godot/editor/plugins/navigation_obstacle_3d_editor_plugin.cpp

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/**************************************************************************/
/* navigation_obstacle_3d_editor_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 "navigation_obstacle_3d_editor_plugin.h"
#include "canvas_item_editor_plugin.h"
#include "core/core_string_names.h"
#include "core/input/input.h"
#include "core/io/file_access.h"
#include "core/math/geometry_2d.h"
#include "core/os/keyboard.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 "node_3d_editor_plugin.h"
#include "scene/3d/camera_3d.h"
#include "scene/gui/separator.h"
void NavigationObstacle3DEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_READY: {
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button_create->set_icon(get_editor_theme_icon(SNAME("Edit")));
button_edit->set_icon(get_editor_theme_icon(SNAME("MovePoint")));
button_edit->set_pressed(true);
get_tree()->connect("node_removed", callable_mp(this, &NavigationObstacle3DEditor::_node_removed));
} break;
}
}
void NavigationObstacle3DEditor::_node_removed(Node *p_node) {
if (p_node == obstacle_node) {
obstacle_node = nullptr;
if (point_lines_meshinstance->get_parent() == p_node) {
p_node->remove_child(point_lines_meshinstance);
}
hide();
}
}
void NavigationObstacle3DEditor::_menu_option(int p_option) {
switch (p_option) {
case MODE_CREATE: {
mode = MODE_CREATE;
button_create->set_pressed(true);
button_edit->set_pressed(false);
} break;
case MODE_EDIT: {
mode = MODE_EDIT;
button_create->set_pressed(false);
button_edit->set_pressed(true);
} break;
}
}
void NavigationObstacle3DEditor::_wip_close() {
ERR_FAIL_NULL_MSG(obstacle_node, "Edited NavigationObstacle3D is not valid.");
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(TTR("Set NavigationObstacle3D Vertices"));
undo_redo->add_undo_method(obstacle_node, "set_vertices", obstacle_node->get_vertices());
PackedVector3Array polygon_3d_vertices;
Vector<int> triangulated_polygon_2d_indices = Geometry2D::triangulate_polygon(wip);
if (!triangulated_polygon_2d_indices.is_empty()) {
polygon_3d_vertices.resize(wip.size());
Vector3 *polygon_3d_vertices_ptr = polygon_3d_vertices.ptrw();
for (int i = 0; i < wip.size(); i++) {
const Vector2 &vert = wip[i];
polygon_3d_vertices_ptr[i] = Vector3(vert.x, 0.0, vert.y);
}
}
undo_redo->add_do_method(obstacle_node, "set_vertices", polygon_3d_vertices);
undo_redo->add_do_method(this, "_polygon_draw");
undo_redo->add_undo_method(this, "_polygon_draw");
wip.clear();
wip_active = false;
mode = MODE_EDIT;
button_edit->set_pressed(true);
button_create->set_pressed(false);
edited_point = -1;
undo_redo->commit_action();
}
EditorPlugin::AfterGUIInput NavigationObstacle3DEditor::forward_3d_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event) {
if (!obstacle_node) {
return EditorPlugin::AFTER_GUI_INPUT_PASS;
}
Transform3D gt = obstacle_node->get_global_transform();
Transform3D gi = gt.affine_inverse();
Plane p(Vector3(0.0, 1.0, 0.0), gt.origin);
Ref<InputEventMouseButton> mb = p_event;
if (mb.is_valid()) {
Vector2 gpoint = mb->get_position();
Vector3 ray_from = p_camera->project_ray_origin(gpoint);
Vector3 ray_dir = p_camera->project_ray_normal(gpoint);
Vector3 spoint;
if (!p.intersects_ray(ray_from, ray_dir, &spoint)) {
return EditorPlugin::AFTER_GUI_INPUT_PASS;
}
spoint = gi.xform(spoint);
Vector2 cpoint(spoint.x, spoint.z);
//DO NOT snap here, it's confusing in 3D for adding points.
//Let the snap happen when the point is being moved, instead.
