/**************************************************************************/ /* camera_3d_gizmo_plugin.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ #include "camera_3d_gizmo_plugin.h" #include "core/config/project_settings.h" #include "editor/editor_node.h" #include "editor/editor_settings.h" #include "editor/editor_string_names.h" #include "editor/editor_undo_redo_manager.h" #include "editor/plugins/node_3d_editor_plugin.h" #include "scene/3d/camera_3d.h" Camera3DGizmoPlugin::Camera3DGizmoPlugin() { Color gizmo_color = EDITOR_DEF_RST("editors/3d_gizmos/gizmo_colors/camera", Color(0.8, 0.4, 0.8)); create_material("camera_material", gizmo_color); create_icon_material("camera_icon", EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("GizmoCamera3D"), EditorStringName(EditorIcons))); create_handle_material("handles"); } Size2i Camera3DGizmoPlugin::_get_viewport_size(Camera3D *p_camera) { Viewport *viewport = p_camera->get_viewport(); Window *window = Object::cast_to(viewport); if (window) { return window->get_size(); } SubViewport *sub_viewport = Object::cast_to(viewport); ERR_FAIL_NULL_V(sub_viewport, Size2i()); if (sub_viewport == EditorNode::get_singleton()->get_scene_root()) { return Size2(GLOBAL_GET("display/window/size/viewport_width"), GLOBAL_GET("display/window/size/viewport_height")); } return sub_viewport->get_size(); } bool Camera3DGizmoPlugin::has_gizmo(Node3D *p_spatial) { return Object::cast_to(p_spatial) != nullptr; } String Camera3DGizmoPlugin::get_gizmo_name() const { return "Camera3D"; } int Camera3DGizmoPlugin::get_priority() const { return -1; } String Camera3DGizmoPlugin::get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const { Camera3D *camera = Object::cast_to(p_gizmo->get_node_3d()); if (camera->get_projection() == Camera3D::PROJECTION_PERSPECTIVE) { return "FOV"; } else { return "Size"; } } Variant Camera3DGizmoPlugin::get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const { Camera3D *camera = Object::cast_to(p_gizmo->get_node_3d()); if (camera->get_projection() == Camera3D::PROJECTION_PERSPECTIVE) { return camera->get_fov(); } else { return camera->get_size(); } } void Camera3DGizmoPlugin::set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, Camera3D *p_camera, const Point2 &p_point) { Camera3D *camera = Object::cast_to(p_gizmo->get_node_3d()); Transform3D gt = camera->get_global_transform(); Transform3D gi = gt.affine_inverse(); Vector3 ray_from = p_camera->project_ray_origin(p_point); Vector3 ray_dir = p_camera->project_ray_normal(p_point); Vector3 s[2] = { gi.xform(ray_from), gi.xform(ray_from + ray_dir * 4096) }; if (camera->get_projection() == Camera3D::PROJECTION_PERSPECTIVE) { Transform3D gt2 = camera->get_global_transform(); float a = _find_closest_angle_to_half_pi_arc(s[0], s[1], 1.0, gt2); camera->set("fov", CLAMP(a * 2.0, 1, 179)); } else { Camera3D::KeepAspect aspect = camera->get_keep_aspect_mode(); Vector3 far = aspect == Camera3D::KeepAspect::KEEP_WIDTH ? Vector3(4096, 0, -1) : Vector3(0, 4096, -1); Vector3 ra, rb; Geometry3D::get_closest_points_between_segments(Vector3(0, 0, -1), far, s[0], s[1], ra, rb); float d = aspect == Camera3D::KeepAspect::KEEP_WIDTH ? ra.x * 2 : ra.y * 2; if (Node3DEditor::get_singleton()->is_snap_enabled()) { d = Math::snapped(d, Node3DEditor::get_singleton()->get_translate_snap()); } d = CLAMP(d, 0.1, 16384); camera->set("size", d); } } void Camera3DGizmoPlugin::commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel) { Camera3D *camera = Object::cast_to(p_gizmo->get_node_3d()); if (camera->get_projection() == Camera3D::PROJECTION_PERSPECTIVE) { if (p_cancel) { camera->set("fov", p_restore); } else { EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); ur->create_action(TTR("Change Camera FOV")); ur->add_do_property(camera, "fov", camera->get_fov()); ur->add_undo_property(camera, "fov", p_restore); ur->commit_action(); } } else { if (p_cancel) { camera->set("size", p_restore); } else { EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); ur->create_action(TTR("Change Camera Size")); ur->add_do_property(camera, "size", camera->get_size()); ur->add_undo_property(camera, "size", p_restore); ur->commit_action(); } } } void Camera3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { Camera3D *camera = Object::cast_to(p_gizmo->get_node_3d()); p_gizmo->clear(); Vector lines; Vector handles; Ref material = get_material("camera_material", p_gizmo); Ref