godot/editor/plugins/node_3d_editor_plugin.cpp

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/**************************************************************************/
/* node_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 "node_3d_editor_plugin.h"
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#include "core/config/project_settings.h"
#include "core/input/input.h"
#include "core/input/input_map.h"
#include "core/math/math_funcs.h"
#include "core/math/projection.h"
#include "core/os/keyboard.h"
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#include "editor/debugger/editor_debugger_node.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
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#include "editor/editor_undo_redo_manager.h"
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#include "editor/plugins/animation_player_editor_plugin.h"
#include "editor/plugins/node_3d_editor_gizmos.h"
#include "editor/scene_tree_dock.h"
#include "scene/3d/camera_3d.h"
#include "scene/3d/collision_shape_3d.h"
#include "scene/3d/decal.h"
#include "scene/3d/light_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/physics_body_3d.h"
#include "scene/3d/visual_instance_3d.h"
#include "scene/3d/world_environment.h"
#include "scene/gui/center_container.h"
#include "scene/gui/color_picker.h"
#include "scene/gui/flow_container.h"
#include "scene/gui/split_container.h"
#include "scene/gui/subviewport_container.h"
#include "scene/resources/packed_scene.h"
#include "scene/resources/sky_material.h"
#include "scene/resources/surface_tool.h"
constexpr real_t DISTANCE_DEFAULT = 4;
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constexpr real_t GIZMO_ARROW_SIZE = 0.35;
constexpr real_t GIZMO_RING_HALF_WIDTH = 0.1;
constexpr real_t GIZMO_PLANE_SIZE = 0.2;
constexpr real_t GIZMO_PLANE_DST = 0.3;
constexpr real_t GIZMO_CIRCLE_SIZE = 1.1;
constexpr real_t GIZMO_SCALE_OFFSET = GIZMO_CIRCLE_SIZE + 0.3;
constexpr real_t GIZMO_ARROW_OFFSET = GIZMO_CIRCLE_SIZE + 0.3;
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constexpr real_t ZOOM_FREELOOK_MIN = 0.01;
constexpr real_t ZOOM_FREELOOK_MULTIPLIER = 1.08;
constexpr real_t ZOOM_FREELOOK_INDICATOR_DELAY_S = 1.5;
#ifdef REAL_T_IS_DOUBLE
constexpr double ZOOM_FREELOOK_MAX = 1'000'000'000'000;
#else
constexpr float ZOOM_FREELOOK_MAX = 10'000;
#endif
constexpr real_t MIN_Z = 0.01;
constexpr real_t MAX_Z = 1000000.0;
constexpr real_t MIN_FOV = 0.01;
constexpr real_t MAX_FOV = 179;
void ViewportNavigationControl::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
if (!is_connected("mouse_exited", callable_mp(this, &ViewportNavigationControl::_on_mouse_exited))) {
connect("mouse_exited", callable_mp(this, &ViewportNavigationControl::_on_mouse_exited));
}
if (!is_connected("mouse_entered", callable_mp(this, &ViewportNavigationControl::_on_mouse_entered))) {
connect("mouse_entered", callable_mp(this, &ViewportNavigationControl::_on_mouse_entered));
}
} break;
case NOTIFICATION_DRAW: {
if (viewport != nullptr) {
_draw();
_update_navigation();
}
} break;
}
}
void ViewportNavigationControl::_draw() {
if (nav_mode == Node3DEditorViewport::NAVIGATION_NONE) {
return;
}
Vector2 center = get_size() / 2.0;
float radius = get_size().x / 2.0;
const bool focused = focused_index != -1;
draw_circle(center, radius, Color(0.5, 0.5, 0.5, focused || hovered ? 0.35 : 0.15));
const Color c = focused ? Color(0.9, 0.9, 0.9, 0.9) : Color(0.5, 0.5, 0.5, 0.25);
Vector2 circle_pos = focused ? center.move_toward(focused_pos, radius) : center;
draw_circle(circle_pos, AXIS_CIRCLE_RADIUS, c);
draw_circle(circle_pos, AXIS_CIRCLE_RADIUS * 0.8, c.darkened(0.4));
}
void ViewportNavigationControl::_process_click(int p_index, Vector2 p_position, bool p_pressed) {
hovered = false;
queue_redraw();
if (focused_index != -1 && focused_index != p_index) {
return;
}
if (p_pressed) {
if (p_position.distance_to(get_size() / 2.0) < get_size().x / 2.0) {
focused_pos = p_position;
focused_index = p_index;
queue_redraw();
}
} else {
focused_index = -1;
if (Input::get_singleton()->get_mouse_mode() == Input::MOUSE_MODE_CAPTURED) {
Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_VISIBLE);
Input::get_singleton()->warp_mouse(focused_mouse_start);
}
}
}
void ViewportNavigationControl::_process_drag(int p_index, Vector2 p_position, Vector2 p_relative_position) {
if (focused_index == p_index) {
if (Input::get_singleton()->get_mouse_mode() == Input::MOUSE_MODE_VISIBLE) {
Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_CAPTURED);
focused_mouse_start = p_position;
}
focused_pos += p_relative_position;
queue_redraw();
}
}
void ViewportNavigationControl::gui_input(const Ref<InputEvent> &p_event) {
// Mouse events
const Ref<InputEventMouseButton> mouse_button = p_event;
if (mouse_button.is_valid() && mouse_button->get_button_index() == MouseButton::LEFT) {
_process_click(100, mouse_button->get_position(), mouse_button->is_pressed());
}
const Ref<InputEventMouseMotion> mouse_motion = p_event;
if (mouse_motion.is_valid()) {
_process_drag(100, mouse_motion->get_global_position(), viewport->_get_warped_mouse_motion(mouse_motion));
}
// Touch events
const Ref<InputEventScreenTouch> screen_touch = p_event;
if (screen_touch.is_valid()) {
_process_click(screen_touch->get_index(), screen_touch->get_position(), screen_touch->is_pressed());
}
const Ref<InputEventScreenDrag> screen_drag = p_event;
if (screen_drag.is_valid()) {
_process_drag(screen_drag->get_index(), screen_drag->get_position(), screen_drag->get_relative());
}
}
void ViewportNavigationControl::_update_navigation() {
if (focused_index == -1) {
return;
}
Vector2 delta = focused_pos - (get_size() / 2.0);
Vector2 delta_normalized = delta.normalized();
switch (nav_mode) {
case Node3DEditorViewport::NavigationMode::NAVIGATION_MOVE: {
real_t speed_multiplier = MIN(delta.length() / (get_size().x * 100.0), 3.0);
real_t speed = viewport->freelook_speed * speed_multiplier;
const Node3DEditorViewport::FreelookNavigationScheme navigation_scheme = (Node3DEditorViewport::FreelookNavigationScheme)EditorSettings::get_singleton()->get("editors/3d/freelook/freelook_navigation_scheme").operator int();
Vector3 forward;
if (navigation_scheme == Node3DEditorViewport::FreelookNavigationScheme::FREELOOK_FULLY_AXIS_LOCKED) {
// Forward/backward keys will always go straight forward/backward, never moving on the Y axis.
forward = Vector3(0, 0, delta_normalized.y).rotated(Vector3(0, 1, 0), viewport->camera->get_rotation().y);
} else {
// Forward/backward keys will be relative to the camera pitch.
forward = viewport->camera->get_transform().basis.xform(Vector3(0, 0, delta_normalized.y));
}
const Vector3 right = viewport->camera->get_transform().basis.xform(Vector3(delta_normalized.x, 0, 0));
const Vector3 direction = forward + right;
const Vector3 motion = direction * speed;
viewport->cursor.pos += motion;
viewport->cursor.eye_pos += motion;
} break;
case Node3DEditorViewport::NavigationMode::NAVIGATION_LOOK: {
real_t speed_multiplier = MIN(delta.length() / (get_size().x * 2.5), 3.0);
real_t speed = viewport->freelook_speed * speed_multiplier;
viewport->_nav_look(nullptr, delta_normalized * speed);
} break;
case Node3DEditorViewport::NAVIGATION_PAN: {
real_t speed_multiplier = MIN(delta.length() / (get_size().x), 3.0);
real_t speed = viewport->freelook_speed * speed_multiplier;
viewport->_nav_pan(nullptr, -delta_normalized * speed);
} break;
case Node3DEditorViewport::NAVIGATION_ZOOM: {
real_t speed_multiplier = MIN(delta.length() / (get_size().x), 3.0);
real_t speed = viewport->freelook_speed * speed_multiplier;
viewport->_nav_zoom(nullptr, delta_normalized * speed);
} break;
case Node3DEditorViewport::NAVIGATION_ORBIT: {
real_t speed_multiplier = MIN(delta.length() / (get_size().x), 3.0);
real_t speed = viewport->freelook_speed * speed_multiplier;
viewport->_nav_orbit(nullptr, delta_normalized * speed);
} break;
case Node3DEditorViewport::NAVIGATION_NONE: {
} break;
}
}
void ViewportNavigationControl::_on_mouse_entered() {
hovered = true;
queue_redraw();
}
void ViewportNavigationControl::_on_mouse_exited() {
hovered = false;
queue_redraw();
}
void ViewportNavigationControl::set_navigation_mode(Node3DEditorViewport::NavigationMode p_nav_mode) {
nav_mode = p_nav_mode;
}
void ViewportNavigationControl::set_viewport(Node3DEditorViewport *p_viewport) {
viewport = p_viewport;
}
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void ViewportRotationControl::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
axis_menu_options.clear();
axis_menu_options.push_back(Node3DEditorViewport::VIEW_RIGHT);
axis_menu_options.push_back(Node3DEditorViewport::VIEW_TOP);
axis_menu_options.push_back(Node3DEditorViewport::VIEW_REAR);
axis_menu_options.push_back(Node3DEditorViewport::VIEW_LEFT);
axis_menu_options.push_back(Node3DEditorViewport::VIEW_BOTTOM);
axis_menu_options.push_back(Node3DEditorViewport::VIEW_FRONT);
axis_colors.clear();
axis_colors.push_back(get_theme_color(SNAME("axis_x_color"), SNAME("Editor")));
axis_colors.push_back(get_theme_color(SNAME("axis_y_color"), SNAME("Editor")));
axis_colors.push_back(get_theme_color(SNAME("axis_z_color"), SNAME("Editor")));
queue_redraw();
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if (!is_connected("mouse_exited", callable_mp(this, &ViewportRotationControl::_on_mouse_exited))) {
connect("mouse_exited", callable_mp(this, &ViewportRotationControl::_on_mouse_exited));
}
} break;
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case NOTIFICATION_DRAW: {
if (viewport != nullptr) {
_draw();
}
} break;
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}
}
void ViewportRotationControl::_draw() {
const Vector2i center = get_size() / 2.0;
const real_t radius = get_size().x / 2.0;
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if (focused_axis > -2 || orbiting_index != -1) {
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draw_circle(center, radius, Color(0.5, 0.5, 0.5, 0.25));
}
Vector<Axis2D> axis_to_draw;
_get_sorted_axis(axis_to_draw);
for (int i = 0; i < axis_to_draw.size(); ++i) {
_draw_axis(axis_to_draw[i]);
}
}
void ViewportRotationControl::_draw_axis(const Axis2D &p_axis) {
const bool focused = focused_axis == p_axis.axis;
const bool positive = p_axis.axis < 3;
const int direction = p_axis.axis % 3;
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const Color axis_color = axis_colors[direction];
const double alpha = focused ? 1.0 : ((p_axis.z_axis + 1.0) / 2.0) * 0.5 + 0.5;
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const Color c = focused ? Color(0.9, 0.9, 0.9) : Color(axis_color, alpha);
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if (positive) {
// Draw axis lines for the positive axes.
const Vector2i center = get_size() / 2.0;
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draw_line(center, p_axis.screen_point, c, 1.5 * EDSCALE);
draw_circle(p_axis.screen_point, AXIS_CIRCLE_RADIUS, c);
// Draw the axis letter for the positive axes.
const String axis_name = direction == 0 ? "X" : (direction == 1 ? "Y" : "Z");
draw_char(get_theme_font(SNAME("rotation_control"), SNAME("EditorFonts")), p_axis.screen_point + Vector2i(Math::round(-4.0 * EDSCALE), Math::round(5.0 * EDSCALE)), axis_name, get_theme_font_size(SNAME("rotation_control_size"), SNAME("EditorFonts")), Color(0.0, 0.0, 0.0, alpha));
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} else {
// Draw an outline around the negative axes.
draw_circle(p_axis.screen_point, AXIS_CIRCLE_RADIUS, c);
draw_circle(p_axis.screen_point, AXIS_CIRCLE_RADIUS * 0.8, c.darkened(0.4));
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}
}
void ViewportRotationControl::_get_sorted_axis(Vector<Axis2D> &r_axis) {
const Vector2i center = get_size() / 2.0;
const real_t radius = get_size().x / 2.0 - AXIS_CIRCLE_RADIUS - 2.0 * EDSCALE;
const Basis camera_basis = viewport->to_camera_transform(viewport->cursor).get_basis().inverse();
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for (int i = 0; i < 3; ++i) {
Vector3 axis_3d = camera_basis.get_column(i);
Vector2i axis_vector = Vector2(axis_3d.x, -axis_3d.y) * radius;
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if (Math::abs(axis_3d.z) < 1.0) {
Axis2D pos_axis;
pos_axis.axis = i;
pos_axis.screen_point = center + axis_vector;
pos_axis.z_axis = axis_3d.z;
r_axis.push_back(pos_axis);
Axis2D neg_axis;
neg_axis.axis = i + 3;
neg_axis.screen_point = center - axis_vector;
neg_axis.z_axis = -axis_3d.z;
r_axis.push_back(neg_axis);
} else {
// Special case when the camera is aligned with one axis
Axis2D axis;
axis.axis = i + (axis_3d.z < 0 ? 0 : 3);
axis.screen_point = center;
axis.z_axis = 1.0;
r_axis.push_back(axis);
}
}
r_axis.sort_custom<Axis2DCompare>();
}
void ViewportRotationControl::_process_click(int p_index, Vector2 p_position, bool p_pressed) {
if (orbiting_index != -1 && orbiting_index != p_index) {
return;
}
if (p_pressed) {
if (p_position.distance_to(get_size() / 2.0) < get_size().x / 2.0) {
orbiting_index = p_index;
}
} else {
if (focused_axis > -1) {
viewport->_menu_option(axis_menu_options[focused_axis]);
_update_focus();
}
orbiting_index = -1;
if (Input::get_singleton()->get_mouse_mode() == Input::MOUSE_MODE_CAPTURED) {
Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_VISIBLE);
Input::get_singleton()->warp_mouse(orbiting_mouse_start);
}
}
}
void ViewportRotationControl::_process_drag(Ref<InputEventWithModifiers> p_event, int p_index, Vector2 p_position, Vector2 p_relative_position) {
if (orbiting_index == p_index) {
if (Input::get_singleton()->get_mouse_mode() == Input::MOUSE_MODE_VISIBLE) {
Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_CAPTURED);
orbiting_mouse_start = p_position;
}
viewport->_nav_orbit(p_event, p_relative_position);
focused_axis = -1;
} else {
_update_focus();
}
}
void ViewportRotationControl::gui_input(const Ref<InputEvent> &p_event) {
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ERR_FAIL_COND(p_event.is_null());
// Mouse events
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const Ref<InputEventMouseButton> mb = p_event;
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if (mb.is_valid() && mb->get_button_index() == MouseButton::LEFT) {
_process_click(100, mb->get_position(), mb->is_pressed());
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}
const Ref<InputEventMouseMotion> mm = p_event;
if (mm.is_valid()) {
_process_drag(mm, 100, mm->get_global_position(), viewport->_get_warped_mouse_motion(mm));
}
// Touch events
const Ref<InputEventScreenTouch> screen_touch = p_event;
if (screen_touch.is_valid()) {
_process_click(screen_touch->get_index(), screen_touch->get_position(), screen_touch->is_pressed());
}
const Ref<InputEventScreenDrag> screen_drag = p_event;
if (screen_drag.is_valid()) {
_process_drag(screen_drag, screen_drag->get_index(), screen_drag->get_position(), screen_drag->get_relative());
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}
}
void ViewportRotationControl::_update_focus() {
int original_focus = focused_axis;
focused_axis = -2;
Vector2 mouse_pos = get_local_mouse_position();
if (mouse_pos.distance_to(get_size() / 2.0) < get_size().x / 2.0) {
focused_axis = -1;
}
Vector<Axis2D> axes;
_get_sorted_axis(axes);
for (int i = 0; i < axes.size(); i++) {
const Axis2D &axis = axes[i];
if (mouse_pos.distance_to(axis.screen_point) < AXIS_CIRCLE_RADIUS) {
focused_axis = axis.axis;
}
}
if (focused_axis != original_focus) {
queue_redraw();
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}
}
void ViewportRotationControl::_on_mouse_exited() {
focused_axis = -2;
queue_redraw();
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}
void ViewportRotationControl::set_viewport(Node3DEditorViewport *p_viewport) {
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viewport = p_viewport;
}
void Node3DEditorViewport::_view_settings_confirmed(real_t p_interp_delta) {
// Set FOV override multiplier back to the default, so that the FOV
// setting specified in the View menu is correctly applied.
cursor.fov_scale = 1.0;
_update_camera(p_interp_delta);
}
void Node3DEditorViewport::_update_navigation_controls_visibility() {
bool show_viewport_rotation_gizmo = EDITOR_GET("editors/3d/navigation/show_viewport_rotation_gizmo") && (!previewing_cinema && !previewing_camera);
rotation_control->set_visible(show_viewport_rotation_gizmo);
bool show_viewport_navigation_gizmo = EDITOR_GET("editors/3d/navigation/show_viewport_navigation_gizmo") && (!previewing_cinema && !previewing_camera);
position_control->set_visible(show_viewport_navigation_gizmo);
look_control->set_visible(show_viewport_navigation_gizmo);
}
void Node3DEditorViewport::_update_camera(real_t p_interp_delta) {
bool is_orthogonal = camera->get_projection() == Camera3D::PROJECTION_ORTHOGONAL;
Cursor old_camera_cursor = camera_cursor;
camera_cursor = cursor;
if (p_interp_delta > 0) {
//-------
// Perform smoothing
if (is_freelook_active()) {
// Higher inertia should increase "lag" (lerp with factor between 0 and 1)
// Inertia of zero should produce instant movement (lerp with factor of 1) in this case it returns a really high value and gets clamped to 1.
