin for BrushEditPlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<BrushEditMode>()
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.init_resource::<BrushElementSelection>()
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.add_systems(
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Update,
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(
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brush_edit_hotkeys,
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brush_element_pick,
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draw_brush_edit_overlays,
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)
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.chain()
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.run_if(scene_tools_active),
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);
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}
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}
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#[allow(clippy::too_many_arguments)]
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fn brush_edit_hotkeys(
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mut mode: ResMut<BrushEditMode>,
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mut element_selection: ResMut<BrushElementSelection>,
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mut active_operator: ResMut<ActiveOperator>,
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mut scene_io: ResMut<SceneIo>,
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keys: Res<ButtonInput<KeyCode>>,
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buttons: Res<ButtonInput<MouseButton>>,
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mut contexts: EguiContexts,
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ui_state: Res<UiState>,
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display: Res<ViewportDisplayMode>,
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brushes: Query<(), With<BrushDesc>>,
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) -> Result {
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if display.clean_game_view {
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return Ok(());
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}
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let ctx = contexts.ctx_mut()?;
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if !viewport_keyboard_shortcuts_active(&ui_state, ctx, &buttons) || ctx.wants_keyboard_input() {
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return Ok(());
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}
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if keys.just_pressed(KeyCode::Escape) && mode.is_element_mode() {
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*mode = BrushEditMode::Object;
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element_selection.clear();
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set_brush_edit_status(&mut active_operator, OperatorPhase::Canceled, "Object mode");
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scene_io.status = "Brush edit: Object mode".to_string();
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return Ok(());
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}
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let requested = if keys.just_pressed(KeyCode::Digit1) {
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Some(BrushEditMode::Vertex)
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} else if keys.just_pressed(KeyCode::Digit2) {
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Some(BrushEditMode::Edge)
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} else if keys.just_pressed(KeyCode::Digit3) {
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Some(BrushEditMode::Face)
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} else if keys.just_pressed(KeyCode::Digit4) {
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Some(BrushEditMode::Clip)
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} else {
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None
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};
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let Some(requested) = requested else {
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return Ok(());
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};
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let Some(selected_brush) = selected_brush_entity(&ui_state, &brushes) else {
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scene_io.status = "Select a brush before entering brush edit mode".to_string();
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set_brush_edit_status(
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&mut active_operator,
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OperatorPhase::Blocked,
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"Select a brush before editing elements",
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);
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return Ok(());
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};
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*mode = requested;
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element_selection.brush = Some(selected_brush);
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element_selection.elements.clear();
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scene_io.status = format!("Brush edit: {} mode", mode.label());
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set_brush_edit_status(