//cpoint = CanvasItemEditor::get_singleton()->snap_point(cpoint);
PackedVector2Array poly = _get_polygon();
//first check if a point is to be added (segment split)
real_t grab_threshold = EDITOR_GET("editors/polygon_editor/point_grab_radius");
switch (mode) {
case MODE_CREATE: {
if (mb->get_button_index() == MouseButton::LEFT && mb->is_pressed()) {
if (!wip_active) {
wip.clear();
wip.push_back(cpoint);
wip_active = true;
edited_point_pos = cpoint;
snap_ignore = false;
_polygon_draw();
edited_point = 1;
return EditorPlugin::AFTER_GUI_INPUT_STOP;
} else {
if (wip.size() > 1 && p_camera->unproject_position(gt.xform(Vector3(wip[0].x, 0.0, wip[0].y))).distance_to(gpoint) < grab_threshold) {
//wip closed
_wip_close();
return EditorPlugin::AFTER_GUI_INPUT_STOP;
} else {
wip.push_back(cpoint);
edited_point = wip.size();
snap_ignore = false;
_polygon_draw();
return EditorPlugin::AFTER_GUI_INPUT_STOP;
}
}
} else if (mb->get_button_index() == MouseButton::RIGHT && mb->is_pressed() && wip_active) {
_wip_close();
}
} break;
case MODE_EDIT: {
if (mb->get_button_index() == MouseButton::LEFT) {
if (mb->is_pressed()) {
if (mb->is_ctrl_pressed()) {
if (poly.size() < 3) {
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(TTR("Edit Vertices"));
undo_redo->add_undo_method(obstacle_node, "set_vertices", obstacle_node->get_vertices());
poly.push_back(cpoint);
undo_redo->add_do_method(this, "_polygon_draw");
undo_redo->add_undo_method(this, "_polygon_draw");
undo_redo->commit_action();
return EditorPlugin::AFTER_GUI_INPUT_STOP;
}
//search edges
int closest_idx = -1;
Vector2 closest_pos;
real_t closest_dist = 1e10;
for (int i = 0; i < poly.size(); i++) {
Vector2 points[2] = {
p_camera->unproject_position(gt.xform(Vector3(poly[i].x, 0.0, poly[i].y))),
p_camera->unproject_position(gt.xform(Vector3(poly[(i + 1) % poly.size()].x, 0.0, poly[(i + 1) % poly.size()].y)))
};
Vector2 cp = Geometry2D::get_closest_point_to_segment(gpoint, points);
if (cp.distance_squared_to(points[0]) < CMP_EPSILON2 || cp.distance_squared_to(points[1]) < CMP_EPSILON2) {
continue; //not valid to reuse point
}
real_t d = cp.distance_to(gpoint);
if (d < closest_dist && d < grab_threshold) {
closest_dist = d;
closest_pos = cp;
closest_idx = i;
}
}
if (closest_idx >= 0) {
pre_move_edit = poly;
poly.insert(closest_idx + 1, cpoint);
edited_point = closest_idx + 1;
edited_point_pos = cpoint;
_set_polygon(poly);
_polygon_draw();
snap_ignore = true;
return EditorPlugin::AFTER_GUI_INPUT_STOP;
}
} else {
//look for points to move
int closest_idx = -1;
Vector2 closest_pos;
real_t closest_dist = 1e10;
for (int i = 0; i < poly.size(); i++) {
Vector2 cp = p_camera->unproject_position(gt.xform(Vector3(poly[i].x, 0.0, poly[i].y)));
real_t d = cp.distance_to(gpoint);
if (d < closest_dist && d < grab_threshold) {
closest_dist = d;
closest_pos = cp;
closest_idx = i;
}
}
if (closest_idx >= 0) {
pre_move_edit = poly;
edited_point = closest_idx;
edited_point_pos = poly[closest_idx];
_polygon_draw();
snap_ignore = false;
return EditorPlugin::AFTER_GUI_INPUT_STOP;
}
}
} else {
snap_ignore = false;
if (edited_point != -1) {
//apply
ERR_FAIL_INDEX_V(edited_point, poly.size(), EditorPlugin::AFTER_GUI_INPUT_PASS);
poly.write[edited_point] = edited_point_pos;
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(TTR("Edit Poly"));
//undo_redo->add_do_method(obj, "set_polygon", poly);
//undo_redo->add_undo_method(obj, "set_polygon", pre_move_edit);
undo_redo->add_do_method(this, "_polygon_draw");
undo_redo->add_undo_method(this, "_polygon_draw");
undo_redo->commit_action();
edited_point = -1;
