921 lines
28 KiB
C++
921 lines
28 KiB
C++
/*************************************************************************/
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/* node_3d_editor_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef NODE_3D_EDITOR_PLUGIN_H
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#define NODE_3D_EDITOR_PLUGIN_H
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#include "editor/editor_plugin.h"
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#include "editor/editor_scale.h"
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#include "editor/editor_spin_slider.h"
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#include "editor/plugins/node_3d_editor_gizmos.h"
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#include "scene/3d/camera_3d.h"
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#include "scene/3d/light_3d.h"
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#include "scene/3d/visual_instance_3d.h"
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#include "scene/3d/world_environment.h"
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#include "scene/gui/box_container.h"
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#include "scene/gui/color_picker.h"
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#include "scene/gui/panel_container.h"
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#include "scene/gui/spin_box.h"
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#include "scene/gui/split_container.h"
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#include "scene/resources/environment.h"
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#include "scene/resources/fog_material.h"
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#include "scene/resources/sky_material.h"
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class AcceptDialog;
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class CheckBox;
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class ConfirmationDialog;
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class EditorData;
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class MenuButton;
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class Node3DEditor;
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class Node3DEditorViewport;
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class OptionButton;
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class SubViewportContainer;
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class DirectionalLight3D;
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class WorldEnvironment;
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class ViewportRotationControl : public Control {
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GDCLASS(ViewportRotationControl, Control);
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struct Axis2D {
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Vector2i screen_point;
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float z_axis = -99.0;
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int axis = -1;
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};
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struct Axis2DCompare {
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_FORCE_INLINE_ bool operator()(const Axis2D &l, const Axis2D &r) const {
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return l.z_axis < r.z_axis;
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}
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};
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Node3DEditorViewport *viewport = nullptr;
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Vector<Color> axis_colors;
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Vector<int> axis_menu_options;
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Vector2i orbiting_mouse_start;
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bool orbiting = false;
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int focused_axis = -2;
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const float AXIS_CIRCLE_RADIUS = 8.0f * EDSCALE;
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protected:
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void _notification(int p_what);
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virtual void gui_input(const Ref<InputEvent> &p_event) override;
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void _draw();
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void _draw_axis(const Axis2D &p_axis);
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void _get_sorted_axis(Vector<Axis2D> &r_axis);
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void _update_focus();
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void _on_mouse_exited();
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public:
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void set_viewport(Node3DEditorViewport *p_viewport);
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};
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class Node3DEditorViewport : public Control {
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GDCLASS(Node3DEditorViewport, Control);
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friend class Node3DEditor;
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friend class ViewportRotationControl;
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enum {
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VIEW_TOP,
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VIEW_BOTTOM,
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VIEW_LEFT,
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VIEW_RIGHT,
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VIEW_FRONT,
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VIEW_REAR,
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VIEW_CENTER_TO_ORIGIN,
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VIEW_CENTER_TO_SELECTION,
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VIEW_ALIGN_TRANSFORM_WITH_VIEW,
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VIEW_ALIGN_ROTATION_WITH_VIEW,
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VIEW_PERSPECTIVE,
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VIEW_ENVIRONMENT,
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VIEW_ORTHOGONAL,
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VIEW_HALF_RESOLUTION,
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VIEW_AUDIO_LISTENER,
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VIEW_AUDIO_DOPPLER,
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VIEW_GIZMOS,
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VIEW_INFORMATION,
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VIEW_FRAME_TIME,
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VIEW_DISPLAY_NORMAL,
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VIEW_DISPLAY_WIREFRAME,
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VIEW_DISPLAY_OVERDRAW,
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VIEW_DISPLAY_SHADELESS,
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VIEW_DISPLAY_LIGHTING,
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VIEW_DISPLAY_ADVANCED,
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VIEW_DISPLAY_NORMAL_BUFFER,
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VIEW_DISPLAY_DEBUG_SHADOW_ATLAS,
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VIEW_DISPLAY_DEBUG_DIRECTIONAL_SHADOW_ATLAS,
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VIEW_DISPLAY_DEBUG_VOXEL_GI_ALBEDO,
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VIEW_DISPLAY_DEBUG_VOXEL_GI_LIGHTING,