const real_t inertia = EDITOR_GET("editors/3d/freelook/freelook_inertia");
real_t factor = (1.0 / inertia) * p_interp_delta;
// We interpolate a different point here, because in freelook mode the focus point (cursor.pos) orbits around eye_pos
camera_cursor.eye_pos = old_camera_cursor.eye_pos.lerp(cursor.eye_pos, CLAMP(factor, 0, 1));
const real_t orbit_inertia = EDITOR_GET("editors/3d/navigation_feel/orbit_inertia");
camera_cursor.x_rot = Math::lerp(old_camera_cursor.x_rot, cursor.x_rot, MIN(1.f, p_interp_delta * (1 / orbit_inertia)));
camera_cursor.y_rot = Math::lerp(old_camera_cursor.y_rot, cursor.y_rot, MIN(1.f, p_interp_delta * (1 / orbit_inertia)));
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if (Math::abs(camera_cursor.x_rot - cursor.x_rot) < 0.1) {
camera_cursor.x_rot = cursor.x_rot;
}
if (Math::abs(camera_cursor.y_rot - cursor.y_rot) < 0.1) {
camera_cursor.y_rot = cursor.y_rot;
}
Vector3 forward = to_camera_transform(camera_cursor).basis.xform(Vector3(0, 0, -1));
camera_cursor.pos = camera_cursor.eye_pos + forward * camera_cursor.distance;
} else {
const real_t orbit_inertia = EDITOR_GET("editors/3d/navigation_feel/orbit_inertia");
const real_t translation_inertia = EDITOR_GET("editors/3d/navigation_feel/translation_inertia");
const real_t zoom_inertia = EDITOR_GET("editors/3d/navigation_feel/zoom_inertia");
camera_cursor.x_rot = Math::lerp(old_camera_cursor.x_rot, cursor.x_rot, MIN(1.f, p_interp_delta * (1 / orbit_inertia)));
camera_cursor.y_rot = Math::lerp(old_camera_cursor.y_rot, cursor.y_rot, MIN(1.f, p_interp_delta * (1 / orbit_inertia)));
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if (Math::abs(camera_cursor.x_rot - cursor.x_rot) < 0.1) {
camera_cursor.x_rot = cursor.x_rot;
}
if (Math::abs(camera_cursor.y_rot - cursor.y_rot) < 0.1) {
camera_cursor.y_rot = cursor.y_rot;
}
camera_cursor.pos = old_camera_cursor.pos.lerp(cursor.pos, MIN(1.f, p_interp_delta * (1 / translation_inertia)));
camera_cursor.distance = Math::lerp(old_camera_cursor.distance, cursor.distance, MIN((real_t)1.0, p_interp_delta * (1 / zoom_inertia)));
}
}
//-------
// Apply camera transform
real_t tolerance = 0.001;
bool equal = true;
if (!Math::is_equal_approx(old_camera_cursor.x_rot, camera_cursor.x_rot, tolerance) || !Math::is_equal_approx(old_camera_cursor.y_rot, camera_cursor.y_rot, tolerance)) {
equal = false;
} else if (!old_camera_cursor.pos.is_equal_approx(camera_cursor.pos)) {
equal = false;
} else if (!Math::is_equal_approx(old_camera_cursor.distance, camera_cursor.distance, tolerance)) {
equal = false;
} else if (!Math::is_equal_approx(old_camera_cursor.fov_scale, camera_cursor.fov_scale, tolerance)) {
equal = false;
}
if (!equal || p_interp_delta == 0 || is_orthogonal != orthogonal) {
camera->set_global_transform(to_camera_transform(camera_cursor));
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if (orthogonal) {
float half_fov = Math::deg_to_rad(get_fov()) / 2.0;
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float height = 2.0 * cursor.distance * Math::tan(half_fov);
camera->set_orthogonal(height, get_znear(), get_zfar());
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} else {
camera->set_perspective(get_fov(), get_znear(), get_zfar());
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}
update_transform_gizmo_view();
rotation_control->queue_redraw();
position_control->queue_redraw();
look_control->queue_redraw();
spatial_editor->update_grid();
}
}
Transform3D Node3DEditorViewport::to_camera_transform(const Cursor &p_cursor) const {
Transform3D camera_transform;
camera_transform.translate_local(p_cursor.pos);
camera_transform.basis.rotate(Vector3(1, 0, 0), -p_cursor.x_rot);
camera_transform.basis.rotate(Vector3(0, 1, 0), -p_cursor.y_rot);
if (orthogonal) {
camera_transform.translate_local(0, 0, (get_zfar() - get_znear()) / 2.0);
} else {
camera_transform.translate_local(0, 0, p_cursor.distance);
}
return camera_transform;
}
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int Node3DEditorViewport::get_selected_count() const {
const HashMap<Node *, Object *> &selection = editor_selection->get_selection();
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int count = 0;
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for (const KeyValue<Node *, Object *> &E : selection) {
Node3D *sp = Object::cast_to<Node3D>(E.key);
if (!sp) {
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continue;
}
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Node3DEditorSelectedItem *se = editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(sp);
if (!se) {
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continue;
}
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count++;
}
return count;
}
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
void Node3DEditorViewport::cancel_transform() {
List<Node *> &selection = editor_selection->get_selected_node_list();
for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
Node3D *sp = Object::cast_to<Node3D>(E->get());
if (!sp) {
continue;
}
Node3DEditorSelectedItem *se = editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(sp);
if (!se) {
continue;
}
sp->set_global_transform(se->original);
}
finish_transform();
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
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set_message(TTR("Transform Aborted."), 3);
}
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void Node3DEditorViewport::_update_shrink() {
bool shrink = view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(VIEW_HALF_RESOLUTION));
subviewport_container->set_stretch_shrink(shrink ? 2 : 1);
subviewport_container->set_texture_filter(shrink ? TEXTURE_FILTER_NEAREST : TEXTURE_FILTER_PARENT_NODE);
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}
float Node3DEditorViewport::get_znear() const {
return CLAMP(spatial_editor->get_znear(), MIN_Z, MAX_Z);
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}
float Node3DEditorViewport::get_zfar() const {
return CLAMP(spatial_editor->get_zfar(), MIN_Z, MAX_Z);
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}
float Node3DEditorViewport::get_fov() const {
return CLAMP(spatial_editor->get_fov() * cursor.fov_scale, MIN_FOV, MAX_FOV);
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}
Transform3D Node3DEditorViewport::_get_camera_transform() const {
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return camera->get_global_transform();
}
Vector3 Node3DEditorViewport::_get_camera_position() const {
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return _get_camera_transform().origin;
}
Point2 Node3DEditorViewport::_point_to_screen(const Vector3 &p_point) {
return camera->unproject_position(p_point) * subviewport_container->get_stretch_shrink();
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}
Vector3 Node3DEditorViewport::_get_ray_pos(const Vector2 &p_pos) const {
return camera->project_ray_origin(p_pos / subviewport_container->get_stretch_shrink());
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}
Vector3 Node3DEditorViewport::_get_camera_normal() const {
return -_get_camera_transform().basis.get_column(2);
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}
Vector3 Node3DEditorViewport::_get_ray(const Vector2 &p_pos) const {
return camera->project_ray_normal(p_pos / subviewport_container->get_stretch_shrink());
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}
void Node3DEditorViewport::_clear_selected() {
_edit.gizmo = Ref<EditorNode3DGizmo>();
_edit.gizmo_handle = -1;
_edit.gizmo_handle_secondary = false;
_edit.gizmo_initial_value = Variant();
Node3D *selected = spatial_editor->get_single_selected_node();
Node3DEditorSelectedItem *se = selected ? editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(selected) : nullptr;
if (se && se->gizmo.is_valid()) {
se->subgizmos.clear();
se->gizmo->redraw();
se->gizmo.unref();
spatial_editor->update_transform_gizmo();
} else {
editor_selection->clear();
Node3DEditor::get_singleton()->edit(nullptr);
}
}
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void Node3DEditorViewport::_select_clicked(bool p_allow_locked) {
Node *node = Object::cast_to<Node3D>(ObjectDB::get_instance(clicked));
Node3D *selected = Object::cast_to<Node3D>(node);
clicked = ObjectID();
if (!selected) {
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return;
}
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if (!p_allow_locked) {
// Replace the node by the group if grouped
while (node && node != EditorNode::get_singleton()->get_edited_scene()->get_parent()) {
Node3D *selected_tmp = Object::cast_to<Node3D>(node);
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if (selected_tmp && node->has_meta("_edit_group_")) {
selected = selected_tmp;
}
node = node->get_parent();
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}
}
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if (p_allow_locked || !_is_node_locked(selected)) {
if (clicked_wants_append) {
if (editor_selection->is_selected(selected)) {
editor_selection->remove_node(selected);
} else {
editor_selection->add_node(selected);
}
} else {
if (!editor_selection->is_selected(selected)) {
editor_selection->clear();
editor_selection->add_node(selected);
EditorNode::get_singleton()->edit_node(selected);
}
}
if (editor_selection->get_selected_node_list().size() == 1) {
EditorNode::get_singleton()->edit_node(editor_selection->get_selected_node_list()[0]);
}
}
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}
ObjectID Node3DEditorViewport::_select_ray(const Point2 &p_pos) const {
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Vector3 ray = _get_ray(p_pos);
Vector3 pos = _get_ray_pos(p_pos);
Vector2 shrinked_pos = p_pos / subviewport_container->get_stretch_shrink();
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if (viewport->get_debug_draw() == Viewport::DEBUG_DRAW_SDFGI_PROBES) {
RS::get_singleton()->sdfgi_set_debug_probe_select(pos, ray);
}
Vector<ObjectID> instances = RenderingServer::get_singleton()->instances_cull_ray(pos, pos + ray * camera->get_far(), get_tree()->get_root()->get_world_3d()->get_scenario());
HashSet<Ref<EditorNode3DGizmo>> found_gizmos;
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Node *edited_scene = get_tree()->get_edited_scene_root();
ObjectID closest;
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Node *item = nullptr;
float closest_dist = 1e20;
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for (int i = 0; i < instances.size(); i++) {
Node3D *spat = Object::cast_to<Node3D>(ObjectDB::get_instance(instances[i]));
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if (!spat) {
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continue;
}
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Vector<Ref<Node3DGizmo>> gizmos = spat->get_gizmos();
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for (int j = 0; j < gizmos.size(); j++) {
Ref<EditorNode3DGizmo> seg = gizmos[j];
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if ((!seg.is_valid()) || found_gizmos.has(seg)) {
continue;
}
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found_gizmos.insert(seg);
Vector3 point;
Vector3 normal;
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bool inters = seg->intersect_ray(camera, shrinked_pos, point, normal);
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if (!inters) {
continue;
}
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const real_t dist = pos.distance_to(point);
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if (dist < 0) {
continue;
}
if (dist < closest_dist) {
item = Object::cast_to<Node>(spat);
if (item != edited_scene) {
item = edited_scene->get_deepest_editable_node(item);
}
closest = item->get_instance_id();
closest_dist = dist;
}
}
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}
if (!item) {
return ObjectID();
}
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return closest;
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}
void Node3DEditorViewport::_find_items_at_pos(const Point2 &p_pos, Vector<_RayResult> &r_results, bool p_include_locked_nodes) {
Vector3 ray = _get_ray(p_pos);
Vector3 pos = _get_ray_pos(p_pos);
Vector<ObjectID> instances = RenderingServer::get_singleton()->instances_cull_ray(pos, pos + ray * camera->get_far(), get_tree()->get_root()->get_world_3d()->get_scenario());
HashSet<Node3D *> found_nodes;
for (int i = 0; i < instances.size(); i++) {
Node3D *spat = Object::cast_to<Node3D>(ObjectDB::get_instance(instances[i]));
if (!spat) {
continue;
}
if (found_nodes.has(spat)) {
continue;
}
if (!p_include_locked_nodes && _is_node_locked(spat)) {
continue;
}
Vector<Ref<Node3DGizmo>> gizmos = spat->get_gizmos();
for (int j = 0; j < gizmos.size(); j++) {
Ref<EditorNode3DGizmo> seg = gizmos[j];
if (!seg.is_valid()) {
continue;
}
Vector3 point;
Vector3 normal;
bool inters = seg->intersect_ray(camera, p_pos, point, normal);
if (!inters) {
continue;
}
const real_t dist = pos.distance_to(point);
if (dist < 0) {
continue;
}
found_nodes.insert(spat);
_RayResult res;
res.item = spat;
res.depth = dist;
r_results.push_back(res);
break;
}
}
r_results.sort();
}
Vector3 Node3DEditorViewport::_get_screen_to_space(const Vector3 &p_vector3) {
Projection cm;
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if (orthogonal) {
cm.set_orthogonal(camera->get_size(), get_size().aspect(), get_znear() + p_vector3.z, get_zfar());
} else {
cm.set_perspective(get_fov(), get_size().aspect(), get_znear() + p_vector3.z, get_zfar());
}
Vector2 screen_he = cm.get_viewport_half_extents();
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Transform3D camera_transform;
camera_transform.translate_local(cursor.pos);
camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot);
camera_transform.basis.rotate(Vector3(0, 1, 0), -cursor.y_rot);
camera_transform.translate_local(0, 0, cursor.distance);
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return camera_transform.xform(Vector3(((p_vector3.x / get_size().width) * 2.0 - 1.0) * screen_he.x, ((1.0 - (p_vector3.y / get_size().height)) * 2.0 - 1.0) * screen_he.y, -(get_znear() + p_vector3.z)));
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}
void Node3DEditorViewport::_select_region() {
if (cursor.region_begin == cursor.region_end) {
if (!clicked_wants_append) {
_clear_selected();
}
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return; //nothing really
}
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const real_t z_offset = MAX(0.0, 5.0 - get_znear());
2018-05-06 18:49:22 +00:00
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Vector3 box[4] = {
Vector3(
MIN(cursor.region_begin.x, cursor.region_end.x),
MIN(cursor.region_begin.y, cursor.region_end.y),
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z_offset),
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Vector3(
MAX(cursor.region_begin.x, cursor.region_end.x),
MIN(cursor.region_begin.y, cursor.region_end.y),
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z_offset),
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Vector3(
MAX(cursor.region_begin.x, cursor.region_end.x),
MAX(cursor.region_begin.y, cursor.region_end.y),
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z_offset),
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Vector3(
MIN(cursor.region_begin.x, cursor.region_end.x),
MAX(cursor.region_begin.y, cursor.region_end.y),
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z_offset)
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};
Vector<Plane> frustum;
Vector3 cam_pos = _get_camera_position();
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for (int i = 0; i < 4; i++) {
Vector3 a = _get_screen_to_space(box[i]);
Vector3 b = _get_screen_to_space(box[(i + 1) % 4]);
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if (orthogonal) {
frustum.push_back(Plane((a - b).normalized(), a));
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} else {
frustum.push_back(Plane(a, b, cam_pos));
}
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}
Plane near(-_get_camera_normal(), cam_pos);
near.d -= get_znear();
frustum.push_back(near);
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Plane far = -near;
far.d += get_zfar();
frustum.push_back(far);
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if (spatial_editor->get_single_selected_node()) {
Node3D *single_selected = spatial_editor->get_single_selected_node();
Node3DEditorSelectedItem *se = editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(single_selected);
if (se) {
Ref<EditorNode3DGizmo> old_gizmo;
if (!clicked_wants_append) {
se->subgizmos.clear();
old_gizmo = se->gizmo;
se->gizmo.unref();
}
bool found_subgizmos = false;
Vector<Ref<Node3DGizmo>> gizmos = single_selected->get_gizmos();
for (int j = 0; j < gizmos.size(); j++) {
Ref<EditorNode3DGizmo> seg = gizmos[j];
if (!seg.is_valid()) {
continue;
}
if (se->gizmo.is_valid() && se->gizmo != seg) {
continue;
}
Vector<int> subgizmos = seg->subgizmos_intersect_frustum(camera, frustum);
if (!subgizmos.is_empty()) {
se->gizmo = seg;
for (int i = 0; i < subgizmos.size(); i++) {
int subgizmo_id = subgizmos[i];
if (!se->subgizmos.has(subgizmo_id)) {
se->subgizmos.insert(subgizmo_id, se->gizmo->get_subgizmo_transform(subgizmo_id));
}
}
found_subgizmos = true;
break;
}
}
if (!clicked_wants_append || found_subgizmos) {
if (se->gizmo.is_valid()) {
se->gizmo->redraw();
}
if (old_gizmo != se->gizmo && old_gizmo.is_valid()) {
old_gizmo->redraw();
}
spatial_editor->update_transform_gizmo();
}
if (found_subgizmos) {
return;
}
}
}
if (!clicked_wants_append) {
_clear_selected();
}
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Vector<ObjectID> instances = RenderingServer::get_singleton()->instances_cull_convex(frustum, get_tree()->get_root()->get_world_3d()->get_scenario());
HashSet<Node3D *> found_nodes;
Vector<Node *> selected;
Node *edited_scene = get_tree()->get_edited_scene_root();
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for (int i = 0; i < instances.size(); i++) {
Node3D *sp = Object::cast_to<Node3D>(ObjectDB::get_instance(instances[i]));
if (!sp || _is_node_locked(sp)) {
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continue;
}
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if (found_nodes.has(sp)) {
continue;
}
found_nodes.insert(sp);
Node *item = Object::cast_to<Node>(sp);
if (item != edited_scene) {
item = edited_scene->get_deepest_editable_node(item);
}
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// Replace the node by the group if grouped
if (item->is_class("Node3D")) {
Node3D *sel = Object::cast_to<Node3D>(item);
while (item && item != EditorNode::get_singleton()->get_edited_scene()->get_parent()) {
Node3D *selected_tmp = Object::cast_to<Node3D>(item);
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if (selected_tmp && item->has_meta("_edit_group_")) {
sel = selected_tmp;
}
item = item->get_parent();
}
item = sel;
}
if (_is_node_locked(item)) {
continue;
}
Vector<Ref<Node3DGizmo>> gizmos = sp->get_gizmos();
for (int j = 0; j < gizmos.size(); j++) {
Ref<EditorNode3DGizmo> seg = gizmos[j];
if (!seg.is_valid()) {
continue;
}
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if (seg->intersect_frustum(camera, frustum)) {
selected.push_back(item);
}
}
}
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for (int i = 0; i < selected.size(); i++) {
if (!editor_selection->is_selected(selected[i])) {
editor_selection->add_node(selected[i]);
}
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}
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if (editor_selection->get_selected_node_list().size() == 1) {
EditorNode::get_singleton()->edit_node(editor_selection->get_selected_node_list()[0]);
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}
}
void Node3DEditorViewport::_update_name() {
String name;
switch (view_type) {
case VIEW_TYPE_USER: {
if (orthogonal) {
name = TTR("Orthogonal");
} else {
name = TTR("Perspective");
}
} break;
case VIEW_TYPE_TOP: {
if (orthogonal) {
name = TTR("Top Orthogonal");
} else {
name = TTR("Top Perspective");
}
} break;
case VIEW_TYPE_BOTTOM: {
if (orthogonal) {
name = TTR("Bottom Orthogonal");
} else {
name = TTR("Bottom Perspective");
}
} break;
case VIEW_TYPE_LEFT: {
if (orthogonal) {
name = TTR("Left Orthogonal");
} else {
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name = TTR("Left Perspective");
}
} break;
case VIEW_TYPE_RIGHT: {
if (orthogonal) {
name = TTR("Right Orthogonal");
} else {
name = TTR("Right Perspective");
}
} break;
case VIEW_TYPE_FRONT: {
if (orthogonal) {
name = TTR("Front Orthogonal");
} else {
name = TTR("Front Perspective");
}
} break;
case VIEW_TYPE_REAR: {
if (orthogonal) {
name = TTR("Rear Orthogonal");
} else {
name = TTR("Rear Perspective");
}
} break;
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}
if (auto_orthogonal) {
// TRANSLATORS: This will be appended to the view name when Auto Orthogonal is enabled.
name += TTR(" [auto]");
}
view_menu->set_text(name);
view_menu->reset_size();
}
void Node3DEditorViewport::_compute_edit(const Point2 &p_point) {
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
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_edit.original_local = spatial_editor->are_local_coords_enabled();
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_edit.click_ray = _get_ray(p_point);
_edit.click_ray_pos = _get_ray_pos(p_point);
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_edit.plane = TRANSFORM_VIEW;
spatial_editor->update_transform_gizmo();
_edit.center = spatial_editor->get_gizmo_transform().origin;
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Node3D *selected = spatial_editor->get_single_selected_node();
Node3DEditorSelectedItem *se = selected ? editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(selected) : nullptr;
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if (se && se->gizmo.is_valid()) {
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for (const KeyValue<int, Transform3D> &E : se->subgizmos) {
int subgizmo_id = E.key;
se->subgizmos[subgizmo_id] = se->gizmo->get_subgizmo_transform(subgizmo_id);
}
se->original_local = selected->get_transform();
se->original = selected->get_global_transform();
} else {
List<Node *> &selection = editor_selection->get_selected_node_list();
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for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
Node3D *sp = Object::cast_to<Node3D>(E->get());
if (!sp) {
continue;
}
Node3DEditorSelectedItem *sel_item = editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(sp);
if (!sel_item) {
continue;
}
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sel_item->original_local = sel_item->sp->get_local_gizmo_transform();
sel_item->original = sel_item->sp->get_global_gizmo_transform();
}
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}
}
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static Key _get_key_modifier_setting(const String &p_property) {
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switch (EDITOR_GET(p_property).operator int()) {
case 0:
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return Key::NONE;
case 1:
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return Key::SHIFT;
case 2:
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return Key::ALT;
case 3:
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return Key::META;
case 4:
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return Key::CTRL;
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}
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return Key::NONE;
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}
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static Key _get_key_modifier(Ref<InputEventWithModifiers> e) {
if (e->is_shift_pressed()) {
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return Key::SHIFT;
}
if (e->is_alt_pressed()) {
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return Key::ALT;
}
if (e->is_ctrl_pressed()) {
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return Key::CTRL;
}
if (e->is_meta_pressed()) {
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return Key::META;
}
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return Key::NONE;
}
bool Node3DEditorViewport::_transform_gizmo_select(const Vector2 &p_screenpos, bool p_highlight_only) {
if (!spatial_editor->is_gizmo_visible()) {
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return false;
}
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if (get_selected_count() == 0) {
if (p_highlight_only) {
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spatial_editor->select_gizmo_highlight_axis(-1);
}
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return false;
}
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Vector3 ray_pos = _get_ray_pos(p_screenpos);
Vector3 ray = _get_ray(p_screenpos);
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Transform3D gt = spatial_editor->get_gizmo_transform();
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if (spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_MOVE) {
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int col_axis = -1;
real_t col_d = 1e20;
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for (int i = 0; i < 3; i++) {
const Vector3 grabber_pos = gt.origin + gt.basis.get_column(i).normalized() * gizmo_scale * (GIZMO_ARROW_OFFSET + (GIZMO_ARROW_SIZE * 0.5));
const real_t grabber_radius = gizmo_scale * GIZMO_ARROW_SIZE;
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Vector3 r;
if (Geometry3D::segment_intersects_sphere(ray_pos, ray_pos + ray * MAX_Z, grabber_pos, grabber_radius, &r)) {
const real_t d = r.distance_to(ray_pos);
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if (d < col_d) {
col_d = d;
col_axis = i;
}
}
}
bool is_plane_translate = false;
// plane select
if (col_axis == -1) {
col_d = 1e20;
for (int i = 0; i < 3; i++) {
Vector3 ivec2 = gt.basis.get_column((i + 1) % 3).normalized();
Vector3 ivec3 = gt.basis.get_column((i + 2) % 3).normalized();
// Allow some tolerance to make the plane easier to click,
// even if the click is actually slightly outside the plane.
const Vector3 grabber_pos = gt.origin + (ivec2 + ivec3) * gizmo_scale * (GIZMO_PLANE_SIZE + GIZMO_PLANE_DST * 0.6667);
Vector3 r;
Plane plane(gt.basis.get_column(i).normalized(), gt.origin);
if (plane.intersects_ray(ray_pos, ray, &r)) {
const real_t dist = r.distance_to(grabber_pos);
// Allow some tolerance to make the plane easier to click,
// even if the click is actually slightly outside the plane.
if (dist < (gizmo_scale * GIZMO_PLANE_SIZE * 1.5)) {
const real_t d = ray_pos.distance_to(r);
if (d < col_d) {
col_d = d;
col_axis = i;
is_plane_translate = true;
}
}
}
}
}
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if (col_axis != -1) {
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if (p_highlight_only) {
spatial_editor->select_gizmo_highlight_axis(col_axis + (is_plane_translate ? 6 : 0));
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} else {
//handle plane translate
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_edit.mode = TRANSFORM_TRANSLATE;
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_compute_edit(p_screenpos);
_edit.plane = TransformPlane(TRANSFORM_X_AXIS + col_axis + (is_plane_translate ? 3 : 0));
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}
return true;
}
}
if (spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_ROTATE) {
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int col_axis = -1;
Vector3 hit_position;
Vector3 hit_normal;
real_t ray_length = gt.origin.distance_to(ray_pos) + (GIZMO_CIRCLE_SIZE * gizmo_scale) * 4.0f;
if (Geometry3D::segment_intersects_sphere(ray_pos, ray_pos + ray * ray_length, gt.origin, gizmo_scale * (GIZMO_CIRCLE_SIZE), &hit_position, &hit_normal)) {
if (hit_normal.dot(_get_camera_normal()) < 0.05) {
hit_position = gt.xform_inv(hit_position).abs();
int min_axis = hit_position.min_axis_index();
if (hit_position[min_axis] < gizmo_scale * GIZMO_RING_HALF_WIDTH) {
col_axis = min_axis;
}
}
}
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if (col_axis == -1) {
float col_d = 1e20;
for (int i = 0; i < 3; i++) {
Plane plane(gt.basis.get_column(i).normalized(), gt.origin);
Vector3 r;
if (!plane.intersects_ray(ray_pos, ray, &r)) {
continue;
}
const real_t dist = r.distance_to(gt.origin);
const Vector3 r_dir = (r - gt.origin).normalized();
if (_get_camera_normal().dot(r_dir) <= 0.005) {
if (dist > gizmo_scale * (GIZMO_CIRCLE_SIZE - GIZMO_RING_HALF_WIDTH) && dist < gizmo_scale * (GIZMO_CIRCLE_SIZE + GIZMO_RING_HALF_WIDTH)) {
const real_t d = ray_pos.distance_to(r);
if (d < col_d) {
col_d = d;
col_axis = i;
}
}
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}
}
}
if (col_axis != -1) {
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if (p_highlight_only) {
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spatial_editor->select_gizmo_highlight_axis(col_axis + 3);
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} else {
//handle rotate
_edit.mode = TRANSFORM_ROTATE;
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_compute_edit(p_screenpos);
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_edit.plane = TransformPlane(TRANSFORM_X_AXIS + col_axis);
}
return true;
}
}
if (spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SCALE) {
int col_axis = -1;
float col_d = 1e20;
for (int i = 0; i < 3; i++) {
const Vector3 grabber_pos = gt.origin + gt.basis.get_column(i).normalized() * gizmo_scale * GIZMO_SCALE_OFFSET;
const real_t grabber_radius = gizmo_scale * GIZMO_ARROW_SIZE;
Vector3 r;
if (Geometry3D::segment_intersects_sphere(ray_pos, ray_pos + ray * MAX_Z, grabber_pos, grabber_radius, &r)) {
const real_t d = r.distance_to(ray_pos);
if (d < col_d) {
col_d = d;
col_axis = i;
}
}
}
bool is_plane_scale = false;
// plane select
if (col_axis == -1) {
col_d = 1e20;
for (int i = 0; i < 3; i++) {
const Vector3 ivec2 = gt.basis.get_column((i + 1) % 3).normalized();
const Vector3 ivec3 = gt.basis.get_column((i + 2) % 3).normalized();
// Allow some tolerance to make the plane easier to click,
// even if the click is actually slightly outside the plane.
const Vector3 grabber_pos = gt.origin + (ivec2 + ivec3) * gizmo_scale * (GIZMO_PLANE_SIZE + GIZMO_PLANE_DST * 0.6667);
Vector3 r;
Plane plane(gt.basis.get_column(i).normalized(), gt.origin);
if (plane.intersects_ray(ray_pos, ray, &r)) {
const real_t dist = r.distance_to(grabber_pos);
// Allow some tolerance to make the plane easier to click,
// even if the click is actually slightly outside the plane.
if (dist < (gizmo_scale * GIZMO_PLANE_SIZE * 1.5)) {
const real_t d = ray_pos.distance_to(r);
if (d < col_d) {
col_d = d;
col_axis = i;
is_plane_scale = true;
}
}
}
}
}
if (col_axis != -1) {
if (p_highlight_only) {
spatial_editor->select_gizmo_highlight_axis(col_axis + (is_plane_scale ? 12 : 9));
} else {
//handle scale
_edit.mode = TRANSFORM_SCALE;
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_compute_edit(p_screenpos);
_edit.plane = TransformPlane(TRANSFORM_X_AXIS + col_axis + (is_plane_scale ? 3 : 0));
}
return true;
}
}
if (p_highlight_only) {
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spatial_editor->select_gizmo_highlight_axis(-1);
}
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return false;
}
void Node3DEditorViewport::_transform_gizmo_apply(Node3D *p_node, const Transform3D &p_transform, bool p_local) {
if (p_transform.basis.determinant() == 0) {
return;
}
if (p_local) {
p_node->set_transform(p_transform);
} else {
p_node->set_global_transform(p_transform);
}
}
Transform3D Node3DEditorViewport::_compute_transform(TransformMode p_mode, const Transform3D &p_original, const Transform3D &p_original_local, Vector3 p_motion, double p_extra, bool p_local, bool p_orthogonal) {
switch (p_mode) {
case TRANSFORM_SCALE: {
if (_edit.snap || spatial_editor->is_snap_enabled()) {
p_motion.snap(Vector3(p_extra, p_extra, p_extra));
}
Transform3D s;
if (p_local) {
s.basis = p_original_local.basis.scaled_local(p_motion + Vector3(1, 1, 1));
s.origin = p_original_local.origin;
} else {
s.basis.scale(p_motion + Vector3(1, 1, 1));
Transform3D base = Transform3D(Basis(), _edit.center);
s = base * (s * (base.inverse() * p_original));
// Recalculate orthogonalized scale without moving origin.
