/**************************************************************************/ /* 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/math/dynamic_bvh.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; Ref material; Ref skin_reference; bool extra_margin = false; Transform3D xform; void create_instance(Node3D *p_base, bool p_hidden = false); }; bool selected; Vector collision_segments; Ref collision_mesh; Vector handles; Vector handle_ids; Vector secondary_handles; Vector secondary_handle_ids; real_t selectable_icon_size; bool billboard_handle; bool valid; bool hidden; Vector instances; Node3D *spatial_node = nullptr; DynamicBVH::ID bvh_node_id; void _set_node_3d(Node *p_node) { set_node_3d(Object::cast_to(p_node)); } void _update_bvh(); 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, _subgizmos_intersect_frustum, const Camera3D *, TypedArray) GDVIRTUAL1RC(Transform3D, _get_subgizmo_transform, int) GDVIRTUAL2(_set_subgizmo_transform, int, Transform3D) GDVIRTUAL3(_commit_subgizmos, Vector, TypedArray, bool) public: void add_lines(const Vector &p_lines, const Ref &p_material, bool p_billboard = false, const Color &p_modulate = Color(1, 1, 1)); void add_vertices(const Vector &p_vertices, const Ref &p_material, Mesh::PrimitiveType p_primitive_type, bool p_billboard = false, const Color &p_modulate = Color(1, 1, 1)); void add_mesh(const Ref &p_mesh, const Ref &p_material = Ref(), const Transform3D &p_xform = Transform3D(), const Ref &p_skin_reference = Ref()); void add_collision_segments(const Vector &p_lines); void add_collision_triangles(const Ref &p_tmesh); void add_unscaled_billboard(const Ref &p_material, real_t p_scale = 1, const Color &p_modulate = Color(1, 1, 1)); void add_handles(const Vector &p_handles, const Ref &p_material, const Vector &p_ids = Vector(), bool p_billboard = false, bool p_secondary = false); void add_solid_box(const Ref &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 subgizmos_intersect_frustum(const Camera3D *p_camera, const Vector &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 &p_ids, const Vector &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 get_plugin() const { return gizmo_plugin; } bool intersect_frustum(const Camera3D *p_camera, const Vector &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 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; HashSet current_gizmos; HashMap>> materials; static void _bind_methods(); virtual bool has_gizmo(Node3D *p_spatial); virtual Ref create_gizmo(Node3D *p_spatial); GDVIRTUAL1RC(bool, _has_gizmo, Node3D *) GDVIRTUAL1RC(Ref, _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) GDVIRTUAL3RC(String, _get_handle_name, Ref, int, bool) GDVIRTUAL3RC(bool, _is_handle_highlighted, Ref, int, bool) GDVIRTUAL3RC(Variant, _get_handle_value, Ref, int, bool) GDVIRTUAL3(_begin_handle_action, Ref, int, bool) GDVIRTUAL5(_set_handle, Ref, int, bool, const Camera3D *, Vector2) GDVIRTUAL5(_commit_handle, Ref, int, bool, Variant, bool) GDVIRTUAL3RC(int, _subgizmos_intersect_ray, Ref, const Camera3D *, Vector2) GDVIRTUAL3RC(Vector, _subgizmos_intersect_frustum, Ref, const Camera3D *, TypedArray) GDVIRTUAL2RC(Transform3D, _get_subgizmo_transform, Ref, int) GDVIRTUAL3(_set_subgizmo_transform, Ref, int, Transform3D) GDVIRTUAL4(_commit_subgizmos, Ref, Vector, TypedArray, 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 &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 &p_texture = nullptr); void add_material(const String &p_name, Ref p_material); Ref get_material(const String &p_name, const Ref &p_gizmo = Ref()); 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 subgizmos_intersect_frustum(const EditorNode3DGizmo *p_gizmo, const Camera3D *p_camera, const Vector &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 &p_ids, const Vector &p_restore, bool p_cancel = false); Ref 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