virtualx-engine/editor/plugins/node_3d_editor_plugin.h

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/*************************************************************************/
/* node_3d_editor_plugin.h */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
#ifndef NODE_3D_EDITOR_PLUGIN_H
#define NODE_3D_EDITOR_PLUGIN_H
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#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
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#include "editor/editor_scale.h"
#include "editor/plugins/node_3d_editor_gizmos.h"
#include "scene/3d/camera_3d.h"
#include "scene/3d/light_3d.h"
#include "scene/3d/visual_instance_3d.h"
#include "scene/3d/world_environment.h"
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#include "scene/gui/panel_container.h"
#include "scene/resources/environment.h"
#include "scene/resources/fog_material.h"
#include "scene/resources/sky_material.h"
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class Node3DEditor;
class Node3DEditorViewport;
class SubViewportContainer;
class DirectionalLight3D;
class WorldEnvironment;
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class ViewportRotationControl : public Control {
GDCLASS(ViewportRotationControl, Control);
struct Axis2D {
Vector2i screen_point;
float z_axis = -99.0;
int axis = -1;
};
struct Axis2DCompare {
_FORCE_INLINE_ bool operator()(const Axis2D &l, const Axis2D &r) const {
return l.z_axis < r.z_axis;
}
};
Node3DEditorViewport *viewport = nullptr;
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Vector<Color> axis_colors;
Vector<int> axis_menu_options;
Vector2i orbiting_mouse_start;
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bool orbiting = false;
int focused_axis = -2;
const float AXIS_CIRCLE_RADIUS = 8.0f * EDSCALE;
protected:
void _notification(int p_what);
virtual void gui_input(const Ref<InputEvent> &p_event) override;
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void _draw();
void _draw_axis(const Axis2D &p_axis);
void _get_sorted_axis(Vector<Axis2D> &r_axis);
void _update_focus();
void _on_mouse_exited();
public:
void set_viewport(Node3DEditorViewport *p_viewport);
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};
class Node3DEditorViewport : public Control {
GDCLASS(Node3DEditorViewport, Control);
friend class Node3DEditor;
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friend class ViewportRotationControl;
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enum {
VIEW_TOP,
VIEW_BOTTOM,
VIEW_LEFT,
VIEW_RIGHT,
VIEW_FRONT,
VIEW_REAR,
VIEW_CENTER_TO_ORIGIN,
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VIEW_CENTER_TO_SELECTION,
VIEW_ALIGN_TRANSFORM_WITH_VIEW,
VIEW_ALIGN_ROTATION_WITH_VIEW,
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VIEW_PERSPECTIVE,
VIEW_ENVIRONMENT,
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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VIEW_ORTHOGONAL,
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VIEW_HALF_RESOLUTION,
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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VIEW_AUDIO_LISTENER,
VIEW_AUDIO_DOPPLER,
VIEW_GIZMOS,
VIEW_INFORMATION,
VIEW_FRAME_TIME,
VIEW_DISPLAY_NORMAL,
VIEW_DISPLAY_WIREFRAME,
VIEW_DISPLAY_OVERDRAW,
VIEW_DISPLAY_SHADELESS,
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VIEW_DISPLAY_LIGHTING,
VIEW_DISPLAY_ADVANCED,
VIEW_DISPLAY_NORMAL_BUFFER,
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VIEW_DISPLAY_DEBUG_SHADOW_ATLAS,
VIEW_DISPLAY_DEBUG_DIRECTIONAL_SHADOW_ATLAS,
VIEW_DISPLAY_DEBUG_VOXEL_GI_ALBEDO,
VIEW_DISPLAY_DEBUG_VOXEL_GI_LIGHTING,
VIEW_DISPLAY_DEBUG_VOXEL_GI_EMISSION,
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VIEW_DISPLAY_DEBUG_SCENE_LUMINANCE,
VIEW_DISPLAY_DEBUG_SSAO,
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VIEW_DISPLAY_DEBUG_SSIL,
VIEW_DISPLAY_DEBUG_PSSM_SPLITS,
VIEW_DISPLAY_DEBUG_DECAL_ATLAS,
VIEW_DISPLAY_DEBUG_SDFGI,
VIEW_DISPLAY_DEBUG_SDFGI_PROBES,
VIEW_DISPLAY_DEBUG_GI_BUFFER,
VIEW_DISPLAY_DEBUG_DISABLE_LOD,
VIEW_DISPLAY_DEBUG_CLUSTER_OMNI_LIGHTS,
VIEW_DISPLAY_DEBUG_CLUSTER_SPOT_LIGHTS,
VIEW_DISPLAY_DEBUG_CLUSTER_DECALS,
