Path: blob/master/editor/scene/3d/node_3d_editor_gizmos.h
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/**************************************************************************/1/* node_3d_editor_gizmos.h */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#pragma once3132#include "core/math/dynamic_bvh.h"33#include "core/templates/hash_map.h"34#include "scene/3d/camera_3d.h"35#include "scene/3d/node_3d.h"36#include "scene/3d/skeleton_3d.h"3738class Timer;39class EditorNode3DGizmoPlugin;4041class EditorNode3DGizmo : public Node3DGizmo {42GDCLASS(EditorNode3DGizmo, Node3DGizmo);4344struct Instance {45RID instance;46Ref<Mesh> mesh;47Ref<Material> material;48Ref<SkinReference> skin_reference;49bool extra_margin = false;50Transform3D xform;5152void create_instance(Node3D *p_base, bool p_hidden = false);53};5455bool selected;5657Vector<Vector3> collision_segments;58LocalVector<Ref<TriangleMesh>> collision_meshes;5960Vector<Vector3> handles;61Vector<int> handle_ids;62Vector<Vector3> secondary_handles;63Vector<int> secondary_handle_ids;6465real_t selectable_icon_size;66bool billboard_handle;6768bool valid;69bool hidden;70Vector<Instance> instances;71Node3D *spatial_node = nullptr;7273DynamicBVH::ID bvh_node_id;7475void _set_node_3d(Node *p_node) { set_node_3d(Object::cast_to<Node3D>(p_node)); }7677void _update_bvh();7879protected:80static void _bind_methods();8182EditorNode3DGizmoPlugin *gizmo_plugin = nullptr;8384GDVIRTUAL0(_redraw)85GDVIRTUAL2RC(String, _get_handle_name, int, bool)86GDVIRTUAL2RC(bool, _is_handle_highlighted, int, bool)87GDVIRTUAL2RC(Variant, _get_handle_value, int, bool)88GDVIRTUAL2(_begin_handle_action, int, bool)89GDVIRTUAL4(_set_handle, int, bool, const Camera3D *, Vector2)90GDVIRTUAL4(_commit_handle, int, bool, Variant, bool)9192GDVIRTUAL2RC(int, _subgizmos_intersect_ray, const Camera3D *, Vector2)93GDVIRTUAL2RC(Vector<int>, _subgizmos_intersect_frustum, const Camera3D *, TypedArray<Plane>)94GDVIRTUAL1RC(Transform3D, _get_subgizmo_transform, int)95GDVIRTUAL2(_set_subgizmo_transform, int, Transform3D)96GDVIRTUAL3(_commit_subgizmos, Vector<int>, TypedArray<Transform3D>, bool)97public:98void add_lines(const Vector<Vector3> &p_lines, const Ref<Material> &p_material, bool p_billboard = false, const Color &p_modulate = Color(1, 1, 1));99void 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));100void 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>());101void add_collision_segments(const Vector<Vector3> &p_lines);102void add_collision_triangles(const Ref<TriangleMesh> &p_tmesh);103void add_unscaled_billboard(const Ref<Material> &p_material, real_t p_scale = 1, const Color &p_modulate = Color(1, 1, 1));104void 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);105void add_solid_box(const Ref<Material> &p_material, Vector3 p_size, Vector3 p_position = Vector3(), const Transform3D &p_xform = Transform3D());106107virtual bool is_handle_highlighted(int p_id, bool p_secondary) const;108virtual String get_handle_name(int p_id, bool p_secondary) const;109virtual Variant get_handle_value(int p_id, bool p_secondary) const;110virtual void begin_handle_action(int p_id, bool p_secondary);111virtual void set_handle(int p_id, bool p_secondary, Camera3D *p_camera, const Point2 &p_point);112virtual void commit_handle(int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel = false);113114virtual int subgizmos_intersect_ray(Camera3D *p_camera, const Vector2 &p_point) const;115virtual Vector<int> subgizmos_intersect_frustum(const Camera3D *p_camera, const Vector<Plane> &p_frustum) const;116virtual Transform3D get_subgizmo_transform(int p_id) const;117virtual void set_subgizmo_transform(int p_id, Transform3D p_transform);118virtual void commit_subgizmos(const Vector<int> &p_ids, const Vector<Transform3D> &p_restore, bool p_cancel = false);119120void set_selected(bool p_selected) { selected = p_selected; }121bool is_selected() const { return selected; }122123void set_node_3d(Node3D *p_node);124Node3D *get_node_3d() const { return spatial_node; }125Ref<EditorNode3DGizmoPlugin> get_plugin() const { return gizmo_plugin; }126bool intersect_frustum(const Camera3D *p_camera, const Vector<Plane> &p_frustum);127void handles_intersect_ray(Camera3D *p_camera, const Vector2 &p_point, bool p_shift_pressed, int &r_id, bool &r_secondary);128bool intersect_ray(Camera3D *p_camera, const Point2 &p_point, Vector3 &r_pos, Vector3 &r_normal);129bool is_subgizmo_selected(int p_id) const;130Vector<int> get_subgizmo_selection() const;131132virtual void clear() override;133virtual void create() override;134virtual void transform() override;135virtual void redraw() override;136virtual void free() override;137138virtual bool is_editable() const;139140void set_hidden(bool p_hidden);141void set_plugin(EditorNode3DGizmoPlugin *p_plugin);142143EditorNode3DGizmo();144~EditorNode3DGizmo();145};146147class EditorNode3DGizmoPlugin : public Resource {148GDCLASS(EditorNode3DGizmoPlugin, Resource);149150public:151static const int VISIBLE = 0;152static const int HIDDEN = 1;153static const int ON_TOP = 2;154155protected:156int current_state;157HashSet<EditorNode3DGizmo *> current_gizmos;158HashMap<String, Vector<Ref<StandardMaterial3D>>> materials;159160static void _bind_methods();161virtual bool has_gizmo(Node3D *p_spatial);162virtual Ref<EditorNode3DGizmo> create_gizmo(Node3D *p_spatial);163164GDVIRTUAL1RC(bool, _has_gizmo, Node3D *)165GDVIRTUAL1RC(Ref<EditorNode3DGizmo>, _create_gizmo, Node3D *)166167GDVIRTUAL0RC(String, _get_gizmo_name)168GDVIRTUAL0RC(int, _get_priority)169GDVIRTUAL0RC(bool, _can_be_hidden)170GDVIRTUAL0RC(bool, _is_selectable_when_hidden)171172GDVIRTUAL1(_redraw, Ref<EditorNode3DGizmo>)173GDVIRTUAL3RC(String, _get_handle_name, Ref<EditorNode3DGizmo>, int, bool)174GDVIRTUAL3RC(bool, _is_handle_highlighted, Ref<EditorNode3DGizmo>, int, bool)175GDVIRTUAL3RC(Variant, _get_handle_value, Ref<EditorNode3DGizmo>, int, bool)176177GDVIRTUAL3(_begin_handle_action, Ref<EditorNode3DGizmo>, int, bool)178GDVIRTUAL5(_set_handle, Ref<EditorNode3DGizmo>, int, bool, const Camera3D *, Vector2)179GDVIRTUAL5(_commit_handle, Ref<EditorNode3DGizmo>, int, bool, Variant, bool)180181GDVIRTUAL3RC(int, _subgizmos_intersect_ray, Ref<EditorNode3DGizmo>, const Camera3D *, Vector2)182GDVIRTUAL3RC(Vector<int>, _subgizmos_intersect_frustum, Ref<EditorNode3DGizmo>, const Camera3D *, TypedArray<Plane>)183GDVIRTUAL2RC(Transform3D, _get_subgizmo_transform, Ref<EditorNode3DGizmo>, int)184GDVIRTUAL3(_set_subgizmo_transform, Ref<EditorNode3DGizmo>, int, Transform3D)185GDVIRTUAL4(_commit_subgizmos, Ref<EditorNode3DGizmo>, Vector<int>, TypedArray<Transform3D>, bool)186187public:188void 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);189void 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));190void create_handle_material(const String &p_name, bool p_billboard = false, const Ref<Texture2D> &p_texture = nullptr);191void add_material(const String &p_name, Ref<StandardMaterial3D> p_material);192193Ref<StandardMaterial3D> get_material(const String &p_name, const Ref<EditorNode3DGizmo> &p_gizmo = Ref<EditorNode3DGizmo>());194195virtual String get_gizmo_name() const;196virtual int get_priority() const;197virtual bool can_be_hidden() const;198virtual bool is_selectable_when_hidden() const;199virtual bool can_commit_handle_on_click() const;200201virtual void redraw(EditorNode3DGizmo *p_gizmo);202virtual bool is_handle_highlighted(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const;203virtual String get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const;204virtual Variant get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const;205virtual void begin_handle_action(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary);206virtual void set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, Camera3D *p_camera, const Point2 &p_point);207virtual void commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel = false);208209virtual int subgizmos_intersect_ray(const EditorNode3DGizmo *p_gizmo, Camera3D *p_camera, const Vector2 &p_point) const;210virtual Vector<int> subgizmos_intersect_frustum(const EditorNode3DGizmo *p_gizmo, const Camera3D *p_camera, const Vector<Plane> &p_frustum) const;211virtual Transform3D get_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id) const;212virtual void set_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id, Transform3D p_transform);213virtual void commit_subgizmos(const EditorNode3DGizmo *p_gizmo, const Vector<int> &p_ids, const Vector<Transform3D> &p_restore, bool p_cancel = false);214215Ref<EditorNode3DGizmo> get_gizmo(Node3D *p_spatial);216void set_state(int p_state);217int get_state() const;218void unregister_gizmo(EditorNode3DGizmo *p_gizmo);219220EditorNode3DGizmoPlugin();221virtual ~EditorNode3DGizmoPlugin();222};223224225