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VIEW_DISPLAY_DEBUG_VOXEL_GI_EMISSION,
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VIEW_DISPLAY_DEBUG_SCENE_LUMINANCE,
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VIEW_DISPLAY_DEBUG_SSAO,
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VIEW_DISPLAY_DEBUG_SSIL,
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VIEW_DISPLAY_DEBUG_PSSM_SPLITS,
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VIEW_DISPLAY_DEBUG_DECAL_ATLAS,
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VIEW_DISPLAY_DEBUG_SDFGI,
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VIEW_DISPLAY_DEBUG_SDFGI_PROBES,
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VIEW_DISPLAY_DEBUG_GI_BUFFER,
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VIEW_DISPLAY_DEBUG_DISABLE_LOD,
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VIEW_DISPLAY_DEBUG_CLUSTER_OMNI_LIGHTS,
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VIEW_DISPLAY_DEBUG_CLUSTER_SPOT_LIGHTS,
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VIEW_DISPLAY_DEBUG_CLUSTER_DECALS,
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VIEW_DISPLAY_DEBUG_CLUSTER_REFLECTION_PROBES,
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VIEW_DISPLAY_DEBUG_OCCLUDERS,
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VIEW_DISPLAY_MOTION_VECTORS,
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VIEW_LOCK_ROTATION,
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VIEW_CINEMATIC_PREVIEW,
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VIEW_AUTO_ORTHOGONAL,
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VIEW_MAX
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};
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enum ViewType {
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VIEW_TYPE_USER,
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VIEW_TYPE_TOP,
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VIEW_TYPE_BOTTOM,
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VIEW_TYPE_LEFT,
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VIEW_TYPE_RIGHT,
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VIEW_TYPE_FRONT,
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VIEW_TYPE_REAR,
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};
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public:
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enum {
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GIZMO_BASE_LAYER = 27,
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GIZMO_EDIT_LAYER = 26,
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GIZMO_GRID_LAYER = 25,
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MISC_TOOL_LAYER = 24,
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FRAME_TIME_HISTORY = 20,
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};
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enum NavigationScheme {
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NAVIGATION_GODOT,
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NAVIGATION_MAYA,
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NAVIGATION_MODO,
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};
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enum FreelookNavigationScheme {
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FREELOOK_DEFAULT,
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FREELOOK_PARTIALLY_AXIS_LOCKED,
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FREELOOK_FULLY_AXIS_LOCKED,
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};
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private:
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double cpu_time_history[FRAME_TIME_HISTORY];
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int cpu_time_history_index;
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double gpu_time_history[FRAME_TIME_HISTORY];
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int gpu_time_history_index;
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int index;
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ViewType view_type;
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void _menu_option(int p_option);
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void _set_auto_orthogonal();
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Node3D *preview_node = nullptr;
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bool update_preview_node = false;
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Point2 preview_node_viewport_pos;
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Vector3 preview_node_pos;
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AABB *preview_bounds = nullptr;
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Vector<String> selected_files;
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AcceptDialog *accept = nullptr;
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Node *target_node = nullptr;
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Point2 drop_pos;
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EditorSelection *editor_selection = nullptr;
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CheckBox *preview_camera = nullptr;
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SubViewportContainer *subviewport_container = nullptr;
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MenuButton *view_menu = nullptr;
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PopupMenu *display_submenu = nullptr;
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Control *surface = nullptr;
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SubViewport *viewport = nullptr;
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Camera3D *camera = nullptr;
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bool transforming = false;
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bool orthogonal;
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bool auto_orthogonal;
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bool lock_rotation;
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real_t gizmo_scale;
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bool freelook_active;
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real_t freelook_speed;
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Vector2 previous_mouse_position;
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Label *info_label = nullptr;
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Label *cinema_label = nullptr;
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Label *locked_label = nullptr;
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Label *zoom_limit_label = nullptr;
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Label *preview_material_label = nullptr;
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Label *preview_material_label_desc = nullptr;
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VBoxContainer *top_right_vbox = nullptr;
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ViewportRotationControl *rotation_control = nullptr;
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Gradient *frame_time_gradient = nullptr;
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Label *cpu_time_label = nullptr;
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Label *gpu_time_label = nullptr;
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Label *fps_label = nullptr;
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struct _RayResult {
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Node3D *item = nullptr;
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real_t depth = 0;
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_FORCE_INLINE_ bool operator<(const _RayResult &p_rr) const { return depth < p_rr.depth; }