VIEW_DISPLAY_DEBUG_CLUSTER_REFLECTION_PROBES,
VIEW_DISPLAY_DEBUG_OCCLUDERS,
VIEW_LOCK_ROTATION,
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VIEW_CINEMATIC_PREVIEW,
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VIEW_AUTO_ORTHOGONAL,
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VIEW_MAX
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};
enum ViewType {
VIEW_TYPE_USER,
VIEW_TYPE_TOP,
VIEW_TYPE_BOTTOM,
VIEW_TYPE_LEFT,
VIEW_TYPE_RIGHT,
VIEW_TYPE_FRONT,
VIEW_TYPE_REAR,
};
public:
enum {
GIZMO_BASE_LAYER = 27,
GIZMO_EDIT_LAYER = 26,
GIZMO_GRID_LAYER = 25,
MISC_TOOL_LAYER = 24,
FRAME_TIME_HISTORY = 20,
};
enum NavigationScheme {
NAVIGATION_GODOT,
NAVIGATION_MAYA,
NAVIGATION_MODO,
};
enum FreelookNavigationScheme {
FREELOOK_DEFAULT,
FREELOOK_PARTIALLY_AXIS_LOCKED,
FREELOOK_FULLY_AXIS_LOCKED,
};
private:
double cpu_time_history[FRAME_TIME_HISTORY];
int cpu_time_history_index;
double gpu_time_history[FRAME_TIME_HISTORY];
int gpu_time_history_index;
int index;
ViewType view_type;
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void _menu_option(int p_option);
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void _set_auto_orthogonal();
Node3D *preview_node;
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AABB *preview_bounds;
Vector<String> selected_files;
AcceptDialog *accept;
Node *target_node;
Point2 drop_pos;
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EditorNode *editor;
EditorData *editor_data;
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EditorSelection *editor_selection;
UndoRedo *undo_redo;
CheckBox *preview_camera;
SubViewportContainer *subviewport_container;
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MenuButton *view_menu;
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PopupMenu *display_submenu;
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Control *surface;
SubViewport *viewport;
Camera3D *camera;
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bool transforming;
bool orthogonal;
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bool auto_orthogonal;
bool lock_rotation;
real_t gizmo_scale;
bool freelook_active;
real_t freelook_speed;
Vector2 previous_mouse_position;
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Label *info_label;
Label *cinema_label;
Label *locked_label;
Label *zoom_limit_label;
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VBoxContainer *top_right_vbox;
ViewportRotationControl *rotation_control;
Gradient *frame_time_gradient;
Label *cpu_time_label;
Label *gpu_time_label;
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Label *fps_label;
struct _RayResult {
Node3D *item = nullptr;
real_t depth = 0;
_FORCE_INLINE_ bool operator<(const _RayResult &p_rr) const { return depth < p_rr.depth; }
};
void _update_name();
void _compute_edit(const Point2 &p_point);
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void _clear_selected();
void _select_clicked(bool p_allow_locked);
ObjectID _select_ray(const Point2 &p_pos);
void _find_items_at_pos(const Point2 &p_pos, Vector<_RayResult> &r_results, bool p_include_locked);
Vector3 _get_ray_pos(const Vector2 &p_pos) const;
Vector3 _get_ray(const Vector2 &p_pos) const;
Point2 _point_to_screen(const Vector3 &p_point);
Transform3D _get_camera_transform() const;
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int get_selected_count() const;
Vector3 _get_camera_position() const;
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Vector3 _get_camera_normal() const;
Vector3 _get_screen_to_space(const Vector3 &p_vector3);
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void _select_region();
bool _transform_gizmo_select(const Vector2 &p_screenpos, bool p_highlight_only = false);
void _transform_gizmo_apply(Node3D *p_node, const Transform3D &p_transform, bool p_local);
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void _nav_pan(Ref<InputEventWithModifiers> p_event, const Vector2 &p_relative);
void _nav_zoom(Ref<InputEventWithModifiers> p_event, const Vector2 &p_relative);
void _nav_orbit(Ref<InputEventWithModifiers> p_event, const Vector2 &p_relative);
void _nav_look(Ref<InputEventWithModifiers> p_event, const Vector2 &p_relative);
