godot/editor/plugins/node_3d_editor_plugin.h
Pedro J. Estébanez 4eb3286230 Put misc. 3D tool visible instances on their own layer
This makes that visible stuff invisible to ReflectionProbes, whose preview in the editor shouldn't involve them.
2020-11-26 20:11:00 +01:00

893 lines
26 KiB
C++

/*************************************************************************/
/* node_3d_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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_PLUGIN_H
#define NODE_3D_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "editor/editor_scale.h"
#include "scene/3d/immediate_geometry_3d.h"
#include "scene/3d/light_3d.h"
#include "scene/3d/visual_instance_3d.h"
#include "scene/gui/panel_container.h"
class Camera3D;
class Node3DEditor;
class EditorNode3DGizmoPlugin;
class Node3DEditorViewport;
class SubViewportContainer;
class EditorNode3DGizmo : public Node3DGizmo {
GDCLASS(EditorNode3DGizmo, Node3DGizmo);
bool selected;
bool instanced;
public:
void set_selected(bool p_selected) { selected = p_selected; }
bool is_selected() const { return selected; }
struct Instance {
RID instance;
Ref<ArrayMesh> mesh;
Ref<Material> material;
Ref<SkinReference> skin_reference;
RID skeleton;
bool billboard;
bool unscaled;
bool can_intersect;
bool extra_margin;
Instance() {
billboard = false;
unscaled = false;
can_intersect = false;
extra_margin = false;
}
void create_instance(Node3D *p_base, bool p_hidden = false);
};
Vector<Vector3> collision_segments;
Ref<TriangleMesh> collision_mesh;
struct Handle {
Vector3 pos;
bool billboard;
};
Vector<Vector3> handles;
Vector<Vector3> secondary_handles;
float selectable_icon_size;
bool billboard_handle;
bool valid;
bool hidden;
Node3D *base;
Vector<Instance> instances;
Node3D *spatial_node;
EditorNode3DGizmoPlugin *gizmo_plugin;
void _set_spatial_node(Node *p_node) { set_spatial_node(Object::cast_to<Node3D>(p_node)); }
protected:
static void _bind_methods();
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_mesh(const Ref<ArrayMesh> &p_mesh, bool p_billboard = false, const Ref<SkinReference> &p_skin_reference = Ref<SkinReference>(), const Ref<Material> &p_material = Ref<Material>());
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, float p_scale = 1, const Color &p_modulate = Color(1, 1, 1));
void add_handles(const Vector<Vector3> &p_handles, const Ref<Material> &p_material, bool p_billboard = false, bool p_secondary = false);
void add_solid_box(Ref<Material> &p_material, Vector3 p_size, Vector3 p_position = Vector3());
virtual bool is_handle_highlighted(int p_idx) const;
virtual String get_handle_name(int p_idx) const;
virtual Variant get_handle_value(int p_idx);
virtual void set_handle(int p_idx, Camera3D *p_camera, const Point2 &p_point);
virtual void commit_handle(int p_idx, const Variant &p_restore, bool p_cancel = false);
void set_spatial_node(Node3D *p_node);
Node3D *get_spatial_node() const { return spatial_node; }
Ref<EditorNode3DGizmoPlugin> get_plugin() const { return gizmo_plugin; }
Vector3 get_handle_pos(int p_idx) const;
bool intersect_frustum(const Camera3D *p_camera, const Vector<Plane> &p_frustum);