if (p_orthogonal) {
s.basis = p_original.basis.scaled_orthogonal(p_motion + Vector3(1, 1, 1));
}
}
return s;
}
case TRANSFORM_TRANSLATE: {
if (_edit.snap || spatial_editor->is_snap_enabled()) {
p_motion.snap(Vector3(p_extra, p_extra, p_extra));
}
if (p_local) {
p_motion = p_original.basis.xform(p_motion);
}
// Apply translation
Transform3D t = p_original;
t.origin += p_motion;
return t;
}
case TRANSFORM_ROTATE: {
Transform3D r;
if (p_local) {
Vector3 axis = p_original_local.basis.xform(p_motion);
r.basis = Basis(axis.normalized(), p_extra) * p_original_local.basis;
r.origin = p_original_local.origin;
} else {
Basis local = p_original.basis * p_original_local.basis.inverse();
Vector3 axis = local.xform_inv(p_motion);
r.basis = local * Basis(axis.normalized(), p_extra) * p_original_local.basis;
r.origin = Basis(p_motion, p_extra).xform(p_original.origin - _edit.center) + _edit.center;
}
return r;
}
default: {
ERR_FAIL_V_MSG(Transform3D(), "Invalid mode in '_compute_transform'");
}
}
}
void Node3DEditorViewport::_surface_mouse_enter() {
if (!surface->has_focus() && (!get_viewport()->gui_get_focus_owner() || !get_viewport()->gui_get_focus_owner()->is_text_field())) {
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surface->grab_focus();
}
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}
void Node3DEditorViewport::_surface_mouse_exit() {
_remove_preview_node();
_reset_preview_material();
_remove_preview_material();
}
void Node3DEditorViewport::_surface_focus_enter() {
view_menu->set_disable_shortcuts(false);
}
void Node3DEditorViewport::_surface_focus_exit() {
view_menu->set_disable_shortcuts(true);
}
bool Node3DEditorViewport ::_is_node_locked(const Node *p_node) {
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return p_node->get_meta("_edit_lock_", false);
}
void Node3DEditorViewport::_list_select(Ref<InputEventMouseButton> b) {
_find_items_at_pos(b->get_position(), selection_results, spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT);
Node *scene = EditorNode::get_singleton()->get_edited_scene();
for (int i = 0; i < selection_results.size(); i++) {
Node3D *item = selection_results[i].item;
if (item != scene && item->get_owner() != scene && item != scene->get_deepest_editable_node(item)) {
//invalid result
selection_results.remove_at(i);
i--;
}
}
clicked_wants_append = b->is_shift_pressed();
if (selection_results.size() == 1) {
clicked = selection_results[0].item->get_instance_id();
selection_results.clear();
if (clicked.is_valid()) {
_select_clicked(spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT);
}
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} else if (!selection_results.is_empty()) {
NodePath root_path = get_tree()->get_edited_scene_root()->get_path();
StringName root_name = root_path.get_name(root_path.get_name_count() - 1);
for (int i = 0; i < selection_results.size(); i++) {
Node3D *spat = selection_results[i].item;
Ref<Texture2D> icon = EditorNode::get_singleton()->get_object_icon(spat, "Node");
String node_path = "/" + root_name + "/" + root_path.rel_path_to(spat->get_path());
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int locked = 0;
if (_is_node_locked(spat)) {
locked = 1;
} else {
Node *ed_scene = EditorNode::get_singleton()->get_edited_scene();
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Node *node = spat;
while (node && node != ed_scene->get_parent()) {
Node3D *selected_tmp = Object::cast_to<Node3D>(node);
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if (selected_tmp && node->has_meta("_edit_group_")) {
locked = 2;
}
node = node->get_parent();
}
}
String suffix;
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if (locked == 1) {
suffix = " (" + TTR("Locked") + ")";
} else if (locked == 2) {
suffix = " (" + TTR("Grouped") + ")";
}
selection_menu->add_item((String)spat->get_name() + suffix);
selection_menu->set_item_icon(i, icon);
selection_menu->set_item_metadata(i, node_path);
selection_menu->set_item_tooltip(i, String(spat->get_name()) + "\nType: " + spat->get_class() + "\nPath: " + node_path);
}
selection_results_menu = selection_results;
selection_menu->set_position(get_screen_position() + b->get_position());
selection_menu->reset_size();
selection_menu->popup();
}
}
void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
if (previewing) {
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return; //do NONE
}
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EditorPlugin::AfterGUIInput after = EditorPlugin::AFTER_GUI_INPUT_PASS;
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{
EditorNode *en = EditorNode::get_singleton();
EditorPluginList *force_input_forwarding_list = en->get_editor_plugins_force_input_forwarding();
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if (!force_input_forwarding_list->is_empty()) {
EditorPlugin::AfterGUIInput discard = force_input_forwarding_list->forward_3d_gui_input(camera, p_event, true);
if (discard == EditorPlugin::AFTER_GUI_INPUT_STOP) {
return;
}
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if (discard == EditorPlugin::AFTER_GUI_INPUT_CUSTOM) {
after = EditorPlugin::AFTER_GUI_INPUT_CUSTOM;
}
}
}
{
EditorNode *en = EditorNode::get_singleton();
EditorPluginList *over_plugin_list = en->get_editor_plugins_over();
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if (!over_plugin_list->is_empty()) {
EditorPlugin::AfterGUIInput discard = over_plugin_list->forward_3d_gui_input(camera, p_event, false);
if (discard == EditorPlugin::AFTER_GUI_INPUT_STOP) {
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return;
}
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if (discard == EditorPlugin::AFTER_GUI_INPUT_CUSTOM) {
after = EditorPlugin::AFTER_GUI_INPUT_CUSTOM;
}
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}
}
Ref<InputEventMouseButton> b = p_event;
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if (b.is_valid()) {
emit_signal(SNAME("clicked"), this);
const real_t zoom_factor = 1 + (ZOOM_FREELOOK_MULTIPLIER - 1) * b->get_factor();
switch (b->get_button_index()) {
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case MouseButton::WHEEL_UP: {
if (is_freelook_active()) {
scale_freelook_speed(zoom_factor);
} else {
scale_cursor_distance(1.0 / zoom_factor);
}
} break;
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case MouseButton::WHEEL_DOWN: {
if (is_freelook_active()) {
scale_freelook_speed(1.0 / zoom_factor);
} else {
scale_cursor_distance(zoom_factor);
}
} break;
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case MouseButton::RIGHT: {
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NavigationScheme nav_scheme = (NavigationScheme)EDITOR_GET("editors/3d/navigation/navigation_scheme").operator int();
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if (b->is_pressed() && _edit.gizmo.is_valid()) {
//restore
_edit.gizmo->commit_handle(_edit.gizmo_handle, _edit.gizmo_handle_secondary, _edit.gizmo_initial_value, true);
_edit.gizmo = Ref<EditorNode3DGizmo>();
}
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if (_edit.mode == TRANSFORM_NONE && b->is_pressed()) {
if (b->is_alt_pressed()) {
if (nav_scheme == NAVIGATION_MAYA) {
break;
}
_list_select(b);
return;
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}
}
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if (_edit.mode != TRANSFORM_NONE && b->is_pressed()) {
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
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cancel_transform();
}
if (b->is_pressed()) {
2021-08-13 21:31:57 +00:00
const Key mod = _get_key_modifier(b);
if (!orthogonal) {
if (mod == _get_key_modifier_setting("editors/3d/freelook/freelook_activation_modifier")) {
set_freelook_active(true);
}
}
} else {
set_freelook_active(false);
}
if (freelook_active && !surface->has_focus()) {
// Focus usually doesn't trigger on right-click, but in case of freelook it should,
// otherwise using keyboard navigation would misbehave
surface->grab_focus();
}
} break;
2021-08-13 21:31:57 +00:00
case MouseButton::MIDDLE: {
if (b->is_pressed() && _edit.mode != TRANSFORM_NONE) {
switch (_edit.plane) {
case TRANSFORM_VIEW: {
_edit.plane = TRANSFORM_X_AXIS;
set_message(TTR("X-Axis Transform."), 2);
view_type = VIEW_TYPE_USER;
_update_name();
} break;
case TRANSFORM_X_AXIS: {
_edit.plane = TRANSFORM_Y_AXIS;
set_message(TTR("Y-Axis Transform."), 2);
2014-02-10 01:10:30 +00:00
} break;
case TRANSFORM_Y_AXIS: {
_edit.plane = TRANSFORM_Z_AXIS;
set_message(TTR("Z-Axis Transform."), 2);
2014-02-10 01:10:30 +00:00
} break;
case TRANSFORM_Z_AXIS: {
_edit.plane = TRANSFORM_VIEW;
// TRANSLATORS: This refers to the transform of the view plane.
set_message(TTR("View Plane Transform."), 2);
2014-02-10 01:10:30 +00:00
} break;
case TRANSFORM_YZ:
case TRANSFORM_XZ:
case TRANSFORM_XY: {
} break;
2014-02-10 01:10:30 +00:00
}
}
} break;
2021-08-13 21:31:57 +00:00
case MouseButton::LEFT: {
if (b->is_pressed()) {
clicked_wants_append = b->is_shift_pressed();
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
if (_edit.mode != TRANSFORM_NONE && _edit.instant) {
commit_transform();
break; // just commit the edit, stop processing the event so we don't deselect the object
}
2022-10-18 14:43:37 +00:00
NavigationScheme nav_scheme = (NavigationScheme)EDITOR_GET("editors/3d/navigation/navigation_scheme").operator int();
if ((nav_scheme == NAVIGATION_MAYA || nav_scheme == NAVIGATION_MODO) && b->is_alt_pressed()) {
break;
}
if (spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_LIST_SELECT) {
_list_select(b);
break;
}
_edit.mouse_pos = b->get_position();
_edit.original_mouse_pos = b->get_position();
_edit.snap = spatial_editor->is_snap_enabled();
_edit.mode = TRANSFORM_NONE;
_edit.original = spatial_editor->get_gizmo_transform(); // To prevent to break when flipping with scale.
bool can_select_gizmos = spatial_editor->get_single_selected_node();
{
int idx = view_menu->get_popup()->get_item_index(VIEW_GIZMOS);
can_select_gizmos = can_select_gizmos && view_menu->get_popup()->is_item_checked(idx);
}
// Gizmo handles
if (can_select_gizmos) {
Vector<Ref<Node3DGizmo>> gizmos = spatial_editor->get_single_selected_node()->get_gizmos();
bool intersected_handle = false;
for (int i = 0; i < gizmos.size(); i++) {
Ref<EditorNode3DGizmo> seg = gizmos[i];
if ((!seg.is_valid())) {
continue;
}
int gizmo_handle = -1;
bool gizmo_secondary = false;
seg->handles_intersect_ray(camera, _edit.mouse_pos, b->is_shift_pressed(), gizmo_handle, gizmo_secondary);
if (gizmo_handle != -1) {
_edit.gizmo = seg;
_edit.gizmo_handle = gizmo_handle;
_edit.gizmo_handle_secondary = gizmo_secondary;
_edit.gizmo_initial_value = seg->get_handle_value(gizmo_handle, gizmo_secondary);
intersected_handle = true;
break;
}
}
if (intersected_handle) {
break;
}
}
// Transform gizmo
if (_transform_gizmo_select(_edit.mouse_pos)) {
break;
}
// Subgizmos
if (can_select_gizmos) {
Node3DEditorSelectedItem *se = editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(spatial_editor->get_single_selected_node());
Vector<Ref<Node3DGizmo>> gizmos = spatial_editor->get_single_selected_node()->get_gizmos();
bool intersected_subgizmo = false;
for (int i = 0; i < gizmos.size(); i++) {
Ref<EditorNode3DGizmo> seg = gizmos[i];
if ((!seg.is_valid())) {
continue;
}
int subgizmo_id = seg->subgizmos_intersect_ray(camera, _edit.mouse_pos);
if (subgizmo_id != -1) {
ERR_CONTINUE(!se);
if (b->is_shift_pressed()) {
if (se->subgizmos.has(subgizmo_id)) {
se->subgizmos.erase(subgizmo_id);
} else {
se->subgizmos.insert(subgizmo_id, seg->get_subgizmo_transform(subgizmo_id));
}
} else {
se->subgizmos.clear();
se->subgizmos.insert(subgizmo_id, seg->get_subgizmo_transform(subgizmo_id));
}
if (se->subgizmos.is_empty()) {
se->gizmo = Ref<EditorNode3DGizmo>();
} else {
se->gizmo = seg;
}
seg->redraw();
spatial_editor->update_transform_gizmo();
intersected_subgizmo = true;
break;
}
}
if (intersected_subgizmo) {
break;
}
}
clicked = ObjectID();
2014-02-10 01:10:30 +00:00
if ((spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT && b->is_command_or_control_pressed()) || spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_ROTATE) {
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
begin_transform(TRANSFORM_ROTATE, false);
break;
}
2014-02-10 01:10:30 +00:00
if (spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_MOVE) {
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
begin_transform(TRANSFORM_TRANSLATE, false);
break;
}
2014-02-10 01:10:30 +00:00
if (spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SCALE) {
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
begin_transform(TRANSFORM_SCALE, false);
break;
}
2014-02-10 01:10:30 +00:00
2022-08-15 18:04:17 +00:00
if (after != EditorPlugin::AFTER_GUI_INPUT_CUSTOM) {
//clicking is always deferred to either move or release
clicked = _select_ray(b->get_position());
selection_in_progress = true;
2014-02-10 01:10:30 +00:00
if (clicked.is_null()) {
//default to regionselect
cursor.region_select = true;
cursor.region_begin = b->get_position();
cursor.region_end = b->get_position();
}
}
2014-02-10 01:10:30 +00:00
surface->queue_redraw();
} else {
if (_edit.gizmo.is_valid()) {
_edit.gizmo->commit_handle(_edit.gizmo_handle, _edit.gizmo_handle_secondary, _edit.gizmo_initial_value, false);
_edit.gizmo = Ref<EditorNode3DGizmo>();
break;
}
2022-08-15 18:04:17 +00:00
if (after != EditorPlugin::AFTER_GUI_INPUT_CUSTOM) {
selection_in_progress = false;
if (clicked.is_valid()) {
_select_clicked(false);
}
2014-02-10 01:10:30 +00:00
if (cursor.region_select) {
_select_region();
cursor.region_select = false;
surface->queue_redraw();
}
}
2014-02-10 01:10:30 +00:00
if (_edit.mode != TRANSFORM_NONE) {
Node3D *selected = spatial_editor->get_single_selected_node();
Node3DEditorSelectedItem *se = selected ? editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(selected) : nullptr;
2014-02-10 01:10:30 +00:00
if (se && se->gizmo.is_valid()) {
Vector<int> ids;
Vector<Transform3D> restore;
2014-02-10 01:10:30 +00:00
2021-08-09 20:13:42 +00:00
for (const KeyValue<int, Transform3D> &GE : se->subgizmos) {
ids.push_back(GE.key);
restore.push_back(GE.value);
}
2014-02-10 01:10:30 +00:00
se->gizmo->commit_subgizmos(ids, restore, false);
} else {
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
commit_transform();
2014-02-10 01:10:30 +00:00
}
_edit.mode = TRANSFORM_NONE;
set_message("");
spatial_editor->update_transform_gizmo();
2014-02-10 01:10:30 +00:00
}
surface->queue_redraw();
}
2016-05-21 13:29:25 +00:00
} break;
default:
break;
}
}
Ref<InputEventMouseMotion> m = p_event;
if (m.is_valid()) {
_edit.mouse_pos = m->get_position();
if (spatial_editor->get_single_selected_node()) {
Vector<Ref<Node3DGizmo>> gizmos = spatial_editor->get_single_selected_node()->get_gizmos();
Ref<EditorNode3DGizmo> found_gizmo;
int found_handle = -1;
bool found_handle_secondary = false;
for (int i = 0; i < gizmos.size(); i++) {
Ref<EditorNode3DGizmo> seg = gizmos[i];
if (!seg.is_valid()) {
continue;
}
2014-02-10 01:10:30 +00:00
seg->handles_intersect_ray(camera, _edit.mouse_pos, false, found_handle, found_handle_secondary);
if (found_handle != -1) {
found_gizmo = seg;
break;
}
2014-02-10 01:10:30 +00:00
}
if (found_gizmo.is_valid()) {
spatial_editor->select_gizmo_highlight_axis(-1);
}
bool current_hover_handle_secondary = false;
int curreny_hover_handle = spatial_editor->get_current_hover_gizmo_handle(current_hover_handle_secondary);
if (found_gizmo != spatial_editor->get_current_hover_gizmo() || found_handle != curreny_hover_handle || found_handle_secondary != current_hover_handle_secondary) {
spatial_editor->set_current_hover_gizmo(found_gizmo);
spatial_editor->set_current_hover_gizmo_handle(found_handle, found_handle_secondary);
spatial_editor->get_single_selected_node()->update_gizmos();
}
}
2014-02-10 01:10:30 +00:00
if (spatial_editor->get_current_hover_gizmo().is_null() && !m->get_button_mask().has_flag(MouseButtonMask::LEFT) && !_edit.gizmo.is_valid()) {
_transform_gizmo_select(_edit.mouse_pos, true);
}
2014-02-10 01:10:30 +00:00
2022-10-18 14:43:37 +00:00
NavigationScheme nav_scheme = (NavigationScheme)EDITOR_GET("editors/3d/navigation/navigation_scheme").operator int();
NavigationMode nav_mode = NAVIGATION_NONE;
2014-02-10 01:10:30 +00:00
if (_edit.gizmo.is_valid()) {
_edit.gizmo->set_handle(_edit.gizmo_handle, _edit.gizmo_handle_secondary, camera, m->get_position());
Variant v = _edit.gizmo->get_handle_value(_edit.gizmo_handle, _edit.gizmo_handle_secondary);
String n = _edit.gizmo->get_handle_name(_edit.gizmo_handle, _edit.gizmo_handle_secondary);
set_message(n + ": " + String(v));
2014-02-10 01:10:30 +00:00
} else if (m->get_button_mask().has_flag(MouseButtonMask::LEFT) || _edit.instant) {
if (nav_scheme == NAVIGATION_MAYA && m->is_alt_pressed()) {
nav_mode = NAVIGATION_ORBIT;
} else if (nav_scheme == NAVIGATION_MODO && m->is_alt_pressed() && m->is_shift_pressed()) {
nav_mode = NAVIGATION_PAN;
} else if (nav_scheme == NAVIGATION_MODO && m->is_alt_pressed() && m->is_ctrl_pressed()) {
nav_mode = NAVIGATION_ZOOM;
} else if (nav_scheme == NAVIGATION_MODO && m->is_alt_pressed()) {
nav_mode = NAVIGATION_ORBIT;
} else {
const bool movement_threshold_passed = _edit.original_mouse_pos.distance_to(_edit.mouse_pos) > 8 * EDSCALE;
2014-02-10 01:10:30 +00:00
// enable region-select if nothing has been selected yet or multi-select (shift key) is active
if (selection_in_progress && movement_threshold_passed) {
if (get_selected_count() == 0 || clicked_wants_append) {
cursor.region_select = true;
cursor.region_begin = _edit.original_mouse_pos;
clicked = ObjectID();
}
}
2019-06-20 14:59:48 +00:00
if (cursor.region_select) {
cursor.region_end = m->get_position();
surface->queue_redraw();
return;
}
2014-02-10 01:10:30 +00:00
if (clicked.is_valid() && movement_threshold_passed) {
_compute_edit(_edit.original_mouse_pos);
clicked = ObjectID();
_edit.mode = TRANSFORM_TRANSLATE;
}
if (_edit.mode == TRANSFORM_NONE) {
return;
}
2014-02-10 01:10:30 +00:00
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
update_transform(m->get_position(), _get_key_modifier(m) == Key::SHIFT);
}
} else if (m->get_button_mask().has_flag(MouseButtonMask::RIGHT) || freelook_active) {
if (nav_scheme == NAVIGATION_MAYA && m->is_alt_pressed()) {
nav_mode = NAVIGATION_ZOOM;
} else if (freelook_active) {
nav_mode = NAVIGATION_LOOK;
} else if (orthogonal) {
nav_mode = NAVIGATION_PAN;
}
2014-02-10 01:10:30 +00:00
} else if (m->get_button_mask().has_flag(MouseButtonMask::MIDDLE)) {
2021-08-13 21:31:57 +00:00
const Key mod = _get_key_modifier(m);
if (nav_scheme == NAVIGATION_GODOT) {
if (mod == _get_key_modifier_setting("editors/3d/navigation/pan_modifier")) {
nav_mode = NAVIGATION_PAN;
} else if (mod == _get_key_modifier_setting("editors/3d/navigation/zoom_modifier")) {
nav_mode = NAVIGATION_ZOOM;
2021-08-13 21:31:57 +00:00
} else if (mod == Key::ALT || mod == _get_key_modifier_setting("editors/3d/navigation/orbit_modifier")) {
// Always allow Alt as a modifier to better support graphic tablets.
nav_mode = NAVIGATION_ORBIT;
}
} else if (nav_scheme == NAVIGATION_MAYA) {
if (mod == _get_key_modifier_setting("editors/3d/navigation/pan_modifier")) {
nav_mode = NAVIGATION_PAN;
}
}
2022-10-18 14:43:37 +00:00
} else if (EDITOR_GET("editors/3d/navigation/emulate_3_button_mouse")) {
// Handle trackpad (no external mouse) use case
2021-08-13 21:31:57 +00:00
const Key mod = _get_key_modifier(m);
2021-08-13 21:31:57 +00:00
if (mod != Key::NONE) {
if (mod == _get_key_modifier_setting("editors/3d/navigation/pan_modifier")) {
nav_mode = NAVIGATION_PAN;
} else if (mod == _get_key_modifier_setting("editors/3d/navigation/zoom_modifier")) {
nav_mode = NAVIGATION_ZOOM;
2021-08-13 21:31:57 +00:00
} else if (mod == Key::ALT || mod == _get_key_modifier_setting("editors/3d/navigation/orbit_modifier")) {
// Always allow Alt as a modifier to better support graphic tablets.
nav_mode = NAVIGATION_ORBIT;
}
}
}
2014-02-10 01:10:30 +00:00
switch (nav_mode) {
case NAVIGATION_PAN: {
2017-11-01 20:49:39 +00:00
_nav_pan(m, _get_warped_mouse_motion(m));
2014-02-10 01:10:30 +00:00
2017-11-01 20:49:39 +00:00
} break;
case NAVIGATION_ZOOM: {
_nav_zoom(m, m->get_relative());
} break;
case NAVIGATION_ORBIT: {
_nav_orbit(m, _get_warped_mouse_motion(m));
} break;
case NAVIGATION_LOOK: {
_nav_look(m, _get_warped_mouse_motion(m));
} break;
default: {
}
2017-11-01 20:49:39 +00:00
}
}
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Ref<InputEventMagnifyGesture> magnify_gesture = p_event;
if (magnify_gesture.is_valid()) {
if (is_freelook_active()) {
2017-11-01 20:49:39 +00:00
scale_freelook_speed(magnify_gesture->get_factor());
} else {
2017-11-01 20:49:39 +00:00
scale_cursor_distance(1.0 / magnify_gesture->get_factor());
}
2017-11-01 20:49:39 +00:00
}
Ref<InputEventPanGesture> pan_gesture = p_event;
if (pan_gesture.is_valid()) {
2022-10-18 14:43:37 +00:00
NavigationScheme nav_scheme = (NavigationScheme)EDITOR_GET("editors/3d/navigation/navigation_scheme").operator int();
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NavigationMode nav_mode = NAVIGATION_NONE;
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if (nav_scheme == NAVIGATION_GODOT) {
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const Key mod = _get_key_modifier(pan_gesture);
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if (mod == _get_key_modifier_setting("editors/3d/navigation/pan_modifier")) {
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nav_mode = NAVIGATION_PAN;
} else if (mod == _get_key_modifier_setting("editors/3d/navigation/zoom_modifier")) {
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nav_mode = NAVIGATION_ZOOM;
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} else if (mod == Key::ALT || mod == _get_key_modifier_setting("editors/3d/navigation/orbit_modifier")) {
// Always allow Alt as a modifier to better support graphic tablets.
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nav_mode = NAVIGATION_ORBIT;
}
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} else if (nav_scheme == NAVIGATION_MAYA) {
if (pan_gesture->is_alt_pressed()) {
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nav_mode = NAVIGATION_PAN;
}
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}
switch (nav_mode) {
case NAVIGATION_PAN: {
_nav_pan(pan_gesture, pan_gesture->get_delta());
} break;
case NAVIGATION_ZOOM: {
_nav_zoom(pan_gesture, pan_gesture->get_delta());
} break;
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case NAVIGATION_ORBIT: {
_nav_orbit(pan_gesture, pan_gesture->get_delta());
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} break;
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case NAVIGATION_LOOK: {
_nav_look(pan_gesture, pan_gesture->get_delta());
} break;
default: {
}
}
}
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Ref<InputEventKey> k = p_event;
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if (k.is_valid()) {
if (!k->is_pressed()) {
return;
}
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if (EDITOR_GET("editors/3d/navigation/emulate_numpad")) {
const Key code = k->get_physical_keycode();
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if (code >= Key::KEY_0 && code <= Key::KEY_9) {
k->set_keycode(code - Key::KEY_0 + Key::KP_0);
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}
}
if (_edit.mode == TRANSFORM_NONE) {
if (_edit.gizmo.is_valid()) {
// Restore.