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float get_znear() const;
float get_zfar() const;
float get_fov() const;
ObjectID clicked;
Vector<_RayResult> selection_results;
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bool clicked_wants_append;
PopupMenu *selection_menu;
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enum NavigationZoomStyle {
NAVIGATION_ZOOM_VERTICAL,
NAVIGATION_ZOOM_HORIZONTAL
};
enum NavigationMode {
NAVIGATION_NONE,
NAVIGATION_PAN,
NAVIGATION_ZOOM,
NAVIGATION_ORBIT,
NAVIGATION_LOOK
};
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enum TransformMode {
TRANSFORM_NONE,
TRANSFORM_ROTATE,
TRANSFORM_TRANSLATE,
TRANSFORM_SCALE
};
enum TransformPlane {
TRANSFORM_VIEW,
TRANSFORM_X_AXIS,
TRANSFORM_Y_AXIS,
TRANSFORM_Z_AXIS,
TRANSFORM_YZ,
TRANSFORM_XZ,
TRANSFORM_XY,
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};
struct EditData {
TransformMode mode;
TransformPlane plane;
Transform3D original;
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Vector3 click_ray;
Vector3 click_ray_pos;
Vector3 center;
Point2 mouse_pos;
Point2 original_mouse_pos;
bool snap = false;
Ref<EditorNode3DGizmo> gizmo;
int gizmo_handle = 0;
bool gizmo_handle_secondary = false;
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Variant gizmo_initial_value;
} _edit;
struct Cursor {
Vector3 pos;
real_t x_rot, y_rot, distance, fov_scale;
Vector3 eye_pos; // Used in freelook mode
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bool region_select;
Point2 region_begin, region_end;
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Cursor() {
// These rotations place the camera in +X +Y +Z, aka south east, facing north west.
x_rot = 0.5;
y_rot = -0.5;
distance = 4;
fov_scale = 1.0;
region_select = false;
}
};
// Viewport camera supports movement smoothing,
// so one cursor is the real cursor, while the other can be an interpolated version.
Cursor cursor; // Immediate cursor
Cursor camera_cursor; // That one may be interpolated (don't modify this one except for smoothing purposes)
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void scale_fov(real_t p_fov_offset);
void reset_fov();
void scale_cursor_distance(real_t scale);
void set_freelook_active(bool active_now);
void scale_freelook_speed(real_t scale);
real_t zoom_indicator_delay;
int zoom_failed_attempts_count = 0;
RID move_gizmo_instance[3], move_plane_gizmo_instance[3], rotate_gizmo_instance[4], scale_gizmo_instance[3], scale_plane_gizmo_instance[3];
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String last_message;
String message;
double message_time;
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void set_message(String p_message, float p_time = 5);
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void _view_settings_confirmed(real_t p_interp_delta);
void _update_camera(real_t p_interp_delta);
Transform3D to_camera_transform(const Cursor &p_cursor) const;
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void _draw();
void _surface_mouse_enter();
void _surface_mouse_exit();
void _surface_focus_enter();
void _surface_focus_exit();
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void _sinput(const Ref<InputEvent> &p_event);
void _update_freelook(real_t delta);
Node3DEditor *spatial_editor;
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Camera3D *previewing;
Camera3D *preview;
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bool previewing_cinema;
bool _is_node_locked(const Node *p_node);
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void _preview_exited_scene();
void _toggle_camera_preview(bool);
void _toggle_cinema_preview(bool);
void _init_gizmo_instance(int p_idx);
void _finish_gizmo_instances();
void _selection_result_pressed(int);
void _selection_menu_hide();
void _list_select(Ref<InputEventMouseButton> b);
Point2i _get_warped_mouse_motion(const Ref<InputEventMouseMotion> &p_ev_mouse_motion) const;
Vector3 _get_instance_position(const Point2 &p_pos) const;
static AABB _calculate_spatial_bounds(const Node3D *p_parent, bool p_exclude_top_level_transform = true);
Node *_sanitize_preview_node(Node *p_node) const;
void _create_preview(const Vector<String> &files) const;
