godot/editor/plugins/gizmos/gpu_particles_3d_gizmo_plug...

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/**************************************************************************/
/* gpu_particles_3d_gizmo_plugin.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "gpu_particles_3d_gizmo_plugin.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "editor/editor_string_names.h"
#include "editor/editor_undo_redo_manager.h"
#include "editor/plugins/node_3d_editor_plugin.h"
#include "scene/3d/gpu_particles_3d.h"
GPUParticles3DGizmoPlugin::GPUParticles3DGizmoPlugin() {
Color gizmo_color = EDITOR_DEF_RST("editors/3d_gizmos/gizmo_colors/particles", Color(0.8, 0.7, 0.4));
create_material("particles_material", gizmo_color);
gizmo_color.a = MAX((gizmo_color.a - 0.2) * 0.02, 0.0);
create_material("particles_solid_material", gizmo_color);
create_icon_material("particles_icon", EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("GizmoGPUParticles3D"), EditorStringName(EditorIcons)));
create_handle_material("handles");
}
bool GPUParticles3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
return Object::cast_to<GPUParticles3D>(p_spatial) != nullptr;
}
String GPUParticles3DGizmoPlugin::get_gizmo_name() const {
return "GPUParticles3D";
}
int GPUParticles3DGizmoPlugin::get_priority() const {
return -1;
}
bool GPUParticles3DGizmoPlugin::is_selectable_when_hidden() const {
return true;
}
String GPUParticles3DGizmoPlugin::get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {
switch (p_id) {
case 0:
return "Size X";
case 1:
return "Size Y";
case 2:
return "Size Z";
case 3:
return "Pos X";
case 4:
return "Pos Y";
case 5:
return "Pos Z";
}
return "";
}
Variant GPUParticles3DGizmoPlugin::get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {
GPUParticles3D *particles = Object::cast_to<GPUParticles3D>(p_gizmo->get_node_3d());
return particles->get_visibility_aabb();
}
void GPUParticles3DGizmoPlugin::set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, Camera3D *p_camera, const Point2 &p_point) {
GPUParticles3D *particles = Object::cast_to<GPUParticles3D>(p_gizmo->get_node_3d());
Transform3D gt = particles->get_global_transform();
Transform3D gi = gt.affine_inverse();
bool move = p_id >= 3;
p_id = p_id % 3;
AABB aabb = particles->get_visibility_aabb();
Vector3 ray_from = p_camera->project_ray_origin(p_point);
Vector3 ray_dir = p_camera->project_ray_normal(p_point);
Vector3 sg[2] = { gi.xform(ray_from), gi.xform(ray_from + ray_dir * 4096) };
Vector3 ofs = aabb.get_center();
Vector3 axis;
axis[p_id] = 1.0;
if (move) {
Vector3 ra, rb;
Geometry3D::get_closest_points_between_segments(ofs - axis * 4096, ofs + axis * 4096, sg[0], sg[1], ra, rb);
float d = ra[p_id];
if (Node3DEditor::get_singleton()->is_snap_enabled()) {
d = Math::snapped(d, Node3DEditor::get_singleton()->get_translate_snap());
}
aabb.position[p_id] = d - 1.0 - aabb.size[p_id] * 0.5;
particles->set_visibility_aabb(aabb);
} else {
Vector3 ra, rb;
Geometry3D::get_closest_points_between_segments(ofs, ofs + axis * 4096, sg[0], sg[1], ra, rb);
float d = ra[p_id] - ofs[p_id];
if (Node3DEditor::get_singleton()->is_snap_enabled()) {
d = Math::snapped(d, Node3DEditor::get_singleton()->get_translate_snap());
}
if (d < 0.001) {
d = 0.001;
}
//resize
aabb.position[p_id] = (aabb.position[p_id] + aabb.size[p_id] * 0.5) - d;
aabb.size[p_id] = d * 2;
particles->set_visibility_aabb(aabb);
}
}
void GPUParticles3DGizmoPlugin::commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel) {
GPUParticles3D *particles = Object::cast_to<GPUParticles3D>(p_gizmo->get_node_3d());
if (p_cancel) {
particles->set_visibility_aabb(p_restore);
return;
}
EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
ur->create_action(TTR("Change Particles AABB"));
ur->add_do_method(particles, "set_visibility_aabb", particles->get_visibility_aabb());
ur->add_undo_method(particles, "set_visibility_aabb", p_restore);
ur->commit_action();
}
void GPUParticles3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
p_gizmo->clear();
if (p_gizmo->is_selected()) {
GPUParticles3D *particles = Object::cast_to<GPUParticles3D>(p_gizmo->get_node_3d());
Vector<Vector3> lines;
AABB aabb = particles->get_visibility_aabb();
for (int i = 0; i < 12; i++) {
Vector3 a, b;
aabb.get_edge(i, a, b);
lines.push_back(a);
lines.push_back(b);
}
Vector<Vector3> handles;
for (int i = 0; i < 3; i++) {
Vector3 ax;
ax[i] = aabb.position[i] + aabb.size[i];
ax[(i + 1) % 3] = aabb.position[(i + 1) % 3] + aabb.size[(i + 1) % 3] * 0.5;
ax[(i + 2) % 3] = aabb.position[(i + 2) % 3] + aabb.size[(i + 2) % 3] * 0.5;
handles.push_back(ax);
}
Vector3 center = aabb.get_center();
for (int i = 0; i < 3; i++) {
Vector3 ax;
ax[i] = 1.0;
handles.push_back(center + ax);
lines.push_back(center);
lines.push_back(center + ax);
}
Ref<Material> material = get_material("particles_material", p_gizmo);
p_gizmo->add_lines(lines, material);
Ref<Material> solid_material = get_material("particles_solid_material", p_gizmo);
p_gizmo->add_solid_box(solid_material, aabb.get_size(), aabb.get_center());
p_gizmo->add_handles(handles, get_material("handles"));
}
Ref<Material> icon = get_material("particles_icon", p_gizmo);
p_gizmo->add_unscaled_billboard(icon, 0.05);
}