bool intersect_ray(Camera3D *p_camera, const Point2 &p_point, Vector3 &r_pos, Vector3 &r_normal, int *r_gizmo_handle = nullptr, bool p_sec_first = false);
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 ViewportRotationControl : public Control {
GDCLASS(ViewportRotationControl, Control);
struct Axis2D {
Vector2i screen_point;
float z_axis = -99.0;
int axis = -1;
};
struct Axis2DCompare {
_FORCE_INLINE_ bool operator()(const Axis2D &l, const Axis2D &r) const {
return l.z_axis < r.z_axis;
}
};
Node3DEditorViewport *viewport = nullptr;
Vector<Color> axis_colors;
Vector<int> axis_menu_options;
Vector2i orbiting_mouse_start;
bool orbiting = false;
int focused_axis = -2;
const float AXIS_CIRCLE_RADIUS = 8.0f * EDSCALE;
protected:
static void _bind_methods();
void _notification(int p_what);
void _gui_input(Ref<InputEvent> p_event);
void _draw();
void _draw_axis(const Axis2D &p_axis);
void _get_sorted_axis(Vector<Axis2D> &r_axis);
void _update_focus();
void _on_mouse_exited();
public:
void set_viewport(Node3DEditorViewport *p_viewport);
};
class Node3DEditorViewport : public Control {
GDCLASS(Node3DEditorViewport, Control);
friend class Node3DEditor;
friend class ViewportRotationControl;
enum {
VIEW_TOP,
VIEW_BOTTOM,
VIEW_LEFT,
VIEW_RIGHT,
VIEW_FRONT,
VIEW_REAR,
VIEW_CENTER_TO_ORIGIN,
VIEW_CENTER_TO_SELECTION,
VIEW_ALIGN_TRANSFORM_WITH_VIEW,
VIEW_ALIGN_ROTATION_WITH_VIEW,
VIEW_PERSPECTIVE,
VIEW_ENVIRONMENT,
VIEW_ORTHOGONAL,
VIEW_HALF_RESOLUTION,
VIEW_AUDIO_LISTENER,
VIEW_AUDIO_DOPPLER,
VIEW_GIZMOS,
VIEW_INFORMATION,
VIEW_FRAME_TIME,
VIEW_DISPLAY_NORMAL,
VIEW_DISPLAY_WIREFRAME,
VIEW_DISPLAY_OVERDRAW,
VIEW_DISPLAY_SHADELESS,
VIEW_DISPLAY_LIGHTING,
VIEW_DISPLAY_ADVANCED,
VIEW_DISPLAY_NORMAL_BUFFER,
VIEW_DISPLAY_DEBUG_SHADOW_ATLAS,
VIEW_DISPLAY_DEBUG_DIRECTIONAL_SHADOW_ATLAS,
VIEW_DISPLAY_DEBUG_GIPROBE_ALBEDO,
VIEW_DISPLAY_DEBUG_GIPROBE_LIGHTING,
VIEW_DISPLAY_DEBUG_GIPROBE_EMISSION,
VIEW_DISPLAY_DEBUG_SCENE_LUMINANCE,
VIEW_DISPLAY_DEBUG_SSAO,
VIEW_DISPLAY_DEBUG_PSSM_SPLITS,
VIEW_DISPLAY_DEBUG_DECAL_ATLAS,
VIEW_DISPLAY_DEBUG_SDFGI,
VIEW_DISPLAY_DEBUG_SDFGI_PROBES,
VIEW_DISPLAY_DEBUG_GI_BUFFER,
VIEW_LOCK_ROTATION,
VIEW_CINEMATIC_PREVIEW,
VIEW_AUTO_ORTHOGONAL,
VIEW_MAX
};
public:
enum {
GIZMO_BASE_LAYER = 27,
GIZMO_EDIT_LAYER = 26,
GIZMO_GRID_LAYER = 25,
MISC_TOOL_LAYER = 24,
FRAME_TIME_HISTORY = 20,
};
enum NavigationScheme {
NAVIGATION_GODOT,
NAVIGATION_MAYA,
NAVIGATION_MODO,
};
enum FreelookNavigationScheme {
FREELOOK_DEFAULT,
FREELOOK_PARTIALLY_AXIS_LOCKED,
FREELOOK_FULLY_AXIS_LOCKED,
};
private:
float cpu_time_history[FRAME_TIME_HISTORY];
int cpu_time_history_index;
float gpu_time_history[FRAME_TIME_HISTORY];
int gpu_time_history_index;
int index;
String name;
void _menu_option(int p_option);
void _set_auto_orthogonal();
Node3D *preview_node;
AABB *preview_bounds;
Vector<String> selected_files;
AcceptDialog *accept;
Node *target_node;
Point2 drop_pos;
EditorNode *editor;
EditorData *editor_data;
EditorSelection *editor_selection;
UndoRedo *undo_redo;
CheckBox *preview_camera;
SubViewportContainer *subviewport_container;
MenuButton *view_menu;
PopupMenu *display_submenu;
Control *surface;
SubViewport *viewport;
Camera3D *camera;
