virtualx-engine/editor/plugins/collision_polygon_3d_editor_plugin.cpp
Rémi Verschelde fdf58a5858 Rename InputFilter back to Input
It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.

But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.

Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
2020-04-28 15:19:49 +02:00

608 lines
18 KiB
C++

/*************************************************************************/
/* collision_polygon_3d_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "collision_polygon_3d_editor_plugin.h"
#include "canvas_item_editor_plugin.h"
#include "core/input/input.h"
#include "core/os/file_access.h"
#include "core/os/keyboard.h"
#include "editor/editor_settings.h"
#include "node_3d_editor_plugin.h"
#include "scene/3d/camera_3d.h"
void CollisionPolygon3DEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_READY: {
button_create->set_icon(get_theme_icon("Edit", "EditorIcons"));
button_edit->set_icon(get_theme_icon("MovePoint", "EditorIcons"));
button_edit->set_pressed(true);
get_tree()->connect("node_removed", callable_mp(this, &CollisionPolygon3DEditor::_node_removed));
} break;
case NOTIFICATION_PROCESS: {
if (!node) {
return;
}
if (_get_depth() != prev_depth) {
_polygon_draw();
prev_depth = _get_depth();
}
} break;
}
}
void CollisionPolygon3DEditor::_node_removed(Node *p_node) {
if (p_node == node) {
node = nullptr;
if (imgeom->get_parent() == p_node)
p_node->remove_child(imgeom);
hide();
set_process(false);
}
}
void CollisionPolygon3DEditor::_menu_option(int p_option) {
switch (p_option) {
case MODE_CREATE: {
mode = MODE_CREATE;
button_create->set_pressed(true);
button_edit->set_pressed(false);
} break;
case MODE_EDIT: {
mode = MODE_EDIT;
button_create->set_pressed(false);
button_edit->set_pressed(true);
} break;
}
}
void CollisionPolygon3DEditor::_wip_close() {
undo_redo->create_action(TTR("Create Polygon3D"));
undo_redo->add_undo_method(node, "set_polygon", node->call("get_polygon"));
undo_redo->add_do_method(node, "set_polygon", wip);
undo_redo->add_do_method(this, "_polygon_draw");
undo_redo->add_undo_method(this, "_polygon_draw");
wip.clear();
wip_active = false;
mode = MODE_EDIT;
button_edit->set_pressed(true);
button_create->set_pressed(false);
edited_point = -1;
undo_redo->commit_action();
}
bool CollisionPolygon3DEditor::forward_spatial_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event) {
if (!node)
return false;
Transform gt = node->get_global_transform();
Transform gi = gt.affine_inverse();
float depth = _get_depth() * 0.5;
Vector3 n = gt.basis.get_axis(2).normalized();
Plane p(gt.origin + n * depth, n);
Ref<InputEventMouseButton> mb = p_event;
if (mb.is_valid()) {
Vector2 gpoint = mb->get_position();
Vector3 ray_from = p_camera->project_ray_origin(gpoint);
Vector3 ray_dir = p_camera->project_ray_normal(gpoint);
Vector3 spoint;
if (!p.intersects_ray(ray_from, ray_dir, &spoint))
return false;
spoint = gi.xform(spoint);
Vector2 cpoint(spoint.x, spoint.y);
//DO NOT snap here, it's confusing in 3D for adding points.
//Let the snap happen when the point is being moved, instead.