return EditorPlugin::AFTER_GUI_INPUT_STOP;
}
}
}
if (mb->get_button_index() == MouseButton::RIGHT && mb->is_pressed() && edited_point == -1) {
int closest_idx = -1;
Vector2 closest_pos;
real_t closest_dist = 1e10;
for (int i = 0; i < poly.size(); i++) {
Vector2 cp = p_camera->unproject_position(gt.xform(Vector3(poly[i].x, 0.0, poly[i].y)));
real_t d = cp.distance_to(gpoint);
if (d < closest_dist && d < grab_threshold) {
closest_dist = d;
closest_pos = cp;
closest_idx = i;
}
}
if (closest_idx >= 0) {
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(TTR("Edit Poly (Remove Point)"));
//undo_redo->add_undo_method(obj, "set_polygon", poly);
poly.remove_at(closest_idx);
//undo_redo->add_do_method(obj, "set_polygon", poly);
undo_redo->add_do_method(this, "_polygon_draw");
undo_redo->add_undo_method(this, "_polygon_draw");
undo_redo->commit_action();
return EditorPlugin::AFTER_GUI_INPUT_STOP;
}
}
} break;
}
}
Ref<InputEventMouseMotion> mm = p_event;
if (mm.is_valid()) {
if (edited_point != -1 && (wip_active || mm->get_button_mask().has_flag(MouseButtonMask::LEFT))) {
Vector2 gpoint = mm->get_position();
Vector3 ray_from = p_camera->project_ray_origin(gpoint);
Vector3 ray_dir = p_camera->project_ray_normal(gpoint);
Vector3 spoint;
if (!p.intersects_ray(ray_from, ray_dir, &spoint)) {
return EditorPlugin::AFTER_GUI_INPUT_PASS;
}
spoint = gi.xform(spoint);
Vector2 cpoint(spoint.x, spoint.z);
if (snap_ignore && !Input::get_singleton()->is_key_pressed(Key::CTRL)) {
snap_ignore = false;
}
if (!snap_ignore && Node3DEditor::get_singleton()->is_snap_enabled()) {
cpoint = cpoint.snappedf(Node3DEditor::get_singleton()->get_translate_snap());
}
edited_point_pos = cpoint;
_polygon_draw();
}
}
return EditorPlugin::AFTER_GUI_INPUT_PASS;
}
PackedVector2Array NavigationObstacle3DEditor::_get_polygon() {
ERR_FAIL_NULL_V_MSG(obstacle_node, PackedVector2Array(), "Edited object is not valid.");
return PackedVector2Array(obstacle_node->call("get_polygon"));
}
void NavigationObstacle3DEditor::_set_polygon(const PackedVector2Array &p_poly) {
ERR_FAIL_NULL_MSG(obstacle_node, "Edited object is not valid.");
obstacle_node->call("set_polygon", p_poly);
}
void NavigationObstacle3DEditor::_polygon_draw() {
if (!obstacle_node) {
return;
}
PackedVector2Array poly;
PackedVector3Array polygon_3d_vertices;
if (wip_active) {
poly = wip;
} else {
poly = _get_polygon();
}
polygon_3d_vertices.resize(poly.size());
Vector3 *polygon_3d_vertices_ptr = polygon_3d_vertices.ptrw();
for (int i = 0; i < poly.size(); i++) {
const Vector2 &vert = poly[i];
polygon_3d_vertices_ptr[i] = Vector3(vert.x, 0.0, vert.y);
}
point_handle_mesh->clear_surfaces();
point_lines_mesh->clear_surfaces();
point_lines_meshinstance->set_material_override(line_material);
point_lines_mesh->surface_begin(Mesh::PRIMITIVE_LINES);
Rect2 rect;
for (int i = 0; i < poly.size(); i++) {
Vector2 p, p2;
if (i == edited_point) {
p = edited_point_pos;
} else {
p = poly[i];
}
if ((wip_active && i == poly.size() - 1) || (((i + 1) % poly.size()) == edited_point)) {
p2 = edited_point_pos;
} else {
p2 = poly[(i + 1) % poly.size()];
}
if (i == 0) {
rect.position = p;
} else {
rect.expand_to(p);
}
Vector3 point = Vector3(p.x, 0.0, p.y);
Vector3 next_point = Vector3(p2.x, 0.0, p2.y);
point_lines_mesh->surface_set_color(Color(1, 0.3, 0.1, 0.8));
point_lines_mesh->surface_add_vertex(point);
point_lines_mesh->surface_set_color(Color(1, 0.3, 0.1, 0.8));
point_lines_mesh->surface_add_vertex(next_point);
//Color col=Color(1,0.3,0.1,0.8);
//vpc->draw_line(point,next_point,col,2);
//vpc->draw_texture(handle,point-handle->get_size()*0.5);
}
rect = rect.grow(1);