bool transforming;
bool orthogonal;
bool auto_orthogonal;
bool lock_rotation;
float gizmo_scale;
bool freelook_active;
real_t freelook_speed;
Vector2 previous_mouse_position;
Label *info_label;
Label *cinema_label;
Label *locked_label;
VBoxContainer *top_right_vbox;
ViewportRotationControl *rotation_control;
Label *fps_label;
struct _RayResult {
Node3D *item;
float depth;
int handle;
_FORCE_INLINE_ bool operator<(const _RayResult &p_rr) const { return depth < p_rr.depth; }
};
void _update_name();
void _compute_edit(const Point2 &p_point);
void _clear_selected();
void _select_clicked(bool p_append, bool p_single, bool p_allow_locked = false);
void _select(Node *p_node, bool p_append, bool p_single);
ObjectID _select_ray(const Point2 &p_pos, bool p_append, bool &r_includes_current, int *r_gizmo_handle = nullptr, bool p_alt_select = false);
void _find_items_at_pos(const Point2 &p_pos, bool &r_includes_current, Vector<_RayResult> &results, bool p_alt_select = false);
Vector3 _get_ray_pos(const Vector2 &p_pos) const;
Vector3 _get_ray(const Vector2 &p_pos) const;
Point2 _point_to_screen(const Vector3 &p_point);
Transform _get_camera_transform() const;
int get_selected_count() const;
Vector3 _get_camera_position() const;
Vector3 _get_camera_normal() const;
Vector3 _get_screen_to_space(const Vector3 &p_vector3);
void _select_region();
bool _gizmo_select(const Vector2 &p_screenpos, bool p_highlight_only = false);
void _nav_pan(Ref<InputEventWithModifiers> p_event, const Vector2 &p_relative);
void _nav_zoom(Ref<InputEventWithModifiers> p_event, const Vector2 &p_relative);
void _nav_orbit(Ref<InputEventWithModifiers> p_event, const Vector2 &p_relative);
void _nav_look(Ref<InputEventWithModifiers> p_event, const Vector2 &p_relative);
float get_znear() const;
float get_zfar() const;
float get_fov() const;
ObjectID clicked;
Vector<_RayResult> selection_results;
bool clicked_includes_current;
bool clicked_wants_append;
PopupMenu *selection_menu;
enum NavigationZoomStyle {
NAVIGATION_ZOOM_VERTICAL,
NAVIGATION_ZOOM_HORIZONTAL
};
enum NavigationMode {
NAVIGATION_NONE,
NAVIGATION_PAN,
NAVIGATION_ZOOM,
NAVIGATION_ORBIT,
NAVIGATION_LOOK
};
enum TransformMode {
TRANSFORM_NONE,
TRANSFORM_ROTATE,
TRANSFORM_TRANSLATE,
TRANSFORM_SCALE
};
enum TransformPlane {
TRANSFORM_VIEW,
TRANSFORM_X_AXIS,
TRANSFORM_Y_AXIS,
TRANSFORM_Z_AXIS,
TRANSFORM_YZ,
TRANSFORM_XZ,
TRANSFORM_XY,
};
struct EditData {
TransformMode mode;
TransformPlane plane;
Transform original;
Vector3 click_ray;
Vector3 click_ray_pos;
Vector3 center;
Vector3 orig_gizmo_pos;
int edited_gizmo;
Point2 mouse_pos;
bool snap;
Ref<EditorNode3DGizmo> gizmo;
int gizmo_handle;
Variant gizmo_initial_value;
Vector3 gizmo_initial_pos;
} _edit;
struct Cursor {
Vector3 pos;
float x_rot, y_rot, distance;
Vector3 eye_pos; // Used in freelook mode
bool region_select;
Point2 region_begin, region_end;
Cursor() {
// These rotations place the camera in +X +Y +Z, aka south east, facing north west.
x_rot = 0.5;
y_rot = -0.5;
distance = 4;
region_select = false;
}
};
// Viewport camera supports movement smoothing,
// so one cursor is the real cursor, while the other can be an interpolated version.