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&mut active_operator,
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OperatorPhase::Preview,
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format!("{} mode", mode.label()),
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);
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Ok(())
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}
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#[allow(clippy::too_many_arguments)]
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fn brush_element_pick(
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mode: Res<BrushEditMode>,
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mut viewport_click: ResMut<ViewportClick>,
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mut element_selection: ResMut<BrushElementSelection>,
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keys: Res<ButtonInput<KeyCode>>,
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ui_state: Res<UiState>,
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cameras: Query<(&Camera, &GlobalTransform), With<EditorCamera>>,
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brushes: Query<(Entity, &BrushDesc, &GlobalTransform)>,
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) {
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if !mode.is_element_mode() {
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return;
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}
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let Some(pointer_pos) = viewport_click.0.take() else {
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return;
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};
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let Some(ray) = viewport_ray(&cameras, pointer_pos, ui_state.viewport_rect) else {
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return;
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};
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let brush_filter = element_selection.brush;
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let mut best: Option<(Entity, BrushElementKey, f32)> = None;
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for (entity, brush, transform) in &brushes {
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if brush_filter.is_some_and(|selected| selected != entity) {
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continue;
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}
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if let Some((element, distance)) = pick_element(*mode, brush, transform, ray) {
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if best
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.as_ref()
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.is_none_or(|(_, _, best_distance)| distance < *best_distance)
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{
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best = Some((entity, element, distance));
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}
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}
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}
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let Some((brush, element, _)) = best else {
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if !keys.any_pressed([KeyCode::ShiftLeft, KeyCode::ShiftRight]) {
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element_selection.clear();
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}
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return;
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};
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if keys.any_pressed([KeyCode::ShiftLeft, KeyCode::ShiftRight]) {
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element_selection.toggle(brush, element);
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} else {
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element_selection.replace(brush, element);
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}
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}
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fn draw_brush_edit_overlays(
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mode: Res<BrushEditMode>,
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selection: Res<BrushElementSelection>,
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ui_state: Res<UiState>,
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brushes: Query<(Entity, &BrushDesc, &GlobalTransform)>,
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mut gizmos: Gizmos,
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) {
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if !mode.is_element_mode() {
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return;
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}
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let selected_brushes: Vec<Entity> = ui_state.selected_entities.iter().collect();
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for (entity, brush, transform) in &brushes {
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if !selected_brushes.contains(&entity) {
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continue;
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}
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let active = selection.brush == Some(entity);
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draw_brush_elements(
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*mode,