_edit.gizmo->commit_handle(_edit.gizmo_handle, _edit.gizmo_handle_secondary, _edit.gizmo_initial_value, true);
_edit.gizmo = Ref<EditorNode3DGizmo>();
}
if (k->get_keycode() == Key::ESCAPE && !cursor.region_select) {
_clear_selected();
return;
}
} else {
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
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// We're actively transforming, handle keys specially
TransformPlane new_plane = TRANSFORM_VIEW;
String new_message;
if (ED_IS_SHORTCUT("spatial_editor/lock_transform_x", p_event)) {
new_plane = TRANSFORM_X_AXIS;
new_message = TTR("X-Axis Transform.");
} else if (ED_IS_SHORTCUT("spatial_editor/lock_transform_y", p_event)) {
new_plane = TRANSFORM_Y_AXIS;
new_message = TTR("Y-Axis Transform.");
} else if (ED_IS_SHORTCUT("spatial_editor/lock_transform_z", p_event)) {
new_plane = TRANSFORM_Z_AXIS;
new_message = TTR("Z-Axis Transform.");
} else if (_edit.mode != TRANSFORM_ROTATE) { // rotating on a plane doesn't make sense
if (ED_IS_SHORTCUT("spatial_editor/lock_transform_yz", p_event)) {
new_plane = TRANSFORM_YZ;
new_message = TTR("YZ-Plane Transform.");
} else if (ED_IS_SHORTCUT("spatial_editor/lock_transform_xz", p_event)) {
new_plane = TRANSFORM_XZ;
new_message = TTR("XZ-Plane Transform.");
} else if (ED_IS_SHORTCUT("spatial_editor/lock_transform_xy", p_event)) {
new_plane = TRANSFORM_XY;
new_message = TTR("XY-Plane Transform.");
}
}
if (new_plane != TRANSFORM_VIEW) {
if (new_plane != _edit.plane) {
// lock me once and get a global constraint
_edit.plane = new_plane;
spatial_editor->set_local_coords_enabled(false);
} else if (!spatial_editor->are_local_coords_enabled()) {
// lock me twice and get a local constraint
spatial_editor->set_local_coords_enabled(true);
} else {
// lock me thrice and we're back where we started
_edit.plane = TRANSFORM_VIEW;
spatial_editor->set_local_coords_enabled(false);
}
update_transform(_edit.mouse_pos, Input::get_singleton()->is_key_pressed(Key::SHIFT));
set_message(new_message, 2);
accept_event();
return;
}
}
if (ED_IS_SHORTCUT("spatial_editor/snap", p_event)) {
if (_edit.mode != TRANSFORM_NONE) {
_edit.snap = !_edit.snap;
}
}
if (ED_IS_SHORTCUT("spatial_editor/bottom_view", p_event)) {
_menu_option(VIEW_BOTTOM);
}
if (ED_IS_SHORTCUT("spatial_editor/top_view", p_event)) {
_menu_option(VIEW_TOP);
}
if (ED_IS_SHORTCUT("spatial_editor/rear_view", p_event)) {
_menu_option(VIEW_REAR);
}
if (ED_IS_SHORTCUT("spatial_editor/front_view", p_event)) {
_menu_option(VIEW_FRONT);
}
if (ED_IS_SHORTCUT("spatial_editor/left_view", p_event)) {
_menu_option(VIEW_LEFT);
}
if (ED_IS_SHORTCUT("spatial_editor/right_view", p_event)) {
_menu_option(VIEW_RIGHT);
}
if (ED_IS_SHORTCUT("spatial_editor/orbit_view_down", p_event)) {
// Clamp rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented.
cursor.x_rot = CLAMP(cursor.x_rot - Math_PI / 12.0, -1.57, 1.57);
view_type = VIEW_TYPE_USER;
_update_name();
}
if (ED_IS_SHORTCUT("spatial_editor/orbit_view_up", p_event)) {
// Clamp rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented.
cursor.x_rot = CLAMP(cursor.x_rot + Math_PI / 12.0, -1.57, 1.57);
view_type = VIEW_TYPE_USER;
_update_name();
}
if (ED_IS_SHORTCUT("spatial_editor/orbit_view_right", p_event)) {
cursor.y_rot -= Math_PI / 12.0;
view_type = VIEW_TYPE_USER;
_update_name();
}
if (ED_IS_SHORTCUT("spatial_editor/orbit_view_left", p_event)) {
cursor.y_rot += Math_PI / 12.0;
view_type = VIEW_TYPE_USER;
_update_name();
}
if (ED_IS_SHORTCUT("spatial_editor/orbit_view_180", p_event)) {
cursor.y_rot += Math_PI;
view_type = VIEW_TYPE_USER;
_update_name();
}
if (ED_IS_SHORTCUT("spatial_editor/focus_origin", p_event)) {
_menu_option(VIEW_CENTER_TO_ORIGIN);
}
if (ED_IS_SHORTCUT("spatial_editor/focus_selection", p_event)) {
_menu_option(VIEW_CENTER_TO_SELECTION);
}
if (ED_IS_SHORTCUT("spatial_editor/align_transform_with_view", p_event)) {
_menu_option(VIEW_ALIGN_TRANSFORM_WITH_VIEW);
}
if (ED_IS_SHORTCUT("spatial_editor/align_rotation_with_view", p_event)) {
_menu_option(VIEW_ALIGN_ROTATION_WITH_VIEW);
}
if (ED_IS_SHORTCUT("spatial_editor/insert_anim_key", p_event)) {
if (!get_selected_count() || _edit.mode != TRANSFORM_NONE) {
return;
}
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if (!AnimationPlayerEditor::get_singleton()->get_track_editor()->has_keying()) {
set_message(TTR("Keying is disabled (no key inserted)."));
return;
}
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List<Node *> &selection = editor_selection->get_selected_node_list();
for (Node *E : selection) {
Node3D *sp = Object::cast_to<Node3D>(E);
if (!sp) {
continue;
}
spatial_editor->emit_signal(SNAME("transform_key_request"), sp, "", sp->get_transform());
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}
set_message(TTR("Animation Key Inserted."));
}
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
if (ED_IS_SHORTCUT("spatial_editor/cancel_transform", p_event) && _edit.mode != TRANSFORM_NONE) {
cancel_transform();
}
if (!is_freelook_active()) {
if (ED_IS_SHORTCUT("spatial_editor/instant_translate", p_event)) {
begin_transform(TRANSFORM_TRANSLATE, true);
}
if (ED_IS_SHORTCUT("spatial_editor/instant_rotate", p_event)) {
begin_transform(TRANSFORM_ROTATE, true);
}
if (ED_IS_SHORTCUT("spatial_editor/instant_scale", p_event)) {
begin_transform(TRANSFORM_SCALE, true);
}
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
}
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// Freelook doesn't work in orthogonal mode.
if (!orthogonal && ED_IS_SHORTCUT("spatial_editor/freelook_toggle", p_event)) {
set_freelook_active(!is_freelook_active());
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} else if (k->get_keycode() == Key::ESCAPE) {
set_freelook_active(false);
}
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if (k->get_keycode() == Key::SPACE) {
if (!k->is_pressed()) {
emit_signal(SNAME("toggle_maximize_view"), this);
}
}
if (ED_IS_SHORTCUT("spatial_editor/decrease_fov", p_event)) {
scale_fov(-0.05);
}
if (ED_IS_SHORTCUT("spatial_editor/increase_fov", p_event)) {
scale_fov(0.05);
}
if (ED_IS_SHORTCUT("spatial_editor/reset_fov", p_event)) {
reset_fov();
}
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}
// freelook uses most of the useful shortcuts, like save, so its ok
// to consider freelook active as end of the line for future events.
if (freelook_active) {
accept_event();
}
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}
void Node3DEditorViewport::_nav_pan(Ref<InputEventWithModifiers> p_event, const Vector2 &p_relative) {
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const NavigationScheme nav_scheme = (NavigationScheme)EDITOR_GET("editors/3d/navigation/navigation_scheme").operator int();
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real_t pan_speed = 1 / 150.0;
if (p_event.is_valid() && nav_scheme == NAVIGATION_MAYA && p_event->is_shift_pressed()) {
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pan_speed *= 10;
}
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Transform3D camera_transform;
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camera_transform.translate_local(cursor.pos);
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camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot);
camera_transform.basis.rotate(Vector3(0, 1, 0), -cursor.y_rot);
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const bool invert_x_axis = EDITOR_GET("editors/3d/navigation/invert_x_axis");
const bool invert_y_axis = EDITOR_GET("editors/3d/navigation/invert_y_axis");
Vector3 translation(
(invert_x_axis ? -1 : 1) * -p_relative.x * pan_speed,
(invert_y_axis ? -1 : 1) * p_relative.y * pan_speed,
0);
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translation *= cursor.distance / DISTANCE_DEFAULT;
camera_transform.translate_local(translation);
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cursor.pos = camera_transform.origin;
}
void Node3DEditorViewport::_nav_zoom(Ref<InputEventWithModifiers> p_event, const Vector2 &p_relative) {
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const NavigationScheme nav_scheme = (NavigationScheme)EDITOR_GET("editors/3d/navigation/navigation_scheme").operator int();
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real_t zoom_speed = 1 / 80.0;
if (p_event.is_valid() && nav_scheme == NAVIGATION_MAYA && p_event->is_shift_pressed()) {
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zoom_speed *= 10;
}
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NavigationZoomStyle zoom_style = (NavigationZoomStyle)EDITOR_GET("editors/3d/navigation/zoom_style").operator int();
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if (zoom_style == NAVIGATION_ZOOM_HORIZONTAL) {
if (p_relative.x > 0) {
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scale_cursor_distance(1 - p_relative.x * zoom_speed);
} else if (p_relative.x < 0) {
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scale_cursor_distance(1.0 / (1 + p_relative.x * zoom_speed));
}
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} else {
if (p_relative.y > 0) {
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scale_cursor_distance(1 + p_relative.y * zoom_speed);
} else if (p_relative.y < 0) {
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scale_cursor_distance(1.0 / (1 - p_relative.y * zoom_speed));
}
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}
}
void Node3DEditorViewport::_nav_orbit(Ref<InputEventWithModifiers> p_event, const Vector2 &p_relative) {
if (lock_rotation) {
_nav_pan(p_event, p_relative);
return;
}
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if (orthogonal && auto_orthogonal) {
_menu_option(VIEW_PERSPECTIVE);
}
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const real_t degrees_per_pixel = EDITOR_GET("editors/3d/navigation_feel/orbit_sensitivity");
const real_t radians_per_pixel = Math::deg_to_rad(degrees_per_pixel);
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const bool invert_y_axis = EDITOR_GET("editors/3d/navigation/invert_y_axis");
const bool invert_x_axis = EDITOR_GET("editors/3d/navigation/invert_x_axis");
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2018-03-14 13:32:29 +00:00
if (invert_y_axis) {
cursor.x_rot -= p_relative.y * radians_per_pixel;
} else {
cursor.x_rot += p_relative.y * radians_per_pixel;
}
// Clamp the Y rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented.
cursor.x_rot = CLAMP(cursor.x_rot, -1.57, 1.57);
if (invert_x_axis) {
cursor.y_rot -= p_relative.x * radians_per_pixel;
} else {
cursor.y_rot += p_relative.x * radians_per_pixel;
}
view_type = VIEW_TYPE_USER;
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_update_name();
}
void Node3DEditorViewport::_nav_look(Ref<InputEventWithModifiers> p_event, const Vector2 &p_relative) {
if (orthogonal) {
_nav_pan(p_event, p_relative);
return;
}
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if (orthogonal && auto_orthogonal) {
_menu_option(VIEW_PERSPECTIVE);
}
// Scale mouse sensitivity with camera FOV scale when zoomed in to make it easier to point at things.
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const real_t degrees_per_pixel = real_t(EDITOR_GET("editors/3d/freelook/freelook_sensitivity")) * MIN(1.0, cursor.fov_scale);
const real_t radians_per_pixel = Math::deg_to_rad(degrees_per_pixel);
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const bool invert_y_axis = EDITOR_GET("editors/3d/navigation/invert_y_axis");
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// Note: do NOT assume the camera has the "current" transform, because it is interpolated and may have "lag".
const Transform3D prev_camera_transform = to_camera_transform(cursor);
if (invert_y_axis) {
cursor.x_rot -= p_relative.y * radians_per_pixel;
} else {
cursor.x_rot += p_relative.y * radians_per_pixel;
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}
// Clamp the Y rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented.
cursor.x_rot = CLAMP(cursor.x_rot, -1.57, 1.57);
cursor.y_rot += p_relative.x * radians_per_pixel;
// Look is like the opposite of Orbit: the focus point rotates around the camera
Transform3D camera_transform = to_camera_transform(cursor);
Vector3 pos = camera_transform.xform(Vector3(0, 0, 0));
Vector3 prev_pos = prev_camera_transform.xform(Vector3(0, 0, 0));
Vector3 diff = prev_pos - pos;
cursor.pos += diff;
view_type = VIEW_TYPE_USER;
_update_name();
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}
void Node3DEditorViewport::set_freelook_active(bool active_now) {
if (!freelook_active && active_now) {
// Sync camera cursor to cursor to "cut" interpolation jumps due to changing referential
cursor = camera_cursor;
// Make sure eye_pos is synced, because freelook referential is eye pos rather than orbit pos
Vector3 forward = to_camera_transform(cursor).basis.xform(Vector3(0, 0, -1));
cursor.eye_pos = cursor.pos - cursor.distance * forward;
// Also sync the camera cursor, otherwise switching to freelook will be trippy if inertia is active
camera_cursor.eye_pos = cursor.eye_pos;
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if (EDITOR_GET("editors/3d/freelook/freelook_speed_zoom_link")) {
// Re-adjust freelook speed from the current zoom level
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real_t base_speed = EDITOR_GET("editors/3d/freelook/freelook_base_speed");
freelook_speed = base_speed * cursor.distance;
}
previous_mouse_position = get_local_mouse_position();
// Hide mouse like in an FPS (warping doesn't work)
Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_CAPTURED);
} else if (freelook_active && !active_now) {
// Sync camera cursor to cursor to "cut" interpolation jumps due to changing referential
cursor = camera_cursor;
// Restore mouse
Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_VISIBLE);
// Restore the previous mouse position when leaving freelook mode.
// This is done because leaving `Input.MOUSE_MODE_CAPTURED` will center the cursor
// due to OS limitations.
warp_mouse(previous_mouse_position);
}
freelook_active = active_now;
}
void Node3DEditorViewport::scale_fov(real_t p_fov_offset) {
cursor.fov_scale = CLAMP(cursor.fov_scale + p_fov_offset, 0.1, 2.5);
surface->queue_redraw();
}
void Node3DEditorViewport::reset_fov() {
cursor.fov_scale = 1.0;
surface->queue_redraw();
}
void Node3DEditorViewport::scale_cursor_distance(real_t scale) {
real_t min_distance = MAX(camera->get_near() * 4, ZOOM_FREELOOK_MIN);
real_t max_distance = MIN(camera->get_far() / 4, ZOOM_FREELOOK_MAX);
if (unlikely(min_distance > max_distance)) {
cursor.distance = (min_distance + max_distance) / 2;
} else {
cursor.distance = CLAMP(cursor.distance * scale, min_distance, max_distance);
}
if (cursor.distance == max_distance || cursor.distance == min_distance) {
zoom_failed_attempts_count++;
} else {
zoom_failed_attempts_count = 0;
}
zoom_indicator_delay = ZOOM_FREELOOK_INDICATOR_DELAY_S;
surface->queue_redraw();
}
void Node3DEditorViewport::scale_freelook_speed(real_t scale) {
real_t min_speed = MAX(camera->get_near() * 4, ZOOM_FREELOOK_MIN);
real_t max_speed = MIN(camera->get_far() / 4, ZOOM_FREELOOK_MAX);
if (unlikely(min_speed > max_speed)) {
freelook_speed = (min_speed + max_speed) / 2;
} else {
freelook_speed = CLAMP(freelook_speed * scale, min_speed, max_speed);
}
zoom_indicator_delay = ZOOM_FREELOOK_INDICATOR_DELAY_S;
surface->queue_redraw();
}
Point2i Node3DEditorViewport::_get_warped_mouse_motion(const Ref<InputEventMouseMotion> &p_ev_mouse_motion) const {
Point2i relative;
if (bool(EDITOR_GET("editors/3d/navigation/warped_mouse_panning"))) {
relative = Input::get_singleton()->warp_mouse_motion(p_ev_mouse_motion, surface->get_global_rect());
} else {
relative = p_ev_mouse_motion->get_relative();
}
return relative;
}
void Node3DEditorViewport::_update_freelook(real_t delta) {
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if (!is_freelook_active()) {
return;
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}
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const FreelookNavigationScheme navigation_scheme = (FreelookNavigationScheme)EDITOR_GET("editors/3d/freelook/freelook_navigation_scheme").operator int();
Vector3 forward;
if (navigation_scheme == FREELOOK_FULLY_AXIS_LOCKED) {
// Forward/backward keys will always go straight forward/backward, never moving on the Y axis.
forward = Vector3(0, 0, -1).rotated(Vector3(0, 1, 0), camera->get_rotation().y);
} else {
// Forward/backward keys will be relative to the camera pitch.
forward = camera->get_transform().basis.xform(Vector3(0, 0, -1));
}
const Vector3 right = camera->get_transform().basis.xform(Vector3(1, 0, 0));
Vector3 up;
if (navigation_scheme == FREELOOK_PARTIALLY_AXIS_LOCKED || navigation_scheme == FREELOOK_FULLY_AXIS_LOCKED) {
// Up/down keys will always go up/down regardless of camera pitch.
up = Vector3(0, 1, 0);
} else {
// Up/down keys will be relative to the camera pitch.
up = camera->get_transform().basis.xform(Vector3(0, 1, 0));
}
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Vector3 direction;
// Use actions from the inputmap, as this is the only way to reliably detect input in this method.
// See #54469 for more discussion and explanation.
Input *inp = Input::get_singleton();
if (inp->is_action_pressed("spatial_editor/freelook_left")) {
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direction -= right;
}
if (inp->is_action_pressed("spatial_editor/freelook_right")) {
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direction += right;
}
if (inp->is_action_pressed("spatial_editor/freelook_forward")) {
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direction += forward;
}
if (inp->is_action_pressed("spatial_editor/freelook_backwards")) {
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direction -= forward;
}
if (inp->is_action_pressed("spatial_editor/freelook_up")) {
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direction += up;
}
if (inp->is_action_pressed("spatial_editor/freelook_down")) {
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direction -= up;
}
real_t speed = freelook_speed;
if (inp->is_action_pressed("spatial_editor/freelook_speed_modifier")) {
speed *= 3.0;
}
if (inp->is_action_pressed("spatial_editor/freelook_slow_modifier")) {
speed *= 0.333333;
}
const Vector3 motion = direction * speed * delta;
cursor.pos += motion;
cursor.eye_pos += motion;
}
void Node3DEditorViewport::set_message(String p_message, float p_time) {
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message = p_message;
message_time = p_time;
}
void Node3DEditorPlugin::edited_scene_changed() {
for (uint32_t i = 0; i < Node3DEditor::VIEWPORTS_COUNT; i++) {
Node3DEditorViewport *viewport = Node3DEditor::get_singleton()->get_editor_viewport(i);
if (viewport->is_visible()) {
viewport->notification(Control::NOTIFICATION_VISIBILITY_CHANGED);
}
}
}
void Node3DEditorViewport::_project_settings_changed() {
//update shadow atlas if changed
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int shadowmap_size = GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/atlas_size");
bool shadowmap_16_bits = GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/atlas_16_bits");
int atlas_q0 = GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/atlas_quadrant_0_subdiv");
int atlas_q1 = GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/atlas_quadrant_1_subdiv");
int atlas_q2 = GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/atlas_quadrant_2_subdiv");
int atlas_q3 = GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/atlas_quadrant_3_subdiv");
viewport->set_positional_shadow_atlas_size(shadowmap_size);
viewport->set_positional_shadow_atlas_16_bits(shadowmap_16_bits);
viewport->set_positional_shadow_atlas_quadrant_subdiv(0, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q0));
viewport->set_positional_shadow_atlas_quadrant_subdiv(1, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q1));
viewport->set_positional_shadow_atlas_quadrant_subdiv(2, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q2));
viewport->set_positional_shadow_atlas_quadrant_subdiv(3, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q3));
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_update_shrink();
// Update MSAA, screen-space AA and debanding if changed
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const int msaa_mode = GLOBAL_GET("rendering/anti_aliasing/quality/msaa_3d");
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viewport->set_msaa_3d(Viewport::MSAA(msaa_mode));
const int ssaa_mode = GLOBAL_GET("rendering/anti_aliasing/quality/screen_space_aa");
viewport->set_screen_space_aa(Viewport::ScreenSpaceAA(ssaa_mode));
const bool use_taa = GLOBAL_GET("rendering/anti_aliasing/quality/use_taa");
viewport->set_use_taa(use_taa);
const bool transparent_background = GLOBAL_GET("rendering/viewport/transparent_background");
viewport->set_transparent_background(transparent_background);
const bool use_debanding = GLOBAL_GET("rendering/anti_aliasing/quality/use_debanding");
viewport->set_use_debanding(use_debanding);
const bool use_occlusion_culling = GLOBAL_GET("rendering/occlusion_culling/use_occlusion_culling");
viewport->set_use_occlusion_culling(use_occlusion_culling);
const float mesh_lod_threshold = GLOBAL_GET("rendering/mesh_lod/lod_change/threshold_pixels");
viewport->set_mesh_lod_threshold(mesh_lod_threshold);
const Viewport::Scaling3DMode scaling_3d_mode = Viewport::Scaling3DMode(int(GLOBAL_GET("rendering/scaling_3d/mode")));
viewport->set_scaling_3d_mode(scaling_3d_mode);
const float scaling_3d_scale = GLOBAL_GET("rendering/scaling_3d/scale");
viewport->set_scaling_3d_scale(scaling_3d_scale);
const float fsr_sharpness = GLOBAL_GET("rendering/scaling_3d/fsr_sharpness");
viewport->set_fsr_sharpness(fsr_sharpness);
const float texture_mipmap_bias = GLOBAL_GET("rendering/textures/default_filters/texture_mipmap_bias");
viewport->set_texture_mipmap_bias(texture_mipmap_bias);
}
void Node3DEditorViewport::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_READY: {
EditorNode::get_singleton()->connect("project_settings_changed", callable_mp(this, &Node3DEditorViewport::_project_settings_changed));
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
bool vp_visible = is_visible_in_tree();
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set_process(vp_visible);
set_physics_process(vp_visible);
if (vp_visible) {
orthogonal = view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(VIEW_ORTHOGONAL));
_update_name();
_update_camera(0);
} else {
set_freelook_active(false);
}
call_deferred(SNAME("update_transform_gizmo_view"));
} break;
case NOTIFICATION_RESIZED: {
call_deferred(SNAME("update_transform_gizmo_view"));
} break;
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case NOTIFICATION_PROCESS: {
real_t delta = get_process_delta_time();
if (zoom_indicator_delay > 0) {
zoom_indicator_delay -= delta;
if (zoom_indicator_delay <= 0) {
surface->queue_redraw();
zoom_limit_label->hide();
}
}
_update_navigation_controls_visibility();
_update_freelook(delta);
Node *scene_root = SceneTreeDock::get_singleton()->get_editor_data()->get_edited_scene_root();
if (previewing_cinema && scene_root != nullptr) {
Camera3D *cam = scene_root->get_viewport()->get_camera_3d();
if (cam != nullptr && cam != previewing) {
//then switch the viewport's camera to the scene's viewport camera
if (previewing != nullptr) {
previewing->disconnect("tree_exited", callable_mp(this, &Node3DEditorViewport::_preview_exited_scene));
}
previewing = cam;
previewing->connect("tree_exited", callable_mp(this, &Node3DEditorViewport::_preview_exited_scene));
RS::get_singleton()->viewport_attach_camera(viewport->get_viewport_rid(), cam->get_camera());
surface->queue_redraw();
}
}
_update_camera(delta);
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const HashMap<Node *, Object *> &selection = editor_selection->get_selection();
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bool changed = false;
bool exist = false;
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for (const KeyValue<Node *, Object *> &E : selection) {
Node3D *sp = Object::cast_to<Node3D>(E.key);
if (!sp) {
continue;
}
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Node3DEditorSelectedItem *se = editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(sp);
if (!se) {
continue;
}
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Transform3D t = sp->get_global_gizmo_transform();
VisualInstance3D *vi = Object::cast_to<VisualInstance3D>(sp);
AABB new_aabb = vi ? vi->get_aabb() : _calculate_spatial_bounds(sp);
exist = true;
if (se->last_xform == t && se->aabb == new_aabb && !se->last_xform_dirty) {
continue;
}
changed = true;
se->last_xform_dirty = false;
se->last_xform = t;
se->aabb = new_aabb;
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Transform3D t_offset = t;
// apply AABB scaling before item's global transform
{
const Vector3 offset(0.005, 0.005, 0.005);
Basis aabb_s;
aabb_s.scale(se->aabb.size + offset);
t.translate_local(se->aabb.position - offset / 2);
t.basis = t.basis * aabb_s;
}
{
const Vector3 offset(0.01, 0.01, 0.01);
Basis aabb_s;
aabb_s.scale(se->aabb.size + offset);
t_offset.translate_local(se->aabb.position - offset / 2);
t_offset.basis = t_offset.basis * aabb_s;
}
RenderingServer::get_singleton()->instance_set_transform(se->sbox_instance, t);
RenderingServer::get_singleton()->instance_set_transform(se->sbox_instance_offset, t_offset);
RenderingServer::get_singleton()->instance_set_transform(se->sbox_instance_xray, t);
RenderingServer::get_singleton()->instance_set_transform(se->sbox_instance_xray_offset, t_offset);
}
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if (changed || (spatial_editor->is_gizmo_visible() && !exist)) {
spatial_editor->update_transform_gizmo();
}
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if (message_time > 0) {
if (message != last_message) {
surface->queue_redraw();
last_message = message;
}
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message_time -= get_physics_process_delta_time();
if (message_time < 0) {
surface->queue_redraw();
}
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}
bool show_info = view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(VIEW_INFORMATION));
if (show_info != info_label->is_visible()) {
info_label->set_visible(show_info);
}
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Camera3D *current_camera;
if (previewing) {
current_camera = previewing;
} else {
current_camera = camera;
}
if (show_info) {
const String viewport_size = vformat(String::utf8("%d × %d"), viewport->get_size().x, viewport->get_size().y);
String text;
text += vformat(TTR("X: %s\n"), rtos(current_camera->get_position().x).pad_decimals(1));
text += vformat(TTR("Y: %s\n"), rtos(current_camera->get_position().y).pad_decimals(1));
text += vformat(TTR("Z: %s\n"), rtos(current_camera->get_position().z).pad_decimals(1));
text += "\n";
text += vformat(
TTR("Size: %s (%.1fMP)\n"),
viewport_size,
viewport->get_size().x * viewport->get_size().y * 0.000001);
text += "\n";
text += vformat(TTR("Objects: %d\n"), viewport->get_render_info(Viewport::RENDER_INFO_TYPE_VISIBLE, Viewport::RENDER_INFO_OBJECTS_IN_FRAME));
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text += vformat(TTR("Primitive Indices: %d\n"), viewport->get_render_info(Viewport::RENDER_INFO_TYPE_VISIBLE, Viewport::RENDER_INFO_PRIMITIVES_IN_FRAME));
text += vformat(TTR("Draw Calls: %d"), viewport->get_render_info(Viewport::RENDER_INFO_TYPE_VISIBLE, Viewport::RENDER_INFO_DRAW_CALLS_IN_FRAME));
info_label->set_text(text);
}
// FPS Counter.
bool show_fps = view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(VIEW_FRAME_TIME));
if (show_fps != fps_label->is_visible()) {
cpu_time_label->set_visible(show_fps);
gpu_time_label->set_visible(show_fps);
fps_label->set_visible(show_fps);
RS::get_singleton()->viewport_set_measure_render_time(viewport->get_viewport_rid(), show_fps);
for (int i = 0; i < FRAME_TIME_HISTORY; i++) {
cpu_time_history[i] = 0;
gpu_time_history[i] = 0;
}
cpu_time_history_index = 0;
gpu_time_history_index = 0;
}
if (show_fps) {
cpu_time_history[cpu_time_history_index] = RS::get_singleton()->viewport_get_measured_render_time_cpu(viewport->get_viewport_rid());
cpu_time_history_index = (cpu_time_history_index + 1) % FRAME_TIME_HISTORY;
double cpu_time = 0.0;
for (int i = 0; i < FRAME_TIME_HISTORY; i++) {
cpu_time += cpu_time_history[i];
}
cpu_time /= FRAME_TIME_HISTORY;
// Prevent unrealistically low values.
cpu_time = MAX(0.01, cpu_time);
gpu_time_history[gpu_time_history_index] = RS::get_singleton()->viewport_get_measured_render_time_gpu(viewport->get_viewport_rid());
gpu_time_history_index = (gpu_time_history_index + 1) % FRAME_TIME_HISTORY;
double gpu_time = 0.0;
for (int i = 0; i < FRAME_TIME_HISTORY; i++) {
gpu_time += gpu_time_history[i];
}
gpu_time /= FRAME_TIME_HISTORY;
// Prevent division by zero for the FPS counter (and unrealistically low values).
// This limits the reported FPS to 100000.
gpu_time = MAX(0.01, gpu_time);
// Color labels depending on performance level ("good" = green, "OK" = yellow, "bad" = red).