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};
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void _update_name();
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void _compute_edit(const Point2 &p_point);
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void _clear_selected();
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void _select_clicked(bool p_allow_locked);
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ObjectID _select_ray(const Point2 &p_pos) const;
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void _find_items_at_pos(const Point2 &p_pos, Vector<_RayResult> &r_results, bool p_include_locked);
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Vector3 _get_ray_pos(const Vector2 &p_pos) const;
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Vector3 _get_ray(const Vector2 &p_pos) const;
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Point2 _point_to_screen(const Vector3 &p_point);
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Transform3D _get_camera_transform() const;
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int get_selected_count() const;
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void cancel_transform();
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void _update_shrink();
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Vector3 _get_camera_position() const;
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Vector3 _get_camera_normal() const;
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Vector3 _get_screen_to_space(const Vector3 &p_vector3);
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void _select_region();
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bool _transform_gizmo_select(const Vector2 &p_screenpos, bool p_highlight_only = false);
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void _transform_gizmo_apply(Node3D *p_node, const Transform3D &p_transform, bool p_local);
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void _nav_pan(Ref<InputEventWithModifiers> p_event, const Vector2 &p_relative);
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void _nav_zoom(Ref<InputEventWithModifiers> p_event, const Vector2 &p_relative);
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void _nav_orbit(Ref<InputEventWithModifiers> p_event, const Vector2 &p_relative);
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void _nav_look(Ref<InputEventWithModifiers> p_event, const Vector2 &p_relative);
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float get_znear() const;
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float get_zfar() const;
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float get_fov() const;
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ObjectID clicked;
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ObjectID material_target;
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Vector<_RayResult> selection_results;
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bool clicked_wants_append = false;
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bool selection_in_progress = false;
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PopupMenu *selection_menu = nullptr;
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enum NavigationZoomStyle {
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NAVIGATION_ZOOM_VERTICAL,
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NAVIGATION_ZOOM_HORIZONTAL
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};
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enum NavigationMode {
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NAVIGATION_NONE,
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NAVIGATION_PAN,
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NAVIGATION_ZOOM,
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NAVIGATION_ORBIT,
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NAVIGATION_LOOK
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};
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enum TransformMode {
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TRANSFORM_NONE,
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TRANSFORM_ROTATE,
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TRANSFORM_TRANSLATE,
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TRANSFORM_SCALE
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};
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enum TransformPlane {
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TRANSFORM_VIEW,
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TRANSFORM_X_AXIS,
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TRANSFORM_Y_AXIS,
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TRANSFORM_Z_AXIS,
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TRANSFORM_YZ,
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TRANSFORM_XZ,
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TRANSFORM_XY,
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};
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struct EditData {
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TransformMode mode;
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TransformPlane plane;
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Transform3D original;
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Vector3 click_ray;
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Vector3 click_ray_pos;
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Vector3 center;
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Point2 mouse_pos;
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Point2 original_mouse_pos;
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bool snap = false;
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bool show_rotation_line = false;
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Ref<EditorNode3DGizmo> gizmo;
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int gizmo_handle = 0;
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bool gizmo_handle_secondary = false;
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Variant gizmo_initial_value;
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bool original_local;
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bool instant;
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} _edit;
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struct Cursor {
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Vector3 pos;
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real_t x_rot, y_rot, distance, fov_scale;
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Vector3 eye_pos; // Used in freelook mode
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bool region_select;
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Point2 region_begin, region_end;
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Cursor() {
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// These rotations place the camera in +X +Y +Z, aka south east, facing north west.
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x_rot = 0.5;
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y_rot = -0.5;
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distance = 4;
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fov_scale = 1.0;
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region_select = false;
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}
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};
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// Viewport camera supports movement smoothing,
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// so one cursor is the real cursor, while the other can be an interpolated version.
