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[FEATURE REQUEST] Add transform brush #45

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aXu-AP opened this issue May 2, 2024 · 4 comments
Open

[FEATURE REQUEST] Add transform brush #45

aXu-AP opened this issue May 2, 2024 · 4 comments
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enhancement New feature or request

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@aXu-AP
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aXu-AP commented May 2, 2024

Describe the problem you're trying to solve in your project
This tool is the best I've found for setting up foliage! However sometimes I want to place some assets very deliberately. For example this formation:
kuva
However, there's no tools to fine tune the placement, rotation and size of instances. This formation I got by using reapply brush many times until it hit something that is passable. I'd modify it even further, but didn't want to push my luck.

Describe a feature you consider and how it will help you
Add a transform tool, which would apply transformation to instances it affects: rotate around axis, embiggen or shrink, translate. This way I could set up the formations I want.

Describe alternatives you've considered
As I mentioned earlier using reapply repeatedly until it will be good. Possibly by trial and error by setting absolute values in the tool. Or using regular scenes whenever I want more control.

Describe how you imagine it would work. With code, pseudo-code, diagram or a drawing
The transform brush would have the following options:
Translate: X Y Z
Rotate: X Y Z
Scale: X Y Z
Use local transformation: bool (translates and rotates around object's own axes)
The changes would be incremental, meaning the longer I hold mouse button down the more it will affect the object.

@dreadpon
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dreadpon commented May 2, 2024

This is absolutely coming in the next minor/major update, I'm surprised there wasn't more demand for this feature.

I have a prototype already working for it that allows picking individual instances in MultiMeshes without physics-based raycasting however, properly integrating it into Spatial Gardener itself will take time

@nan0m
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nan0m commented May 2, 2024

If you need to setup this formation a lot you could use a .tscn for that. If you need to tweak it make it local or use editable children. That seems to me faster and more efficient than a transform brush

@dreadpon
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dreadpon commented May 2, 2024

Oh, I'm planning to just utilize Godot's built-in transformation Gizmo for each individual instance you pick (so no multi-instance selection). Do you think that will suffice?

Edit: here's a preview of how I see this system working

mesh_picking_720.mp4

Edit2: I guess some way of inputting transforms from keyboard would be important, I'll consider that. I'm not sure I like the "incremental" bit, but a way to at least set the transforms to a specific value sounds reasonable.

@aXu-AP
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aXu-AP commented May 2, 2024

Yes, this looks great and would solve the issue 👍

@dreadpon dreadpon added the enhancement New feature or request label May 3, 2024
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