void _remove_preview();
bool _cyclical_dependency_exists(const String &p_target_scene_path, Node *p_desired_node);
bool _create_instance(Node *parent, String &path, const Point2 &p_point);
void _perform_drop_data();
bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
void _project_settings_changed();
Transform3D _compute_transform(TransformMode p_mode, const Transform3D &p_original, const Transform3D &p_original_local, Vector3 p_motion, double p_extra, bool p_local, bool p_orthogonal);
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protected:
void _notification(int p_what);
static void _bind_methods();
public:
void update_surface() { surface->update(); }
void update_transform_gizmo_view();
void set_can_preview(Camera3D *p_preview);
void set_state(const Dictionary &p_state);
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Dictionary get_state() const;
void reset();
bool is_freelook_active() const { return freelook_active; }
void focus_selection();
void assign_pending_data_pointers(
Node3D *p_preview_node,
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AABB *p_preview_bounds,
AcceptDialog *p_accept);
SubViewport *get_viewport_node() { return viewport; }
Camera3D *get_camera_3d() { return camera; } // return the default camera object.
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Node3DEditorViewport(Node3DEditor *p_spatial_editor, EditorNode *p_editor, int p_index);
~Node3DEditorViewport();
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};
class Node3DEditorSelectedItem : public Object {
GDCLASS(Node3DEditorSelectedItem, Object);
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public:
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AABB aabb;
Transform3D original; // original location when moving
Transform3D original_local;
Transform3D last_xform; // last transform
bool last_xform_dirty;
Node3D *sp;
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RID sbox_instance;
RID sbox_instance_offset;
RID sbox_instance_xray;
RID sbox_instance_xray_offset;
Ref<EditorNode3DGizmo> gizmo;
Map<int, Transform3D> subgizmos; // map ID -> initial transform
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Node3DEditorSelectedItem() {
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sp = nullptr;
last_xform_dirty = true;
}
~Node3DEditorSelectedItem();
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};
class Node3DEditorViewportContainer : public Container {
GDCLASS(Node3DEditorViewportContainer, Container);
public:
enum View {
VIEW_USE_1_VIEWPORT,
VIEW_USE_2_VIEWPORTS,
VIEW_USE_2_VIEWPORTS_ALT,
VIEW_USE_3_VIEWPORTS,
VIEW_USE_3_VIEWPORTS_ALT,
VIEW_USE_4_VIEWPORTS,
};
private:
View view;
bool mouseover;
real_t ratio_h;
real_t ratio_v;
bool hovering_v;
bool hovering_h;
bool dragging_v;
bool dragging_h;
Vector2 drag_begin_pos;
Vector2 drag_begin_ratio;
virtual void gui_input(const Ref<InputEvent> &p_event) override;
protected:
void _notification(int p_what);
public:
void set_view(View p_view);
View get_view();
Node3DEditorViewportContainer();
};
class Node3DEditor : public VBoxContainer {
GDCLASS(Node3DEditor, VBoxContainer);
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public:
static const unsigned int VIEWPORTS_COUNT = 4;
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enum ToolMode {
TOOL_MODE_SELECT,
TOOL_MODE_MOVE,
TOOL_MODE_ROTATE,
TOOL_MODE_SCALE,
TOOL_MODE_LIST_SELECT,
TOOL_LOCK_SELECTED,
TOOL_UNLOCK_SELECTED,
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TOOL_GROUP_SELECTED,
TOOL_UNGROUP_SELECTED,
TOOL_MAX
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};
enum ToolOptions {
TOOL_OPT_LOCAL_COORDS,
TOOL_OPT_USE_SNAP,
TOOL_OPT_OVERRIDE_CAMERA,
TOOL_OPT_MAX
};
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private:
EditorNode *editor;
EditorSelection *editor_selection;
Node3DEditorViewportContainer *viewport_base;
Node3DEditorViewport *viewports[VIEWPORTS_COUNT];
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VSplitContainer *shader_split;
HSplitContainer *palette_split;
/////
ToolMode tool_mode;
RID origin;
RID origin_instance;
bool origin_enabled;
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RID grid[3];