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Cursor cursor; // Immediate cursor
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Cursor camera_cursor; // That one may be interpolated (don't modify this one except for smoothing purposes)
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void scale_fov(real_t p_fov_offset);
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void reset_fov();
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void scale_cursor_distance(real_t scale);
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void set_freelook_active(bool active_now);
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void scale_freelook_speed(real_t scale);
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real_t zoom_indicator_delay;
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int zoom_failed_attempts_count = 0;
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RID move_gizmo_instance[3], move_plane_gizmo_instance[3], rotate_gizmo_instance[4], scale_gizmo_instance[3], scale_plane_gizmo_instance[3], axis_gizmo_instance[3];
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String last_message;
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String message;
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double message_time;
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void set_message(String p_message, float p_time = 5);
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void _view_settings_confirmed(real_t p_interp_delta);
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void _update_camera(real_t p_interp_delta);
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Transform3D to_camera_transform(const Cursor &p_cursor) const;
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void _draw();
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void _surface_mouse_enter();
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void _surface_mouse_exit();
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void _surface_focus_enter();
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void _surface_focus_exit();
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void _sinput(const Ref<InputEvent> &p_event);
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void _update_freelook(real_t delta);
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Node3DEditor *spatial_editor = nullptr;
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Camera3D *previewing = nullptr;
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Camera3D *preview = nullptr;
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bool previewing_cinema;
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bool _is_node_locked(const Node *p_node);
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void _preview_exited_scene();
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void _toggle_camera_preview(bool);
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void _toggle_cinema_preview(bool);
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void _init_gizmo_instance(int p_idx);
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void _finish_gizmo_instances();
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void _selection_result_pressed(int);
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void _selection_menu_hide();
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void _list_select(Ref<InputEventMouseButton> b);
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Point2i _get_warped_mouse_motion(const Ref<InputEventMouseMotion> &p_ev_mouse_motion) const;
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Vector3 _get_instance_position(const Point2 &p_pos) const;
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static AABB _calculate_spatial_bounds(const Node3D *p_parent, bool p_exclude_top_level_transform = true);
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Node *_sanitize_preview_node(Node *p_node) const;
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void _create_preview_node(const Vector<String> &files) const;
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void _remove_preview_node();
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bool _apply_preview_material(ObjectID p_target, const Point2 &p_point) const;
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void _reset_preview_material() const;
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void _remove_preview_material();
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bool _cyclical_dependency_exists(const String &p_target_scene_path, Node *p_desired_node);
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bool _create_instance(Node *parent, String &path, const Point2 &p_point);
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void _perform_drop_data();
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bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
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void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
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void _project_settings_changed();
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Transform3D _compute_transform(TransformMode p_mode, const Transform3D &p_original, const Transform3D &p_original_local, Vector3 p_motion, double p_extra, bool p_local, bool p_orthogonal);
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void begin_transform(TransformMode p_mode, bool instant);
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void commit_transform();
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void update_transform(Point2 p_mousepos, bool p_shift);
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void finish_transform();
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void register_shortcut_action(const String &p_path, const String &p_name, Key p_keycode);
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void shortcut_changed_callback(const Ref<Shortcut> p_shortcut, const String &p_shortcut_path);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void update_surface() { surface->queue_redraw(); }
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void update_transform_gizmo_view();
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void set_can_preview(Camera3D *p_preview);
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void set_state(const Dictionary &p_state);
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Dictionary get_state() const;
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void reset();
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bool is_freelook_active() const { return freelook_active; }
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void focus_selection();
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void assign_pending_data_pointers(
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Node3D *p_preview_node,
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AABB *p_preview_bounds,