//cpoint = CanvasItemEditor::get_singleton()->snap_point(cpoint);
Vector<Vector2> poly = node->call("get_polygon");
//first check if a point is to be added (segment split)
real_t grab_threshold = EDITOR_GET("editors/poly_editor/point_grab_radius");
switch (mode) {
case MODE_CREATE: {
if (mb->get_button_index() == BUTTON_LEFT && mb->is_pressed()) {
if (!wip_active) {
wip.clear();
wip.push_back(cpoint);
wip_active = true;
edited_point_pos = cpoint;
snap_ignore = false;
_polygon_draw();
edited_point = 1;
return true;
} else {
if (wip.size() > 1 && p_camera->unproject_position(gt.xform(Vector3(wip[0].x, wip[0].y, depth))).distance_to(gpoint) < grab_threshold) {
//wip closed
_wip_close();
return true;
} else {
wip.push_back(cpoint);
edited_point = wip.size();
snap_ignore = false;
_polygon_draw();
return true;
}
}
} else if (mb->get_button_index() == BUTTON_RIGHT && mb->is_pressed() && wip_active) {
_wip_close();
}
} break;
case MODE_EDIT: {
if (mb->get_button_index() == BUTTON_LEFT) {
if (mb->is_pressed()) {
if (mb->get_control()) {
if (poly.size() < 3) {
undo_redo->create_action(TTR("Edit Poly"));
undo_redo->add_undo_method(node, "set_polygon", poly);
poly.push_back(cpoint);
undo_redo->add_do_method(node, "set_polygon", poly);
undo_redo->add_do_method(this, "_polygon_draw");
undo_redo->add_undo_method(this, "_polygon_draw");
undo_redo->commit_action();
return true;
}
//search edges
int closest_idx = -1;
Vector2 closest_pos;
real_t closest_dist = 1e10;
for (int i = 0; i < poly.size(); i++) {
Vector2 points[2] = {
p_camera->unproject_position(gt.xform(Vector3(poly[i].x, poly[i].y, depth))),
p_camera->unproject_position(gt.xform(Vector3(poly[(i + 1) % poly.size()].x, poly[(i + 1) % poly.size()].y, depth)))
};
Vector2 cp = Geometry::get_closest_point_to_segment_2d(gpoint, points);
if (cp.distance_squared_to(points[0]) < CMP_EPSILON2 || cp.distance_squared_to(points[1]) < CMP_EPSILON2)
continue; //not valid to reuse point
real_t d = cp.distance_to(gpoint);
if (d < closest_dist && d < grab_threshold) {
closest_dist = d;
closest_pos = cp;
closest_idx = i;
}
}
if (closest_idx >= 0) {
pre_move_edit = poly;
poly.insert(closest_idx + 1, cpoint);
edited_point = closest_idx + 1;
edited_point_pos = cpoint;
node->call("set_polygon", poly);
_polygon_draw();
snap_ignore = true;
return true;
}
} else {
//look for points to move
int closest_idx = -1;
Vector2 closest_pos;
real_t closest_dist = 1e10;
for (int i = 0; i < poly.size(); i++) {
Vector2 cp = p_camera->unproject_position(gt.xform(Vector3(poly[i].x, poly[i].y, depth)));
real_t d = cp.distance_to(gpoint);
if (d < closest_dist && d < grab_threshold) {
closest_dist = d;
closest_pos = cp;
closest_idx = i;
}
}
if (closest_idx >= 0) {
pre_move_edit = poly;
edited_point = closest_idx;
edited_point_pos = poly[closest_idx];
_polygon_draw();
snap_ignore = false;
return true;
}
}
} else {
snap_ignore = false;
if (edited_point != -1) {
//apply
ERR_FAIL_INDEX_V(edited_point, poly.size(), false);
poly.write[edited_point] = edited_point_pos;
undo_redo->create_action(TTR("Edit Poly"));
undo_redo->add_do_method(node, "set_polygon", poly);
undo_redo->add_undo_method(node, "set_polygon", pre_move_edit);
undo_redo->add_do_method(this, "_polygon_draw");
undo_redo->add_undo_method(this, "_polygon_draw");
undo_redo->commit_action();
edited_point = -1;
return true;
}
}
}
if (mb->get_button_index() == BUTTON_RIGHT && mb->is_pressed() && edited_point == -1) {
int closest_idx = -1;
Vector2 closest_pos;
real_t closest_dist = 1e10;
for (int i = 0; i < poly.size(); i++) {
Vector2 cp = p_camera->unproject_position(gt.xform(Vector3(poly[i].x, poly[i].y, depth)));
real_t d = cp.distance_to(gpoint);
if (d < closest_dist && d < grab_threshold) {
closest_dist = d;
closest_pos = cp;
closest_idx = i;
}
}
if (closest_idx >= 0) {
undo_redo->create_action(TTR("Edit Poly (Remove Point)"));
undo_redo->add_undo_method(node, "set_polygon", poly);
poly.remove(closest_idx);