icon = get_material("camera_icon", p_gizmo); const Size2i viewport_size = _get_viewport_size(camera); const real_t viewport_aspect = viewport_size.x > 0 && viewport_size.y > 0 ? viewport_size.aspect() : 1.0; const Size2 size_factor = viewport_aspect > 1.0 ? Size2(1.0, 1.0 / viewport_aspect) : Size2(viewport_aspect, 1.0); #define ADD_TRIANGLE(m_a, m_b, m_c) \ { \ lines.push_back(m_a); \ lines.push_back(m_b); \ lines.push_back(m_b); \ lines.push_back(m_c); \ lines.push_back(m_c); \ lines.push_back(m_a); \ } #define ADD_QUAD(m_a, m_b, m_c, m_d) \ { \ lines.push_back(m_a); \ lines.push_back(m_b); \ lines.push_back(m_b); \ lines.push_back(m_c); \ lines.push_back(m_c); \ lines.push_back(m_d); \ lines.push_back(m_d); \ lines.push_back(m_a); \ } switch (camera->get_projection()) { case Camera3D::PROJECTION_PERSPECTIVE: { // The real FOV is halved for accurate representation float fov = camera->get_fov() / 2.0; const float hsize = Math::sin(Math::deg_to_rad(fov)); const float depth = -Math::cos(Math::deg_to_rad(fov)); Vector3 side = Vector3(hsize * size_factor.x, 0, depth); Vector3 nside = Vector3(-side.x, side.y, side.z); Vector3 up = Vector3(0, hsize * size_factor.y, 0); ADD_TRIANGLE(Vector3(), side + up, side - up); ADD_TRIANGLE(Vector3(), nside + up, nside - up); ADD_TRIANGLE(Vector3(), side + up, nside + up); ADD_TRIANGLE(Vector3(), side - up, nside - up); handles.push_back(side); side.x = MIN(side.x, hsize * 0.25); nside.x = -side.x; Vector3 tup(0, up.y + hsize / 2, side.z); ADD_TRIANGLE(tup, side + up, nside + up); } break; case Camera3D::PROJECTION_ORTHOGONAL: { Camera3D::KeepAspect aspect = camera->get_keep_aspect_mode(); float size = camera->get_size(); float keep_size = size * 0.5; Vector3 right, up; Vector3 back(0, 0, -1.0); Vector3 front(0, 0, 0); if (aspect == Camera3D::KeepAspect::KEEP_WIDTH) { right = Vector3(keep_size, 0, 0); up = Vector3(0, keep_size / viewport_aspect, 0); handles.push_back(right + back); } else { right = Vector3(keep_size * viewport_aspect, 0, 0); up = Vector3(0, keep_size, 0); handles.push_back(up + back); } ADD_QUAD(-up - right, -up + right, up + right, up - right); ADD_QUAD(-up - right + back, -up + right + back, up + right + back, up - right + back); ADD_QUAD(up + right, up + right + back, up - right + back, up - right); ADD_QUAD(-up + right, -up + right + back, -up - right + back, -up - right); right.x = MIN(right.x, keep_size * 0.25); Vector3 tup(0, up.y + keep_size / 2, back.z); ADD_TRIANGLE(tup, right + up + back, -right + up + back); } break; case Camera3D::PROJECTION_FRUSTUM: { float hsize = camera->get_size() / 2.0; Vector3 side = Vector3(hsize, 0, -camera->get_near()).normalized(); side.x *= size_factor.x; Vector3 nside = Vector3(-side.x, side.y, side.z); Vector3 up = Vector3(0, hsize * size_factor.y, 0); Vector3 offset = Vector3(camera->get_frustum_offset().x, camera->get_frustum_offset().y, 0.0); ADD_TRIANGLE(Vector3(), side + up + offset, side - up + offset); ADD_TRIANGLE(Vector3(), nside + up + offset, nside - up + offset); ADD_TRIANGLE(Vector3(), side + up + offset, nside + up + offset); ADD_TRIANGLE(Vector3(), side - up + offset, nside - up + offset); side.x = MIN(side.x, hsize * 0.25); nside.x = -side.x; Vector3 tup(0, up.y + hsize / 2, side.z); ADD_TRIANGLE(tup + offset, side + up + offset, nside + up + offset); } break; } #undef ADD_TRIANGLE #undef ADD_QUAD p_gizmo->add_lines(lines, material); p_gizmo->add_unscaled_billboard(icon, 0.05); p_gizmo->add_collision_segments(lines); if (!handles.is_empty()) { p_gizmo->add_handles(handles, get_material("handles")); } } float Camera3DGizmoPlugin::_find_closest_angle_to_half_pi_arc(const Vector3 &p_from, const Vector3 &p_to, float p_arc_radius, const Transform3D &p_arc_xform) { //bleh, discrete is simpler static const int arc_test_points = 64; float min_d = 1e20; Vector3 min_p; for (int i = 0; i < arc_test_points; i++) { float a = i * Math_PI * 0.5 / arc_test_points; float an = (i + 1) * Math_PI * 0.5 / arc_test_points; Vector3 p = Vector3(Math::cos(a), 0, -Math::sin(a)) * p_arc_radius; Vector3 n = Vector3(Math::cos(an), 0, -Math::sin(an)) * p_arc_radius; Vector3 ra, rb; Geometry3D::get_closest_points_between_segments(p, n, p_from, p_to, ra, rb); float d = ra.distance_to(rb); if (d < min_d) { min_d = d; min_p = ra; } } //min_p = p_arc_xform.affine_inverse().xform(min_p); float a = (Math_PI * 0.5) - Vector2(min_p.x, -min_p.z).angle(); return Math::rad_to_deg(a); }