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AcceptDialog *p_accept);
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SubViewport *get_viewport_node() { return viewport; }
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Camera3D *get_camera_3d() { return camera; } // return the default camera object.
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Node3DEditorViewport(Node3DEditor *p_spatial_editor, int p_index);
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~Node3DEditorViewport();
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};
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class Node3DEditorSelectedItem : public Object {
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GDCLASS(Node3DEditorSelectedItem, Object);
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public:
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AABB aabb;
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Transform3D original; // original location when moving
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Transform3D original_local;
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Transform3D last_xform; // last transform
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bool last_xform_dirty;
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Node3D *sp = nullptr;
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RID sbox_instance;
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RID sbox_instance_offset;
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RID sbox_instance_xray;
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RID sbox_instance_xray_offset;
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Ref<EditorNode3DGizmo> gizmo;
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HashMap<int, Transform3D> subgizmos; // map ID -> initial transform
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Node3DEditorSelectedItem() {
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sp = nullptr;
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last_xform_dirty = true;
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}
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~Node3DEditorSelectedItem();
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};
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class Node3DEditorViewportContainer : public Container {
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GDCLASS(Node3DEditorViewportContainer, Container);
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public:
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enum View {
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VIEW_USE_1_VIEWPORT,
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VIEW_USE_2_VIEWPORTS,
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VIEW_USE_2_VIEWPORTS_ALT,
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VIEW_USE_3_VIEWPORTS,
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VIEW_USE_3_VIEWPORTS_ALT,
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VIEW_USE_4_VIEWPORTS,
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};
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private:
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View view;
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bool mouseover;
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real_t ratio_h;
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real_t ratio_v;
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bool hovering_v;
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bool hovering_h;
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bool dragging_v;
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bool dragging_h;
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Vector2 drag_begin_pos;
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Vector2 drag_begin_ratio;
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virtual void gui_input(const Ref<InputEvent> &p_event) override;
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protected:
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void _notification(int p_what);
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public:
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void set_view(View p_view);
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View get_view();
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Node3DEditorViewportContainer();
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};
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class Node3DEditor : public VBoxContainer {
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GDCLASS(Node3DEditor, VBoxContainer);
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public:
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static const unsigned int VIEWPORTS_COUNT = 4;
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enum ToolMode {
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TOOL_MODE_SELECT,
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TOOL_MODE_MOVE,
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TOOL_MODE_ROTATE,
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TOOL_MODE_SCALE,
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TOOL_MODE_LIST_SELECT,
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TOOL_LOCK_SELECTED,
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TOOL_UNLOCK_SELECTED,
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TOOL_GROUP_SELECTED,
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TOOL_UNGROUP_SELECTED,
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TOOL_MAX
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};
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enum ToolOptions {
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TOOL_OPT_LOCAL_COORDS,
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TOOL_OPT_USE_SNAP,
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TOOL_OPT_OVERRIDE_CAMERA,
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TOOL_OPT_MAX
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};
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private:
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EditorSelection *editor_selection = nullptr;
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Node3DEditorViewportContainer *viewport_base = nullptr;
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Node3DEditorViewport *viewports[VIEWPORTS_COUNT];
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VSplitContainer *shader_split = nullptr;
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HSplitContainer *left_panel_split = nullptr;
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HSplitContainer *right_panel_split = nullptr;
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/////
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ToolMode tool_mode;
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RID origin;