// Middle point is at 15 ms.
cpu_time_label->set_text(vformat(TTR("CPU Time: %s ms"), rtos(cpu_time).pad_decimals(2)));
cpu_time_label->add_theme_color_override(
"font_color",
frame_time_gradient->get_color_at_offset(
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Math::remap(cpu_time, 0, 30, 0, 1)));
gpu_time_label->set_text(vformat(TTR("GPU Time: %s ms"), rtos(gpu_time).pad_decimals(2)));
// Middle point is at 15 ms.
gpu_time_label->add_theme_color_override(
"font_color",
frame_time_gradient->get_color_at_offset(
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Math::remap(gpu_time, 0, 30, 0, 1)));
const double fps = 1000.0 / gpu_time;
fps_label->set_text(vformat(TTR("FPS: %d"), fps));
// Middle point is at 60 FPS.
fps_label->add_theme_color_override(
"font_color",
frame_time_gradient->get_color_at_offset(
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Math::remap(fps, 110, 10, 0, 1)));
}
bool show_cinema = view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(VIEW_CINEMATIC_PREVIEW));
cinema_label->set_visible(show_cinema);
if (show_cinema) {
float cinema_half_width = cinema_label->get_size().width / 2.0f;
cinema_label->set_anchor_and_offset(SIDE_LEFT, 0.5f, -cinema_half_width);
}
if (lock_rotation) {
float locked_half_width = locked_label->get_size().width / 2.0f;
locked_label->set_anchor_and_offset(SIDE_LEFT, 0.5f, -locked_half_width);
}
} break;
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case NOTIFICATION_PHYSICS_PROCESS: {
if (!update_preview_node) {
return;
}
if (preview_node->is_inside_tree()) {
preview_node_pos = spatial_editor->snap_point(_get_instance_position(preview_node_viewport_pos));
Transform3D preview_gl_transform = Transform3D(Basis(), preview_node_pos);
preview_node->set_global_transform(preview_gl_transform);
if (!preview_node->is_visible()) {
preview_node->show();
}
}
update_preview_node = false;
} break;
case NOTIFICATION_ENTER_TREE: {
surface->connect("draw", callable_mp(this, &Node3DEditorViewport::_draw));
surface->connect("gui_input", callable_mp(this, &Node3DEditorViewport::_sinput));
surface->connect("mouse_entered", callable_mp(this, &Node3DEditorViewport::_surface_mouse_enter));
surface->connect("mouse_exited", callable_mp(this, &Node3DEditorViewport::_surface_mouse_exit));
surface->connect("focus_entered", callable_mp(this, &Node3DEditorViewport::_surface_focus_enter));
surface->connect("focus_exited", callable_mp(this, &Node3DEditorViewport::_surface_focus_exit));
_init_gizmo_instance(index);
} break;
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case NOTIFICATION_EXIT_TREE: {
_finish_gizmo_instances();
} break;
case NOTIFICATION_THEME_CHANGED: {
view_menu->set_icon(get_theme_icon(SNAME("GuiTabMenuHl"), SNAME("EditorIcons")));
preview_camera->set_icon(get_theme_icon(SNAME("Camera3D"), SNAME("EditorIcons")));
Control *gui_base = EditorNode::get_singleton()->get_gui_base();
view_menu->add_theme_style_override("normal", gui_base->get_theme_stylebox(SNAME("Information3dViewport"), SNAME("EditorStyles")));
view_menu->add_theme_style_override("hover", gui_base->get_theme_stylebox(SNAME("Information3dViewport"), SNAME("EditorStyles")));
view_menu->add_theme_style_override("pressed", gui_base->get_theme_stylebox(SNAME("Information3dViewport"), SNAME("EditorStyles")));
view_menu->add_theme_style_override("focus", gui_base->get_theme_stylebox(SNAME("Information3dViewport"), SNAME("EditorStyles")));
view_menu->add_theme_style_override("disabled", gui_base->get_theme_stylebox(SNAME("Information3dViewport"), SNAME("EditorStyles")));
preview_camera->add_theme_style_override("normal", gui_base->get_theme_stylebox(SNAME("Information3dViewport"), SNAME("EditorStyles")));
preview_camera->add_theme_style_override("hover", gui_base->get_theme_stylebox(SNAME("Information3dViewport"), SNAME("EditorStyles")));
preview_camera->add_theme_style_override("pressed", gui_base->get_theme_stylebox(SNAME("Information3dViewport"), SNAME("EditorStyles")));
preview_camera->add_theme_style_override("focus", gui_base->get_theme_stylebox(SNAME("Information3dViewport"), SNAME("EditorStyles")));
preview_camera->add_theme_style_override("disabled", gui_base->get_theme_stylebox(SNAME("Information3dViewport"), SNAME("EditorStyles")));
frame_time_gradient->set_color(0, get_theme_color(SNAME("success_color"), SNAME("Editor")));
frame_time_gradient->set_color(1, get_theme_color(SNAME("warning_color"), SNAME("Editor")));
frame_time_gradient->set_color(2, get_theme_color(SNAME("error_color"), SNAME("Editor")));
info_label->add_theme_style_override("normal", gui_base->get_theme_stylebox(SNAME("Information3dViewport"), SNAME("EditorStyles")));
cpu_time_label->add_theme_style_override("normal", gui_base->get_theme_stylebox(SNAME("Information3dViewport"), SNAME("EditorStyles")));
gpu_time_label->add_theme_style_override("normal", gui_base->get_theme_stylebox(SNAME("Information3dViewport"), SNAME("EditorStyles")));
fps_label->add_theme_style_override("normal", gui_base->get_theme_stylebox(SNAME("Information3dViewport"), SNAME("EditorStyles")));
cinema_label->add_theme_style_override("normal", gui_base->get_theme_stylebox(SNAME("Information3dViewport"), SNAME("EditorStyles")));
locked_label->add_theme_style_override("normal", gui_base->get_theme_stylebox(SNAME("Information3dViewport"), SNAME("EditorStyles")));
} break;
case NOTIFICATION_DRAG_END: {
// Clear preview material when dropped outside applicable object.
if (spatial_editor->get_preview_material().is_valid() && !is_drag_successful()) {
_remove_preview_material();
}
} break;
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}
}
static void draw_indicator_bar(Control &p_surface, real_t p_fill, const Ref<Texture2D> p_icon, const Ref<Font> p_font, int p_font_size, const String &p_text, const Color &p_color) {
// Adjust bar size from control height
const Vector2 surface_size = p_surface.get_size();
const real_t h = surface_size.y / 2.0;
const real_t y = (surface_size.y - h) / 2.0;
const Rect2 r(10 * EDSCALE, y, 6 * EDSCALE, h);
const real_t sy = r.size.y * p_fill;
// Note: because this bar appears over the viewport, it has to stay readable for any background color
// Draw both neutral dark and bright colors to account this
p_surface.draw_rect(r, p_color * Color(1, 1, 1, 0.2));
p_surface.draw_rect(Rect2(r.position.x, r.position.y + r.size.y - sy, r.size.x, sy), p_color * Color(1, 1, 1, 0.6));
p_surface.draw_rect(r.grow(1), Color(0, 0, 0, 0.7), false, Math::round(EDSCALE));
const Vector2 icon_size = p_icon->get_size();
const Vector2 icon_pos = Vector2(r.position.x - (icon_size.x - r.size.x) / 2, r.position.y + r.size.y + 2 * EDSCALE);
p_surface.draw_texture(p_icon, icon_pos, p_color);
// Draw text below the bar (for speed/zoom information).
p_surface.draw_string_outline(p_font, Vector2(icon_pos.x, icon_pos.y + icon_size.y + 16 * EDSCALE), p_text, HORIZONTAL_ALIGNMENT_LEFT, -1.f, p_font_size, Math::round(2 * EDSCALE), Color(0, 0, 0));
p_surface.draw_string(p_font, Vector2(icon_pos.x, icon_pos.y + icon_size.y + 16 * EDSCALE), p_text, HORIZONTAL_ALIGNMENT_LEFT, -1.f, p_font_size, p_color);
}
void Node3DEditorViewport::_draw() {
EditorPluginList *over_plugin_list = EditorNode::get_singleton()->get_editor_plugins_over();
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if (!over_plugin_list->is_empty()) {
over_plugin_list->forward_3d_draw_over_viewport(surface);
}
EditorPluginList *force_over_plugin_list = EditorNode::get_singleton()->get_editor_plugins_force_over();
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if (!force_over_plugin_list->is_empty()) {
force_over_plugin_list->forward_3d_force_draw_over_viewport(surface);
}
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if (surface->has_focus()) {
Size2 size = surface->get_size();
Rect2 r = Rect2(Point2(), size);
get_theme_stylebox(SNAME("FocusViewport"), SNAME("EditorStyles"))->draw(surface->get_canvas_item(), r);
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}
if (cursor.region_select) {
const Rect2 selection_rect = Rect2(cursor.region_begin, cursor.region_end - cursor.region_begin);
surface->draw_rect(
selection_rect,
get_theme_color(SNAME("box_selection_fill_color"), SNAME("Editor")));
2014-02-10 01:10:30 +00:00
surface->draw_rect(
selection_rect,
get_theme_color(SNAME("box_selection_stroke_color"), SNAME("Editor")),
false,
Math::round(EDSCALE));
2014-02-10 01:10:30 +00:00
}
RID ci = surface->get_canvas_item();
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if (message_time > 0) {
Ref<Font> font = get_theme_font(SNAME("font"), SNAME("Label"));
int font_size = get_theme_font_size(SNAME("font_size"), SNAME("Label"));
2014-02-10 01:10:30 +00:00
Point2 msgpos = Point2(5, get_size().y - 20);
font->draw_string(ci, msgpos + Point2(1, 1), message, HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, Color(0, 0, 0, 0.8));
font->draw_string(ci, msgpos + Point2(-1, -1), message, HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, Color(0, 0, 0, 0.8));
font->draw_string(ci, msgpos, message, HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, Color(1, 1, 1, 1));
2014-02-10 01:10:30 +00:00
}
if (_edit.mode == TRANSFORM_ROTATE && _edit.show_rotation_line) {
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Point2 center = _point_to_screen(_edit.center);
Color handle_color;
switch (_edit.plane) {
case TRANSFORM_X_AXIS:
handle_color = get_theme_color(SNAME("axis_x_color"), SNAME("Editor"));
break;
case TRANSFORM_Y_AXIS:
handle_color = get_theme_color(SNAME("axis_y_color"), SNAME("Editor"));
break;
case TRANSFORM_Z_AXIS:
handle_color = get_theme_color(SNAME("axis_z_color"), SNAME("Editor"));
break;
default:
handle_color = get_theme_color(SNAME("accent_color"), SNAME("Editor"));
break;
}
handle_color = handle_color.from_hsv(handle_color.get_h(), 0.25, 1.0, 1);
RenderingServer::get_singleton()->canvas_item_add_line(
ci,
_edit.mouse_pos,
center,
handle_color,
Math::round(2 * EDSCALE));
2014-02-10 01:10:30 +00:00
}
if (previewing) {
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Size2 ss = Size2(GLOBAL_GET("display/window/size/viewport_width"), GLOBAL_GET("display/window/size/viewport_height"));
float aspect = ss.aspect();
Size2 s = get_size();
Rect2 draw_rect;
switch (previewing->get_keep_aspect_mode()) {
case Camera3D::KEEP_WIDTH: {
draw_rect.size = Size2(s.width, s.width / aspect);
draw_rect.position.x = 0;
draw_rect.position.y = (s.height - draw_rect.size.y) * 0.5;
} break;
case Camera3D::KEEP_HEIGHT: {
draw_rect.size = Size2(s.height * aspect, s.height);
draw_rect.position.y = 0;
draw_rect.position.x = (s.width - draw_rect.size.x) * 0.5;
} break;
}
draw_rect = Rect2(Vector2(), s).intersection(draw_rect);
surface->draw_rect(draw_rect, Color(0.6, 0.6, 0.1, 0.5), false, Math::round(2 * EDSCALE));
} else {
if (zoom_indicator_delay > 0.0) {
if (is_freelook_active()) {
// Show speed
real_t min_speed = MAX(camera->get_near() * 4, ZOOM_FREELOOK_MIN);
real_t max_speed = MIN(camera->get_far() / 4, ZOOM_FREELOOK_MAX);
real_t scale_length = (max_speed - min_speed);
if (!Math::is_zero_approx(scale_length)) {
2022-04-07 10:23:40 +00:00
real_t logscale_t = 1.0 - Math::log1p(freelook_speed - min_speed) / Math::log1p(scale_length);
// Display the freelook speed to help the user get a better sense of scale.
const int precision = freelook_speed < 1.0 ? 2 : 1;
draw_indicator_bar(
*surface,
1.0 - logscale_t,
get_theme_icon(SNAME("ViewportSpeed"), SNAME("EditorIcons")),
get_theme_font(SNAME("font"), SNAME("Label")),
get_theme_font_size(SNAME("font_size"), SNAME("Label")),
vformat("%s u/s", String::num(freelook_speed).pad_decimals(precision)),
Color(1.0, 0.95, 0.7));
}
} else {
// Show zoom
zoom_limit_label->set_visible(zoom_failed_attempts_count > 15);
real_t min_distance = MAX(camera->get_near() * 4, ZOOM_FREELOOK_MIN);
real_t max_distance = MIN(camera->get_far() / 4, ZOOM_FREELOOK_MAX);
real_t scale_length = (max_distance - min_distance);
if (!Math::is_zero_approx(scale_length)) {
2022-04-07 10:23:40 +00:00
real_t logscale_t = 1.0 - Math::log1p(cursor.distance - min_distance) / Math::log1p(scale_length);
// Display the zoom center distance to help the user get a better sense of scale.
const int precision = cursor.distance < 1.0 ? 2 : 1;
draw_indicator_bar(
*surface,
logscale_t,
get_theme_icon(SNAME("ViewportZoom"), SNAME("EditorIcons")),
get_theme_font(SNAME("font"), SNAME("Label")),
get_theme_font_size(SNAME("font_size"), SNAME("Label")),
vformat("%s u", String::num(cursor.distance).pad_decimals(precision)),
Color(0.7, 0.95, 1.0));
}
}
}
}
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}
void Node3DEditorViewport::_menu_option(int p_option) {
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
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switch (p_option) {
case VIEW_TOP: {
cursor.y_rot = 0;
cursor.x_rot = Math_PI / 2.0;
set_message(TTR("Top View."), 2);
view_type = VIEW_TYPE_TOP;
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_set_auto_orthogonal();
_update_name();
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} break;
case VIEW_BOTTOM: {
cursor.y_rot = 0;
cursor.x_rot = -Math_PI / 2.0;
set_message(TTR("Bottom View."), 2);
view_type = VIEW_TYPE_BOTTOM;
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_set_auto_orthogonal();
_update_name();
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} break;
case VIEW_LEFT: {
cursor.x_rot = 0;
cursor.y_rot = Math_PI / 2.0;
set_message(TTR("Left View."), 2);
view_type = VIEW_TYPE_LEFT;
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_set_auto_orthogonal();
_update_name();
2014-02-10 01:10:30 +00:00
} break;
case VIEW_RIGHT: {
cursor.x_rot = 0;
cursor.y_rot = -Math_PI / 2.0;
set_message(TTR("Right View."), 2);
view_type = VIEW_TYPE_RIGHT;
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_set_auto_orthogonal();
_update_name();
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} break;
case VIEW_FRONT: {
cursor.x_rot = 0;
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cursor.y_rot = Math_PI;
set_message(TTR("Front View."), 2);
view_type = VIEW_TYPE_FRONT;
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_set_auto_orthogonal();
_update_name();
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} break;
case VIEW_REAR: {
cursor.x_rot = 0;
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cursor.y_rot = 0;
set_message(TTR("Rear View."), 2);
view_type = VIEW_TYPE_REAR;
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_set_auto_orthogonal();
_update_name();
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} break;
case VIEW_CENTER_TO_ORIGIN: {
cursor.pos = Vector3(0, 0, 0);
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} break;
case VIEW_CENTER_TO_SELECTION: {
focus_selection();
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} break;
case VIEW_ALIGN_TRANSFORM_WITH_VIEW: {
if (!get_selected_count()) {
break;
}
Transform3D camera_transform = camera->get_global_transform();
List<Node *> &selection = editor_selection->get_selected_node_list();
undo_redo->create_action(TTR("Align Transform with View"));
for (Node *E : selection) {
Node3D *sp = Object::cast_to<Node3D>(E);
if (!sp) {
continue;
}
Node3DEditorSelectedItem *se = editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(sp);
if (!se) {
continue;
}
Transform3D xform;
if (orthogonal) {
xform = sp->get_global_transform();
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xform.basis = Basis::from_euler(camera_transform.basis.get_euler());
} else {
xform = camera_transform;
xform.scale_basis(sp->get_scale());
}
if (Object::cast_to<Decal>(E)) {
// Adjust rotation to match Decal's default orientation.
// This makes the decal "look" in the same direction as the camera,
// rather than pointing down relative to the camera orientation.
xform.basis.rotate_local(Vector3(1, 0, 0), Math_TAU * 0.25);
}
undo_redo->add_do_method(sp, "set_global_transform", xform);
undo_redo->add_undo_method(sp, "set_global_transform", sp->get_global_gizmo_transform());
}
undo_redo->commit_action();
} break;
case VIEW_ALIGN_ROTATION_WITH_VIEW: {
if (!get_selected_count()) {
break;
}
Transform3D camera_transform = camera->get_global_transform();
List<Node *> &selection = editor_selection->get_selected_node_list();
undo_redo->create_action(TTR("Align Rotation with View"));
for (Node *E : selection) {
Node3D *sp = Object::cast_to<Node3D>(E);
if (!sp) {
continue;
}
Node3DEditorSelectedItem *se = editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(sp);
if (!se) {
continue;
}
Basis basis = camera_transform.basis;
if (Object::cast_to<Decal>(E)) {
// Adjust rotation to match Decal's default orientation.
// This makes the decal "look" in the same direction as the camera,
// rather than pointing down relative to the camera orientation.
basis.rotate_local(Vector3(1, 0, 0), Math_TAU * 0.25);
}
undo_redo->add_do_method(sp, "set_rotation", basis.get_euler_normalized());
undo_redo->add_undo_method(sp, "set_rotation", sp->get_rotation());
}
undo_redo->commit_action();
} break;
2014-02-10 01:10:30 +00:00
case VIEW_ENVIRONMENT: {
int idx = view_menu->get_popup()->get_item_index(VIEW_ENVIRONMENT);
bool current = view_menu->get_popup()->is_item_checked(idx);
current = !current;
if (current) {
camera->set_environment(Ref<Resource>());
2014-02-10 01:10:30 +00:00
} else {
camera->set_environment(Node3DEditor::get_singleton()->get_viewport_environment());
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}
view_menu->get_popup()->set_item_checked(idx, current);
} break;
case VIEW_PERSPECTIVE: {
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(VIEW_PERSPECTIVE), true);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(VIEW_ORTHOGONAL), false);
orthogonal = false;
2019-10-23 09:46:26 +00:00
auto_orthogonal = false;
call_deferred(SNAME("update_transform_gizmo_view"));
_update_name();
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} break;
case VIEW_ORTHOGONAL: {
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(VIEW_PERSPECTIVE), false);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(VIEW_ORTHOGONAL), true);
orthogonal = true;
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auto_orthogonal = false;
call_deferred(SNAME("update_transform_gizmo_view"));
_update_name();
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} break;
case VIEW_SWITCH_PERSPECTIVE_ORTHOGONAL: {
_menu_option(orthogonal ? VIEW_PERSPECTIVE : VIEW_ORTHOGONAL);
} break;
2019-10-23 09:46:26 +00:00
case VIEW_AUTO_ORTHOGONAL: {
int idx = view_menu->get_popup()->get_item_index(VIEW_AUTO_ORTHOGONAL);
bool current = view_menu->get_popup()->is_item_checked(idx);
current = !current;
view_menu->get_popup()->set_item_checked(idx, current);
if (auto_orthogonal) {
auto_orthogonal = false;
_update_name();
}
} break;
case VIEW_LOCK_ROTATION: {
int idx = view_menu->get_popup()->get_item_index(VIEW_LOCK_ROTATION);
bool current = view_menu->get_popup()->is_item_checked(idx);
lock_rotation = !current;
view_menu->get_popup()->set_item_checked(idx, !current);
if (lock_rotation) {
locked_label->show();
} else {
locked_label->hide();
}
2014-02-10 01:10:30 +00:00
} break;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
case VIEW_AUDIO_LISTENER: {
int idx = view_menu->get_popup()->get_item_index(VIEW_AUDIO_LISTENER);
bool current = view_menu->get_popup()->is_item_checked(idx);
current = !current;
viewport->set_as_audio_listener_3d(current);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
view_menu->get_popup()->set_item_checked(idx, current);
} break;
case VIEW_AUDIO_DOPPLER: {
int idx = view_menu->get_popup()->get_item_index(VIEW_AUDIO_DOPPLER);
bool current = view_menu->get_popup()->is_item_checked(idx);
current = !current;
camera->set_doppler_tracking(current ? Camera3D::DOPPLER_TRACKING_IDLE_STEP : Camera3D::DOPPLER_TRACKING_DISABLED);
view_menu->get_popup()->set_item_checked(idx, current);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
} break;
case VIEW_CINEMATIC_PREVIEW: {
int idx = view_menu->get_popup()->get_item_index(VIEW_CINEMATIC_PREVIEW);
bool current = view_menu->get_popup()->is_item_checked(idx);
current = !current;
view_menu->get_popup()->set_item_checked(idx, current);
previewing_cinema = true;
_toggle_cinema_preview(current);
if (current) {
preview_camera->hide();
} else {
if (previewing != nullptr) {
preview_camera->show();
}
}
} break;
case VIEW_GIZMOS: {
int idx = view_menu->get_popup()->get_item_index(VIEW_GIZMOS);
bool current = view_menu->get_popup()->is_item_checked(idx);
current = !current;
uint32_t layers = ((1 << 20) - 1) | (1 << (GIZMO_BASE_LAYER + index)) | (1 << GIZMO_GRID_LAYER) | (1 << MISC_TOOL_LAYER);
if (current) {
layers |= (1 << GIZMO_EDIT_LAYER);
}
camera->set_cull_mask(layers);
view_menu->get_popup()->set_item_checked(idx, current);
} break;
2017-10-31 17:23:25 +00:00
case VIEW_HALF_RESOLUTION: {
int idx = view_menu->get_popup()->get_item_index(VIEW_HALF_RESOLUTION);
bool current = view_menu->get_popup()->is_item_checked(idx);
2022-06-03 00:12:41 +00:00
view_menu->get_popup()->set_item_checked(idx, !current);
_update_shrink();
2017-10-31 17:23:25 +00:00
} break;
case VIEW_INFORMATION: {
int idx = view_menu->get_popup()->get_item_index(VIEW_INFORMATION);
bool current = view_menu->get_popup()->is_item_checked(idx);
view_menu->get_popup()->set_item_checked(idx, !current);
} break;
case VIEW_FRAME_TIME: {
int idx = view_menu->get_popup()->get_item_index(VIEW_FRAME_TIME);
bool current = view_menu->get_popup()->is_item_checked(idx);
view_menu->get_popup()->set_item_checked(idx, !current);
} break;
2019-10-03 20:39:08 +00:00
case VIEW_DISPLAY_NORMAL:
case VIEW_DISPLAY_WIREFRAME:
case VIEW_DISPLAY_OVERDRAW:
case VIEW_DISPLAY_SHADELESS:
case VIEW_DISPLAY_LIGHTING:
case VIEW_DISPLAY_NORMAL_BUFFER:
2019-10-03 20:39:08 +00:00
case VIEW_DISPLAY_DEBUG_SHADOW_ATLAS:
case VIEW_DISPLAY_DEBUG_DIRECTIONAL_SHADOW_ATLAS:
case VIEW_DISPLAY_DEBUG_VOXEL_GI_ALBEDO:
case VIEW_DISPLAY_DEBUG_VOXEL_GI_LIGHTING:
case VIEW_DISPLAY_DEBUG_VOXEL_GI_EMISSION:
case VIEW_DISPLAY_DEBUG_SCENE_LUMINANCE:
case VIEW_DISPLAY_DEBUG_SSAO:
2021-08-03 07:07:32 +00:00
case VIEW_DISPLAY_DEBUG_SSIL:
case VIEW_DISPLAY_DEBUG_PSSM_SPLITS:
case VIEW_DISPLAY_DEBUG_DECAL_ATLAS:
case VIEW_DISPLAY_DEBUG_SDFGI:
case VIEW_DISPLAY_DEBUG_SDFGI_PROBES:
case VIEW_DISPLAY_DEBUG_GI_BUFFER:
case VIEW_DISPLAY_DEBUG_DISABLE_LOD:
case VIEW_DISPLAY_DEBUG_CLUSTER_OMNI_LIGHTS:
case VIEW_DISPLAY_DEBUG_CLUSTER_SPOT_LIGHTS:
case VIEW_DISPLAY_DEBUG_CLUSTER_DECALS:
case VIEW_DISPLAY_DEBUG_CLUSTER_REFLECTION_PROBES:
case VIEW_DISPLAY_DEBUG_OCCLUDERS:
case VIEW_DISPLAY_MOTION_VECTORS: {
2019-10-03 20:39:08 +00:00
static const int display_options[] = {
VIEW_DISPLAY_NORMAL,
VIEW_DISPLAY_WIREFRAME,
VIEW_DISPLAY_OVERDRAW,
VIEW_DISPLAY_SHADELESS,
VIEW_DISPLAY_LIGHTING,
VIEW_DISPLAY_NORMAL_BUFFER,
2019-10-03 20:39:08 +00:00
VIEW_DISPLAY_DEBUG_SHADOW_ATLAS,
VIEW_DISPLAY_DEBUG_DIRECTIONAL_SHADOW_ATLAS,
VIEW_DISPLAY_DEBUG_VOXEL_GI_ALBEDO,
VIEW_DISPLAY_DEBUG_VOXEL_GI_LIGHTING,
VIEW_DISPLAY_DEBUG_VOXEL_GI_EMISSION,
2020-01-12 01:26:52 +00:00
VIEW_DISPLAY_DEBUG_SCENE_LUMINANCE,
VIEW_DISPLAY_DEBUG_SSAO,
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VIEW_DISPLAY_DEBUG_SSIL,
VIEW_DISPLAY_DEBUG_GI_BUFFER,
VIEW_DISPLAY_DEBUG_DISABLE_LOD,
VIEW_DISPLAY_DEBUG_PSSM_SPLITS,
VIEW_DISPLAY_DEBUG_DECAL_ATLAS,
VIEW_DISPLAY_DEBUG_SDFGI,
VIEW_DISPLAY_DEBUG_SDFGI_PROBES,
VIEW_DISPLAY_DEBUG_CLUSTER_OMNI_LIGHTS,
VIEW_DISPLAY_DEBUG_CLUSTER_SPOT_LIGHTS,
VIEW_DISPLAY_DEBUG_CLUSTER_DECALS,
VIEW_DISPLAY_DEBUG_CLUSTER_REFLECTION_PROBES,
VIEW_DISPLAY_DEBUG_OCCLUDERS,
VIEW_DISPLAY_MOTION_VECTORS,
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VIEW_MAX
};
static const Viewport::DebugDraw debug_draw_modes[] = {
Viewport::DEBUG_DRAW_DISABLED,
Viewport::DEBUG_DRAW_WIREFRAME,
Viewport::DEBUG_DRAW_OVERDRAW,
Viewport::DEBUG_DRAW_UNSHADED,
Viewport::DEBUG_DRAW_LIGHTING,
Viewport::DEBUG_DRAW_NORMAL_BUFFER,
2019-10-03 20:39:08 +00:00
Viewport::DEBUG_DRAW_SHADOW_ATLAS,
