/**************************************************************************/ /* node_3d_editor_plugin.h */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #ifndef NODE_3D_EDITOR_PLUGIN_H #define NODE_3D_EDITOR_PLUGIN_H #include "editor/editor_plugin.h" #include "editor/editor_scale.h" #include "editor/plugins/node_3d_editor_gizmos.h" #include "scene/gui/box_container.h" #include "scene/gui/button.h" #include "scene/gui/spin_box.h" class AcceptDialog; class CheckBox; class ColorPickerButton; class ConfirmationDialog; class DirectionalLight3D; class EditorData; class EditorSelection; class EditorSpinSlider; class HSplitContainer; class LineEdit; class MenuButton; class Node3DEditor; class Node3DEditorViewport; class OptionButton; class PanelContainer; class ProceduralSkyMaterial; class SubViewport; class SubViewportContainer; class VSeparator; class VSplitContainer; class ViewportNavigationControl; class WorldEnvironment; 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; Vector axis_colors; Vector axis_menu_options; Vector2i orbiting_mouse_start; int orbiting_index = -1; int focused_axis = -2; const float AXIS_CIRCLE_RADIUS = 8.0f * EDSCALE; protected: void _notification(int p_what); virtual void gui_input(const Ref &p_event) override; void _draw(); void _draw_axis(const Axis2D &p_axis); void _get_sorted_axis(Vector &r_axis); void _update_focus(); void _on_mouse_exited(); void _process_click(int p_index, Vector2 p_position, bool p_pressed); void _process_drag(Ref p_event, int p_index, Vector2 p_position, Vector2 p_relative_position); public: void set_viewport(Node3DEditorViewport *p_viewport); }; class Node3DEditorViewport : public Control { GDCLASS(Node3DEditorViewport, Control); friend class Node3DEditor; friend class ViewportNavigationControl; friend class ViewportRotationControl; enum { VIEW_TOP, VIEW_BOTTOM, VIEW_LEFT, VIEW_RIGHT, VIEW_FRONT, VIEW_REAR, VIEW_CENTER_TO_ORIGIN, VIEW_CENTER_TO_SELECTION, VIEW_ALIGN_TRANSFORM_WITH_VIEW, VIEW_ALIGN_ROTATION_WITH_VIEW, VIEW_PERSPECTIVE, VIEW_ENVIRONMENT, VIEW_ORTHOGONAL, VIEW_SWITCH_PERSPECTIVE_ORTHOGONAL, VIEW_HALF_RESOLUTION, VIEW_AUDIO_LISTENER, VIEW_AUDIO_DOPPLER, VIEW_GIZMOS, VIEW_INFORMATION, VIEW_FRAME_TIME, // < Keep in sync with menu. VIEW_DISPLAY_NORMAL, VIEW_DISPLAY_WIREFRAME, VIEW_DISPLAY_OVERDRAW, VIEW_DISPLAY_LIGHTING, VIEW_DISPLAY_UNSHADED, VIEW_DISPLAY_ADVANCED, // Advanced menu: VIEW_DISPLAY_DEBUG_PSSM_SPLITS, VIEW_DISPLAY_NORMAL_BUFFER, VIEW_DISPLAY_DEBUG_SHADOW_ATLAS, VIEW_DISPLAY_DEBUG_DIRECTIONAL_SHADOW_ATLAS, VIEW_DISPLAY_DEBUG_DECAL_ATLAS, VIEW_DISPLAY_DEBUG_VOXEL_GI_ALBEDO, VIEW_DISPLAY_DEBUG_VOXEL_GI_LIGHTING, VIEW_DISPLAY_DEBUG_VOXEL_GI_EMISSION, VIEW_DISPLAY_DEBUG_SDFGI, VIEW_DISPLAY_DEBUG_SDFGI_PROBES, VIEW_DISPLAY_DEBUG_SCENE_LUMINANCE, VIEW_DISPLAY_DEBUG_SSAO, VIEW_DISPLAY_DEBUG_SSIL, 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_DISPLAY_MOTION_VECTORS, VIEW_DISPLAY_INTERNAL_BUFFER, VIEW_DISPLAY_MAX, // > Keep in sync with menu. VIEW_LOCK_ROTATION, VIEW_CINEMATIC_PREVIEW, VIEW_AUTO_ORTHOGONAL, VIEW_MAX }; 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; void _menu_option(int p_option); void _set_auto_orthogonal(); Node3D *preview_node = nullptr; bool update_preview_node = false; Point2 preview_node_viewport_pos; Vector3 preview_node_pos; AABB *preview_bounds = nullptr; Vector selected_files; AcceptDialog *accept = nullptr; Node *target_node = nullptr; Point2 drop_pos; EditorSelection *editor_selection = nullptr; CheckBox *preview_camera = nullptr; SubViewportContainer *subviewport_container = nullptr; MenuButton *view_menu = nullptr; PopupMenu *display_submenu = nullptr; Control *surface = nullptr; SubViewport *viewport = nullptr; Camera3D *camera = nullptr; bool transforming = false; bool orthogonal; bool auto_orthogonal; bool lock_rotation; real_t gizmo_scale; bool freelook_active; real_t freelook_speed; Vector2 previous_mouse_position; Label *info_label = nullptr; Label *cinema_label = nullptr; Label *locked_label = nullptr; Label *zoom_limit_label = nullptr; Label *preview_material_label = nullptr; Label *preview_material_label_desc = nullptr; VBoxContainer *top_right_vbox = nullptr; VBoxContainer *bottom_center_vbox = nullptr; ViewportNavigationControl *position_control = nullptr; ViewportNavigationControl *look_control = nullptr; ViewportRotationControl *rotation_control = nullptr; Gradient *frame_time_gradient = nullptr; Label *cpu_time_label = nullptr; Label *gpu_time_label = nullptr; Label *fps_label = nullptr; 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); void _clear_selected(); void _select_clicked(bool p_allow_locked); ObjectID _select_ray(const Point2 &p_pos) const; 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; int get_selected_count() const; void cancel_transform(); void _update_shrink(); Vector3 _get_camera_position() const; Vector3 _get_camera_normal() const; Vector3 _get_screen_to_space(const Vector3 &p_vector3); 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); void _nav_pan(Ref p_event, const Vector2 &p_relative); void _nav_zoom(Ref p_event, const Vector2 &p_relative); void _nav_orbit(Ref p_event, const Vector2 &p_relative); void _nav_look(Ref p_event, const Vector2 &p_relative); float get_znear() const; float get_zfar() const; float get_fov() const; ObjectID clicked; ObjectID material_target; Vector<_RayResult> selection_results; Vector<_RayResult> selection_results_menu; bool clicked_wants_append = false; bool selection_in_progress = false; PopupMenu *selection_menu = nullptr; enum NavigationZoomStyle { NAVIGATION_ZOOM_VERTICAL, NAVIGATION_ZOOM_HORIZONTAL }; enum NavigationMode { NAVIGATION_NONE, NAVIGATION_PAN, NAVIGATION_ZOOM, NAVIGATION_ORBIT, NAVIGATION_LOOK, NAVIGATION_MOVE }; 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, }; struct EditData { TransformMode mode; TransformPlane plane; Transform3D original; Vector3 click_ray; Vector3 click_ray_pos; Vector3 center; Point2 mouse_pos; Point2 original_mouse_pos; bool snap = false; bool show_rotation_line = false; Ref gizmo; int gizmo_handle = 0; bool gizmo_handle_secondary = false; Variant gizmo_initial_value; bool original_local; bool instant; // Numeric blender-style transforms (e.g. 'g5x'). // numeric_input tracks the current input value, e.g. 1.23. // numeric_negate indicates whether '-' has been pressed to negate the value // while numeric_next_decimal is 0, numbers are input before the decimal point // after pressing '.', numeric next decimal changes to -1, and decrements after each press. double numeric_input = 0.0; bool numeric_negate = false; int numeric_next_decimal = 0; } _edit; struct Cursor { Vector3 pos; real_t x_rot, y_rot, distance, fov_scale; Vector3 eye_pos; // Used in freelook mode bool region_select; Point2 region_begin, region_end; 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) 