Path: blob/master/editor/scene/3d/node_3d_editor_gizmos.h
21763 views
/**************************************************************************/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"37#include "scene/resources/mesh.h"3839class Timer;40class EditorNode3DGizmoPlugin;4142class EditorNode3DGizmo : public Node3DGizmo {43GDCLASS(EditorNode3DGizmo, Node3DGizmo);4445struct Instance {46RID instance;47Ref<Mesh> mesh;48Ref<Material> material;49Ref<SkinReference> skin_reference;50bool extra_margin = false;51Transform3D xform;5253void create_instance(Node3D *p_base, bool p_hidden = false);54};5556bool selected;5758Vector<Vector3> collision_segments;59LocalVector<Ref<TriangleMesh>> collision_meshes;6061Vector<Vector3> handles;62Vector<int> handle_ids;63Vector<Vector3> secondary_handles;64Vector<int> secondary_handle_ids;6566real_t selectable_icon_size;67bool billboard_handle;6869bool valid;70bool hidden;71Vector<Instance> instances;72Node3D *spatial_node = nullptr;7374DynamicBVH::ID bvh_node_id;7576void _set_node_3d(Node *p_node) { set_node_3d(Object::cast_to<Node3D>(p_node)); }7778void _update_bvh();7980protected:81static void _bind_methods();8283EditorNode3DGizmoPlugin *gizmo_plugin = nullptr;8485GDVIRTUAL0(_redraw)86GDVIRTUAL2RC(String, _get_handle_name, int, bool)87GDVIRTUAL2RC(bool, _is_handle_highlighted, int, bool)88GDVIRTUAL2RC(Variant, _get_handle_value, int, bool)89GDVIRTUAL2(_begin_handle_action, int, bool)90GDVIRTUAL4(_set_handle, int, bool, const Camera3D *, Vector2)91GDVIRTUAL4(_commit_handle, int, bool, Variant, bool)9293GDVIRTUAL2RC(int, _subgizmos_intersect_ray, const Camera3D *, Vector2)94GDVIRTUAL2RC(Vector<int>, _subgizmos_intersect_frustum, const Camera3D *, TypedArray<Plane>)95GDVIRTUAL1RC(Transform3D, _get_subgizmo_transform, int)96GDVIRTUAL2(_set_subgizmo_transform, int, Transform3D)97GDVIRTUAL3(_commit_subgizmos, Vector<int>, TypedArray<Transform3D>, bool)98public:99void add_lines(const Vector<Vector3> &p_lines, const Ref<Material> &p_material, bool p_billboard = false, const Color &p_modulate = Color(1, 1, 1));100void 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));101void 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>());102void add_collision_segments(const Vector<Vector3> &p_lines);103void add_collision_triangles(const Ref<TriangleMesh> &p_tmesh);104void add_unscaled_billboard(const Ref<Material> &p_material, real_t p_scale = 1, const Color &p_modulate = Color(1, 1, 1));105void 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);106void add_solid_box(const Ref<Material> &p_material, Vector3 p_size, Vector3 p_position = Vector3(), const Transform3D &p_xform = Transform3D());107108virtual bool is_handle_highlighted(int p_id, bool p_secondary) const;109virtual String get_handle_name(int p_id, bool p_secondary) const;110virtual Variant get_handle_value(int p_id, bool p_secondary) const;111virtual void begin_handle_action(int p_id, bool p_secondary);112virtual void set_handle(int p_id, bool p_secondary, Camera3D *p_camera, const Point2 &p_point);113virtual void commit_handle(int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel = false);114115virtual int subgizmos_intersect_ray(Camera3D *p_camera, const Vector2 &p_point) const;116virtual Vector<int> subgizmos_intersect_frustum(const Camera3D *p_camera, const Vector<Plane> &p_frustum) const;117virtual Transform3D get_subgizmo_transform(int p_id) const;118virtual void set_subgizmo_transform(int p_id, Transform3D p_transform);119virtual void commit_subgizmos(const Vector<int> &p_ids, const Vector<Transform3D> &p_restore, bool p_cancel = false);120121void set_selected(bool p_selected) { selected = p_selected; }122bool is_selected() const { return selected; }123124void set_node_3d(Node3D *p_node);125Node3D *get_node_3d() const { return spatial_node; }126Ref<EditorNode3DGizmoPlugin> get_plugin() const { return gizmo_plugin; }127bool intersect_frustum(const Camera3D *p_camera, const Vector<Plane> &p_frustum);128void handles_intersect_ray(Camera3D *p_camera, const Vector2 &p_point, bool p_shift_pressed, int &r_id, bool &r_secondary);129bool intersect_ray(Camera3D *p_camera, const Point2 &p_point, Vector3 &r_pos, Vector3 &r_normal);130bool is_subgizmo_selected(int p_id) const;131Vector<int> get_subgizmo_selection() const;132133virtual