/**************************************************************************/ /* voxel_gi_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 "voxel_gi_gizmo_plugin.h" #include "editor/editor_settings.h" #include "editor/editor_undo_redo_manager.h" #include "editor/plugins/node_3d_editor_plugin.h" #include "scene/3d/voxel_gi.h" VoxelGIGizmoPlugin::VoxelGIGizmoPlugin() { Color gizmo_color = EDITOR_DEF("editors/3d_gizmos/gizmo_colors/voxel_gi", Color(0.5, 1, 0.6)); create_material("voxel_gi_material", gizmo_color); // This gizmo draws a lot of lines. Use a low opacity to make it not too intrusive. gizmo_color.a = 0.1; create_material("voxel_gi_internal_material", gizmo_color); gizmo_color.a = 0.05; create_material("voxel_gi_solid_material", gizmo_color); create_icon_material("voxel_gi_icon", Node3DEditor::get_singleton()->get_theme_icon(SNAME("GizmoVoxelGI"), SNAME("EditorIcons"))); create_handle_material("handles"); } bool VoxelGIGizmoPlugin::has_gizmo(Node3D *p_spatial) { return Object::cast_to(p_spatial) != nullptr; } String VoxelGIGizmoPlugin::get_gizmo_name() const { return "VoxelGI"; } int VoxelGIGizmoPlugin::get_priority() const { return -1; } String VoxelGIGizmoPlugin::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"; } return ""; } Variant VoxelGIGizmoPlugin::get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const { VoxelGI *probe = Object::cast_to(p_gizmo->get_node_3d()); return probe->get_size(); } void VoxelGIGizmoPlugin::set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, Camera3D *p_camera, const Point2 &p_point) { VoxelGI *probe = Object::cast_to(p_gizmo->get_node_3d()); Transform3D gt = probe->get_global_transform(); Transform3D gi = gt.affine_inverse(); Vector3 size = probe->get_size(); 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 * 16384) }; Vector3 axis; axis[p_id] = 1.0; Vector3 ra, rb; Geometry3D::get_closest_points_between_segments(Vector3(), axis * 16384, sg[0], sg[1], ra, rb); float d = ra[p_id] * 2; if (Node3DEditor::get_singleton()->is_snap_enabled()) { d = Math::snapped(d, Node3DEditor::get_singleton()->get_translate_snap()); } if (d < 0.001) { d = 0.001; } size[p_id] = d; probe->set_size(size); } void VoxelGIGizmoPlugin::commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel) { VoxelGI *probe = Object::cast_to(p_gizmo->get_node_3d()); Vector3 restore = p_restore; if (p_cancel) { probe->set_size(restore); return; } EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); ur->create_action(TTR("Change Probe Size")); ur->add_do_method(probe, "set_size", probe->get_size()); ur->add_undo_method(probe, "set_size", restore); ur->commit_action(); } void VoxelGIGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { VoxelGI *probe = Object::cast_to(p_gizmo->get_node_3d()); Ref material = get_material("voxel_gi_material", p_gizmo); Ref icon = get_material("voxel_gi_icon", p_gizmo); Ref material_internal = get_material("voxel_gi_internal_material", p_gizmo); p_gizmo->clear(); Vector lines; Vector3 size = probe->get_size(); static const int subdivs[VoxelGI::SUBDIV_MAX] = { 64, 128, 256, 512 }; AABB aabb = AABB(-size / 2, size); int subdiv = subdivs[probe->get_subdiv()]; float cell_size = aabb.get_longest_axis_size() / subdiv; for (int i = 0; i < 12; i++) { Vector3 a, b; aabb.get_edge(i, a, b); lines.push_back(a); lines.push_back(b); } p_gizmo->add_lines(lines, material); lines.clear(); for (int i = 1; i < subdiv; i++) { for (int j = 0; j < 3; j++) { if (cell_size * i > aabb.size[j]) { continue; } int j_n1 = (j + 1) % 3; int j_n2 = (j + 2) % 3; for (int k = 0; k < 4; k++) { Vector3 from = aabb.position, to = aabb.position; from[j] += cell_size * i; to[j] += cell_size * i; if (k & 1) { to[j_n1] += aabb.size[j_n1]; } else { to[j_n2] += aabb.size[j_n2]; } if (k & 2) { from[j_n1] += aabb.size[j_n1]; from[j_n2] += aabb.size[j_n2]; } lines.push_back(from); lines.push_back(to); } } } p_gizmo->add_lines(lines, material_internal); Vector handles; for (int i = 0; i < 3; i++) { Vector3 ax; ax[i] = aabb.position[i] + aabb.size[i]; handles.push_back(ax); } if (p_gizmo->is_selected()) { Ref solid_material = get_material("voxel_gi_solid_material", p_gizmo); p_gizmo->add_solid_box(solid_material, aabb.get_size()); } p_gizmo->add_unscaled_billboard(icon, 0.05); p_gizmo->add_handles(handles, get_material("handles")); }