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], axis_gizmo_instance[3]; String last_message; String message; double message_time; void set_message(String p_message, float p_time = 5); void _view_settings_confirmed(real_t p_interp_delta); void _update_camera(real_t p_interp_delta); void _update_navigation_controls_visibility(); Transform3D to_camera_transform(const Cursor &p_cursor) const; void _draw(); void _surface_mouse_enter(); void _surface_mouse_exit(); void _surface_focus_enter(); void _surface_focus_exit(); void input(const Ref &p_event) override; void _sinput(const Ref &p_event); void _update_freelook(real_t delta); Node3DEditor *spatial_editor = nullptr; Camera3D *previewing = nullptr; Camera3D *preview = nullptr; bool previewing_camera = false; bool previewing_cinema = false; bool _is_node_locked(const Node *p_node); 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 b); Point2i _get_warped_mouse_motion(const Ref &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_node(const Vector &files) const; void _remove_preview_node(); bool _apply_preview_material(ObjectID p_target, const Point2 &p_point) const; void _reset_preview_material() const; void _remove_preview_material(); 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); 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); void begin_transform(TransformMode p_mode, bool instant); void commit_transform(); void apply_transform(Vector3 p_motion, double p_snap); void update_transform(bool p_shift); void update_transform_numeric(); void finish_transform(); void register_shortcut_action(const String &p_path, const String &p_name, Key p_keycode, bool p_physical = false); void shortcut_changed_callback(const Ref p_shortcut, const String &p_shortcut_path); void _set_lock_view_rotation(bool p_lock_rotation); protected: void _notification(int p_what); static void _bind_methods(); public: void update_surface() { surface->queue_redraw(); } void update_transform_gizmo_view(); void set_can_preview(Camera3D *p_preview); void set_state(const Dictionary &p_state); 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, AABB *p_preview_bounds, AcceptDialog *p_accept); SubViewport *get_viewport_node() { return viewport; } Camera3D *get_camera_3d() { return camera; } // return the default camera object. Node3DEditorViewport(Node3DEditor *p_spatial_editor, int p_index); ~Node3DEditorViewport(); }; class Node3DEditorSelectedItem : public Object { GDCLASS(Node3DEditorSelectedItem, Object); public: AABB aabb; Transform3D original; // original location when moving Transform3D original_local; Transform3D last_xform; // last transform bool last_xform_dirty; Node3D *sp = nullptr; RID sbox_instance; RID sbox_instance_offset; RID sbox_instance_xray; RID sbox_instance_xray_offset; Ref gizmo; HashMap subgizmos; // map ID -> initial transform Node3DEditorSelectedItem() { sp = nullptr; last_xform_dirty = true; } ~Node3DEditorSelectedItem(); }; 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 &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); public: static const unsigned int VIEWPORTS_COUNT = 4; enum ToolMode { TOOL_MODE_SELECT, TOOL_MODE_MOVE, TOOL_MODE_ROTATE, TOOL_MODE_SCALE, TOOL_MODE_LIST_SELECT, TOOL_LOCK_SELECTED, TOOL_UNLOCK_SELECTED, TOOL_GROUP_SELECTED, TOOL_UNGROUP_SELECTED, TOOL_MAX }; enum ToolOptions { TOOL_OPT_LOCAL_COORDS, TOOL_OPT_USE_SNAP, TOOL_OPT_OVERRIDE_CAMERA, TOOL_OPT_MAX }; private: EditorSelection *editor_selection = nullptr; Node3DEditorViewportContainer *viewport_base = nullptr; Node3DEditorViewport *viewports[VIEWPORTS_COUNT]; VSplitContainer *shader_split = nullptr; HSplitContainer *left_panel_split = nullptr; HSplitContainer *right_panel_split = nullptr; ///// ToolMode tool_mode; RID origin; RID origin_instance; bool origin_enabled = false; RID grid[3]; RID grid_instance[3]; bool grid_visible[3] = { false, false, false }; //currently visible bool grid_enable[3] = { false, false, false }; //should be always visible if true bool grid_enabled = false; bool grid_init_draw = false; Camera3D::ProjectionType grid_camera_last_update_perspective = Camera3D::PROJECTION_PERSPECTIVE; Vector3 grid_camera_last_update_position; Ref move_gizmo[3], move_plane_gizmo[3], rotate_gizmo[4], scale_gizmo[3], scale_plane_gizmo[3], axis_gizmo[3]; Ref gizmo_color[3]; Ref plane_gizmo_color[3]; Ref rotate_gizmo_color[3]; Ref gizmo_color_hl[3]; Ref plane_gizmo_color_hl[3]; Ref rotate_gizmo_color_hl[3]; Ref 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 selection_box_xray; Ref selection_box; RID indicators; RID indicators_instance; RID cursor_mesh; RID cursor_instance; Ref indicator_mat; Ref grid_mat[3]; Ref cursor_material; // Scene drag and drop support Node3D *preview_node = nullptr; AABB preview_bounds; Ref preview_material; Ref preview_reset_material; ObjectID preview_material_target; int preview_material_surface = -1; struct Gizmo { bool visible = false; real_t scale = 0; Transform3D transform; } gizmo; 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, MENU_TRANSFORM_CONFIGURE_SNAP, MENU_TRANSFORM_DIALOG, MENU_VIEW_USE_1_VIEWPORT, MENU_VIEW_USE_2_VIEWPORTS, MENU_VIEW_USE_2_VIEWPORTS_ALT, MENU_VIEW_USE_3_VIEWPORTS, MENU_VIEW_USE_3_VIEWPORTS_ALT, MENU_VIEW_USE_4_VIEWPORTS, MENU_VIEW_ORIGIN, MENU_VIEW_GRID, MENU_VIEW_GIZMOS_3D_ICONS, MENU_VIEW_CAMERA_SETTINGS, MENU_LOCK_SELECTED, MENU_UNLOCK_SELECTED, MENU_GROUP_SELECTED, MENU_UNGROUP_SELECTED, MENU_SNAP_TO_FLOOR }; Button *tool_button[TOOL_MAX]; Button *tool_option_button[TOOL_OPT_MAX]; MenuButton *transform_menu = nullptr; PopupMenu *gizmos_menu = nullptr; MenuButton *view_menu = nullptr; AcceptDialog *accept = nullptr; ConfirmationDialog *snap_dialog = nullptr; ConfirmationDialog *xform_dialog = nullptr; ConfirmationDialog *settings_dialog = nullptr; bool snap_enabled; bool snap_key_enabled; LineEdit *snap_translate = nullptr; LineEdit *snap_rotate = nullptr; LineEdit *snap_scale = nullptr; LineEdit *xform_translate[3]; LineEdit *xform_rotate[3]; LineEdit *xform_scale[3]; OptionButton *xform_type = nullptr; VBoxContainer *settings_vbc = nullptr; SpinBox *settings_fov = nullptr; SpinBox *settings_znear = nullptr; SpinBox *settings_zfar = nullptr; void _snap_changed(); void _snap_update(); 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); // Used for secondary menu items which are displayed depending on the currently selected node // (such as MeshInstance's "Mesh" menu). PanelContainer *context_toolbar_panel = nullptr; HBoxContainer *context_toolbar_hbox = nullptr; HashMap context_toolbar_separators; void _update_context_toolbar(); void _generate_selection_boxes(); int camera_override_viewport_id; void _init_indicators(); void _update_gizmos_menu(); void _update_gizmos_menu_theme(); void _init_grid(); void _finish_indicators(); void _finish_grid(); void _toggle_maximize_view(Object *p_viewport); Node *custom_camera = nullptr; Object *_get_editor_data(Object *p_what); Ref viewport_environment; Node3D *selected = nullptr; void _request_gizmo(Object *p_obj); void _request_gizmo_for_id(ObjectID p_id); void _set_subgizmo_selection(Object *p_obj, Ref p_gizmo, int p_id, Transform3D p_transform = Transform3D()); void _clear_subgizmo_selection(Object *p_obj = nullptr); static Node3DEditor *singleton; void _node_added(Node *p_node); void _node_removed(Node *p_node); Vector> gizmo_plugins_by_priority; Vector> gizmo_plugins_by_name; void _register_all_gizmos(); void _selection_changed(); void _refresh_menu_icons(); bool do_snap_selected_nodes_to_floor = false; void _snap_selected_nodes_to_floor(); // Preview Sun and Environment uint32_t world_env_count = 0; uint32_t directional_light_count = 0; Button *sun_button = nullptr; Label *sun_state = nullptr; Label *sun_title = nullptr; VBoxContainer *sun_vb = nullptr; Popup *sun_environ_popup = nullptr; Control *sun_direction = nullptr; EditorSpinSlider *sun_angle_altitude = nullptr; EditorSpinSlider *sun_angle_azimuth = nullptr; ColorPickerButton *sun_color = nullptr; EditorSpinSlider *sun_energy = nullptr; EditorSpinSlider *sun_max_distance = nullptr; Button *sun_add_to_scene = nullptr; void _sun_direction_draw(); void _sun_direction_input(const Ref &p_event); void _sun_direction_angle_set(); Vector2 sun_rotation; Ref sun_direction_shader; Ref sun_direction_material; Button *environ_button = nullptr; Label *environ_state = nullptr; Label *environ_title = nullptr; VBoxContainer *environ_vb = nullptr; ColorPickerButton *environ_sky_color = nullptr; ColorPickerButton *environ_ground_color = nullptr; EditorSpinSlider *environ_energy = nullptr; Button *environ_ao_button = nullptr; Button *environ_glow_button = nullptr; Button *environ_tonemap_button = nullptr; Button *environ_gi_button = nullptr; Button *environ_add_to_scene = nullptr; Button *sun_environ_settings = nullptr; DirectionalLight3D *preview_sun = nullptr; bool preview_sun_dangling = false; WorldEnvironment *preview_environment = nullptr; bool preview_env_dangling = false; Ref environment; Ref camera_attributes; Ref 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(); protected: void _notification(int p_what); //void _gui_input(InputEvent p_event); virtual void shortcut_input(const Ref &p_event) override; static void _bind_methods(); public: static Node3DEditor *get_singleton() { return singleton; } 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(); } Transform3D get_gizmo_transform() const { return gizmo.transform; } bool is_gizmo_visible() const; 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(); } void set_local_coords_enabled(bool on) const { tool_option_button[Node3DEditor::TOOL_OPT_LOCAL_COORDS]->set_pressed(on); } bool is_snap_enabled() const { return snap_enabled ^ snap_key_enabled; } real_t get_translate_snap() const; real_t get_rotate_snap() const; real_t get_scale_snap() const; Ref get_move_gizmo(int idx) const { return move_gizmo[idx]; } Ref get_axis_gizmo(int idx) const { return axis_gizmo[idx]; } Ref get_move_plane_gizmo(int idx) const { return move_plane_gizmo[idx]; } Ref get_rotate_gizmo(int idx) const { return rotate_gizmo[idx]; } Ref get_scale_gizmo(int idx) const { return scale_gizmo[idx]; } Ref get_scale_plane_gizmo(int idx) const { return scale_plane_gizmo[idx]; } void update_grid(); void update_transform_gizmo(); void update_all_gizmos(Node *p_node = nullptr); void snap_selected_nodes_to_floor(); void