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RID origin_instance;
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bool origin_enabled = false;
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RID grid[3];
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RID grid_instance[3];
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bool grid_visible[3]; //currently visible
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bool grid_enable[3]; //should be always visible if true
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bool grid_enabled = false;
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bool grid_init_draw = false;
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Camera3D::ProjectionType grid_camera_last_update_perspective = Camera3D::PROJECTION_PERSPECTIVE;
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Vector3 grid_camera_last_update_position;
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Ref<ArrayMesh> move_gizmo[3], move_plane_gizmo[3], rotate_gizmo[4], scale_gizmo[3], scale_plane_gizmo[3], axis_gizmo[3];
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Ref<StandardMaterial3D> gizmo_color[3];
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Ref<StandardMaterial3D> plane_gizmo_color[3];
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Ref<ShaderMaterial> rotate_gizmo_color[3];
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Ref<StandardMaterial3D> gizmo_color_hl[3];
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Ref<StandardMaterial3D> plane_gizmo_color_hl[3];
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Ref<ShaderMaterial> rotate_gizmo_color_hl[3];
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Ref<Node3DGizmo> current_hover_gizmo;
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int current_hover_gizmo_handle;
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bool current_hover_gizmo_handle_secondary;
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real_t snap_translate_value;
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real_t snap_rotate_value;
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real_t snap_scale_value;
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Ref<ArrayMesh> selection_box_xray;
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Ref<ArrayMesh> selection_box;
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RID indicators;
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RID indicators_instance;
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RID cursor_mesh;
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RID cursor_instance;
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Ref<StandardMaterial3D> indicator_mat;
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Ref<ShaderMaterial> grid_mat[3];
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Ref<StandardMaterial3D> cursor_material;
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// Scene drag and drop support
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Node3D *preview_node = nullptr;
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AABB preview_bounds;
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Ref<Material> preview_material;
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Ref<Material> preview_reset_material;
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ObjectID preview_material_target;
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int preview_material_surface = -1;
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struct Gizmo {
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bool visible = false;
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real_t scale = 0;
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Transform3D transform;
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} gizmo;
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enum MenuOption {
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MENU_TOOL_SELECT,
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MENU_TOOL_MOVE,
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MENU_TOOL_ROTATE,
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MENU_TOOL_SCALE,
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MENU_TOOL_LIST_SELECT,
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MENU_TOOL_LOCAL_COORDS,
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MENU_TOOL_USE_SNAP,
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MENU_TOOL_OVERRIDE_CAMERA,
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MENU_TRANSFORM_CONFIGURE_SNAP,
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MENU_TRANSFORM_DIALOG,
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MENU_VIEW_USE_1_VIEWPORT,
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MENU_VIEW_USE_2_VIEWPORTS,
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MENU_VIEW_USE_2_VIEWPORTS_ALT,
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MENU_VIEW_USE_3_VIEWPORTS,
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MENU_VIEW_USE_3_VIEWPORTS_ALT,
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MENU_VIEW_USE_4_VIEWPORTS,
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MENU_VIEW_ORIGIN,
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MENU_VIEW_GRID,
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MENU_VIEW_GIZMOS_3D_ICONS,
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MENU_VIEW_CAMERA_SETTINGS,
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MENU_LOCK_SELECTED,
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MENU_UNLOCK_SELECTED,
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MENU_GROUP_SELECTED,
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MENU_UNGROUP_SELECTED,
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MENU_SNAP_TO_FLOOR
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};
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Button *tool_button[TOOL_MAX];
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Button *tool_option_button[TOOL_OPT_MAX];
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MenuButton *transform_menu = nullptr;
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PopupMenu *gizmos_menu = nullptr;
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MenuButton *view_menu = nullptr;
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AcceptDialog *accept = nullptr;
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ConfirmationDialog *snap_dialog = nullptr;
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ConfirmationDialog *xform_dialog = nullptr;
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ConfirmationDialog *settings_dialog = nullptr;
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|
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bool snap_enabled;
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bool snap_key_enabled;
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LineEdit *snap_translate = nullptr;