RID grid_instance[3];
bool grid_visible[3]; //currently visible
bool grid_enable[3]; //should be always visible if true
bool grid_enabled;
bool grid_init_draw = false;
Camera3D::Projection grid_camera_last_update_perspective = Camera3D::PROJECTION_PERSPECTIVE;
Vector3 grid_camera_last_update_position = Vector3();
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Ref<ArrayMesh> move_gizmo[3], move_plane_gizmo[3], rotate_gizmo[4], scale_gizmo[3], scale_plane_gizmo[3];
Ref<StandardMaterial3D> gizmo_color[3];
Ref<StandardMaterial3D> plane_gizmo_color[3];
Ref<ShaderMaterial> rotate_gizmo_color[3];
Ref<StandardMaterial3D> gizmo_color_hl[3];
Ref<StandardMaterial3D> plane_gizmo_color_hl[3];
Ref<ShaderMaterial> rotate_gizmo_color_hl[3];
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Ref<Node3DGizmo> current_hover_gizmo;
int current_hover_gizmo_handle;
bool current_hover_gizmo_handle_secondary;
real_t snap_translate_value;
real_t snap_rotate_value;
real_t snap_scale_value;
Ref<ArrayMesh> selection_box_xray;
Ref<ArrayMesh> selection_box;
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RID indicators;
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RID indicators_instance;
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RID cursor_mesh;
RID cursor_instance;
Ref<StandardMaterial3D> indicator_mat;
Ref<ShaderMaterial> grid_mat[3];
Ref<StandardMaterial3D> cursor_material;
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// Scene drag and drop support
Node3D *preview_node;
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AABB preview_bounds;
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struct Gizmo {
bool visible = false;
real_t scale = 0;
Transform3D transform;
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} gizmo;
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enum MenuOption {
MENU_TOOL_SELECT,
MENU_TOOL_MOVE,
MENU_TOOL_ROTATE,
MENU_TOOL_SCALE,
MENU_TOOL_LIST_SELECT,
MENU_TOOL_LOCAL_COORDS,
MENU_TOOL_USE_SNAP,
MENU_TOOL_OVERRIDE_CAMERA,
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MENU_TRANSFORM_CONFIGURE_SNAP,
MENU_TRANSFORM_DIALOG,
MENU_VIEW_USE_1_VIEWPORT,
MENU_VIEW_USE_2_VIEWPORTS,
MENU_VIEW_USE_2_VIEWPORTS_ALT,
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MENU_VIEW_USE_3_VIEWPORTS,
MENU_VIEW_USE_3_VIEWPORTS_ALT,
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MENU_VIEW_USE_4_VIEWPORTS,
MENU_VIEW_ORIGIN,
MENU_VIEW_GRID,
MENU_VIEW_GIZMOS_3D_ICONS,
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MENU_VIEW_CAMERA_SETTINGS,
MENU_LOCK_SELECTED,
MENU_UNLOCK_SELECTED,
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MENU_GROUP_SELECTED,
MENU_UNGROUP_SELECTED,
MENU_SNAP_TO_FLOOR
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};
Button *tool_button[TOOL_MAX];
Button *tool_option_button[TOOL_OPT_MAX];
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MenuButton *transform_menu;
PopupMenu *gizmos_menu;
MenuButton *view_menu;
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AcceptDialog *accept;
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ConfirmationDialog *snap_dialog;
ConfirmationDialog *xform_dialog;
ConfirmationDialog *settings_dialog;
bool snap_enabled;
bool snap_key_enabled;
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LineEdit *snap_translate;
LineEdit *snap_rotate;
LineEdit *snap_scale;
LineEdit *xform_translate[3];
LineEdit *xform_rotate[3];
LineEdit *xform_scale[3];
OptionButton *xform_type;
VBoxContainer *settings_vbc;
SpinBox *settings_fov;
SpinBox *settings_znear;
SpinBox *settings_zfar;
void _snap_changed();
void _snap_update();
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void _xform_dialog_action();
void _menu_item_pressed(int p_option);
void _menu_item_toggled(bool pressed, int p_option);
void _menu_gizmo_toggled(int p_option);
void _update_camera_override_button(bool p_game_running);
void _update_camera_override_viewport(Object *p_viewport);
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HBoxContainer *hbc_menu;
// Used for secondary menu items which are displayed depending on the currently selected node
// (such as MeshInstance's "Mesh" menu).