Viewport::DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS,
Viewport::DEBUG_DRAW_VOXEL_GI_ALBEDO,
Viewport::DEBUG_DRAW_VOXEL_GI_LIGHTING,
Viewport::DEBUG_DRAW_VOXEL_GI_EMISSION,
Viewport::DEBUG_DRAW_SCENE_LUMINANCE,
Viewport::DEBUG_DRAW_SSAO,
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Viewport::DEBUG_DRAW_SSIL,
Viewport::DEBUG_DRAW_GI_BUFFER,
Viewport::DEBUG_DRAW_DISABLE_LOD,
Viewport::DEBUG_DRAW_PSSM_SPLITS,
Viewport::DEBUG_DRAW_DECAL_ATLAS,
Viewport::DEBUG_DRAW_SDFGI,
Viewport::DEBUG_DRAW_SDFGI_PROBES,
Viewport::DEBUG_DRAW_CLUSTER_OMNI_LIGHTS,
Viewport::DEBUG_DRAW_CLUSTER_SPOT_LIGHTS,
Viewport::DEBUG_DRAW_CLUSTER_DECALS,
Viewport::DEBUG_DRAW_CLUSTER_REFLECTION_PROBES,
Viewport::DEBUG_DRAW_OCCLUDERS,
Viewport::DEBUG_DRAW_MOTION_VECTORS,
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};
for (int idx = 0; display_options[idx] != VIEW_MAX; idx++) {
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int id = display_options[idx];
int item_idx = view_menu->get_popup()->get_item_index(id);
if (item_idx != -1) {
view_menu->get_popup()->set_item_checked(item_idx, id == p_option);
}
item_idx = display_submenu->get_item_index(id);
if (item_idx != -1) {
display_submenu->set_item_checked(item_idx, id == p_option);
}
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if (id == p_option) {
viewport->set_debug_draw(debug_draw_modes[idx]);
}
}
} break;
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}
}
void Node3DEditorViewport::_set_auto_orthogonal() {
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if (!orthogonal && view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(VIEW_AUTO_ORTHOGONAL))) {
_menu_option(VIEW_ORTHOGONAL);
auto_orthogonal = true;
}
}
void Node3DEditorViewport::_preview_exited_scene() {
preview_camera->disconnect("toggled", callable_mp(this, &Node3DEditorViewport::_toggle_camera_preview));
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preview_camera->set_pressed(false);
_toggle_camera_preview(false);
preview_camera->connect("toggled", callable_mp(this, &Node3DEditorViewport::_toggle_camera_preview));
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view_menu->show();
}
void Node3DEditorViewport::_init_gizmo_instance(int p_idx) {
uint32_t layer = 1 << (GIZMO_BASE_LAYER + p_idx);
for (int i = 0; i < 3; i++) {
move_gizmo_instance[i] = RS::get_singleton()->instance_create();
RS::get_singleton()->instance_set_base(move_gizmo_instance[i], spatial_editor->get_move_gizmo(i)->get_rid());
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RS::get_singleton()->instance_set_scenario(move_gizmo_instance[i], get_tree()->get_root()->get_world_3d()->get_scenario());
RS::get_singleton()->instance_set_visible(move_gizmo_instance[i], false);
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(move_gizmo_instance[i], RS::SHADOW_CASTING_SETTING_OFF);
RS::get_singleton()->instance_set_layer_mask(move_gizmo_instance[i], layer);
RS::get_singleton()->instance_geometry_set_flag(move_gizmo_instance[i], RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
RS::get_singleton()->instance_geometry_set_flag(move_gizmo_instance[i], RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
move_plane_gizmo_instance[i] = RS::get_singleton()->instance_create();
RS::get_singleton()->instance_set_base(move_plane_gizmo_instance[i], spatial_editor->get_move_plane_gizmo(i)->get_rid());
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RS::get_singleton()->instance_set_scenario(move_plane_gizmo_instance[i], get_tree()->get_root()->get_world_3d()->get_scenario());
RS::get_singleton()->instance_set_visible(move_plane_gizmo_instance[i], false);
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(move_plane_gizmo_instance[i], RS::SHADOW_CASTING_SETTING_OFF);
RS::get_singleton()->instance_set_layer_mask(move_plane_gizmo_instance[i], layer);
RS::get_singleton()->instance_geometry_set_flag(move_plane_gizmo_instance[i], RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
RS::get_singleton()->instance_geometry_set_flag(move_plane_gizmo_instance[i], RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
rotate_gizmo_instance[i] = RS::get_singleton()->instance_create();
RS::get_singleton()->instance_set_base(rotate_gizmo_instance[i], spatial_editor->get_rotate_gizmo(i)->get_rid());
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RS::get_singleton()->instance_set_scenario(rotate_gizmo_instance[i], get_tree()->get_root()->get_world_3d()->get_scenario());
RS::get_singleton()->instance_set_visible(rotate_gizmo_instance[i], false);
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(rotate_gizmo_instance[i], RS::SHADOW_CASTING_SETTING_OFF);
RS::get_singleton()->instance_set_layer_mask(rotate_gizmo_instance[i], layer);
RS::get_singleton()->instance_geometry_set_flag(rotate_gizmo_instance[i], RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
RS::get_singleton()->instance_geometry_set_flag(rotate_gizmo_instance[i], RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
scale_gizmo_instance[i] = RS::get_singleton()->instance_create();
RS::get_singleton()->instance_set_base(scale_gizmo_instance[i], spatial_editor->get_scale_gizmo(i)->get_rid());
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RS::get_singleton()->instance_set_scenario(scale_gizmo_instance[i], get_tree()->get_root()->get_world_3d()->get_scenario());
RS::get_singleton()->instance_set_visible(scale_gizmo_instance[i], false);
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(scale_gizmo_instance[i], RS::SHADOW_CASTING_SETTING_OFF);
RS::get_singleton()->instance_set_layer_mask(scale_gizmo_instance[i], layer);
RS::get_singleton()->instance_geometry_set_flag(scale_gizmo_instance[i], RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
RS::get_singleton()->instance_geometry_set_flag(scale_gizmo_instance[i], RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
scale_plane_gizmo_instance[i] = RS::get_singleton()->instance_create();
RS::get_singleton()->instance_set_base(scale_plane_gizmo_instance[i], spatial_editor->get_scale_plane_gizmo(i)->get_rid());
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RS::get_singleton()->instance_set_scenario(scale_plane_gizmo_instance[i], get_tree()->get_root()->get_world_3d()->get_scenario());
RS::get_singleton()->instance_set_visible(scale_plane_gizmo_instance[i], false);
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(scale_plane_gizmo_instance[i], RS::SHADOW_CASTING_SETTING_OFF);
RS::get_singleton()->instance_set_layer_mask(scale_plane_gizmo_instance[i], layer);
RS::get_singleton()->instance_geometry_set_flag(scale_plane_gizmo_instance[i], RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
RS::get_singleton()->instance_geometry_set_flag(scale_plane_gizmo_instance[i], RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
axis_gizmo_instance[i] = RS::get_singleton()->instance_create();
RS::get_singleton()->instance_set_base(axis_gizmo_instance[i], spatial_editor->get_axis_gizmo(i)->get_rid());
RS::get_singleton()->instance_set_scenario(axis_gizmo_instance[i], get_tree()->get_root()->get_world_3d()->get_scenario());
RS::get_singleton()->instance_set_visible(axis_gizmo_instance[i], true);
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(axis_gizmo_instance[i], RS::SHADOW_CASTING_SETTING_OFF);
RS::get_singleton()->instance_set_layer_mask(axis_gizmo_instance[i], layer);
RS::get_singleton()->instance_geometry_set_flag(axis_gizmo_instance[i], RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
RS::get_singleton()->instance_geometry_set_flag(axis_gizmo_instance[i], RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
}
// Rotation white outline
rotate_gizmo_instance[3] = RS::get_singleton()->instance_create();
RS::get_singleton()->instance_set_base(rotate_gizmo_instance[3], spatial_editor->get_rotate_gizmo(3)->get_rid());
RS::get_singleton()->instance_set_scenario(rotate_gizmo_instance[3], get_tree()->get_root()->get_world_3d()->get_scenario());
RS::get_singleton()->instance_set_visible(rotate_gizmo_instance[3], false);
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(rotate_gizmo_instance[3], RS::SHADOW_CASTING_SETTING_OFF);
RS::get_singleton()->instance_set_layer_mask(rotate_gizmo_instance[3], layer);
RS::get_singleton()->instance_geometry_set_flag(rotate_gizmo_instance[3], RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
RS::get_singleton()->instance_geometry_set_flag(rotate_gizmo_instance[3], RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
}
void Node3DEditorViewport::_finish_gizmo_instances() {
ERR_FAIL_NULL(RenderingServer::get_singleton());
for (int i = 0; i < 3; i++) {
RS::get_singleton()->free(move_gizmo_instance[i]);
RS::get_singleton()->free(move_plane_gizmo_instance[i]);
RS::get_singleton()->free(rotate_gizmo_instance[i]);
RS::get_singleton()->free(scale_gizmo_instance[i]);
RS::get_singleton()->free(scale_plane_gizmo_instance[i]);
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
RS::get_singleton()->free(axis_gizmo_instance[i]);
}
// Rotation white outline
RS::get_singleton()->free(rotate_gizmo_instance[3]);
}
void Node3DEditorViewport::_toggle_camera_preview(bool p_activate) {
2014-02-10 01:10:30 +00:00
ERR_FAIL_COND(p_activate && !preview);
ERR_FAIL_COND(!p_activate && !previewing);
previewing_camera = p_activate;
_update_navigation_controls_visibility();
2014-02-10 01:10:30 +00:00
if (!p_activate) {
previewing->disconnect("tree_exiting", callable_mp(this, &Node3DEditorViewport::_preview_exited_scene));
2020-04-01 23:20:12 +00:00
previewing = nullptr;
RS::get_singleton()->viewport_attach_camera(viewport->get_viewport_rid(), camera->get_camera()); //restore
if (!preview) {
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preview_camera->hide();
}
surface->queue_redraw();
2014-02-10 01:10:30 +00:00
} else {
previewing = preview;
previewing->connect("tree_exiting", callable_mp(this, &Node3DEditorViewport::_preview_exited_scene));
RS::get_singleton()->viewport_attach_camera(viewport->get_viewport_rid(), preview->get_camera()); //replace
surface->queue_redraw();
2014-02-10 01:10:30 +00:00
}
}
void Node3DEditorViewport::_toggle_cinema_preview(bool p_activate) {
previewing_cinema = p_activate;
_update_navigation_controls_visibility();
if (!previewing_cinema) {
if (previewing != nullptr) {
previewing->disconnect("tree_exited", callable_mp(this, &Node3DEditorViewport::_preview_exited_scene));
}
2020-04-01 23:20:12 +00:00
previewing = nullptr;
RS::get_singleton()->viewport_attach_camera(viewport->get_viewport_rid(), camera->get_camera()); //restore
preview_camera->set_pressed(false);
if (!preview) {
preview_camera->hide();
} else {
preview_camera->show();
}
view_menu->show();
surface->queue_redraw();
}
}
void Node3DEditorViewport::_selection_result_pressed(int p_result) {
if (selection_results_menu.size() <= p_result) {
return;
}
clicked = selection_results_menu[p_result].item->get_instance_id();
if (clicked.is_valid()) {
_select_clicked(spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT);
}
selection_results_menu.clear();
}
void Node3DEditorViewport::_selection_menu_hide() {
selection_results.clear();
selection_menu->clear();
selection_menu->reset_size();
}
void Node3DEditorViewport::set_can_preview(Camera3D *p_preview) {
2014-02-10 01:10:30 +00:00
preview = p_preview;
if (!preview_camera->is_pressed() && !previewing_cinema) {
preview_camera->set_visible(p_preview);
}
2014-02-10 01:10:30 +00:00
}
void Node3DEditorViewport::update_transform_gizmo_view() {
if (!is_visible_in_tree()) {
return;
}
Transform3D xform = spatial_editor->get_gizmo_transform();
Transform3D camera_xform = camera->get_transform();
2019-01-24 23:52:28 +00:00
2021-07-16 17:19:55 +00:00
if (xform.origin.is_equal_approx(camera_xform.origin)) {
2019-01-24 23:52:28 +00:00
for (int i = 0; i < 3; i++) {
RenderingServer::get_singleton()->instance_set_visible(move_gizmo_instance[i], false);
RenderingServer::get_singleton()->instance_set_visible(move_plane_gizmo_instance[i], false);
RenderingServer::get_singleton()->instance_set_visible(rotate_gizmo_instance[i], false);
RenderingServer::get_singleton()->instance_set_visible(scale_gizmo_instance[i], false);
RenderingServer::get_singleton()->instance_set_visible(scale_plane_gizmo_instance[i], false);
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
RenderingServer::get_singleton()->instance_set_visible(axis_gizmo_instance[i], false);
2019-01-24 23:52:28 +00:00
}
// Rotation white outline
RenderingServer::get_singleton()->instance_set_visible(rotate_gizmo_instance[3], false);
2019-01-24 23:52:28 +00:00
return;
}
const Vector3 camz = -camera_xform.get_basis().get_column(2).normalized();
const Vector3 camy = -camera_xform.get_basis().get_column(1).normalized();
const Plane p = Plane(camz, camera_xform.origin);
const real_t gizmo_d = MAX(Math::abs(p.distance_to(xform.origin)), CMP_EPSILON);
const real_t d0 = camera->unproject_position(camera_xform.origin + camz * gizmo_d).y;
const real_t d1 = camera->unproject_position(camera_xform.origin + camz * gizmo_d + camy).y;
const real_t dd = MAX(Math::abs(d0 - d1), CMP_EPSILON);
2022-10-18 14:43:37 +00:00
const real_t gizmo_size = EDITOR_GET("editors/3d/manipulator_gizmo_size");
// At low viewport heights, multiply the gizmo scale based on the viewport height.
// This prevents the gizmo from growing very large and going outside the viewport.
const int viewport_base_height = 400 * MAX(1, EDSCALE);
gizmo_scale =
(gizmo_size / Math::abs(dd)) * MAX(1, EDSCALE) *
MIN(viewport_base_height, subviewport_container->get_size().height) / viewport_base_height /
subviewport_container->get_stretch_shrink();
Vector3 scale = Vector3(1, 1, 1) * gizmo_scale;
// if the determinant is zero, we should disable the gizmo from being rendered
// this prevents supplying bad values to the renderer and then having to filter it out again
if (xform.basis.determinant() == 0) {
for (int i = 0; i < 3; i++) {
RenderingServer::get_singleton()->instance_set_visible(move_gizmo_instance[i], false);
RenderingServer::get_singleton()->instance_set_visible(move_plane_gizmo_instance[i], false);
RenderingServer::get_singleton()->instance_set_visible(rotate_gizmo_instance[i], false);
RenderingServer::get_singleton()->instance_set_visible(scale_gizmo_instance[i], false);
RenderingServer::get_singleton()->instance_set_visible(scale_plane_gizmo_instance[i], false);
}
// Rotation white outline
RenderingServer::get_singleton()->instance_set_visible(rotate_gizmo_instance[3], false);
return;
}
bool show_gizmo = spatial_editor->is_gizmo_visible() && !_edit.instant;
for (int i = 0; i < 3; i++) {
Transform3D axis_angle;
if (xform.basis.get_column(i).normalized().dot(xform.basis.get_column((i + 1) % 3).normalized()) < 1.0) {
axis_angle = axis_angle.looking_at(xform.basis.get_column(i).normalized(), xform.basis.get_column((i + 1) % 3).normalized());
}
axis_angle.basis.scale(scale);
axis_angle.origin = xform.origin;
RenderingServer::get_singleton()->instance_set_transform(move_gizmo_instance[i], axis_angle);
RenderingServer::get_singleton()->instance_set_visible(move_gizmo_instance[i], show_gizmo && (spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_MOVE));
RenderingServer::get_singleton()->instance_set_transform(move_plane_gizmo_instance[i], axis_angle);
RenderingServer::get_singleton()->instance_set_visible(move_plane_gizmo_instance[i], show_gizmo && (spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_MOVE));
RenderingServer::get_singleton()->instance_set_transform(rotate_gizmo_instance[i], axis_angle);
RenderingServer::get_singleton()->instance_set_visible(rotate_gizmo_instance[i], show_gizmo && (spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_ROTATE));
RenderingServer::get_singleton()->instance_set_transform(scale_gizmo_instance[i], axis_angle);
RenderingServer::get_singleton()->instance_set_visible(scale_gizmo_instance[i], show_gizmo && (spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SCALE));
RenderingServer::get_singleton()->instance_set_transform(scale_plane_gizmo_instance[i], axis_angle);
RenderingServer::get_singleton()->instance_set_visible(scale_plane_gizmo_instance[i], show_gizmo && (spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SCALE));
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
RenderingServer::get_singleton()->instance_set_transform(axis_gizmo_instance[i], xform);
}
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
bool show_axes = spatial_editor->is_gizmo_visible() && _edit.mode != TRANSFORM_NONE;
RenderingServer *rs = RenderingServer::get_singleton();
rs->instance_set_visible(axis_gizmo_instance[0], show_axes && (_edit.plane == TRANSFORM_X_AXIS || _edit.plane == TRANSFORM_XY || _edit.plane == TRANSFORM_XZ));
rs->instance_set_visible(axis_gizmo_instance[1], show_axes && (_edit.plane == TRANSFORM_Y_AXIS || _edit.plane == TRANSFORM_XY || _edit.plane == TRANSFORM_YZ));
rs->instance_set_visible(axis_gizmo_instance[2], show_axes && (_edit.plane == TRANSFORM_Z_AXIS || _edit.plane == TRANSFORM_XZ || _edit.plane == TRANSFORM_YZ));
// Rotation white outline
xform.orthonormalize();
xform.basis.scale(scale);
RenderingServer::get_singleton()->instance_set_transform(rotate_gizmo_instance[3], xform);
RenderingServer::get_singleton()->instance_set_visible(rotate_gizmo_instance[3], spatial_editor->is_gizmo_visible() && (spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_ROTATE));
}
void Node3DEditorViewport::set_state(const Dictionary &p_state) {
if (p_state.has("position")) {
cursor.pos = p_state["position"];
}
if (p_state.has("x_rotation")) {
cursor.x_rot = p_state["x_rotation"];
}
if (p_state.has("y_rotation")) {
cursor.y_rot = p_state["y_rotation"];
}
if (p_state.has("distance")) {
cursor.distance = p_state["distance"];
}
if (p_state.has("use_orthogonal")) {
bool orth = p_state["use_orthogonal"];
if (orth) {
_menu_option(VIEW_ORTHOGONAL);
} else {
_menu_option(VIEW_PERSPECTIVE);
}
}
if (p_state.has("view_type")) {
view_type = ViewType(p_state["view_type"].operator int());
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_update_name();
}
if (p_state.has("auto_orthogonal")) {
auto_orthogonal = p_state["auto_orthogonal"];
_update_name();
}
if (p_state.has("auto_orthogonal_enabled")) {
bool enabled = p_state["auto_orthogonal_enabled"];
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(VIEW_AUTO_ORTHOGONAL), enabled);
}
if (p_state.has("display_mode")) {
int display = p_state["display_mode"];
int idx = view_menu->get_popup()->get_item_index(display);
if (!view_menu->get_popup()->is_item_checked(idx)) {
_menu_option(display);
}
}
if (p_state.has("lock_rotation")) {
lock_rotation = p_state["lock_rotation"];
int idx = view_menu->get_popup()->get_item_index(VIEW_LOCK_ROTATION);
view_menu->get_popup()->set_item_checked(idx, lock_rotation);
}
if (p_state.has("use_environment")) {
bool env = p_state["use_environment"];
if (env != camera->get_environment().is_valid()) {
_menu_option(VIEW_ENVIRONMENT);
}
}
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
if (p_state.has("listener")) {
bool listener = p_state["listener"];
int idx = view_menu->get_popup()->get_item_index(VIEW_AUDIO_LISTENER);
viewport->set_as_audio_listener_3d(listener);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
view_menu->get_popup()->set_item_checked(idx, listener);
}
if (p_state.has("doppler")) {
bool doppler = p_state["doppler"];
int idx = view_menu->get_popup()->get_item_index(VIEW_AUDIO_DOPPLER);
camera->set_doppler_tracking(doppler ? Camera3D::DOPPLER_TRACKING_IDLE_STEP : Camera3D::DOPPLER_TRACKING_DISABLED);
view_menu->get_popup()->set_item_checked(idx, doppler);
}
if (p_state.has("gizmos")) {
bool gizmos = p_state["gizmos"];
int idx = view_menu->get_popup()->get_item_index(VIEW_GIZMOS);
if (view_menu->get_popup()->is_item_checked(idx) != gizmos) {
_menu_option(VIEW_GIZMOS);
}
}
if (p_state.has("information")) {
bool information = p_state["information"];
int idx = view_menu->get_popup()->get_item_index(VIEW_INFORMATION);
if (view_menu->get_popup()->is_item_checked(idx) != information) {
_menu_option(VIEW_INFORMATION);
}
}
if (p_state.has("frame_time")) {
bool fps = p_state["frame_time"];
int idx = view_menu->get_popup()->get_item_index(VIEW_FRAME_TIME);
if (view_menu->get_popup()->is_item_checked(idx) != fps) {
_menu_option(VIEW_FRAME_TIME);
}
}
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if (p_state.has("half_res")) {
bool half_res = p_state["half_res"];
int idx = view_menu->get_popup()->get_item_index(VIEW_HALF_RESOLUTION);
view_menu->get_popup()->set_item_checked(idx, half_res);
}
if (p_state.has("cinematic_preview")) {
previewing_cinema = p_state["cinematic_preview"];
int idx = view_menu->get_popup()->get_item_index(VIEW_CINEMATIC_PREVIEW);
view_menu->get_popup()->set_item_checked(idx, previewing_cinema);
}
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if (preview_camera->is_connected("toggled", callable_mp(this, &Node3DEditorViewport::_toggle_camera_preview))) {
preview_camera->disconnect("toggled", callable_mp(this, &Node3DEditorViewport::_toggle_camera_preview));
}
if (p_state.has("previewing")) {
Node *pv = EditorNode::get_singleton()->get_edited_scene()->get_node(p_state["previewing"]);
if (Object::cast_to<Camera3D>(pv)) {
previewing = Object::cast_to<Camera3D>(pv);
previewing->connect("tree_exiting", callable_mp(this, &Node3DEditorViewport::_preview_exited_scene));
RS::get_singleton()->viewport_attach_camera(viewport->get_viewport_rid(), previewing->get_camera()); //replace
surface->queue_redraw();
preview_camera->set_pressed(true);
preview_camera->show();
}
}
preview_camera->connect("toggled", callable_mp(this, &Node3DEditorViewport::_toggle_camera_preview));
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}
Dictionary Node3DEditorViewport::get_state() const {
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Dictionary d;
d["position"] = cursor.pos;
d["x_rotation"] = cursor.x_rot;
d["y_rotation"] = cursor.y_rot;
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d["distance"] = cursor.distance;
d["use_environment"] = camera->get_environment().is_valid();
d["use_orthogonal"] = camera->get_projection() == Camera3D::PROJECTION_ORTHOGONAL;
d["view_type"] = view_type;
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d["auto_orthogonal"] = auto_orthogonal;
d["auto_orthogonal_enabled"] = view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(VIEW_AUTO_ORTHOGONAL));
if (view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(VIEW_DISPLAY_NORMAL))) {
d["display_mode"] = VIEW_DISPLAY_NORMAL;
} else if (view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(VIEW_DISPLAY_WIREFRAME))) {
d["display_mode"] = VIEW_DISPLAY_WIREFRAME;
} else if (view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(VIEW_DISPLAY_OVERDRAW))) {
d["display_mode"] = VIEW_DISPLAY_OVERDRAW;
} else if (view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(VIEW_DISPLAY_SHADELESS))) {
d["display_mode"] = VIEW_DISPLAY_SHADELESS;
}
d["listener"] = viewport->is_audio_listener_3d();
d["doppler"] = view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(VIEW_AUDIO_DOPPLER));
d["gizmos"] = view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(VIEW_GIZMOS));
d["information"] = view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(VIEW_INFORMATION));
d["frame_time"] = view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(VIEW_FRAME_TIME));
d["half_res"] = subviewport_container->get_stretch_shrink() > 1;
d["cinematic_preview"] = view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(VIEW_CINEMATIC_PREVIEW));
if (previewing) {
d["previewing"] = EditorNode::get_singleton()->get_edited_scene()->get_path_to(previewing);
}
if (lock_rotation) {
d["lock_rotation"] = lock_rotation;
}
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return d;
}
void Node3DEditorViewport::_bind_methods() {
ClassDB::bind_method(D_METHOD("update_transform_gizmo_view"), &Node3DEditorViewport::update_transform_gizmo_view); // Used by call_deferred.