void clear() override;134virtual void create() override;135virtual void transform() override;136virtual void redraw() override;137virtual void free() override;138139virtual bool is_editable() const;140141void set_hidden(bool p_hidden);142void set_plugin(EditorNode3DGizmoPlugin *p_plugin);143144EditorNode3DGizmo();145~EditorNode3DGizmo();146};147148class EditorNode3DGizmoPlugin : public Resource {149GDCLASS(EditorNode3DGizmoPlugin, Resource);150151public:152static const int VISIBLE = 0;153static const int HIDDEN = 1;154static const int ON_TOP = 2;155156protected:157int current_state;158HashSet<EditorNode3DGizmo *> current_gizmos;159HashMap<String, Vector<Ref<StandardMaterial3D>>> materials;160161static void _bind_methods();162virtual bool has_gizmo(Node3D *p_spatial);163virtual Ref<EditorNode3DGizmo> create_gizmo(Node3D *p_spatial);164165GDVIRTUAL1RC(bool, _has_gizmo, Node3D *)166GDVIRTUAL1RC(Ref<EditorNode3DGizmo>, _create_gizmo, Node3D *)167168GDVIRTUAL0RC(String, _get_gizmo_name)169GDVIRTUAL0RC(int, _get_priority)170GDVIRTUAL0RC(bool, _can_be_hidden)171GDVIRTUAL0RC(bool, _is_selectable_when_hidden)172173GDVIRTUAL1(_redraw, Ref<EditorNode3DGizmo>)174GDVIRTUAL3RC(String, _get_handle_name, Ref<EditorNode3DGizmo>, int, bool)175GDVIRTUAL3RC(bool, _is_handle_highlighted, Ref<EditorNode3DGizmo>, int, bool)176GDVIRTUAL3RC(Variant, _get_handle_value, Ref<EditorNode3DGizmo>, int, bool)177178GDVIRTUAL3(_begin_handle_action, Ref<EditorNode3DGizmo>, int, bool)179GDVIRTUAL5(_set_handle, Ref<EditorNode3DGizmo>, int, bool, const Camera3D *, Vector2)180GDVIRTUAL5(_commit_handle, Ref<EditorNode3DGizmo>, int, bool, Variant, bool)181182GDVIRTUAL3RC(int, _subgizmos_intersect_ray, Ref<EditorNode3DGizmo>, const Camera3D *, Vector2)183GDVIRTUAL3RC(Vector<int>, _subgizmos_intersect_frustum, Ref<EditorNode3DGizmo>, const Camera3D *, TypedArray<Plane>)184GDVIRTUAL2RC(Transform3D, _get_subgizmo_transform, Ref<EditorNode3DGizmo>, int)185GDVIRTUAL3(_set_subgizmo_transform, Ref<EditorNode3DGizmo>, int, Transform3D)186GDVIRTUAL4(_commit_subgizmos, Ref<EditorNode3DGizmo>, Vector<int>, TypedArray<Transform3D>, bool)187188public:189void 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);190void 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));191void create_handle_material(const String &p_name, bool p_billboard = false, const Ref<Texture2D> &p_texture = nullptr);192void add_material(const String &p_name, Ref<StandardMaterial3D> p_material);193194Ref<StandardMaterial3D> get_material(const String &p_name, const Ref<EditorNode3DGizmo> &p_gizmo = Ref<EditorNode3DGizmo>());195196virtual String get_gizmo_name() const;197virtual int get_priority() const;198virtual bool can_be_hidden() const;199virtual bool is_selectable_when_hidden() const;200virtual bool can_commit_handle_on_click() const;201202virtual void redraw(EditorNode3DGizmo *p_gizmo);203virtual bool is_handle_highlighted(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const;204virtual String get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const;205virtual Variant get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const;206virtual void begin_handle_action(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary);207virtual void set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, Camera3D *p_camera, const Point2 &p_point);208virtual void commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel = false);209210virtual int subgizmos_intersect_ray(const EditorNode3DGizmo *p_gizmo, Camera3D *p_camera, const Vector2 &p_point) const;211virtual Vector<int> subgizmos_intersect_frustum(const EditorNode3DGizmo *p_gizmo, const Camera3D *p_camera, const Vector<Plane> &p_frustum) const;212virtual Transform3D get_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id) const;213virtual void set_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id, Transform3D p_transform);214virtual void commit_subgizmos(const EditorNode3DGizmo *p_gizmo, const Vector<int> &p_ids, const Vector<Transform3D> &p_restore, bool p_cancel = false);215216Ref<EditorNode3DGizmo> get_gizmo(Node3D *p_spatial);217void set_state(int p_state);218int get_state() const;219void unregister_gizmo(EditorNode3DGizmo *p_gizmo);220221EditorNode3DGizmoPlugin();222virtual ~EditorNode3DGizmoPlugin();223};224225226