PanelContainer *context_menu_container;
HBoxContainer *hbc_context_menu;
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void _generate_selection_boxes();
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UndoRedo *undo_redo;
int camera_override_viewport_id;
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void _init_indicators();
void _update_context_menu_stylebox();
void _update_gizmos_menu();
void _update_gizmos_menu_theme();
void _init_grid();
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void _finish_indicators();
void _finish_grid();
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void _toggle_maximize_view(Object *p_viewport);
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Node *custom_camera;
Object *_get_editor_data(Object *p_what);
Ref<Environment> viewport_environment;
Node3D *selected;
void _request_gizmo(Object *p_obj);
void _set_subgizmo_selection(Object *p_obj, Ref<Node3DGizmo> p_gizmo, int p_id, Transform3D p_transform = Transform3D());
void _clear_subgizmo_selection(Object *p_obj = nullptr);
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static Node3DEditor *singleton;
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void _node_added(Node *p_node);
void _node_removed(Node *p_node);
Vector<Ref<EditorNode3DGizmoPlugin>> gizmo_plugins_by_priority;
Vector<Ref<EditorNode3DGizmoPlugin>> gizmo_plugins_by_name;
void _register_all_gizmos();
void _selection_changed();
void _refresh_menu_icons();
// Preview Sun and Environment
uint32_t world_env_count = 0;
uint32_t directional_light_count = 0;
Button *sun_button;
Label *sun_state;
Label *sun_title;
VBoxContainer *sun_vb;
Popup *sun_environ_popup;
Control *sun_direction;
EditorSpinSlider *sun_angle_altitude;
EditorSpinSlider *sun_angle_azimuth;
ColorPickerButton *sun_color;
EditorSpinSlider *sun_energy;
EditorSpinSlider *sun_max_distance;
Button *sun_add_to_scene;
void _sun_direction_draw();
void _sun_direction_input(const Ref<InputEvent> &p_event);
void _sun_direction_angle_set();
Vector2 sun_rotation;
Ref<Shader> sun_direction_shader;
Ref<ShaderMaterial> sun_direction_material;
Button *environ_button;
Label *environ_state;
Label *environ_title;
VBoxContainer *environ_vb;
ColorPickerButton *environ_sky_color;
ColorPickerButton *environ_ground_color;
EditorSpinSlider *environ_energy;
Button *environ_ao_button;
Button *environ_glow_button;
Button *environ_tonemap_button;
Button *environ_gi_button;
Button *environ_add_to_scene;
Button *sun_environ_settings;
DirectionalLight3D *preview_sun;
WorldEnvironment *preview_environment;
Ref<Environment> environment;
Ref<ProceduralSkyMaterial> sky_material;
bool sun_environ_updating = false;
void _load_default_preview_settings();
void _update_preview_environment();
void _preview_settings_changed();
void _sun_environ_settings_pressed();
void _add_sun_to_scene(bool p_already_added_environment = false);
void _add_environment_to_scene(bool p_already_added_sun = false);
void _update_theme();
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protected:
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void _notification(int p_what);
//void _gui_input(InputEvent p_event);
virtual void unhandled_key_input(const Ref<InputEvent> &p_event) override;
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static void _bind_methods();
public:
static Node3DEditor *get_singleton() { return singleton; }
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Vector3 snap_point(Vector3 p_target, Vector3 p_start = Vector3(0, 0, 0)) const;
float get_znear() const { return settings_znear->get_value(); }
float get_zfar() const { return settings_zfar->get_value(); }
float get_fov() const { return settings_fov->get_value(); }
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Transform3D get_gizmo_transform() const { return gizmo.transform; }
bool is_gizmo_visible() const;
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ToolMode get_tool_mode() const { return tool_mode; }
bool are_local_coords_enabled() const { return tool_option_button[Node3DEditor::TOOL_OPT_LOCAL_COORDS]->is_pressed(); }
bool is_snap_enabled() const { return snap_enabled ^ snap_key_enabled; }