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ADD_SIGNAL(MethodInfo("toggle_maximize_view", PropertyInfo(Variant::OBJECT, "viewport")));
ADD_SIGNAL(MethodInfo("clicked", PropertyInfo(Variant::OBJECT, "viewport")));
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}
void Node3DEditorViewport::reset() {
orthogonal = false;
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auto_orthogonal = false;
lock_rotation = false;
message_time = 0;
message = "";
last_message = "";
view_type = VIEW_TYPE_USER;
cursor = Cursor();
_update_name();
}
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void Node3DEditorViewport::focus_selection() {
Vector3 center;
int count = 0;
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const List<Node *> &selection = editor_selection->get_selected_node_list();
for (Node *E : selection) {
Node3D *sp = Object::cast_to<Node3D>(E);
if (!sp) {
continue;
}
Node3DEditorSelectedItem *se = editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(sp);
if (!se) {
continue;
}
if (se->gizmo.is_valid()) {
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for (const KeyValue<int, Transform3D> &GE : se->subgizmos) {
center += se->gizmo->get_subgizmo_transform(GE.key).origin;
count++;
}
}
center += sp->get_global_gizmo_transform().origin;
count++;
}
if (count != 0) {
center /= count;
}
cursor.pos = center;
}
void Node3DEditorViewport::assign_pending_data_pointers(Node3D *p_preview_node, AABB *p_preview_bounds, AcceptDialog *p_accept) {
preview_node = p_preview_node;
preview_bounds = p_preview_bounds;
accept = p_accept;
}
Vector3 Node3DEditorViewport::_get_instance_position(const Point2 &p_pos) const {
const float MAX_DISTANCE = 50.0;
const float FALLBACK_DISTANCE = 5.0;
Vector3 world_ray = _get_ray(p_pos);
Vector3 world_pos = _get_ray_pos(p_pos);
PhysicsDirectSpaceState3D *ss = get_tree()->get_root()->get_world_3d()->get_direct_space_state();
PhysicsDirectSpaceState3D::RayParameters ray_params;
ray_params.from = world_pos;
ray_params.to = world_pos + world_ray * camera->get_far();
PhysicsDirectSpaceState3D::RayResult result;
if (ss->intersect_ray(ray_params, result)) {
return result.position;
}
const bool is_orthogonal = camera->get_projection() == Camera3D::PROJECTION_ORTHOGONAL;
// The XZ plane.
Vector3 intersection;
Plane plane(Vector3(0, 1, 0));
if (plane.intersects_ray(world_pos, world_ray, &intersection)) {
if (is_orthogonal || world_pos.distance_to(intersection) <= MAX_DISTANCE) {
return intersection;
}
}
// Plane facing the camera using fallback distance.
if (is_orthogonal) {
plane = Plane(world_ray, cursor.pos - world_ray * (cursor.distance - FALLBACK_DISTANCE));
} else {
plane = Plane(world_ray, world_pos + world_ray * FALLBACK_DISTANCE);
}
if (plane.intersects_ray(world_pos, world_ray, &intersection)) {
return intersection;
}
// Not likely, but just in case...
return world_pos + world_ray * FALLBACK_DISTANCE;
}
AABB Node3DEditorViewport::_calculate_spatial_bounds(const Node3D *p_parent, bool p_exclude_top_level_transform) {
AABB bounds;
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const VisualInstance3D *visual_instance = Object::cast_to<VisualInstance3D>(p_parent);
if (visual_instance) {
bounds = visual_instance->get_aabb();
}
for (int i = 0; i < p_parent->get_child_count(); i++) {
Node3D *child = Object::cast_to<Node3D>(p_parent->get_child(i));
if (child) {
AABB child_bounds = _calculate_spatial_bounds(child, false);
if (bounds.size == Vector3() && p_parent) {
bounds = child_bounds;
} else {
bounds.merge_with(child_bounds);
}
}
}
if (bounds.size == Vector3() && !p_parent) {
bounds = AABB(Vector3(-0.2, -0.2, -0.2), Vector3(0.4, 0.4, 0.4));
}
if (!p_exclude_top_level_transform) {
bounds = p_parent->get_transform().xform(bounds);
}
return bounds;
}
Node *Node3DEditorViewport::_sanitize_preview_node(Node *p_node) const {
Node3D *node_3d = Object::cast_to<Node3D>(p_node);
if (node_3d == nullptr) {
Node3D *replacement_node = memnew(Node3D);
replacement_node->set_name(p_node->get_name());
p_node->replace_by(replacement_node);
memdelete(p_node);
p_node = replacement_node;
} else {
VisualInstance3D *visual_instance = Object::cast_to<VisualInstance3D>(node_3d);
if (visual_instance == nullptr) {
Node3D *replacement_node = memnew(Node3D);
replacement_node->set_name(node_3d->get_name());
replacement_node->set_visible(node_3d->is_visible());
replacement_node->set_transform(node_3d->get_transform());
replacement_node->set_rotation_edit_mode(node_3d->get_rotation_edit_mode());
replacement_node->set_rotation_order(node_3d->get_rotation_order());
replacement_node->set_as_top_level(node_3d->is_set_as_top_level());
p_node->replace_by(replacement_node);
memdelete(p_node);
p_node = replacement_node;
}
}
for (int i = 0; i < p_node->get_child_count(); i++) {
_sanitize_preview_node(p_node->get_child(i));
}
return p_node;
}
void Node3DEditorViewport::_create_preview_node(const Vector<String> &files) const {
for (int i = 0; i < files.size(); i++) {
String path = files[i];
Ref<Resource> res = ResourceLoader::load(path);
ERR_CONTINUE(res.is_null());
Ref<PackedScene> scene = Ref<PackedScene>(Object::cast_to<PackedScene>(*res));
Ref<Mesh> mesh = Ref<Mesh>(Object::cast_to<Mesh>(*res));
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if (mesh != nullptr || scene != nullptr) {
if (mesh != nullptr) {
MeshInstance3D *mesh_instance = memnew(MeshInstance3D);
mesh_instance->set_mesh(mesh);
preview_node->add_child(mesh_instance);
} else {
if (scene.is_valid()) {
Node *instance = scene->instantiate();
if (instance) {
instance = _sanitize_preview_node(instance);
preview_node->add_child(instance);
}
}
}
EditorNode::get_singleton()->get_scene_root()->add_child(preview_node);
}
}
*preview_bounds = _calculate_spatial_bounds(preview_node);
}
void Node3DEditorViewport::_remove_preview_node() {
if (preview_node->get_parent()) {
for (int i = preview_node->get_child_count() - 1; i >= 0; i--) {
Node *node = preview_node->get_child(i);
node->queue_free();
preview_node->remove_child(node);
}
EditorNode::get_singleton()->get_scene_root()->remove_child(preview_node);
}
}
bool Node3DEditorViewport::_apply_preview_material(ObjectID p_target, const Point2 &p_point) const {
_reset_preview_material();
if (p_target.is_null()) {
return false;
}
spatial_editor->set_preview_material_target(p_target);
Object *target_inst = ObjectDB::get_instance(p_target);
bool is_ctrl = Input::get_singleton()->is_key_pressed(Key::CTRL);
MeshInstance3D *mesh_instance = Object::cast_to<MeshInstance3D>(target_inst);
if (is_ctrl && mesh_instance) {
Ref<Mesh> mesh = mesh_instance->get_mesh();
int surface_count = mesh->get_surface_count();
Vector3 world_ray = _get_ray(p_point);
Vector3 world_pos = _get_ray_pos(p_point);
int closest_surface = -1;
float closest_dist = 1e20;
Transform3D gt = mesh_instance->get_global_transform();
Transform3D ai = gt.affine_inverse();
Vector3 xform_ray = ai.basis.xform(world_ray).normalized();
Vector3 xform_pos = ai.xform(world_pos);
for (int surface_idx = 0; surface_idx < surface_count; surface_idx++) {
Ref<TriangleMesh> surface_mesh = mesh->generate_surface_triangle_mesh(surface_idx);
Vector3 rpos, rnorm;
if (surface_mesh->intersect_ray(xform_pos, xform_ray, rpos, rnorm)) {
Vector3 hitpos = gt.xform(rpos);
const real_t dist = world_pos.distance_to(hitpos);
if (dist < 0) {
continue;
}
if (dist < closest_dist) {
closest_surface = surface_idx;
closest_dist = dist;
}
}
}
if (closest_surface == -1) {
return false;
}
if (spatial_editor->get_preview_material() != mesh_instance->get_surface_override_material(closest_surface)) {
spatial_editor->set_preview_material_surface(closest_surface);
spatial_editor->set_preview_reset_material(mesh_instance->get_surface_override_material(closest_surface));
mesh_instance->set_surface_override_material(closest_surface, spatial_editor->get_preview_material());
}
return true;
}
GeometryInstance3D *geometry_instance = Object::cast_to<GeometryInstance3D>(target_inst);
if (geometry_instance && spatial_editor->get_preview_material() != geometry_instance->get_material_override()) {
spatial_editor->set_preview_reset_material(geometry_instance->get_material_override());
geometry_instance->set_material_override(spatial_editor->get_preview_material());
return true;
}
return false;
}
void Node3DEditorViewport::_reset_preview_material() const {
ObjectID last_target = spatial_editor->get_preview_material_target();
if (last_target.is_null()) {
return;
}
Object *last_target_inst = ObjectDB::get_instance(last_target);
MeshInstance3D *mesh_instance = Object::cast_to<MeshInstance3D>(last_target_inst);
GeometryInstance3D *geometry_instance = Object::cast_to<GeometryInstance3D>(last_target_inst);
if (mesh_instance && spatial_editor->get_preview_material_surface() != -1) {
mesh_instance->set_surface_override_material(spatial_editor->get_preview_material_surface(), spatial_editor->get_preview_reset_material());
spatial_editor->set_preview_material_surface(-1);
} else if (geometry_instance) {
geometry_instance->set_material_override(spatial_editor->get_preview_reset_material());
}
}
void Node3DEditorViewport::_remove_preview_material() {
preview_material_label->hide();
preview_material_label_desc->hide();
spatial_editor->set_preview_material(Ref<Material>());
spatial_editor->set_preview_reset_material(Ref<Material>());
spatial_editor->set_preview_material_target(ObjectID());
spatial_editor->set_preview_material_surface(-1);
}
bool Node3DEditorViewport::_cyclical_dependency_exists(const String &p_target_scene_path, Node *p_desired_node) {
if (p_desired_node->get_scene_file_path() == p_target_scene_path) {
return true;
}
int childCount = p_desired_node->get_child_count();
for (int i = 0; i < childCount; i++) {
Node *child = p_desired_node->get_child(i);
if (_cyclical_dependency_exists(p_target_scene_path, child)) {
return true;
}
}
return false;
}
bool Node3DEditorViewport::_create_instance(Node *parent, String &path, const Point2 &p_point) {
Ref<Resource> res = ResourceLoader::load(path);
ERR_FAIL_COND_V(res.is_null(), false);
Ref<PackedScene> scene = Ref<PackedScene>(Object::cast_to<PackedScene>(*res));
Ref<Mesh> mesh = Ref<Mesh>(Object::cast_to<Mesh>(*res));
Node *instantiated_scene = nullptr;
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if (mesh != nullptr || scene != nullptr) {
if (mesh != nullptr) {
MeshInstance3D *mesh_instance = memnew(MeshInstance3D);
mesh_instance->set_mesh(mesh);
// Adjust casing according to project setting. The file name is expected to be in snake_case, but will work for others.
String name = path.get_file().get_basename();
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mesh_instance->set_name(Node::adjust_name_casing(name));
instantiated_scene = mesh_instance;
} else {
if (!scene.is_valid()) { // invalid scene
return false;
} else {
instantiated_scene = scene->instantiate(PackedScene::GEN_EDIT_STATE_INSTANCE);
}
}
}
if (instantiated_scene == nullptr) {
return false;
}
if (!EditorNode::get_singleton()->get_edited_scene()->get_scene_file_path().is_empty()) { // Cyclic instantiation.
if (_cyclical_dependency_exists(EditorNode::get_singleton()->get_edited_scene()->get_scene_file_path(), instantiated_scene)) {
memdelete(instantiated_scene);
return false;
}
}
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if (scene != nullptr) {
instantiated_scene->set_scene_file_path(ProjectSettings::get_singleton()->localize_path(path));
}
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
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undo_redo->add_do_method(parent, "add_child", instantiated_scene, true);
undo_redo->add_do_method(instantiated_scene, "set_owner", EditorNode::get_singleton()->get_edited_scene());
undo_redo->add_do_reference(instantiated_scene);
undo_redo->add_undo_method(parent, "remove_child", instantiated_scene);
String new_name = parent->validate_child_name(instantiated_scene);
2020-02-07 01:52:05 +00:00
EditorDebuggerNode *ed = EditorDebuggerNode::get_singleton();
undo_redo->add_do_method(ed, "live_debug_instantiate_node", EditorNode::get_singleton()->get_edited_scene()->get_path_to(parent), path, new_name);
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undo_redo->add_undo_method(ed, "live_debug_remove_node", NodePath(String(EditorNode::get_singleton()->get_edited_scene()->get_path_to(parent)) + "/" + new_name));
Node3D *node3d = Object::cast_to<Node3D>(instantiated_scene);
if (node3d) {
Transform3D gl_transform;
Node3D *parent_node3d = Object::cast_to<Node3D>(parent);
if (parent_node3d) {
gl_transform = parent_node3d->get_global_gizmo_transform();
}
gl_transform.origin = preview_node_pos;
gl_transform.basis *= node3d->get_transform().basis;
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undo_redo->add_do_method(instantiated_scene, "set_global_transform", gl_transform);
}
return true;
}
void Node3DEditorViewport::_perform_drop_data() {
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
if (spatial_editor->get_preview_material_target().is_valid()) {
GeometryInstance3D *geometry_instance = Object::cast_to<GeometryInstance3D>(ObjectDB::get_instance(spatial_editor->get_preview_material_target()));
MeshInstance3D *mesh_instance = Object::cast_to<MeshInstance3D>(ObjectDB::get_instance(spatial_editor->get_preview_material_target()));
if (mesh_instance && spatial_editor->get_preview_material_surface() != -1) {
2022-08-29 10:10:32 +00:00
undo_redo->create_action(vformat(TTR("Set Surface %d Override Material"), spatial_editor->get_preview_material_surface()));
undo_redo->add_do_method(geometry_instance, "set_surface_override_material", spatial_editor->get_preview_material_surface(), spatial_editor->get_preview_material());
undo_redo->add_undo_method(geometry_instance, "set_surface_override_material", spatial_editor->get_preview_material_surface(), spatial_editor->get_preview_reset_material());
undo_redo->commit_action();
} else if (geometry_instance) {
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undo_redo->create_action(TTR("Set Material Override"));
undo_redo->add_do_method(geometry_instance, "set_material_override", spatial_editor->get_preview_material());
undo_redo->add_undo_method(geometry_instance, "set_material_override", spatial_editor->get_preview_reset_material());
undo_redo->commit_action();
}
_remove_preview_material();
return;
}
_remove_preview_node();
Vector<String> error_files;
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undo_redo->create_action(TTR("Create Node"));
for (int i = 0; i < selected_files.size(); i++) {
String path = selected_files[i];
Ref<Resource> res = ResourceLoader::load(path);
if (res.is_null()) {
continue;
}
Ref<PackedScene> scene = Ref<PackedScene>(Object::cast_to<PackedScene>(*res));
Ref<Mesh> mesh = Ref<Mesh>(Object::cast_to<Mesh>(*res));
2020-04-01 23:20:12 +00:00
if (mesh != nullptr || scene != nullptr) {
bool success = _create_instance(target_node, path, drop_pos);
if (!success) {
error_files.push_back(path);
}
}
}
2022-08-29 10:10:32 +00:00
undo_redo->commit_action();
if (error_files.size() > 0) {
String files_str;
for (int i = 0; i < error_files.size(); i++) {
files_str += error_files[i].get_file().get_basename() + ",";
}
files_str = files_str.substr(0, files_str.length() - 1);
accept->set_text(vformat(TTR("Error instantiating scene from %s"), files_str.get_data()));
accept->popup_centered();
}
}
bool Node3DEditorViewport::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
preview_node_viewport_pos = p_point;
bool can_instantiate = false;
if (!preview_node->is_inside_tree() && spatial_editor->get_preview_material().is_null()) {
Dictionary d = p_data;
if (d.has("type") && (String(d["type"]) == "files")) {
Vector<String> files = d["files"];
List<String> scene_extensions;
ResourceLoader::get_recognized_extensions_for_type("PackedScene", &scene_extensions);
List<String> mesh_extensions;
ResourceLoader::get_recognized_extensions_for_type("Mesh", &mesh_extensions);
List<String> material_extensions;
ResourceLoader::get_recognized_extensions_for_type("Material", &material_extensions);
List<String> texture_extensions;
ResourceLoader::get_recognized_extensions_for_type("Texture", &texture_extensions);
for (int i = 0; i < files.size(); i++) {
String extension = files[i].get_extension().to_lower();
// Check if dragged files with mesh or scene extension can be created at least once.
if (mesh_extensions.find(extension) ||
scene_extensions.find(extension) ||
material_extensions.find(extension) ||
texture_extensions.find(extension)) {
Ref<Resource> res = ResourceLoader::load(files[i]);
if (res.is_null()) {
continue;
}
Ref<PackedScene> scn = res;
Ref<Mesh> mesh = res;
Ref<Material> mat = res;
Ref<Texture2D> tex = res;
if (scn.is_valid()) {
Node *instantiated_scene = scn->instantiate(PackedScene::GEN_EDIT_STATE_INSTANCE);
if (!instantiated_scene) {
continue;
}
memdelete(instantiated_scene);
} else if (mat.is_valid()) {
Ref<BaseMaterial3D> base_mat = res;
Ref<ShaderMaterial> shader_mat = res;
if (base_mat.is_null() && !shader_mat.is_null()) {
break;
}
spatial_editor->set_preview_material(mat);
break;
} else if (mesh.is_valid()) {
// Let the mesh pass.
} else if (tex.is_valid()) {
Ref<StandardMaterial3D> new_mat = memnew(StandardMaterial3D);
new_mat->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, tex);
spatial_editor->set_preview_material(new_mat);
break;
} else {
continue;
}
can_instantiate = true;
break;
}
}
if (can_instantiate) {
_create_preview_node(files);
preview_node->hide();
}
}
} else {
if (preview_node->is_inside_tree()) {
can_instantiate = true;
}
}
if (can_instantiate) {
update_preview_node = true;
return true;
}
if (spatial_editor->get_preview_material().is_valid()) {
preview_material_label->show();
preview_material_label_desc->show();
ObjectID new_preview_material_target = _select_ray(p_point);
return _apply_preview_material(new_preview_material_target, p_point);
}
return false;
}
void Node3DEditorViewport::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
if (!can_drop_data_fw(p_point, p_data, p_from)) {
return;
}
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bool is_shift = Input::get_singleton()->is_key_pressed(Key::SHIFT);
bool is_ctrl = Input::get_singleton()->is_key_pressed(Key::CTRL);
selected_files.clear();
Dictionary d = p_data;
if (d.has("type") && String(d["type"]) == "files") {
selected_files = d["files"];
}
List<Node *> selected_nodes = EditorNode::get_singleton()->get_editor_selection()->get_selected_node_list();
Node *root_node = EditorNode::get_singleton()->get_edited_scene();
if (selected_nodes.size() == 1) {
Node *selected_node = selected_nodes[0];
target_node = root_node;
if (is_ctrl) {
target_node = selected_node;
} else if (is_shift && selected_node != root_node) {
target_node = selected_node->get_parent();
}
} else if (selected_nodes.size() == 0) {
if (root_node) {
target_node = root_node;
} else {
// Create a root node so we can add child nodes to it.
SceneTreeDock::get_singleton()->add_root_node(memnew(Node3D));
target_node = get_tree()->get_edited_scene_root();
}
} else {
accept->set_text(TTR("Cannot drag and drop into multiple selected nodes."));
accept->popup_centered();
_remove_preview_node();
return;
}
drop_pos = p_point;
_perform_drop_data();
}
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
void Node3DEditorViewport::begin_transform(TransformMode p_mode, bool instant) {
if (get_selected_count() > 0) {
_edit.mode = p_mode;
_compute_edit(_edit.mouse_pos);
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
_edit.instant = instant;
_edit.snap = spatial_editor->is_snap_enabled();
update_transform_gizmo_view();
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
}
}
void Node3DEditorViewport::commit_transform() {
ERR_FAIL_COND(_edit.mode == TRANSFORM_NONE);
static const char *_transform_name[4] = {
TTRC("None"),
TTRC("Rotate"),
// TRANSLATORS: This refers to the movement that changes the position of an object.
TTRC("Translate"),
TTRC("Scale"),
};
2022-12-23 22:53:16 +00:00
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
undo_redo->create_action(_transform_name[_edit.mode]);
List<Node *> &selection = editor_selection->get_selected_node_list();
for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
Node3D *sp = Object::cast_to<Node3D>(E->get());
if (!sp) {
continue;
}
Node3DEditorSelectedItem *se = editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(sp);
if (!se) {
continue;
}
undo_redo->add_do_method(sp, "set_global_transform", sp->get_global_gizmo_transform());
undo_redo->add_undo_method(sp, "set_global_transform", se->original);
}
undo_redo->commit_action();
finish_transform();
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
set_message("");
}
void Node3DEditorViewport::update_transform(Point2 p_mousepos, bool p_shift) {
Vector3 ray_pos = _get_ray_pos(p_mousepos);
Vector3 ray = _get_ray(p_mousepos);
double snap = EDITOR_GET("interface/inspector/default_float_step");
int snap_step_decimals = Math::range_step_decimals(snap);
switch (_edit.mode) {
case TRANSFORM_SCALE: {
Vector3 motion_mask;
Plane plane;
bool plane_mv = false;
switch (_edit.plane) {
case TRANSFORM_VIEW:
motion_mask = Vector3(0, 0, 0);
plane = Plane(_get_camera_normal(), _edit.center);
break;
case TRANSFORM_X_AXIS:
motion_mask = spatial_editor->get_gizmo_transform().basis.get_column(0).normalized();
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
plane = Plane(motion_mask.cross(motion_mask.cross(_get_camera_normal())).normalized(), _edit.center);
break;
case TRANSFORM_Y_AXIS:
motion_mask = spatial_editor->get_gizmo_transform().basis.get_column(1).normalized();
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
plane = Plane(motion_mask.cross(motion_mask.cross(_get_camera_normal())).normalized(), _edit.center);
break;
case TRANSFORM_Z_AXIS:
motion_mask = spatial_editor->get_gizmo_transform().basis.get_column(2).normalized();
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
plane = Plane(motion_mask.cross(motion_mask.cross(_get_camera_normal())).normalized(), _edit.center);
break;
case TRANSFORM_YZ:
motion_mask = spatial_editor->get_gizmo_transform().basis.get_column(2).normalized() + spatial_editor->get_gizmo_transform().basis.get_column(1).normalized();
plane = Plane(spatial_editor->get_gizmo_transform().basis.get_column(0).normalized(), _edit.center);
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
plane_mv = true;
break;
case TRANSFORM_XZ:
motion_mask = spatial_editor->get_gizmo_transform().basis.get_column(2).normalized() + spatial_editor->get_gizmo_transform().basis.get_column(0).normalized();
plane = Plane(spatial_editor->get_gizmo_transform().basis.get_column(1).normalized(), _edit.center);
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
plane_mv = true;
break;
case TRANSFORM_XY:
motion_mask = spatial_editor->get_gizmo_transform().basis.get_column(0).normalized() + spatial_editor->get_gizmo_transform().basis.get_column(1).normalized();
plane = Plane(spatial_editor->get_gizmo_transform().basis.get_column(2).normalized(), _edit.center);
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
plane_mv = true;
break;
}
Vector3 intersection;
if (!plane.intersects_ray(ray_pos, ray, &intersection)) {
break;
}
Vector3 click;
if (!plane.intersects_ray(_edit.click_ray_pos, _edit.click_ray, &click)) {
break;
}
Vector3 motion = intersection - click;
if (_edit.plane != TRANSFORM_VIEW) {
if (!plane_mv) {
motion = motion_mask.dot(motion) * motion_mask;
} else {
// Alternative planar scaling mode
if (p_shift) {
motion = motion_mask.dot(motion) * motion_mask;
}
}
} else {
const real_t center_click_dist = click.distance_to(_edit.center);
const real_t center_inters_dist = intersection.distance_to(_edit.center);
if (center_click_dist == 0) {
break;
}
const real_t scale = center_inters_dist - center_click_dist;
motion = Vector3(scale, scale, scale);
}
motion /= click.distance_to(_edit.center);
// Disable local transformation for TRANSFORM_VIEW
bool local_coords = (spatial_editor->are_local_coords_enabled() && _edit.plane != TRANSFORM_VIEW);
if (_edit.snap || spatial_editor->is_snap_enabled()) {
snap = spatial_editor->get_scale_snap() / 100;
}
Vector3 motion_snapped = motion;
motion_snapped.snap(Vector3(snap, snap, snap));
// This might not be necessary anymore after issue #288 is solved (in 4.0?).
// TRANSLATORS: Refers to changing the scale of a node in the 3D editor.
set_message(TTR("Scaling:") + " (" + String::num(motion_snapped.x, snap_step_decimals) + ", " +
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
String::num(motion_snapped.y, snap_step_decimals) + ", " + String::num(motion_snapped.z, snap_step_decimals) + ")");
if (local_coords) {
motion = _edit.original.basis.inverse().xform(motion);
}
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
List<Node *> &selection = editor_selection->get_selected_node_list();
for (Node *E : selection) {
Node3D *sp = Object::cast_to<Node3D>(E);
if (!sp) {
continue;
}
Node3DEditorSelectedItem *se = editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(sp);
if (!se) {
continue;
}
if (sp->has_meta("_edit_lock_")) {
continue;
}
if (se->gizmo.is_valid()) {
for (KeyValue<int, Transform3D> &GE : se->subgizmos) {
Transform3D xform = GE.value;
Transform3D new_xform = _compute_transform(TRANSFORM_SCALE, se->original * xform, xform, motion, snap, local_coords, _edit.plane != TRANSFORM_VIEW); // Force orthogonal with subgizmo.