Cursor cursor; // Immediate cursor
Cursor camera_cursor; // That one may be interpolated (don't modify this one except for smoothing purposes)
void scale_cursor_distance(real_t scale);
void set_freelook_active(bool active_now);
void scale_freelook_speed(real_t scale);
real_t zoom_indicator_delay;
RID move_gizmo_instance[3], move_plane_gizmo_instance[3], rotate_gizmo_instance[4], scale_gizmo_instance[3], scale_plane_gizmo_instance[3];
String last_message;
String message;
float message_time;
void set_message(String p_message, float p_time = 5);
//
void _update_camera(float p_interp_delta);
Transform to_camera_transform(const Cursor &p_cursor) const;
void _draw();
void _surface_mouse_enter();
void _surface_mouse_exit();
void _surface_focus_enter();
void _surface_focus_exit();
void _sinput(const Ref<InputEvent> &p_event);
void _update_freelook(real_t delta);
Node3DEditor *spatial_editor;
Camera3D *previewing;
Camera3D *preview;
bool previewing_cinema;
bool _is_node_locked(const Node *p_node);
void _preview_exited_scene();
void _toggle_camera_preview(bool);
void _toggle_cinema_preview(bool);
void _init_gizmo_instance(int p_idx);
void _finish_gizmo_instances();
void _selection_result_pressed(int);
void _selection_menu_hide();
void _list_select(Ref<InputEventMouseButton> b);
Point2i _get_warped_mouse_motion(const Ref<InputEventMouseMotion> &p_ev_mouse_motion) const;
Vector3 _get_instance_position(const Point2 &p_pos) const;
static AABB _calculate_spatial_bounds(const Node3D *p_parent, bool p_exclude_top_level_transform = true);
void _create_preview(const Vector<String> &files) const;
void _remove_preview();
bool _cyclical_dependency_exists(const String &p_target_scene_path, Node *p_desired_node);
bool _create_instance(Node *parent, String &path, const Point2 &p_point);
void _perform_drop_data();
bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void update_surface() { surface->update(); }
void update_transform_gizmo_view();
void set_can_preview(Camera3D *p_preview);
void set_state(const Dictionary &p_state);
Dictionary get_state() const;
void reset();
bool is_freelook_active() const { return freelook_active; }
void focus_selection();
void assign_pending_data_pointers(
Node3D *p_preview_node,
AABB *p_preview_bounds,
AcceptDialog *p_accept);
SubViewport *get_viewport_node() { return viewport; }
Camera3D *get_camera() { return camera; } // return the default camera object.
Node3DEditorViewport(Node3DEditor *p_spatial_editor, EditorNode *p_editor, int p_index);
};
class Node3DEditorSelectedItem : public Object {
GDCLASS(Node3DEditorSelectedItem, Object);
public:
AABB aabb;
Transform original; // original location when moving
Transform original_local;
Transform last_xform; // last transform
bool last_xform_dirty;
Node3D *sp;
RID sbox_instance;
RID sbox_instance_xray;
Node3DEditorSelectedItem() {
sp = nullptr;
last_xform_dirty = true;
}
~Node3DEditorSelectedItem();
};
class Node3DEditorViewportContainer : public Container {
GDCLASS(Node3DEditorViewportContainer, Container);
public:
enum View {
VIEW_USE_1_VIEWPORT,
VIEW_USE_2_VIEWPORTS,
VIEW_USE_2_VIEWPORTS_ALT,
VIEW_USE_3_VIEWPORTS,
VIEW_USE_3_VIEWPORTS_ALT,
VIEW_USE_4_VIEWPORTS,
};
private:
View view;
bool mouseover;
float ratio_h;
float ratio_v;
bool hovering_v;
bool hovering_h;
bool dragging_v;
bool dragging_h;
Vector2 drag_begin_pos;
Vector2 drag_begin_ratio;
void _gui_input(const Ref<InputEvent> &p_event);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_view(View p_view);