undo_redo->add_do_method(node, "set_polygon", poly);
undo_redo->add_do_method(this, "_polygon_draw");
undo_redo->add_undo_method(this, "_polygon_draw");
undo_redo->commit_action();
return true;
}
}
} break;
}
}
Ref<InputEventMouseMotion> mm = p_event;
if (mm.is_valid()) {
if (edited_point != -1 && (wip_active || mm->get_button_mask() & BUTTON_MASK_LEFT)) {
Vector2 gpoint = mm->get_position();
Vector3 ray_from = p_camera->project_ray_origin(gpoint);
Vector3 ray_dir = p_camera->project_ray_normal(gpoint);
Vector3 spoint;
if (!p.intersects_ray(ray_from, ray_dir, &spoint))
return false;
spoint = gi.xform(spoint);
Vector2 cpoint(spoint.x, spoint.y);
if (snap_ignore && !Input::get_singleton()->is_key_pressed(KEY_CONTROL)) {
snap_ignore = false;
}
if (!snap_ignore && Node3DEditor::get_singleton()->is_snap_enabled()) {
cpoint = cpoint.snapped(Vector2(
Node3DEditor::get_singleton()->get_translate_snap(),
Node3DEditor::get_singleton()->get_translate_snap()));
}
edited_point_pos = cpoint;
_polygon_draw();
}
}
return false;
}
float CollisionPolygon3DEditor::_get_depth() {
if (bool(node->call("_has_editable_3d_polygon_no_depth")))
return 0;
return float(node->call("get_depth"));
}
void CollisionPolygon3DEditor::_polygon_draw() {
if (!node)
return;
Vector<Vector2> poly;
if (wip_active)
poly = wip;
else
poly = node->call("get_polygon");
float depth = _get_depth() * 0.5;
imgeom->clear();
imgeom->set_material_override(line_material);
imgeom->begin(Mesh::PRIMITIVE_LINES, Ref<Texture2D>());
Rect2 rect;
for (int i = 0; i < poly.size(); i++) {
Vector2 p, p2;
p = i == edited_point ? edited_point_pos : poly[i];
if ((wip_active && i == poly.size() - 1) || (((i + 1) % poly.size()) == edited_point))
p2 = edited_point_pos;
else
p2 = poly[(i + 1) % poly.size()];
if (i == 0)
rect.position = p;
else
rect.expand_to(p);
Vector3 point = Vector3(p.x, p.y, depth);
Vector3 next_point = Vector3(p2.x, p2.y, depth);
imgeom->set_color(Color(1, 0.3, 0.1, 0.8));
imgeom->add_vertex(point);
imgeom->set_color(Color(1, 0.3, 0.1, 0.8));
imgeom->add_vertex(next_point);
//Color col=Color(1,0.3,0.1,0.8);
//vpc->draw_line(point,next_point,col,2);
//vpc->draw_texture(handle,point-handle->get_size()*0.5);
}
rect = rect.grow(1);
AABB r;
r.position.x = rect.position.x;
r.position.y = rect.position.y;
r.position.z = depth;
r.size.x = rect.size.x;
r.size.y = rect.size.y;
r.size.z = 0;
imgeom->set_color(Color(0.8, 0.8, 0.8, 0.2));
imgeom->add_vertex(r.position);
imgeom->set_color(Color(0.8, 0.8, 0.8, 0.2));
imgeom->add_vertex(r.position + Vector3(0.3, 0, 0));
imgeom->set_color(Color(0.8, 0.8, 0.8, 0.2));
imgeom->add_vertex(r.position);
imgeom->set_color(Color(0.8, 0.8, 0.8, 0.2));
imgeom->add_vertex(r.position + Vector3(0.0, 0.3, 0));
imgeom->set_color(Color(0.8, 0.8, 0.8, 0.2));
imgeom->add_vertex(r.position + Vector3(r.size.x, 0, 0));
imgeom->set_color(Color(0.8, 0.8, 0.8, 0.2));
imgeom->add_vertex(r.position + Vector3(r.size.x, 0, 0) - Vector3(0.3, 0, 0));
imgeom->set_color(Color(0.8, 0.8, 0.8, 0.2));
imgeom->add_vertex(r.position + Vector3(r.size.x, 0, 0));
imgeom->set_color(Color(0.8, 0.8, 0.8, 0.2));
imgeom->add_vertex(r.position + Vector3(r.size.x, 0, 0) + Vector3(0, 0.3, 0));
imgeom->set_color(Color(0.8, 0.8, 0.8, 0.2));
imgeom->add_vertex(r.position + Vector3(0, r.size.y, 0));
imgeom->set_color(Color(0.8, 0.8, 0.8, 0.2));
imgeom->add_vertex(r.position + Vector3(0, r.size.y, 0) - Vector3(0, 0.3, 0));
imgeom->set_color(Color(0.8, 0.8, 0.8, 0.2));
imgeom->add_vertex(r.position + Vector3(0, r.size.y, 0));
imgeom->set_color(Color(0.8, 0.8, 0.8, 0.2));
imgeom->add_vertex(r.position + Vector3(0, r.size.y, 0) + Vector3(0.3, 0, 0));
imgeom->set_color(Color(0.8, 0.8, 0.8, 0.2));
imgeom->add_vertex(r.position + r.size);
imgeom->set_color(Color(0.8, 0.8, 0.8, 0.2));
imgeom->add_vertex(r.position + r.size - Vector3(0.3, 0, 0));
imgeom->set_color(Color(0.8, 0.8, 0.8, 0.2));
imgeom->add_vertex(r.position + r.size);
imgeom->set_color(Color(0.8, 0.8, 0.8, 0.2));