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brush,
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transform,
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&selection.elements,
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active,
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&mut gizmos,
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);
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}
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}
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fn draw_brush_elements(
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mode: BrushEditMode,
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brush: &BrushDesc,
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transform: &GlobalTransform,
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selected: &[BrushElementKey],
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active: bool,
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gizmos: &mut Gizmos,
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) {
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let base_color = match mode {
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BrushEditMode::Vertex => Color::srgb(0.2, 0.72, 1.0),
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BrushEditMode::Edge => Color::srgb(1.0, 0.68, 0.24),
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BrushEditMode::Face => Color::srgb(0.24, 1.0, 0.56),
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BrushEditMode::Clip => Color::srgb(0.92, 0.36, 1.0),
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BrushEditMode::Object => Color::WHITE,
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};
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let selected_color = Color::srgb(1.0, 0.95, 0.2);
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for face in &brush.faces {
|
||||||
|
let vertices = world_vertices(face, transform);
|
||||||
|
if vertices.is_empty() {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
let face_center = average_point(&vertices);
|
||||||
|
let normal = transform
|
||||||
|
.affine()
|
||||||
|
.transform_vector3(face.plane.normal)
|
||||||
|
.normalize_or_zero();
|
||||||
|
if matches!(mode, BrushEditMode::Face | BrushEditMode::Clip) {
|
||||||
|
let key = BrushElementKey::Face {
|
||||||
|
face: face.id.clone(),
|
||||||
|
};
|
||||||
|
let color = if active && selected.contains(&key) {
|
||||||
|
selected_color
|
||||||
|
} else {
|
||||||
|
base_color
|
||||||
|
};
|
||||||
|
gizmos.sphere(face_center, 0.08, color);
|
||||||
|
gizmos.line(face_center, face_center + normal * 0.55, color);
|
||||||
|
}
|
||||||
|
for index in 0..vertices.len() {
|
||||||
|
let next = (index + 1) % vertices.len();
|
||||||
|
if matches!(mode, BrushEditMode::Vertex) {
|
||||||
|
let key = BrushElementKey::Vertex {
|
||||||
|
face: face.id.clone(),
|
||||||
|
index,
|
||||||
|
};
|
||||||
|
let color = if active && selected.contains(&key) {
|
||||||
|
selected_color
|
||||||
|
} else {
|
||||||
|
base_color
|
||||||
|
};
|
||||||
|
gizmos.sphere(vertices[index], 0.06, color);
|
||||||
|
}
|
||||||
|
if matches!(mode, BrushEditMode::Edge | BrushEditMode::Clip) {
|
||||||
|
let key = BrushElementKey::Edge {
|
||||||
|
face: face.id.clone(),
|
||||||
|
index,
|
||||||
|
};
|
||||||
|
let color = if active && selected.contains(&key) {
|
||||||
|
selected_color
|
||||||
|
} else {
|
||||||
|
base_color
|
||||||
|
};
|
||||||
|
gizmos.line(vertices[index], vertices[next], color);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn selected_brush_entity(
|
||||||
|
ui_state: &UiState,
|
||||||
|
brushes: &Query<(), With<BrushDesc>>,
|
||||||
|
) -> Option<Entity> {
|
||||||
|
ui_state
|
||||||
|
.selected_entities
|
||||||
|
.iter()
|
||||||
|
.find(|entity| brushes.contains(*entity))
|
||||||
|
}
|
||||||
|
|
||||||
|
fn viewport_ray(
|
||||||
|
cameras: &Query<(&Camera, &GlobalTransform), With<EditorCamera>>,
|
||||||
|
pointer_pos: egui::Pos2,
|
||||||
|
scene_rect: egui::Rect,
|
||||||
|
) -> Option<Ray3d> {
|
||||||
|
let (camera, transform) = cameras
|
||||||
|
.iter()
|
||||||
|
.find(|(camera, _)| camera.is_active)
|
||||||
|
.or_else(|| cameras.iter().next())?;
|
||||||
|
scene_view_ray(camera, transform, pointer_pos, scene_rect)
|
||||||
|
}
|
||||||
|
|
||||||
|
fn pick_element(
|
||||||
|
mode: BrushEditMode,
|
||||||
|
brush: &BrushDesc,
|
||||||
|
transform: &GlobalTransform,
|
||||||
|
ray: Ray3d,
|
||||||
|
) -> Option<(BrushElementKey, f32)> {
|
||||||
|
match mode {
|
||||||
|
BrushEditMode::Vertex => pick_vertex(brush, transform, ray),
|
||||||
|
BrushEditMode::Edge => pick_edge(brush, transform, ray),
|
||||||
|
BrushEditMode::Face | BrushEditMode::Clip => pick_face(brush, transform, ray),
|
||||||
|
BrushEditMode::Object => None,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn pick_vertex(
|
||||||
|
brush: &BrushDesc,
|
||||||
|
transform: &GlobalTransform,
|
||||||
|
ray: Ray3d,
|
||||||
|
) -> Option<(BrushElementKey, f32)> {
|
||||||
|
let mut best = None;
|
||||||
|
for face in &brush.faces {
|
||||||
|
for (index, vertex) in world_vertices(face, transform).iter().enumerate() {
|
||||||
|
let distance = distance_ray_point(ray, *vertex);
|
||||||
|
if distance < 0.25 && best.as_ref().is_none_or(|(_, best)| distance < *best) {
|
||||||
|
best = Some((
|
||||||
|
BrushElementKey::Vertex {
|
||||||
|
face: face.id.clone(),
|
||||||
|
index,
|
||||||
|
},
|
||||||
|
distance,
|
||||||
|
));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