View get_view();
Node3DEditorViewportContainer();
};
class Node3DEditor : public VBoxContainer {
GDCLASS(Node3DEditor, VBoxContainer);
public:
static const unsigned int VIEWPORTS_COUNT = 4;
enum ToolMode {
TOOL_MODE_SELECT,
TOOL_MODE_MOVE,
TOOL_MODE_ROTATE,
TOOL_MODE_SCALE,
TOOL_MODE_LIST_SELECT,
TOOL_LOCK_SELECTED,
TOOL_UNLOCK_SELECTED,
TOOL_GROUP_SELECTED,
TOOL_UNGROUP_SELECTED,
TOOL_MAX
};
enum ToolOptions {
TOOL_OPT_LOCAL_COORDS,
TOOL_OPT_USE_SNAP,
TOOL_OPT_OVERRIDE_CAMERA,
TOOL_OPT_MAX
};
private:
EditorNode *editor;
EditorSelection *editor_selection;
Node3DEditorViewportContainer *viewport_base;
Node3DEditorViewport *viewports[VIEWPORTS_COUNT];
VSplitContainer *shader_split;
HSplitContainer *palette_split;
/////
ToolMode tool_mode;
bool orthogonal;
RenderingServer::ScenarioDebugMode scenario_debug;
RID origin;
RID origin_instance;
bool origin_enabled;
RID grid[3];
RID grid_instance[3];
bool grid_visible[3]; //currently visible
bool grid_enable[3]; //should be always visible if true
bool grid_enabled;
Ref<ArrayMesh> move_gizmo[3], move_plane_gizmo[3], rotate_gizmo[4], scale_gizmo[3], scale_plane_gizmo[3];
Ref<StandardMaterial3D> gizmo_color[3];
Ref<StandardMaterial3D> plane_gizmo_color[3];
Ref<ShaderMaterial> rotate_gizmo_color[3];
Ref<StandardMaterial3D> gizmo_color_hl[3];
Ref<StandardMaterial3D> plane_gizmo_color_hl[3];
Ref<ShaderMaterial> rotate_gizmo_color_hl[3];
int over_gizmo_handle;
float snap_translate_value;
float snap_rotate_value;
float snap_scale_value;
Ref<ArrayMesh> selection_box_xray;
Ref<ArrayMesh> selection_box;
RID indicators;
RID indicators_instance;
RID cursor_mesh;
RID cursor_instance;
Ref<StandardMaterial3D> indicator_mat;
Ref<StandardMaterial3D> cursor_material;
// Scene drag and drop support
Node3D *preview_node;
AABB preview_bounds;
struct Gizmo {
bool visible;
float scale;
Transform transform;
} gizmo;
enum MenuOption {
MENU_TOOL_SELECT,
MENU_TOOL_MOVE,
MENU_TOOL_ROTATE,
MENU_TOOL_SCALE,
MENU_TOOL_LIST_SELECT,
MENU_TOOL_LOCAL_COORDS,
MENU_TOOL_USE_SNAP,
MENU_TOOL_OVERRIDE_CAMERA,
MENU_TRANSFORM_CONFIGURE_SNAP,
MENU_TRANSFORM_DIALOG,
MENU_VIEW_USE_1_VIEWPORT,
MENU_VIEW_USE_2_VIEWPORTS,
MENU_VIEW_USE_2_VIEWPORTS_ALT,
MENU_VIEW_USE_3_VIEWPORTS,
MENU_VIEW_USE_3_VIEWPORTS_ALT,
MENU_VIEW_USE_4_VIEWPORTS,
MENU_VIEW_ORIGIN,
MENU_VIEW_GRID,
MENU_VIEW_GIZMOS_3D_ICONS,
MENU_VIEW_CAMERA_SETTINGS,
MENU_LOCK_SELECTED,
MENU_UNLOCK_SELECTED,
MENU_GROUP_SELECTED,
MENU_UNGROUP_SELECTED,
MENU_SNAP_TO_FLOOR
};
Button *tool_button[TOOL_MAX];
Button *tool_option_button[TOOL_OPT_MAX];
MenuButton *transform_menu;
PopupMenu *gizmos_menu;
MenuButton *view_menu;
AcceptDialog *accept;
ConfirmationDialog *snap_dialog;
ConfirmationDialog *xform_dialog;
ConfirmationDialog *settings_dialog;
bool snap_enabled;
bool snap_key_enabled;
LineEdit *snap_translate;
LineEdit *snap_rotate;
LineEdit *snap_scale;
PanelContainer *menu_panel;
LineEdit *xform_translate[3];
LineEdit *xform_rotate[3];
LineEdit *xform_scale[3];
OptionButton *xform_type;
VBoxContainer *settings_vbc;
SpinBox *settings_fov;
SpinBox *settings_znear;
SpinBox *settings_zfar;
void _snap_changed();
void _snap_update();
void _xform_dialog_action();
void _menu_item_pressed(int p_option);
void _menu_item_toggled(bool pressed, int p_option);
void _menu_gizmo_toggled(int p_option);
void _update_camera_override_button(bool p_game_running);
void _update_camera_override_viewport(Object *p_viewport);