double get_translate_snap() const;
double get_rotate_snap() const;
double get_scale_snap() const;
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Ref<ArrayMesh> get_move_gizmo(int idx) const { return move_gizmo[idx]; }
Ref<ArrayMesh> get_move_plane_gizmo(int idx) const { return move_plane_gizmo[idx]; }
Ref<ArrayMesh> get_rotate_gizmo(int idx) const { return rotate_gizmo[idx]; }
Ref<ArrayMesh> get_scale_gizmo(int idx) const { return scale_gizmo[idx]; }
Ref<ArrayMesh> get_scale_plane_gizmo(int idx) const { return scale_plane_gizmo[idx]; }
void update_grid();
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void update_transform_gizmo();
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void update_all_gizmos(Node *p_node = nullptr);
void snap_selected_nodes_to_floor();
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void select_gizmo_highlight_axis(int p_axis);
void set_custom_camera(Node *p_camera) { custom_camera = p_camera; }
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void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; }
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Dictionary get_state() const;
void set_state(const Dictionary &p_state);
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Ref<Environment> get_viewport_environment() { return viewport_environment; }
UndoRedo *get_undo_redo() { return undo_redo; }
void add_control_to_menu_panel(Control *p_control);
void remove_control_from_menu_panel(Control *p_control);
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VSplitContainer *get_shader_split();
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HSplitContainer *get_palette_split();
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Node3D *get_single_selected_node() { return selected; }
bool is_current_selected_gizmo(const EditorNode3DGizmo *p_gizmo);
bool is_subgizmo_selected(int p_id);
Vector<int> get_subgizmo_selection();
Ref<EditorNode3DGizmo> get_current_hover_gizmo() const { return current_hover_gizmo; }
void set_current_hover_gizmo(Ref<EditorNode3DGizmo> p_gizmo) { current_hover_gizmo = p_gizmo; }
void set_current_hover_gizmo_handle(int p_id, bool p_secondary) {
current_hover_gizmo_handle = p_id;
current_hover_gizmo_handle_secondary = p_secondary;
}
int get_current_hover_gizmo_handle(bool &r_secondary) const {
r_secondary = current_hover_gizmo_handle_secondary;
return current_hover_gizmo_handle;
}
void set_can_preview(Camera3D *p_preview);
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Node3DEditorViewport *get_editor_viewport(int p_idx) {
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ERR_FAIL_INDEX_V(p_idx, static_cast<int>(VIEWPORTS_COUNT), nullptr);
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return viewports[p_idx];
}
void add_gizmo_plugin(Ref<EditorNode3DGizmoPlugin> p_plugin);
void remove_gizmo_plugin(Ref<EditorNode3DGizmoPlugin> p_plugin);
void edit(Node3D *p_spatial);
void clear();
Node3DEditor(EditorNode *p_editor);
~Node3DEditor();
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};
class Node3DEditorPlugin : public EditorPlugin {
GDCLASS(Node3DEditorPlugin, EditorPlugin);
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Node3DEditor *spatial_editor;
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EditorNode *editor;
public:
Node3DEditor *get_spatial_editor() { return spatial_editor; }
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virtual String get_name() const override { return "3D"; }
bool has_main_screen() const override { return true; }
virtual void make_visible(bool p_visible) override;
virtual void edit(Object *p_object) override;
virtual bool handles(Object *p_object) const override;
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virtual Dictionary get_state() const override;
virtual void set_state(const Dictionary &p_state) override;
virtual void clear() override { spatial_editor->clear(); }
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virtual void edited_scene_changed() override;
Node3DEditorPlugin(EditorNode *p_node);
~Node3DEditorPlugin();
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};
#endif // NODE_3D_EDITOR_PLUGIN_H