AABB r;
r.position.x = rect.position.x;
r.position.y = 0.0;
r.position.z = rect.position.y;
r.size.x = rect.size.x;
r.size.y = 0;
r.size.z = rect.size.y;
point_lines_mesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
point_lines_mesh->surface_add_vertex(r.position);
point_lines_mesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
point_lines_mesh->surface_add_vertex(r.position + Vector3(0.3, 0, 0));
point_lines_mesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
point_lines_mesh->surface_add_vertex(r.position);
point_lines_mesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
point_lines_mesh->surface_add_vertex(r.position + Vector3(0.0, 0.3, 0));
point_lines_mesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
point_lines_mesh->surface_add_vertex(r.position + Vector3(r.size.x, 0, 0));
point_lines_mesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
point_lines_mesh->surface_add_vertex(r.position + Vector3(r.size.x, 0, 0) - Vector3(0.3, 0, 0));
point_lines_mesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
point_lines_mesh->surface_add_vertex(r.position + Vector3(r.size.x, 0, 0));
point_lines_mesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
point_lines_mesh->surface_add_vertex(r.position + Vector3(r.size.x, 0, 0) + Vector3(0, 0.3, 0));
point_lines_mesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
point_lines_mesh->surface_add_vertex(r.position + Vector3(0, r.size.y, 0));
point_lines_mesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
point_lines_mesh->surface_add_vertex(r.position + Vector3(0, r.size.y, 0) - Vector3(0, 0.3, 0));
point_lines_mesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
point_lines_mesh->surface_add_vertex(r.position + Vector3(0, r.size.y, 0));
point_lines_mesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
point_lines_mesh->surface_add_vertex(r.position + Vector3(0, r.size.y, 0) + Vector3(0.3, 0, 0));
point_lines_mesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
point_lines_mesh->surface_add_vertex(r.position + r.size);
point_lines_mesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
point_lines_mesh->surface_add_vertex(r.position + r.size - Vector3(0.3, 0, 0));
point_lines_mesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
point_lines_mesh->surface_add_vertex(r.position + r.size);
point_lines_mesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
point_lines_mesh->surface_add_vertex(r.position + r.size - Vector3(0.0, 0.3, 0));
point_lines_mesh->surface_end();
if (poly.size() == 0) {
return;
}
Array point_handle_mesh_array;
point_handle_mesh_array.resize(Mesh::ARRAY_MAX);
Vector<Vector3> point_handle_mesh_vertices;
point_handle_mesh_vertices.resize(poly.size());
Vector3 *point_handle_mesh_vertices_ptr = point_handle_mesh_vertices.ptrw();
for (int i = 0; i < poly.size(); i++) {
Vector2 point_2d;
Vector2 p2;
if (i == edited_point) {
point_2d = edited_point_pos;
} else {
point_2d = poly[i];
}
Vector3 point_handle_3d = Vector3(point_2d.x, 0.0, point_2d.y);
point_handle_mesh_vertices_ptr[i] = point_handle_3d;
}
point_handle_mesh_array[Mesh::ARRAY_VERTEX] = point_handle_mesh_vertices;
point_handle_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_POINTS, point_handle_mesh_array);
point_handle_mesh->surface_set_material(0, handle_material);
}
void NavigationObstacle3DEditor::edit(Node *p_node) {
obstacle_node = Object::cast_to<NavigationObstacle3D>(p_node);
if (obstacle_node) {
//Enable the pencil tool if the polygon is empty
if (_get_polygon().is_empty()) {
_menu_option(MODE_CREATE);
}
wip.clear();
wip_active = false;
edited_point = -1;