best
|
||||||
|
}
|
||||||
|
|
||||||
|
fn pick_edge(
|
||||||
|
brush: &BrushDesc,
|
||||||
|
transform: &GlobalTransform,
|
||||||
|
ray: Ray3d,
|
||||||
|
) -> Option<(BrushElementKey, f32)> {
|
||||||
|
let mut best = None;
|
||||||
|
for face in &brush.faces {
|
||||||
|
let vertices = world_vertices(face, transform);
|
||||||
|
for index in 0..vertices.len() {
|
||||||
|
let next = (index + 1) % vertices.len();
|
||||||
|
let distance = distance_ray_segment(ray, vertices[index], vertices[next]);
|
||||||
|
if distance < 0.2 && best.as_ref().is_none_or(|(_, best)| distance < *best) {
|
||||||
|
best = Some((
|
||||||
|
BrushElementKey::Edge {
|
||||||
|
face: face.id.clone(),
|
||||||
|
index,
|
||||||
|
},
|
||||||
|
distance,
|
||||||
|
));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
best
|
||||||
|
}
|
||||||
|
|
||||||
|
fn pick_face(
|
||||||
|
brush: &BrushDesc,
|
||||||
|
transform: &GlobalTransform,
|
||||||
|
ray: Ray3d,
|
||||||
|
) -> Option<(BrushElementKey, f32)> {
|
||||||
|
let mut best = None;
|
||||||
|
for face in &brush.faces {
|
||||||
|
let vertices = world_vertices(face, transform);
|
||||||
|
if vertices.len() < 3 {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
let normal = transform
|
||||||
|
.affine()
|
||||||
|
.transform_vector3(face.plane.normal)
|
||||||
|
.normalize_or_zero();
|
||||||
|
let denom = normal.dot(ray.direction.as_vec3());
|
||||||
|
if denom.abs() < 0.0001 {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
let distance = normal.dot(vertices[0] - ray.origin) / denom;
|
||||||
|
if distance < 0.0 {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
let hit = ray.origin + ray.direction.as_vec3() * distance;
|
||||||
|
if point_in_convex_polygon(hit, &vertices, normal)
|
||||||
|
&& best.as_ref().is_none_or(|(_, best)| distance < *best)
|
||||||
|
{
|
||||||
|
best = Some((
|
||||||
|
BrushElementKey::Face {
|
||||||
|
face: face.id.clone(),
|
||||||
|
},
|
||||||
|
distance,
|
||||||
|
));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
best
|
||||||
|
}
|
||||||
|
|
||||||
|
fn world_vertices(face: &BrushFaceDesc, transform: &GlobalTransform) -> Vec<Vec3> {
|
||||||
|
face.vertices
|
||||||
|
.iter()
|
||||||
|
.map(|vertex| transform.transform_point(*vertex))
|
||||||
|
.collect()
|
||||||
|
}
|
||||||
|
|
||||||
|
fn average_point(points: &[Vec3]) -> Vec3 {
|
||||||
|
points.iter().copied().sum::<Vec3>() / points.len() as f32
|
||||||
|
}
|
||||||
|
|
||||||
|
fn point_in_convex_polygon(point: Vec3, vertices: &[Vec3], normal: Vec3) -> bool {
|
||||||
|
let mut expected_sign = 0.0f32;
|
||||||
|
for index in 0..vertices.len() {
|
||||||
|
let next = (index + 1) % vertices.len();
|
||||||
|
let edge = vertices[next] - vertices[index];
|
||||||
|
let to_point = point - vertices[index];
|
||||||
|
let side = edge.cross(to_point).dot(normal);
|
||||||
|
if side.abs() <= 0.0001 {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
if expected_sign == 0.0 {
|
||||||
|
expected_sign = side.signum();
|
||||||
|
} else if side.signum() != expected_sign {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
true
|
||||||
|
}
|
||||||
|
|
||||||
|
fn distance_ray_point(ray: Ray3d, point: Vec3) -> f32 {
|
||||||
|
let to_point = point - ray.origin;
|
||||||
|
let t = to_point.dot(ray.direction.as_vec3()).max(0.0);
|
||||||
|
(ray.origin + ray.direction.as_vec3() * t - point).length()
|
||||||
|
}
|
||||||
|
|
||||||
|
fn distance_ray_segment(ray: Ray3d, a: Vec3, b: Vec3) -> f32 {
|
||||||
|
let ray_dir = ray.direction.as_vec3();
|
||||||
|
let segment = b - a;
|
||||||
|
let w0 = ray.origin - a;
|
||||||
|
let a_dot = ray_dir.dot(ray_dir);
|
||||||
|
let b_dot = ray_dir.dot(segment);
|
||||||
|
let c_dot = segment.dot(segment);
|
||||||
|
let d_dot = ray_dir.dot(w0);
|
||||||
|
let e_dot = segment.dot(w0);
|
||||||
|
let denom = a_dot * c_dot - b_dot * b_dot;
|
||||||
|
let ray_t = if denom.abs() > 0.0001 {
|
||||||
|
((b_dot * e_dot - c_dot * d_dot) / denom).max(0.0)
|
||||||
|
} else {
|
||||||
|
0.0
|
||||||
|
};
|
||||||
|
let segment_t = if c_dot > 0.0001 {
|
||||||
|
((a_dot * e_dot - b_dot * d_dot) / denom.max(0.0001)).clamp(0.0, 1.0)
|
||||||
|
} else {
|
||||||
|
0.0
|
||||||
|
};
|
||||||
|
let ray_point = ray.origin + ray_dir * ray_t;
|
||||||
|
let segment_point = a + segment * segment_t;
|
||||||
|
ray_point.distance(segment_point)
|
||||||
|
}
|
||||||
|
|
||||||
|
fn set_brush_edit_status(
|
||||||
|
active_operator: &mut ActiveOperator,
|
||||||
|
phase: OperatorPhase,
|
||||||
|
hint: impl Into<String>,
|
||||||
|
) {
|
||||||
|
active_operator.status = Some(OperatorStatus {
|
||||||
|
id: "brush.edit_mode".to_string(),
|
||||||
|
label: "Brush Edit".to_string(),
|
||||||
|
phase,
|
||||||
|
hint: hint.into(),
|
||||||
|
warnings: Vec::new(),
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
#[cfg(test)]
|
||||||
|
mod tests {
|
||||||
|
use super::*;
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn point_inside_convex_polygon_is_detected() {
|
||||||
|
let vertices = vec![
|
||||||
|
Vec3::new(-1.0, 0.0, -1.0),
|
||||||
|
Vec3::new(1.0, 0.0, -1.0),
|
||||||
|
Vec3::new(1.0, 0.0, 1.0),
|
||||||
|
Vec3::new(-1.0, 0.0, 1.0),
|
||||||
|
];
|
||||||
|
assert!(point_in_convex_polygon(Vec3::ZERO, &vertices, Vec3::Y));
|
||||||
|
assert!(!point_in_convex_polygon(
|
||||||
|
Vec3::new(2.0, 0.0, 0.0),
|
||||||
|
&vertices,
|
||||||
|
Vec3::Y
|
||||||
|
));
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -1,6 +1,7 @@
|
|||||||
//! Viewport chrome, editor camera, selection, gizmos, and render views.
