virtualx-engine/editor/plugins/node_3d_editor_gizmos.h
Juan Pablo Arce 45f6110e26 Fix gizmos without visible geometry not being selectable
The issue was that Node3DEditorViewport was using the render server's BVH to filter out nodes,
which is not correct for gizmos that have no renderable components,
or have collision triangles that exceed the bounds of their renderable components.
2024-07-21 13:56:13 -03:00

226 lines
11 KiB
C++

/**************************************************************************/
/* node_3d_editor_gizmos.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. */
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/**************************************************************************/
#ifndef NODE_3D_EDITOR_GIZMOS_H
#define NODE_3D_EDITOR_GIZMOS_H
#include "core/math/dynamic_bvh.h"
#include "core/templates/hash_map.h"
#include "core/templates/local_vector.h"
#include "scene/3d/camera_3d.h"
#include "scene/3d/node_3d.h"
#include "scene/3d/skeleton_3d.h"
class Timer;
class EditorNode3DGizmoPlugin;
class EditorNode3DGizmo : public Node3DGizmo {
GDCLASS(EditorNode3DGizmo, Node3DGizmo);
struct Instance {
RID instance;
Ref<Mesh> mesh;
Ref<Material> material;
Ref<SkinReference> skin_reference;
bool extra_margin = false;
Transform3D xform;
void create_instance(Node3D *p_base, bool p_hidden = false);
};
bool selected;
Vector<Vector3> collision_segments;
Ref<TriangleMesh> collision_mesh;
Vector<Vector3> handles;
Vector<int> handle_ids;
Vector<Vector3> secondary_handles;
Vector<int> secondary_handle_ids;
real_t selectable_icon_size;
bool billboard_handle;
bool valid;
bool hidden;
Vector<Instance> instances;
Node3D *spatial_node = nullptr;
DynamicBVH::ID bvh_node_id;
void _set_node_3d(Node *p_node) { set_node_3d(Object::cast_to<Node3D>(p_node)); }
void _update_bvh();
protected:
static void _bind_methods();
EditorNode3DGizmoPlugin *gizmo_plugin = nullptr;
GDVIRTUAL0(_redraw)
GDVIRTUAL2RC(String, _get_handle_name, int, bool)
GDVIRTUAL2RC(bool, _is_handle_highlighted, int, bool)
GDVIRTUAL2RC(Variant, _get_handle_value, int, bool)
GDVIRTUAL2(_begin_handle_action, int, bool)
GDVIRTUAL4(_set_handle, int, bool, const Camera3D *, Vector2)
GDVIRTUAL4(_commit_handle, int, bool, Variant, bool)
GDVIRTUAL2RC(int, _subgizmos_intersect_ray, const Camera3D *, Vector2)
GDVIRTUAL2RC(Vector<int>, _subgizmos_intersect_frustum, const Camera3D *, TypedArray<Plane>)
GDVIRTUAL1RC(Transform3D, _get_subgizmo_transform, int)
GDVIRTUAL2(_set_subgizmo_transform, int, Transform3D)
GDVIRTUAL3(_commit_subgizmos, Vector<int>, TypedArray<Transform3D>, bool)
public:
void add_lines(const Vector<Vector3> &p_lines, const Ref<Material> &p_material, bool p_billboard = false, const Color &p_modulate = Color(1, 1, 1));
void add_vertices(const Vector<Vector3> &p_vertices, const Ref<Material> &p_material, Mesh::PrimitiveType p_primitive_type, bool p_billboard = false, const Color &p_modulate = Color(1, 1, 1));
void add_mesh(const Ref<Mesh> &p_mesh, const Ref<Material> &p_material = Ref<Material>(), const Transform3D &p_xform = Transform3D(), const Ref<SkinReference> &p_skin_reference = Ref<SkinReference>());
void add_collision_segments(const Vector<Vector3> &p_lines);
void add_collision_triangles(const Ref<TriangleMesh> &p_tmesh);
void add_unscaled_billboard(const Ref<Material> &p_material, real_t p_scale = 1, const Color &p_modulate = Color(1, 1, 1));
void add_handles(const Vector<Vector3> &p_handles, const Ref<Material> &p_material, const Vector<int> &p_ids = Vector<int>(), bool p_billboard = false, bool p_secondary = false);
void add_solid_box(const Ref<Material> &p_material, Vector3 p_size, Vector3 p_position = Vector3(), const Transform3D &p_xform = Transform3D());
virtual bool is_handle_highlighted(int p_id, bool p_secondary) const;
virtual String get_handle_name(int p_id, bool p_secondary) const;
virtual Variant get_handle_value(int p_id, bool p_secondary) const;
virtual void begin_handle_action(int p_id, bool p_secondary);
virtual void set_handle(int p_id, bool p_secondary, Camera3D *p_camera, const Point2 &p_point);
virtual void commit_handle(int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel = false);
virtual int subgizmos_intersect_ray(Camera3D *p_camera, const Vector2 &p_point) const;
virtual Vector<int> subgizmos_intersect_frustum(const Camera3D *p_camera, const Vector<Plane> &p_frustum) const;
virtual Transform3D get_subgizmo_transform(int p_id) const;
virtual void set_subgizmo_transform(int p_id, Transform3D p_transform);
virtual void commit_subgizmos(const Vector<int> &p_ids, const Vector<Transform3D> &p_restore, bool p_cancel = false);
void set_selected(bool p_selected) { selected = p_selected; }
bool is_selected() const { return selected; }
void set_node_3d(Node3D *p_node);