HBoxContainer *hbc_menu;
void _generate_selection_boxes();
UndoRedo *undo_redo;
int camera_override_viewport_id;
void _init_indicators();
void _update_gizmos_menu();
void _update_gizmos_menu_theme();
void _init_grid();
void _finish_indicators();
void _finish_grid();
void _toggle_maximize_view(Object *p_viewport);
Node *custom_camera;
Object *_get_editor_data(Object *p_what);
Ref<Environment> viewport_environment;
Node3D *selected;
void _request_gizmo(Object *p_obj);
static Node3DEditor *singleton;
void _node_removed(Node *p_node);
Vector<Ref<EditorNode3DGizmoPlugin>> gizmo_plugins_by_priority;
Vector<Ref<EditorNode3DGizmoPlugin>> gizmo_plugins_by_name;
void _register_all_gizmos();
Node3DEditor();
bool is_any_freelook_active() const;
void _refresh_menu_icons();
protected:
void _notification(int p_what);
//void _gui_input(InputEvent p_event);
void _unhandled_key_input(Ref<InputEvent> p_event);
static void _bind_methods();
public:
static Node3DEditor *get_singleton() { return singleton; }
void snap_cursor_to_plane(const Plane &p_plane);
Vector3 snap_point(Vector3 p_target, Vector3 p_start = Vector3(0, 0, 0)) const;
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(); }
Transform get_gizmo_transform() const { return gizmo.transform; }
bool is_gizmo_visible() const { return gizmo.visible; }
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(); }
bool is_snap_enabled() const { return snap_enabled ^ snap_key_enabled; }
float get_translate_snap() const;
float get_rotate_snap() const;
float get_scale_snap() const;
Ref<ArrayMesh> get_move_gizmo(int idx) const { return move_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; }
void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; }
Dictionary get_state() const;
void set_state(const Dictionary &p_state);
Ref<Environment> get_viewport_environment() { return viewport_environment; }
UndoRedo *get_undo_redo() { return undo_redo; }
void add_control_to_menu_panel(Control *p_control);
void remove_control_from_menu_panel(Control *p_control);
VSplitContainer *get_shader_split();
HSplitContainer *get_palette_split();
Node3D *get_selected() { return selected; }
int get_over_gizmo_handle() const { return over_gizmo_handle; }
void set_over_gizmo_handle(int idx) { over_gizmo_handle = idx; }
void set_can_preview(Camera3D *p_preview);
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(EditorNode *p_editor);
~Node3DEditor();
};
class Node3DEditorPlugin : public EditorPlugin {
GDCLASS(Node3DEditorPlugin, EditorPlugin);
Node3DEditor *spatial_editor;
EditorNode *editor;
protected:
static void _bind_methods();
public:
void snap_cursor_to_plane(const Plane &p_plane);
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(EditorNode *p_node);
~Node3DEditorPlugin();
};
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);
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_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 String get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_idx) const;
virtual Variant get_handle_value(EditorNode3DGizmo *p_gizmo, int p_idx) const;
virtual void set_handle(EditorNode3DGizmo *p_gizmo, int p_idx, Camera3D *p_camera, const Point2 &p_point);
virtual void commit_handle(EditorNode3DGizmo *p_gizmo, int p_idx, const Variant &p_restore, bool p_cancel = false);
virtual bool is_handle_highlighted(const EditorNode3DGizmo *p_gizmo, int p_idx) const;
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_PLUGIN_H