|
//! Viewport chrome, editor camera, selection, gizmos, and render views.
|
||||||
|
|
||||||
pub mod actor_icons;
|
pub mod actor_icons;
|
||||||
|
pub mod brush_edit;
|
||||||
pub mod brush_tool;
|
pub mod brush_tool;
|
||||||
pub mod camera;
|
pub mod camera;
|
||||||
pub mod gizmos;
|
pub mod gizmos;
|
||||||
@ -13,6 +14,7 @@ pub mod viewport_mode;
|
|||||||
pub mod visualizers;
|
pub mod visualizers;
|
||||||
|
|
||||||
pub use actor_icons::ActorIconsPlugin;
|
pub use actor_icons::ActorIconsPlugin;
|
||||||
|
pub use brush_edit::{BrushEditMode, BrushEditPlugin, BrushElementSelection};
|
||||||
pub use brush_tool::{BrushToolPlugin, BrushToolState};
|
pub use brush_tool::{BrushToolPlugin, BrushToolState};
|
||||||
pub use panel::*;
|
pub use panel::*;
|
||||||
pub use viewport_mode::EditorViewportMode;
|
pub use viewport_mode::EditorViewportMode;
|
||||||
|
|||||||
@ -14,6 +14,7 @@ use crate::ui::hierarchy_ops::is_entity_locked;
|
|||||||
use crate::ui::hierarchy_state::HierarchyPanelState;
|
use crate::ui::hierarchy_state::HierarchyPanelState;
|
||||||
use crate::ui::UiState;
|
use crate::ui::UiState;
|
||||||
use crate::viewport::actor_icons::ActorIconProxy;
|
use crate::viewport::actor_icons::ActorIconProxy;
|
||||||
|
use crate::viewport::brush_edit::BrushEditMode;
|
||||||
use crate::viewport::brush_tool::BrushToolState;
|
use crate::viewport::brush_tool::BrushToolState;
|
||||||
use crate::viewport::ViewportDisplayMode;
|
use crate::viewport::ViewportDisplayMode;
|
||||||
use crate::visualizers::EditorVisualizerProxy;
|
use crate::visualizers::EditorVisualizerProxy;
|
||||||
@ -103,6 +104,7 @@ fn handle_pick_events(
|
|||||||
keys: Res<ButtonInput<KeyCode>>,
|
keys: Res<ButtonInput<KeyCode>>,
|
||||||
buttons: Res<ButtonInput<MouseButton>>,
|
buttons: Res<ButtonInput<MouseButton>>,
|
||||||
display: Res<ViewportDisplayMode>,
|
display: Res<ViewportDisplayMode>,
|
||||||
|
brush_mode: Res<BrushEditMode>,
|
||||||
brush_tool: Res<BrushToolState>,
|
brush_tool: Res<BrushToolState>,
|
||||||
gizmo_targets: Query<&GizmoTarget>,
|
gizmo_targets: Query<&GizmoTarget>,
|
||||||
hierarchy: Option<Res<HierarchyPanelState>>,
|
hierarchy: Option<Res<HierarchyPanelState>>,
|
||||||
@ -124,7 +126,7 @@ fn handle_pick_events(
|
|||||||
return Ok(());
|
return Ok(());
|
||||||
}
|
}
|
||||||
|
|
||||||
if brush_tool.active {
|
if brush_tool.active || brush_mode.is_element_mode() {
|
||||||
return Ok(());
|
return Ok(());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -45,6 +45,7 @@ Docs for the in-process egui editor (`crates/editor/`). Update this index when a
|
|||||||
- **Static mesh renderer** — model drag/drop defaults to `ActorKind::StaticMesh + StaticMeshRenderer` using normalized artifacts under `assets/meshes/generated/`. Renderer slots store imported `EditorAssetRef` mesh/material references, not source FBX/glTF paths. `SceneInstance` placement keeps the legacy `ImportedModel + ModelRef` path for full scene playback.
|
- **Static mesh renderer** — model drag/drop defaults to `ActorKind::StaticMesh + StaticMeshRenderer` using normalized artifacts under `assets/meshes/generated/`. Renderer slots store imported `EditorAssetRef` mesh/material references, not source FBX/glTF paths. `SceneInstance` placement keeps the legacy `ImportedModel + ModelRef` path for full scene playback.