if (point_lines_meshinstance->get_parent()) {
point_lines_meshinstance->reparent(p_node, false);
} else {
p_node->add_child(point_lines_meshinstance);
}
_polygon_draw();
} else {
obstacle_node = nullptr;
if (point_lines_meshinstance->get_parent()) {
point_lines_meshinstance->get_parent()->remove_child(point_lines_meshinstance);
}
}
}
void NavigationObstacle3DEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("_polygon_draw"), &NavigationObstacle3DEditor::_polygon_draw);
}
NavigationObstacle3DEditor::NavigationObstacle3DEditor() {
obstacle_node = nullptr;
button_create = memnew(Button);
button_create->set_theme_type_variation("FlatButton");
add_child(button_create);
button_create->connect("pressed", callable_mp(this, &NavigationObstacle3DEditor::_menu_option).bind(MODE_CREATE));
button_create->set_toggle_mode(true);
button_edit = memnew(Button);
button_edit->set_theme_type_variation("FlatButton");
add_child(button_edit);
button_edit->connect("pressed", callable_mp(this, &NavigationObstacle3DEditor::_menu_option).bind(MODE_EDIT));
button_edit->set_toggle_mode(true);
mode = MODE_EDIT;
wip_active = false;
point_lines_meshinstance = memnew(MeshInstance3D);
point_lines_mesh.instantiate();
point_lines_meshinstance->set_mesh(point_lines_mesh);
point_lines_meshinstance->set_transform(Transform3D(Basis(), Vector3(0, 0, 0.00001)));
line_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
line_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
line_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
line_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
line_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
line_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
line_material->set_albedo(Color(1, 1, 1));
handle_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
handle_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
handle_material->set_flag(StandardMaterial3D::FLAG_USE_POINT_SIZE, true);
handle_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
handle_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
handle_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
handle_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
Ref<Texture2D> handle = EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Editor3DHandle"), EditorStringName(EditorIcons));
handle_material->set_point_size(handle->get_width());
handle_material->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, handle);
point_handles_meshinstance = memnew(MeshInstance3D);
point_lines_meshinstance->add_child(point_handles_meshinstance);
point_handle_mesh.instantiate();
point_handles_meshinstance->set_mesh(point_handle_mesh);
point_handles_meshinstance->set_transform(Transform3D(Basis(), Vector3(0, 0, 0.00001)));
snap_ignore = false;
}
NavigationObstacle3DEditor::~NavigationObstacle3DEditor() {
memdelete(point_lines_meshinstance);
}
void NavigationObstacle3DEditorPlugin::edit(Object *p_object) {
obstacle_editor->edit(Object::cast_to<Node>(p_object));
}
bool NavigationObstacle3DEditorPlugin::handles(Object *p_object) const {
return Object::cast_to<NavigationObstacle3D>(p_object);
}
void NavigationObstacle3DEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
obstacle_editor->show();
} else {
obstacle_editor->hide();
obstacle_editor->edit(nullptr);
}
}
NavigationObstacle3DEditorPlugin::NavigationObstacle3DEditorPlugin() {
obstacle_editor = memnew(NavigationObstacle3DEditor);
Node3DEditor::get_singleton()->add_control_to_menu_panel(obstacle_editor);
obstacle_editor->hide();
}
NavigationObstacle3DEditorPlugin::~NavigationObstacle3DEditorPlugin() {
}