select_gizmo_highlight_axis(int p_axis); void set_custom_camera(Node *p_camera) { custom_camera = p_camera; } Dictionary get_state() const; void set_state(const Dictionary &p_state); Ref get_viewport_environment() { return viewport_environment; } void add_control_to_menu_panel(Control *p_control); void remove_control_from_menu_panel(Control *p_control); void add_control_to_left_panel(Control *p_control); void remove_control_from_left_panel(Control *p_control); void add_control_to_right_panel(Control *p_control); void remove_control_from_right_panel(Control *p_control); void move_control_to_left_panel(Control *p_control); void move_control_to_right_panel(Control *p_control); VSplitContainer *get_shader_split(); Node3D *get_single_selected_node() { return selected; } bool is_current_selected_gizmo(const EditorNode3DGizmo *p_gizmo); bool is_subgizmo_selected(int p_id); Vector get_subgizmo_selection(); Ref get_current_hover_gizmo() const { return current_hover_gizmo; } void set_current_hover_gizmo(Ref 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); void set_preview_material(Ref p_material) { preview_material = p_material; } Ref get_preview_material() { return preview_material; } void set_preview_reset_material(Ref p_material) { preview_reset_material = p_material; } Ref get_preview_reset_material() const { return preview_reset_material; } void set_preview_material_target(ObjectID p_object_id) { preview_material_target = p_object_id; } ObjectID get_preview_material_target() const { return preview_material_target; } void set_preview_material_surface(int p_surface) { preview_material_surface = p_surface; } int get_preview_material_surface() const { return preview_material_surface; } Node3DEditorViewport *get_editor_viewport(int p_idx) { ERR_FAIL_INDEX_V(p_idx, static_cast(VIEWPORTS_COUNT), nullptr); return viewports[p_idx]; } void add_gizmo_plugin(Ref p_plugin); void remove_gizmo_plugin(Ref p_plugin); void edit(Node3D *p_spatial); void clear(); Node3DEditor(); ~Node3DEditor(); }; class Node3DEditorPlugin : public EditorPlugin { GDCLASS(Node3DEditorPlugin, EditorPlugin); Node3DEditor *spatial_editor = nullptr; public: Node3DEditor *get_spatial_editor() { return spatial_editor; } 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; virtual Dictionary get_state() const override; virtual void set_state(const Dictionary &p_state) override; virtual void clear() override { spatial_editor->clear(); } virtual void edited_scene_changed() override; Node3DEditorPlugin(); ~Node3DEditorPlugin(); }; class ViewportNavigationControl : public Control { GDCLASS(ViewportNavigationControl, Control); Node3DEditorViewport *viewport = nullptr; Vector2i focused_mouse_start; Vector2 focused_pos; bool hovered = false; int focused_index = -1; Node3DEditorViewport::NavigationMode nav_mode = Node3DEditorViewport::NavigationMode::NAVIGATION_NONE; const float AXIS_CIRCLE_RADIUS = 30.0f * EDSCALE; protected: void _notification(int p_what); virtual void gui_input(const Ref &p_event) override; void _draw(); void _on_mouse_entered(); void _on_mouse_exited(); void _process_click(int p_index, Vector2 p_position, bool p_pressed); void _process_drag(int p_index, Vector2 p_position, Vector2 p_relative_position); void _update_navigation(); public: void set_navigation_mode(Node3DEditorViewport::NavigationMode p_nav_mode); void set_viewport(Node3DEditorViewport *p_viewport); }; #endif // NODE_3D_EDITOR_PLUGIN_H