Node3D *get_node_3d() const { return spatial_node; }
Ref<EditorNode3DGizmoPlugin> get_plugin() const { return gizmo_plugin; }
bool intersect_frustum(const Camera3D *p_camera, const Vector<Plane> &p_frustum);
void handles_intersect_ray(Camera3D *p_camera, const Vector2 &p_point, bool p_shift_pressed, int &r_id, bool &r_secondary);
bool intersect_ray(Camera3D *p_camera, const Point2 &p_point, Vector3 &r_pos, Vector3 &r_normal);
bool is_subgizmo_selected(int p_id) const;
Vector<int> get_subgizmo_selection() const;
virtual void clear() override;
virtual void create() override;
virtual void transform() override;
virtual void redraw() override;
virtual void free() override;
virtual bool is_editable() const;
void set_hidden(bool p_hidden);
void set_plugin(EditorNode3DGizmoPlugin *p_plugin);
EditorNode3DGizmo();
~EditorNode3DGizmo();
};
class EditorNode3DGizmoPlugin : public Resource {
GDCLASS(EditorNode3DGizmoPlugin, Resource);
public:
static const int VISIBLE = 0;
static const int HIDDEN = 1;
static const int ON_TOP = 2;
protected:
int current_state;
List<EditorNode3DGizmo *> current_gizmos;
HashMap<String, Vector<Ref<StandardMaterial3D>>> materials;
static void _bind_methods();
virtual bool has_gizmo(Node3D *p_spatial);
virtual Ref<EditorNode3DGizmo> create_gizmo(Node3D *p_spatial);
GDVIRTUAL1RC(bool, _has_gizmo, Node3D *)
GDVIRTUAL1RC(Ref<EditorNode3DGizmo>, _create_gizmo, Node3D *)
GDVIRTUAL0RC(String, _get_gizmo_name)
GDVIRTUAL0RC(int, _get_priority)
GDVIRTUAL0RC(bool, _can_be_hidden)
GDVIRTUAL0RC(bool, _is_selectable_when_hidden)
GDVIRTUAL1(_redraw, Ref<EditorNode3DGizmo>)
GDVIRTUAL3RC(String, _get_handle_name, Ref<EditorNode3DGizmo>, int, bool)
GDVIRTUAL3RC(bool, _is_handle_highlighted, Ref<EditorNode3DGizmo>, int, bool)
GDVIRTUAL3RC(Variant, _get_handle_value, Ref<EditorNode3DGizmo>, int, bool)
GDVIRTUAL3(_begin_handle_action, Ref<EditorNode3DGizmo>, int, bool)
GDVIRTUAL5(_set_handle, Ref<EditorNode3DGizmo>, int, bool, const Camera3D *, Vector2)
GDVIRTUAL5(_commit_handle, Ref<EditorNode3DGizmo>, int, bool, Variant, bool)
GDVIRTUAL3RC(int, _subgizmos_intersect_ray, Ref<EditorNode3DGizmo>, const Camera3D *, Vector2)
GDVIRTUAL3RC(Vector<int>, _subgizmos_intersect_frustum, Ref<EditorNode3DGizmo>, const Camera3D *, TypedArray<Plane>)
GDVIRTUAL2RC(Transform3D, _get_subgizmo_transform, Ref<EditorNode3DGizmo>, int)
GDVIRTUAL3(_set_subgizmo_transform, Ref<EditorNode3DGizmo>, int, Transform3D)
GDVIRTUAL4(_commit_subgizmos, Ref<EditorNode3DGizmo>, Vector<int>, TypedArray<Transform3D>, bool)
public:
void create_material(const String &p_name, const Color &p_color, bool p_billboard = false, bool p_on_top = false, bool p_use_vertex_color = false);
void create_icon_material(const String &p_name, const Ref<Texture2D> &p_texture, bool p_on_top = false, const Color &p_albedo = Color(1, 1, 1, 1));
void create_handle_material(const String &p_name, bool p_billboard = false, const Ref<Texture2D> &p_texture = nullptr);
void add_material(const String &p_name, Ref<StandardMaterial3D> p_material);
Ref<StandardMaterial3D> get_material(const String &p_name, const Ref<EditorNode3DGizmo> &p_gizmo = Ref<EditorNode3DGizmo>());
virtual String get_gizmo_name() const;
virtual int get_priority() const;
virtual bool can_be_hidden() const;
virtual bool is_selectable_when_hidden() const;
virtual void redraw(EditorNode3DGizmo *p_gizmo);
virtual bool is_handle_highlighted(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const;
virtual String get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const;
virtual Variant get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const;
virtual void begin_handle_action(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary);
virtual void set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, Camera3D *p_camera, const Point2 &p_point);
virtual void commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel = false);
virtual int subgizmos_intersect_ray(const EditorNode3DGizmo *p_gizmo, Camera3D *p_camera, const Vector2 &p_point) const;
virtual Vector<int> subgizmos_intersect_frustum(const EditorNode3DGizmo *p_gizmo, const Camera3D *p_camera, const Vector<Plane> &p_frustum) const;
virtual Transform3D get_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id) const;
virtual void set_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id, Transform3D p_transform);
virtual void commit_subgizmos(const EditorNode3DGizmo *p_gizmo, const Vector<int> &p_ids, const Vector<Transform3D> &p_restore, bool p_cancel = false);
Ref<EditorNode3DGizmo> get_gizmo(Node3D *p_spatial);
void set_state(int p_state);
int get_state() const;
void unregister_gizmo(EditorNode3DGizmo *p_gizmo);
EditorNode3DGizmoPlugin();
virtual ~EditorNode3DGizmoPlugin();
};
#endif // NODE_3D_EDITOR_GIZMOS_H