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LineEdit *snap_rotate = nullptr;
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LineEdit *snap_scale = nullptr;
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|
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LineEdit *xform_translate[3];
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LineEdit *xform_rotate[3];
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LineEdit *xform_scale[3];
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OptionButton *xform_type = nullptr;
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|
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VBoxContainer *settings_vbc = nullptr;
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SpinBox *settings_fov = nullptr;
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SpinBox *settings_znear = nullptr;
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SpinBox *settings_zfar = nullptr;
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|
|
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void _snap_changed();
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void _snap_update();
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void _xform_dialog_action();
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void _menu_item_pressed(int p_option);
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void _menu_item_toggled(bool pressed, int p_option);
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void _menu_gizmo_toggled(int p_option);
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void _update_camera_override_button(bool p_game_running);
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void _update_camera_override_viewport(Object *p_viewport);
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// Used for secondary menu items which are displayed depending on the currently selected node
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// (such as MeshInstance's "Mesh" menu).
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PanelContainer *context_menu_panel = nullptr;
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HBoxContainer *context_menu_hbox = nullptr;
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|
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void _generate_selection_boxes();
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|
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int camera_override_viewport_id;
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|
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void _init_indicators();
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void _update_gizmos_menu();
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void _update_gizmos_menu_theme();
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void _init_grid();
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void _finish_indicators();
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void _finish_grid();
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|
|
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void _toggle_maximize_view(Object *p_viewport);
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|
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Node *custom_camera = nullptr;
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|
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Object *_get_editor_data(Object *p_what);
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|
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Ref<Environment> viewport_environment;
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|
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Node3D *selected = nullptr;
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|
|
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void _request_gizmo(Object *p_obj);
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|
void _set_subgizmo_selection(Object *p_obj, Ref<Node3DGizmo> p_gizmo, int p_id, Transform3D p_transform = Transform3D());
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|
void _clear_subgizmo_selection(Object *p_obj = nullptr);
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|
|
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static Node3DEditor *singleton;
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|
|
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void _node_added(Node *p_node);
|
|
void _node_removed(Node *p_node);
|
|
Vector<Ref<EditorNode3DGizmoPlugin>> gizmo_plugins_by_priority;
|
|
Vector<Ref<EditorNode3DGizmoPlugin>> gizmo_plugins_by_name;
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|
|
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void _register_all_gizmos();
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|
|
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void _selection_changed();
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void _refresh_menu_icons();
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|
|
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bool do_snap_selected_nodes_to_floor = false;
|
|
void _snap_selected_nodes_to_floor();
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|
|
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// Preview Sun and Environment
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|
|
|
uint32_t world_env_count = 0;
|
|
uint32_t directional_light_count = 0;
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|
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Button *sun_button = nullptr;
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|
Label *sun_state = nullptr;
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|
Label *sun_title = nullptr;
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|
VBoxContainer *sun_vb = nullptr;
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|
Popup *sun_environ_popup = nullptr;
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|
Control *sun_direction = nullptr;
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|
EditorSpinSlider *sun_angle_altitude = nullptr;
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|
EditorSpinSlider *sun_angle_azimuth = nullptr;
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|
ColorPickerButton *sun_color = nullptr;
|
|
EditorSpinSlider *sun_energy = nullptr;
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|
EditorSpinSlider *sun_max_distance = nullptr;
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|
Button *sun_add_to_scene = nullptr;
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|
|
|
void _sun_direction_draw();
|
|
void _sun_direction_input(const Ref<InputEvent> &p_event);
|
|
void _sun_direction_angle_set();
|
|
|
|
Vector2 sun_rotation;
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|
|
|
Ref<Shader> sun_direction_shader;
|
|
Ref<ShaderMaterial> sun_direction_material;
