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- /**************************************************************************/
- /* 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)
- 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
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