808af8e837
Splits Node3DGizmos into dedicated files.
217 lines
11 KiB
C++
217 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. */
|
|
/* 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_GIZMOS_H
|
|
#define NODE_3D_EDITOR_GIZMOS_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;
|
|
|
|
void _set_node_3d(Node *p_node) { set_node_3d(Object::cast_to<Node3D>(p_node)); }
|
|
|
|
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)
|
|
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 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)
|
|
|
|
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 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
|