/**************************************************************************/ /* gpu_particles_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 "gpu_particles_3d_gizmo_plugin.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/gpu_particles_3d.h" GPUParticles3DGizmoPlugin::GPUParticles3DGizmoPlugin() { Color gizmo_color = EDITOR_DEF_RST("editors/3d_gizmos/gizmo_colors/particles", Color(0.8, 0.7, 0.4)); create_material("particles_material", gizmo_color); gizmo_color.a = MAX((gizmo_color.a - 0.2) * 0.02, 0.0); create_material("particles_solid_material", gizmo_color); create_icon_material("particles_icon", EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("GizmoGPUParticles3D"), EditorStringName(EditorIcons))); create_handle_material("handles"); } bool GPUParticles3DGizmoPlugin::has_gizmo(Node3D *p_spatial) { return Object::cast_to(p_spatial) != nullptr; } String GPUParticles3DGizmoPlugin::get_gizmo_name() const { return "GPUParticles3D"; } int GPUParticles3DGizmoPlugin::get_priority() const { return -1; } bool GPUParticles3DGizmoPlugin::is_selectable_when_hidden() const { return true; } String GPUParticles3DGizmoPlugin::get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const { switch (p_id) { case 0: return "Size X"; case 1: return "Size Y"; case 2: return "Size Z"; case 3: return "Pos X"; case 4: return "Pos Y"; case 5: return "Pos Z"; } return ""; } Variant GPUParticles3DGizmoPlugin::get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const { GPUParticles3D *particles = Object::cast_to(p_gizmo->get_node_3d()); return particles->get_visibility_aabb(); } void GPUParticles3DGizmoPlugin::set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, Camera3D *p_camera, const Point2 &p_point) { GPUParticles3D *particles = Object::cast_to(p_gizmo->get_node_3d()); Transform3D gt = particles->get_global_transform(); Transform3D gi = gt.affine_inverse(); bool move = p_id >= 3; p_id = p_id % 3; AABB aabb = particles->get_visibility_aabb(); Vector3 ray_from = p_camera->project_ray_origin(p_point); Vector3 ray_dir = p_camera->project_ray_normal(p_point); Vector3 sg[2] = { gi.xform(ray_from), gi.xform(ray_from + ray_dir * 4096) }; Vector3 ofs = aabb.get_center(); Vector3 axis; axis[p_id] = 1.0; if (move) { Vector3 ra, rb; Geometry3D::get_closest_points_between_segments(ofs - axis * 4096, ofs + axis * 4096, sg[0], sg[1], ra, rb); float d = ra[p_id]; if (Node3DEditor::get_singleton()->is_snap_enabled()) { d = Math::snapped(d, Node3DEditor::get_singleton()->get_translate_snap()); } aabb.position[p_id] = d - 1.0 - aabb.size[p_id] * 0.5; particles->set_visibility_aabb(aabb); } else { Vector3 ra, rb; Geometry3D::get_closest_points_between_segments(ofs, ofs + axis * 4096, sg[0], sg[1], ra, rb); float d = ra[p_id] - ofs[p_id]; if (Node3DEditor::get_singleton()->is_snap_enabled()) { d = Math::snapped(d, Node3DEditor::get_singleton()->get_translate_snap()); } if (d < 0.001) { d = 0.001; } //resize aabb.position[p_id] = (aabb.position[p_id] + aabb.size[p_id] * 0.5) - d; aabb.size[p_id] = d * 2; particles->set_visibility_aabb(aabb); } } void GPUParticles3DGizmoPlugin::commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel) { GPUParticles3D *particles = Object::cast_to(p_gizmo->get_node_3d()); if (p_cancel) { particles->set_visibility_aabb(p_restore); return; } EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); ur->create_action(TTR("Change Particles AABB")); ur->add_do_method(particles, "set_visibility_aabb", particles->get_visibility_aabb()); ur->add_undo_method(particles, "set_visibility_aabb", p_restore); ur->commit_action(); } void GPUParticles3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { p_gizmo->clear(); if (p_gizmo->is_selected()) { GPUParticles3D *particles = Object::cast_to(p_gizmo->get_node_3d()); Vector lines; AABB aabb = particles->get_visibility_aabb(); for (int i = 0; i < 12; i++) { Vector3 a, b; aabb.get_edge(i, a, b); lines.push_back(a); lines.push_back(b); } Vector handles; for (int i = 0; i < 3; i++) { Vector3 ax; ax[i] = aabb.position[i] + aabb.size[i]; ax[(i + 1) % 3] = aabb.position[(i + 1) % 3] + aabb.size[(i + 1) % 3] * 0.5; ax[(i + 2) % 3] = aabb.position[(i + 2) % 3] + aabb.size[(i + 2) % 3] * 0.5; handles.push_back(ax); } Vector3 center = aabb.get_center(); for (int i = 0; i < 3; i++) { Vector3 ax; ax[i] = 1.0; handles.push_back(center + ax); lines.push_back(center); lines.push_back(center + ax); } Ref material = get_material("particles_material", p_gizmo); p_gizmo->add_lines(lines, material); Ref solid_material = get_material("particles_solid_material", p_gizmo); p_gizmo->add_solid_box(solid_material, aabb.get_size(), aabb.get_center()); p_gizmo->add_handles(handles, get_material("handles")); } Ref icon = get_material("particles_icon", p_gizmo); p_gizmo->add_unscaled_billboard(icon, 0.05); }