imgeom->add_vertex(r.position + r.size - Vector3(0.0, 0.3, 0));
imgeom->end();
m->clear_surfaces();
if (poly.size() == 0)
return;
Array a;
a.resize(Mesh::ARRAY_MAX);
Vector<Vector3> va;
{
va.resize(poly.size());
Vector3 *w = va.ptrw();
for (int i = 0; i < poly.size(); i++) {
Vector2 p, p2;
p = i == edited_point ? edited_point_pos : poly[i];
Vector3 point = Vector3(p.x, p.y, depth);
w[i] = point;
}
}
a[Mesh::ARRAY_VERTEX] = va;
m->add_surface_from_arrays(Mesh::PRIMITIVE_POINTS, a);
m->surface_set_material(0, handle_material);
}
void CollisionPolygon3DEditor::edit(Node *p_collision_polygon) {
if (p_collision_polygon) {
node = Object::cast_to<Node3D>(p_collision_polygon);
//Enable the pencil tool if the polygon is empty
if (Vector<Vector2>(node->call("get_polygon")).size() == 0) {
_menu_option(MODE_CREATE);
}
wip.clear();
wip_active = false;
edited_point = -1;
p_collision_polygon->add_child(imgeom);
_polygon_draw();
set_process(true);
prev_depth = -1;
} else {
node = nullptr;
if (imgeom->get_parent())
imgeom->get_parent()->remove_child(imgeom);
set_process(false);
}
}
void CollisionPolygon3DEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("_polygon_draw"), &CollisionPolygon3DEditor::_polygon_draw);
}
CollisionPolygon3DEditor::CollisionPolygon3DEditor(EditorNode *p_editor) {
node = nullptr;
editor = p_editor;
undo_redo = EditorNode::get_undo_redo();
add_child(memnew(VSeparator));
button_create = memnew(ToolButton);
add_child(button_create);
button_create->connect("pressed", callable_mp(this, &CollisionPolygon3DEditor::_menu_option), varray(MODE_CREATE));
button_create->set_toggle_mode(true);
button_edit = memnew(ToolButton);
add_child(button_edit);
button_edit->connect("pressed", callable_mp(this, &CollisionPolygon3DEditor::_menu_option), varray(MODE_EDIT));
button_edit->set_toggle_mode(true);
mode = MODE_EDIT;
wip_active = false;
imgeom = memnew(ImmediateGeometry3D);
imgeom->set_transform(Transform(Basis(), Vector3(0, 0, 0.00001)));
line_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
line_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
line_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
line_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
line_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
line_material->set_albedo(Color(1, 1, 1));
handle_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
handle_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
handle_material->set_flag(StandardMaterial3D::FLAG_USE_POINT_SIZE, true);
handle_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
handle_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
handle_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
Ref<Texture2D> handle = editor->get_gui_base()->get_theme_icon("Editor3DHandle", "EditorIcons");
handle_material->set_point_size(handle->get_width());
handle_material->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, handle);
pointsm = memnew(MeshInstance3D);
imgeom->add_child(pointsm);
m.instance();
pointsm->set_mesh(m);
pointsm->set_transform(Transform(Basis(), Vector3(0, 0, 0.00001)));
snap_ignore = false;
}
CollisionPolygon3DEditor::~CollisionPolygon3DEditor() {
memdelete(imgeom);
}
void Polygon3DEditorPlugin::edit(Object *p_object) {
collision_polygon_editor->edit(Object::cast_to<Node>(p_object));
}
bool Polygon3DEditorPlugin::handles(Object *p_object) const {
return Object::cast_to<Node3D>(p_object) && bool(p_object->call("_is_editable_3d_polygon"));
}
void Polygon3DEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
collision_polygon_editor->show();
} else {
collision_polygon_editor->hide();
collision_polygon_editor->edit(nullptr);
}
}
Polygon3DEditorPlugin::Polygon3DEditorPlugin(EditorNode *p_node) {
editor = p_node;
collision_polygon_editor = memnew(CollisionPolygon3DEditor(p_node));
Node3DEditor::get_singleton()->add_control_to_menu_panel(collision_polygon_editor);
collision_polygon_editor->hide();
}
Polygon3DEditorPlugin::~Polygon3DEditorPlugin() {
}