|
||||||
- **Brush authoring** — `ActorKind::Brush + BrushDesc` stores persisted convex blockout faces and hydrates active brushes into generated mesh children. See [brushes.md](brushes.md).
|
- **Brush authoring** — `ActorKind::Brush + BrushDesc` stores persisted convex blockout faces and hydrates active brushes into generated mesh children. See [brushes.md](brushes.md).
|
||||||
- **Draw Brush** — `B`, toolbar pencil, or command `brush.draw` enters a floor-polygon draw mode. LMB places snapped points, Backspace removes the last point, Enter creates an additive prism brush through history, and Esc/right-click cancels.
|
- **Draw Brush** — `B`, toolbar pencil, or command `brush.draw` enters a floor-polygon draw mode. LMB places snapped points, Backspace removes the last point, Enter creates an additive prism brush through history, and Esc/right-click cancels.
|
||||||
|
- **Brush edit modes** — with a brush selected, `1`/`2`/`3`/`4` enter vertex, edge, face, and clip element modes. Element modes show brush handles in the viewport, own LMB picking, support Shift multi-select, show a mode badge, and Esc returns to object mode. Geometry mutation is staged for the follow-up edit operation slice.
|
||||||
- **Collider split** — imported mesh collision lives in a separate `ColliderDesc::StaticMesh` plus optional `RigidBodyDesc`; renderer slots own only render visibility, shadows, mesh, and material references.
|
- **Collider split** — imported mesh collision lives in a separate `ColliderDesc::StaticMesh` plus optional `RigidBodyDesc`; renderer slots own only render visibility, shadows, mesh, and material references.
|
||||||
- **Material assets** — `MaterialAsset` RON (`label` + `MaterialDesc`) is shader-schema aware. Actor material edits live on the actor `MaterialDesc`; static mesh slot material refs are source/default selectors, and content-browser asset inspectors are the path for editing shared material assets.
|
- **Material assets** — `MaterialAsset` RON (`label` + `MaterialDesc`) is shader-schema aware. Actor material edits live on the actor `MaterialDesc`; static mesh slot material refs are source/default selectors, and content-browser asset inspectors are the path for editing shared material assets.
|
||||||
- **Prefab overrides** — `PrefabInstance.overrides_ron` stores transform/material/child-visibility overrides; inspector collapsible groups with **Apply** / **Revert** (replaces transform-only revert v1).
|
- **Prefab overrides** — `PrefabInstance.overrides_ron` stores transform/material/child-visibility overrides; inspector collapsible groups with **Apply** / **Revert** (replaces transform-only revert v1).
|
||||||
|
|||||||
@ -11,6 +11,12 @@ Brushes are persisted blockout geometry stored as `ActorKind::Brush + BrushDesc`
|
|||||||
- The Actor Inspector Add Component shelf can add a **Brush** component. The Brush card exposes kind, face count, shadow flags, and cube reset.
|
- The Actor Inspector Add Component shelf can add a **Brush** component. The Brush card exposes kind, face count, shadow flags, and cube reset.
|
||||||
- Draw Brush mode (`B`, toolbar pencil, or command `brush.draw`) creates additive prism brushes from snapped floor points. LMB places points, Backspace removes the last point, Enter commits through undo history, and Esc/right-click cancels without scene mutation.
|
- Draw Brush mode (`B`, toolbar pencil, or command `brush.draw`) creates additive prism brushes from snapped floor points. LMB places points, Backspace removes the last point, Enter commits through undo history, and Esc/right-click cancels without scene mutation.
|
||||||
|
|
||||||
|
## Element Modes
|
||||||
|
|
||||||
|
With a brush actor selected, `1`/`2`/`3`/`4` enter vertex, edge, face, and clip modes. Element modes show viewport overlays for the selected brush, route LMB to element picking, support Shift+LMB multi-select, and display a `Brush: <mode>` badge. `Esc` returns to object mode.
|
||||||
|
|
||||||
|
The current slice selects elements and visualizes handles; mutating vertices/faces and committing drag edits through history is the next implementation layer.
|
||||||
|
|
||||||
## Current Limits
|
## Current Limits
|
||||||
|
|
||||||
- Only convex authored faces are supported by the mesh builder.
|
- Only convex authored faces are supported by the mesh builder.
|
||||||
|
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Reference in New Issue
Block a user