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|
|
|
Button *environ_button = nullptr;
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|
Label *environ_state = nullptr;
|
|
Label *environ_title = nullptr;
|
|
VBoxContainer *environ_vb = nullptr;
|
|
ColorPickerButton *environ_sky_color = nullptr;
|
|
ColorPickerButton *environ_ground_color = nullptr;
|
|
EditorSpinSlider *environ_energy = nullptr;
|
|
Button *environ_ao_button = nullptr;
|
|
Button *environ_glow_button = nullptr;
|
|
Button *environ_tonemap_button = nullptr;
|
|
Button *environ_gi_button = nullptr;
|
|
Button *environ_add_to_scene = nullptr;
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|
|
|
Button *sun_environ_settings = nullptr;
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|
|
|
DirectionalLight3D *preview_sun = nullptr;
|
|
bool preview_sun_dangling = false;
|
|
WorldEnvironment *preview_environment = nullptr;
|
|
bool preview_env_dangling = false;
|
|
Ref<Environment> environment;
|
|
Ref<CameraAttributesPractical> camera_attributes;
|
|
Ref<ProceduralSkyMaterial> sky_material;
|
|
|
|
bool sun_environ_updating = false;
|
|
|
|
void _load_default_preview_settings();
|
|
void _update_preview_environment();
|
|
|
|
void _preview_settings_changed();
|
|
void _sun_environ_settings_pressed();
|
|
|
|
void _add_sun_to_scene(bool p_already_added_environment = false);
|
|
void _add_environment_to_scene(bool p_already_added_sun = false);
|
|
|
|
void _update_theme();
|
|
|
|
protected:
|
|
void _notification(int p_what);
|
|
//void _gui_input(InputEvent p_event);
|
|
virtual void shortcut_input(const Ref<InputEvent> &p_event) override;
|
|
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
static Node3DEditor *get_singleton() { return singleton; }
|
|
|
|
Vector3 snap_point(Vector3 p_target, Vector3 p_start = Vector3(0, 0, 0)) const;
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|
|
|
float get_znear() const { return settings_znear->get_value(); }
|
|
float get_zfar() const { return settings_zfar->get_value(); }
|
|
float get_fov() const { return settings_fov->get_value(); }
|
|
|
|
Transform3D get_gizmo_transform() const { return gizmo.transform; }
|
|
bool is_gizmo_visible() const;
|
|
|
|
ToolMode get_tool_mode() const { return tool_mode; }
|
|
bool are_local_coords_enabled() const { return tool_option_button[Node3DEditor::TOOL_OPT_LOCAL_COORDS]->is_pressed(); }
|
|
void set_local_coords_enabled(bool on) const { tool_option_button[Node3DEditor::TOOL_OPT_LOCAL_COORDS]->set_pressed(on); }
|
|
bool is_snap_enabled() const { return snap_enabled ^ snap_key_enabled; }
|
|
double get_translate_snap() const;
|
|
double get_rotate_snap() const;
|
|
double get_scale_snap() const;
|
|
|
|
Ref<ArrayMesh> get_move_gizmo(int idx) const { return move_gizmo[idx]; }
|
|
Ref<ArrayMesh> get_axis_gizmo(int idx) const { return axis_gizmo[idx]; }
|
|
Ref<ArrayMesh> get_move_plane_gizmo(int idx) const { return move_plane_gizmo[idx]; }
|
|
Ref<ArrayMesh> get_rotate_gizmo(int idx) const { return rotate_gizmo[idx]; }
|
|
Ref<ArrayMesh> get_scale_gizmo(int idx) const { return scale_gizmo[idx]; }
|
|
Ref<ArrayMesh> get_scale_plane_gizmo(int idx) const { return scale_plane_gizmo[idx]; }
|
|
|
|
void update_grid();
|
|
void update_transform_gizmo();
|
|
void update_all_gizmos(Node *p_node = nullptr);
|
|
void snap_selected_nodes_to_floor();
|
|
void select_gizmo_highlight_axis(int p_axis);
|
|
void set_custom_camera(Node *p_camera) { custom_camera = p_camera; }
|
|
|
|
Dictionary get_state() const;
|
|
void set_state(const Dictionary &p_state);
|
|
|
|
Ref<Environment> get_viewport_environment() { return viewport_environment; }
|
|
|
|
void add_control_to_menu_panel(Control *p_control);
|
|
void remove_control_from_menu_panel(Control *p_control);
|
|
|
|
void add_control_to_left_panel(Control *p_control);
|
|
void remove_control_from_left_panel(Control *p_control);
|
|
|
|
void add_control_to_right_panel(Control *p_control);
|
|
void remove_control_from_right_panel(Control *p_control);
|
|
|
|
void move_control_to_left_panel(Control *p_control);
|
|
void move_control_to_right_panel(Control *p_control);
|
|
|
|
VSplitContainer *get_shader_split();
|
|
|
|
Node3D *get_single_selected_node() { return selected; }
|
|
bool is_current_selected_gizmo(const EditorNode3DGizmo *p_gizmo);
|
|
bool is_subgizmo_selected(int p_id);
|
|
Vector<int> get_subgizmo_selection();
|
|
|
|
Ref<EditorNode3DGizmo> get_current_hover_gizmo() const { return current_hover_gizmo; }
|
|
void set_current_hover_gizmo(Ref<EditorNode3DGizmo> p_gizmo) { current_hover_gizmo = p_gizmo; }
|
|
|
|
void set_current_hover_gizmo_handle(int p_id, bool p_secondary) {
|
|
current_hover_gizmo_handle = p_id;
|
|
current_hover_gizmo_handle_secondary = p_secondary;
|
|
}
|
|
|
|
int get_current_hover_gizmo_handle(bool &r_secondary) const {
|
|
r_secondary = current_hover_gizmo_handle_secondary;
|
|
return current_hover_gizmo_handle;
|
|
}
|
|
|
|
void set_can_preview(Camera3D *p_preview);
|
|
|
|
void set_preview_material(Ref<Material> p_material) { preview_material = p_material; }
|
|
Ref<Material> get_preview_material() { return preview_material; }
|
|
void set_preview_reset_material(Ref<Material> p_material) { preview_reset_material = p_material; }
|
|
Ref<Material> get_preview_reset_material() const { return preview_reset_material; }
|
|
void set_preview_material_target(ObjectID p_object_id) { preview_material_target = p_object_id; }
|
|
ObjectID get_preview_material_target() const { return preview_material_target; }
|
|
void set_preview_material_surface(int p_surface) { preview_material_surface = p_surface; }
|
|
int get_preview_material_surface() const { return preview_material_surface; }
|
|
|
|
Node3DEditorViewport *get_editor_viewport(int p_idx) {
|
|
ERR_FAIL_INDEX_V(p_idx, static_cast<int>(VIEWPORTS_COUNT), nullptr);
|
|
return viewports[p_idx];
|
|
}
|
|
|
|
void add_gizmo_plugin(Ref<EditorNode3DGizmoPlugin> p_plugin);
|
|
void remove_gizmo_plugin(Ref<EditorNode3DGizmoPlugin> p_plugin);
|
|
|
|
void edit(Node3D *p_spatial);
|
|
void clear();
|
|
|
|
Node3DEditor();
|
|
~Node3DEditor();
|
|
};
|
|
|
|
class Node3DEditorPlugin : public EditorPlugin {
|
|
GDCLASS(Node3DEditorPlugin, EditorPlugin);
|
|
|
|
Node3DEditor *spatial_editor = nullptr;
|
|
|
|
public:
|
|
Node3DEditor *get_spatial_editor() { return spatial_editor; }
|
|
virtual String get_name() const override { return "3D"; }
|
|
bool has_main_screen() const override { return true; }
|
|
virtual void make_visible(bool p_visible) override;
|
|
virtual void edit(Object *p_object) override;
|
|
virtual bool handles(Object *p_object) const override;
|
|
|
|
virtual Dictionary get_state() const override;
|
|
virtual void set_state(const Dictionary &p_state) override;
|
|
virtual void clear() override { spatial_editor->clear(); }
|
|
|
|
virtual void edited_scene_changed() override;
|
|
|
|
Node3DEditorPlugin();
|
|
~Node3DEditorPlugin();
|
|
};
|
|
|
|
#endif // NODE_3D_EDITOR_PLUGIN_H
|