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
if (!local_coords) {
new_xform = se->original.affine_inverse() * new_xform;
}
se->gizmo->set_subgizmo_transform(GE.key, new_xform);
}
} else {
Transform3D new_xform = _compute_transform(TRANSFORM_SCALE, se->original, se->original_local, motion, snap, local_coords, sp->get_rotation_edit_mode() != Node3D::ROTATION_EDIT_MODE_BASIS && _edit.plane != TRANSFORM_VIEW);
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
_transform_gizmo_apply(se->sp, new_xform, local_coords);
}
}
spatial_editor->update_transform_gizmo();
surface->queue_redraw();
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
} break;
case TRANSFORM_TRANSLATE: {
Vector3 motion_mask;
Plane plane;
bool plane_mv = false;
switch (_edit.plane) {
case TRANSFORM_VIEW:
plane = Plane(_get_camera_normal(), _edit.center);
break;
case TRANSFORM_X_AXIS:
motion_mask = spatial_editor->get_gizmo_transform().basis.get_column(0).normalized();
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
plane = Plane(motion_mask.cross(motion_mask.cross(_get_camera_normal())).normalized(), _edit.center);
break;
case TRANSFORM_Y_AXIS:
motion_mask = spatial_editor->get_gizmo_transform().basis.get_column(1).normalized();
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
plane = Plane(motion_mask.cross(motion_mask.cross(_get_camera_normal())).normalized(), _edit.center);
break;
case TRANSFORM_Z_AXIS:
motion_mask = spatial_editor->get_gizmo_transform().basis.get_column(2).normalized();
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
plane = Plane(motion_mask.cross(motion_mask.cross(_get_camera_normal())).normalized(), _edit.center);
break;
case TRANSFORM_YZ:
plane = Plane(spatial_editor->get_gizmo_transform().basis.get_column(0).normalized(), _edit.center);
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
plane_mv = true;
break;
case TRANSFORM_XZ:
plane = Plane(spatial_editor->get_gizmo_transform().basis.get_column(1).normalized(), _edit.center);
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
plane_mv = true;
break;
case TRANSFORM_XY:
plane = Plane(spatial_editor->get_gizmo_transform().basis.get_column(2).normalized(), _edit.center);
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
plane_mv = true;
break;
}
Vector3 intersection;
if (!plane.intersects_ray(ray_pos, ray, &intersection)) {
break;
}
Vector3 click;
if (!plane.intersects_ray(_edit.click_ray_pos, _edit.click_ray, &click)) {
break;
}
Vector3 motion = intersection - click;
if (_edit.plane != TRANSFORM_VIEW) {
if (!plane_mv) {
motion = motion_mask.dot(motion) * motion_mask;
}
}
// Disable local transformation for TRANSFORM_VIEW
bool local_coords = (spatial_editor->are_local_coords_enabled() && _edit.plane != TRANSFORM_VIEW);
if (_edit.snap || spatial_editor->is_snap_enabled()) {
snap = spatial_editor->get_translate_snap();
}
Vector3 motion_snapped = motion;
motion_snapped.snap(Vector3(snap, snap, snap));
// TRANSLATORS: Refers to changing the position of a node in the 3D editor.
set_message(TTR("Translating:") + " (" + String::num(motion_snapped.x, snap_step_decimals) + ", " +
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
String::num(motion_snapped.y, snap_step_decimals) + ", " + String::num(motion_snapped.z, snap_step_decimals) + ")");
if (local_coords) {
motion = spatial_editor->get_gizmo_transform().basis.inverse().xform(motion);
}
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
List<Node *> &selection = editor_selection->get_selected_node_list();
for (Node *E : selection) {
Node3D *sp = Object::cast_to<Node3D>(E);
if (!sp) {
continue;
}
Node3DEditorSelectedItem *se = editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(sp);
if (!se) {
continue;
}
if (sp->has_meta("_edit_lock_")) {
continue;
}
if (se->gizmo.is_valid()) {
for (KeyValue<int, Transform3D> &GE : se->subgizmos) {
Transform3D xform = GE.value;
Transform3D new_xform = _compute_transform(TRANSFORM_TRANSLATE, se->original * xform, xform, motion, snap, local_coords, true); // Force orthogonal with subgizmo.
new_xform = se->original.affine_inverse() * new_xform;
se->gizmo->set_subgizmo_transform(GE.key, new_xform);
}
} else {
Transform3D new_xform = _compute_transform(TRANSFORM_TRANSLATE, se->original, se->original_local, motion, snap, local_coords, sp->get_rotation_edit_mode() != Node3D::ROTATION_EDIT_MODE_BASIS);
_transform_gizmo_apply(se->sp, new_xform, false);
}
}
spatial_editor->update_transform_gizmo();
surface->queue_redraw();
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
} break;
case TRANSFORM_ROTATE: {
Plane plane = Plane(_get_camera_normal(), _edit.center);
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
Vector3 local_axis;
Vector3 global_axis;
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
switch (_edit.plane) {
case TRANSFORM_VIEW:
// local_axis unused
global_axis = _get_camera_normal();
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
break;
case TRANSFORM_X_AXIS:
local_axis = Vector3(1, 0, 0);
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
break;
case TRANSFORM_Y_AXIS:
local_axis = Vector3(0, 1, 0);
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
break;
case TRANSFORM_Z_AXIS:
local_axis = Vector3(0, 0, 1);
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
break;
case TRANSFORM_YZ:
case TRANSFORM_XZ:
case TRANSFORM_XY:
break;
}
if (_edit.plane != TRANSFORM_VIEW) {
global_axis = spatial_editor->get_gizmo_transform().basis.xform(local_axis).normalized();
}
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
Vector3 intersection;
if (!plane.intersects_ray(ray_pos, ray, &intersection)) {
break;
}
Vector3 click;
if (!plane.intersects_ray(_edit.click_ray_pos, _edit.click_ray, &click)) {
break;
}
static const float orthogonal_threshold = Math::cos(Math::deg_to_rad(87.0f));
bool axis_is_orthogonal = ABS(plane.normal.dot(global_axis)) < orthogonal_threshold;
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
double angle = 0.0f;
if (axis_is_orthogonal) {
_edit.show_rotation_line = false;
Vector3 projection_axis = plane.normal.cross(global_axis);
Vector3 delta = intersection - click;
float projection = delta.dot(projection_axis);
angle = (projection * (Math_PI / 2.0f)) / (gizmo_scale * GIZMO_CIRCLE_SIZE);
} else {
_edit.show_rotation_line = true;
Vector3 click_axis = (click - _edit.center).normalized();
Vector3 current_axis = (intersection - _edit.center).normalized();
angle = click_axis.signed_angle_to(current_axis, global_axis);
}
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
if (_edit.snap || spatial_editor->is_snap_enabled()) {
snap = spatial_editor->get_rotate_snap();
}
angle = Math::rad_to_deg(angle) + snap * 0.5; //else it won't reach +180
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
angle -= Math::fmod(angle, snap);
set_message(vformat(TTR("Rotating %s degrees."), String::num(angle, snap_step_decimals)));
angle = Math::deg_to_rad(angle);
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
bool local_coords = (spatial_editor->are_local_coords_enabled() && _edit.plane != TRANSFORM_VIEW); // Disable local transformation for TRANSFORM_VIEW
List<Node *> &selection = editor_selection->get_selected_node_list();
for (Node *E : selection) {
Node3D *sp = Object::cast_to<Node3D>(E);
if (!sp) {
continue;
}
Node3DEditorSelectedItem *se = editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(sp);
if (!se) {
continue;
}
if (sp->has_meta("_edit_lock_")) {
continue;
}
Vector3 compute_axis = local_coords ? local_axis : global_axis;
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
if (se->gizmo.is_valid()) {
for (KeyValue<int, Transform3D> &GE : se->subgizmos) {
Transform3D xform = GE.value;
Transform3D new_xform = _compute_transform(TRANSFORM_ROTATE, se->original * xform, xform, compute_axis, angle, local_coords, true); // Force orthogonal with subgizmo.
if (!local_coords) {
new_xform = se->original.affine_inverse() * new_xform;
}
se->gizmo->set_subgizmo_transform(GE.key, new_xform);
}
} else {
Transform3D new_xform = _compute_transform(TRANSFORM_ROTATE, se->original, se->original_local, compute_axis, angle, local_coords, sp->get_rotation_edit_mode() != Node3D::ROTATION_EDIT_MODE_BASIS);
_transform_gizmo_apply(se->sp, new_xform, local_coords);
}
}
spatial_editor->update_transform_gizmo();
surface->queue_redraw();
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
} break;
default: {
}
}
}
void Node3DEditorViewport::finish_transform() {
spatial_editor->set_local_coords_enabled(_edit.original_local);
_edit.mode = TRANSFORM_NONE;
_edit.instant = false;
spatial_editor->update_transform_gizmo();
surface->queue_redraw();
}
// Register a shortcut and also add it as an input action with the same events.
void Node3DEditorViewport::register_shortcut_action(const String &p_path, const String &p_name, Key p_keycode, bool p_physical) {
Ref<Shortcut> sc = ED_SHORTCUT(p_path, p_name, p_keycode, p_physical);
shortcut_changed_callback(sc, p_path);
// Connect to the change event on the shortcut so the input binding can be updated.
sc->connect("changed", callable_mp(this, &Node3DEditorViewport::shortcut_changed_callback).bind(sc, p_path));
}
// Update the action in the InputMap to the provided shortcut events.
void Node3DEditorViewport::shortcut_changed_callback(const Ref<Shortcut> p_shortcut, const String &p_shortcut_path) {
InputMap *im = InputMap::get_singleton();
if (im->has_action(p_shortcut_path)) {
im->action_erase_events(p_shortcut_path);
} else {
im->add_action(p_shortcut_path);
}
for (int i = 0; i < p_shortcut->get_events().size(); i++) {
im->action_add_event(p_shortcut_path, p_shortcut->get_events()[i]);
}
}
Node3DEditorViewport::Node3DEditorViewport(Node3DEditor *p_spatial_editor, int p_index) {
cpu_time_history_index = 0;
gpu_time_history_index = 0;
_edit.mode = TRANSFORM_NONE;
_edit.plane = TRANSFORM_VIEW;
_edit.snap = true;
_edit.show_rotation_line = true;
_edit.instant = false;
_edit.gizmo_handle = -1;
_edit.gizmo_handle_secondary = false;
index = p_index;
editor_selection = EditorNode::get_singleton()->get_editor_selection();
2014-02-10 01:10:30 +00:00
orthogonal = false;
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auto_orthogonal = false;
lock_rotation = false;
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message_time = 0;
zoom_indicator_delay = 0.0;
2014-02-10 01:10:30 +00:00
spatial_editor = p_spatial_editor;
SubViewportContainer *c = memnew(SubViewportContainer);
subviewport_container = c;
c->set_stretch(true);
add_child(c);
c->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT);
viewport = memnew(SubViewport);
viewport->set_disable_input(true);
c->add_child(viewport);
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surface = memnew(Control);
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SET_DRAG_FORWARDING_CD(surface, Node3DEditorViewport);
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add_child(surface);
surface->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT);
surface->set_clip_contents(true);
camera = memnew(Camera3D);
camera->set_disable_gizmos(true);
camera->set_cull_mask(((1 << 20) - 1) | (1 << (GIZMO_BASE_LAYER + p_index)) | (1 << GIZMO_EDIT_LAYER) | (1 << GIZMO_GRID_LAYER) | (1 << MISC_TOOL_LAYER));
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viewport->add_child(camera);
camera->make_current();
surface->set_focus_mode(FOCUS_ALL);
VBoxContainer *vbox = memnew(VBoxContainer);
surface->add_child(vbox);
vbox->set_offset(SIDE_LEFT, 10 * EDSCALE);
vbox->set_offset(SIDE_TOP, 10 * EDSCALE);
2014-02-10 01:10:30 +00:00
view_menu = memnew(MenuButton);
view_menu->set_flat(false);
view_menu->set_h_size_flags(0);
view_menu->set_shortcut_context(this);
vbox->add_child(view_menu);
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display_submenu = memnew(PopupMenu);
view_menu->get_popup()->set_hide_on_checkable_item_selection(false);
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view_menu->get_popup()->add_child(display_submenu);
view_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("spatial_editor/top_view"), VIEW_TOP);
view_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("spatial_editor/bottom_view"), VIEW_BOTTOM);
view_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("spatial_editor/left_view"), VIEW_LEFT);
view_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("spatial_editor/right_view"), VIEW_RIGHT);
view_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("spatial_editor/front_view"), VIEW_FRONT);
view_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("spatial_editor/rear_view"), VIEW_REAR);
2014-02-10 01:10:30 +00:00
view_menu->get_popup()->add_separator();
view_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("spatial_editor/switch_perspective_orthogonal"), VIEW_SWITCH_PERSPECTIVE_ORTHOGONAL);
view_menu->get_popup()->add_radio_check_item(TTR("Perspective"), VIEW_PERSPECTIVE);
view_menu->get_popup()->add_radio_check_item(TTR("Orthogonal"), VIEW_ORTHOGONAL);
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view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(VIEW_PERSPECTIVE), true);
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view_menu->get_popup()->add_check_item(TTR("Auto Orthogonal Enabled"), VIEW_AUTO_ORTHOGONAL);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(VIEW_AUTO_ORTHOGONAL), true);
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view_menu->get_popup()->add_separator();
view_menu->get_popup()->add_check_shortcut(ED_SHORTCUT("spatial_editor/view_lock_rotation", TTR("Lock View Rotation")), VIEW_LOCK_ROTATION);
view_menu->get_popup()->add_separator();
// TRANSLATORS: "Normal" as in "normal life", not "normal vector".
view_menu->get_popup()->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/view_display_normal", TTR("Display Normal")), VIEW_DISPLAY_NORMAL);
view_menu->get_popup()->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/view_display_wireframe", TTR("Display Wireframe")), VIEW_DISPLAY_WIREFRAME);
view_menu->get_popup()->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/view_display_overdraw", TTR("Display Overdraw")), VIEW_DISPLAY_OVERDRAW);
2019-10-04 01:59:14 +00:00
view_menu->get_popup()->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/view_display_lighting", TTR("Display Lighting")), VIEW_DISPLAY_LIGHTING);
view_menu->get_popup()->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/view_display_unshaded", TTR("Display Unshaded")), VIEW_DISPLAY_SHADELESS);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(VIEW_DISPLAY_NORMAL), true);
display_submenu->set_hide_on_checkable_item_selection(false);
display_submenu->add_radio_check_item(TTR("Directional Shadow Splits"), VIEW_DISPLAY_DEBUG_PSSM_SPLITS);
display_submenu->add_separator();
display_submenu->add_radio_check_item(TTR("Normal Buffer"), VIEW_DISPLAY_NORMAL_BUFFER);
display_submenu->add_separator();
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display_submenu->add_radio_check_item(TTR("Shadow Atlas"), VIEW_DISPLAY_DEBUG_SHADOW_ATLAS);
display_submenu->add_radio_check_item(TTR("Directional Shadow Map"), VIEW_DISPLAY_DEBUG_DIRECTIONAL_SHADOW_ATLAS);
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display_submenu->add_separator();
display_submenu->add_radio_check_item(TTR("Decal Atlas"), VIEW_DISPLAY_DEBUG_DECAL_ATLAS);
display_submenu->add_separator();
display_submenu->add_radio_check_item(TTR("VoxelGI Lighting"), VIEW_DISPLAY_DEBUG_VOXEL_GI_LIGHTING);
display_submenu->add_radio_check_item(TTR("VoxelGI Albedo"), VIEW_DISPLAY_DEBUG_VOXEL_GI_ALBEDO);
display_submenu->add_radio_check_item(TTR("VoxelGI Emission"), VIEW_DISPLAY_DEBUG_VOXEL_GI_EMISSION);
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display_submenu->add_separator();
display_submenu->add_radio_check_item(TTR("SDFGI Cascades"), VIEW_DISPLAY_DEBUG_SDFGI);
display_submenu->add_radio_check_item(TTR("SDFGI Probes"), VIEW_DISPLAY_DEBUG_SDFGI_PROBES);
display_submenu->add_separator();
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display_submenu->add_radio_check_item(TTR("Scene Luminance"), VIEW_DISPLAY_DEBUG_SCENE_LUMINANCE);
display_submenu->add_separator();
display_submenu->add_radio_check_item(TTR("SSAO"), VIEW_DISPLAY_DEBUG_SSAO);
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display_submenu->add_radio_check_item(TTR("SSIL"), VIEW_DISPLAY_DEBUG_SSIL);
display_submenu->add_separator();
display_submenu->add_radio_check_item(TTR("VoxelGI/SDFGI Buffer"), VIEW_DISPLAY_DEBUG_GI_BUFFER);
display_submenu->add_separator();
display_submenu->add_radio_check_item(TTR("Disable Mesh LOD"), VIEW_DISPLAY_DEBUG_DISABLE_LOD);
display_submenu->add_separator();
display_submenu->add_radio_check_item(TTR("OmniLight3D Cluster"), VIEW_DISPLAY_DEBUG_CLUSTER_OMNI_LIGHTS);
display_submenu->add_radio_check_item(TTR("SpotLight3D Cluster"), VIEW_DISPLAY_DEBUG_CLUSTER_SPOT_LIGHTS);
display_submenu->add_radio_check_item(TTR("Decal Cluster"), VIEW_DISPLAY_DEBUG_CLUSTER_DECALS);
display_submenu->add_radio_check_item(TTR("ReflectionProbe Cluster"), VIEW_DISPLAY_DEBUG_CLUSTER_REFLECTION_PROBES);
display_submenu->add_radio_check_item(TTR("Occlusion Culling Buffer"), VIEW_DISPLAY_DEBUG_OCCLUDERS);
display_submenu->add_radio_check_item(TTR("Motion Vectors"), VIEW_DISPLAY_MOTION_VECTORS);
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display_submenu->set_name("display_advanced");
view_menu->get_popup()->add_submenu_item(TTR("Display Advanced..."), "display_advanced", VIEW_DISPLAY_ADVANCED);
view_menu->get_popup()->add_separator();
view_menu->get_popup()->add_check_shortcut(ED_SHORTCUT("spatial_editor/view_environment", TTR("View Environment")), VIEW_ENVIRONMENT);
view_menu->get_popup()->add_check_shortcut(ED_SHORTCUT("spatial_editor/view_gizmos", TTR("View Gizmos")), VIEW_GIZMOS);
view_menu->get_popup()->add_check_shortcut(ED_SHORTCUT("spatial_editor/view_information", TTR("View Information")), VIEW_INFORMATION);
view_menu->get_popup()->add_check_shortcut(ED_SHORTCUT("spatial_editor/view_fps", TTR("View Frame Time")), VIEW_FRAME_TIME);
2014-02-10 01:10:30 +00:00
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(VIEW_ENVIRONMENT), true);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
view_menu->get_popup()->add_separator();
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view_menu->get_popup()->add_check_shortcut(ED_SHORTCUT("spatial_editor/view_half_resolution", TTR("Half Resolution")), VIEW_HALF_RESOLUTION);
view_menu->get_popup()->add_separator();
view_menu->get_popup()->add_check_shortcut(ED_SHORTCUT("spatial_editor/view_audio_listener", TTR("Audio Listener")), VIEW_AUDIO_LISTENER);
view_menu->get_popup()->add_check_shortcut(ED_SHORTCUT("spatial_editor/view_audio_doppler", TTR("Enable Doppler")), VIEW_AUDIO_DOPPLER);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(VIEW_GIZMOS), true);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
view_menu->get_popup()->add_separator();
view_menu->get_popup()->add_check_shortcut(ED_SHORTCUT("spatial_editor/view_cinematic_preview", TTR("Cinematic Preview")), VIEW_CINEMATIC_PREVIEW);
2014-02-10 01:10:30 +00:00
view_menu->get_popup()->add_separator();
view_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("spatial_editor/focus_origin"), VIEW_CENTER_TO_ORIGIN);
view_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("spatial_editor/focus_selection"), VIEW_CENTER_TO_SELECTION);
view_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("spatial_editor/align_transform_with_view"), VIEW_ALIGN_TRANSFORM_WITH_VIEW);
view_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("spatial_editor/align_rotation_with_view"), VIEW_ALIGN_ROTATION_WITH_VIEW);
view_menu->get_popup()->connect("id_pressed", callable_mp(this, &Node3DEditorViewport::_menu_option));
display_submenu->connect("id_pressed", callable_mp(this, &Node3DEditorViewport::_menu_option));
view_menu->set_disable_shortcuts(true);
// TODO: Re-evaluate with new OpenGL3 renderer, and implement.
//if (OS::get_singleton()->get_current_video_driver() == OS::RENDERING_DRIVER_OPENGL3) {
if (false) {
// Alternate display modes only work when using the Vulkan renderer; make this explicit.
const int normal_idx = view_menu->get_popup()->get_item_index(VIEW_DISPLAY_NORMAL);
const int wireframe_idx = view_menu->get_popup()->get_item_index(VIEW_DISPLAY_WIREFRAME);
const int overdraw_idx = view_menu->get_popup()->get_item_index(VIEW_DISPLAY_OVERDRAW);
const int shadeless_idx = view_menu->get_popup()->get_item_index(VIEW_DISPLAY_SHADELESS);
const String unsupported_tooltip = TTR("Not available when using the OpenGL renderer.");
view_menu->get_popup()->set_item_disabled(normal_idx, true);
view_menu->get_popup()->set_item_tooltip(normal_idx, unsupported_tooltip);
view_menu->get_popup()->set_item_disabled(wireframe_idx, true);
view_menu->get_popup()->set_item_tooltip(wireframe_idx, unsupported_tooltip);
view_menu->get_popup()->set_item_disabled(overdraw_idx, true);
view_menu->get_popup()->set_item_tooltip(overdraw_idx, unsupported_tooltip);
view_menu->get_popup()->set_item_disabled(shadeless_idx, true);
view_menu->get_popup()->set_item_tooltip(shadeless_idx, unsupported_tooltip);
}
register_shortcut_action("spatial_editor/freelook_left", TTR("Freelook Left"), Key::A, true);
register_shortcut_action("spatial_editor/freelook_right", TTR("Freelook Right"), Key::D, true);
register_shortcut_action("spatial_editor/freelook_forward", TTR("Freelook Forward"), Key::W, true);
register_shortcut_action("spatial_editor/freelook_backwards", TTR("Freelook Backwards"), Key::S, true);
register_shortcut_action("spatial_editor/freelook_up", TTR("Freelook Up"), Key::E, true);
register_shortcut_action("spatial_editor/freelook_down", TTR("Freelook Down"), Key::Q, true);
register_shortcut_action("spatial_editor/freelook_speed_modifier", TTR("Freelook Speed Modifier"), Key::SHIFT);
register_shortcut_action("spatial_editor/freelook_slow_modifier", TTR("Freelook Slow Modifier"), Key::ALT);
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
ED_SHORTCUT("spatial_editor/lock_transform_x", TTR("Lock Transformation to X axis"), Key::X);
ED_SHORTCUT("spatial_editor/lock_transform_y", TTR("Lock Transformation to Y axis"), Key::Y);
ED_SHORTCUT("spatial_editor/lock_transform_z", TTR("Lock Transformation to Z axis"), Key::Z);
ED_SHORTCUT("spatial_editor/lock_transform_yz", TTR("Lock Transformation to YZ plane"), KeyModifierMask::SHIFT | Key::X);
ED_SHORTCUT("spatial_editor/lock_transform_xz", TTR("Lock Transformation to XZ plane"), KeyModifierMask::SHIFT | Key::Y);
ED_SHORTCUT("spatial_editor/lock_transform_xy", TTR("Lock Transformation to XY plane"), KeyModifierMask::SHIFT | Key::Z);
ED_SHORTCUT("spatial_editor/cancel_transform", TTR("Cancel Transformation"), Key::ESCAPE);
ED_SHORTCUT("spatial_editor/instant_translate", TTR("Begin Translate Transformation"));
ED_SHORTCUT("spatial_editor/instant_rotate", TTR("Begin Rotate Transformation"));
ED_SHORTCUT("spatial_editor/instant_scale", TTR("Begin Scale Transformation"));
2017-07-27 02:00:23 +00:00
preview_camera = memnew(CheckBox);
preview_camera->set_text(TTR("Preview"));
preview_camera->set_shortcut(ED_SHORTCUT("spatial_editor/toggle_camera_preview", TTR("Toggle Camera Preview"), KeyModifierMask::CMD_OR_CTRL | Key::P));
vbox->add_child(preview_camera);
preview_camera->set_h_size_flags(0);
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preview_camera->hide();
preview_camera->connect("toggled", callable_mp(this, &Node3DEditorViewport::_toggle_camera_preview));
2020-04-01 23:20:12 +00:00
previewing = nullptr;
gizmo_scale = 1.0;
2020-04-01 23:20:12 +00:00
preview_node = nullptr;
bottom_center_vbox = memnew(VBoxContainer);
bottom_center_vbox->set_anchors_preset(LayoutPreset::PRESET_CENTER);
bottom_center_vbox->set_anchor_and_offset(SIDE_TOP, ANCHOR_END, -20 * EDSCALE);
bottom_center_vbox->set_anchor_and_offset(SIDE_BOTTOM, ANCHOR_END, -10 * EDSCALE);
bottom_center_vbox->set_h_grow_direction(GROW_DIRECTION_BOTH);
bottom_center_vbox->set_v_grow_direction(GROW_DIRECTION_BEGIN);
surface->add_child(bottom_center_vbox);
info_label = memnew(Label);
2020-12-22 16:24:29 +00:00
info_label->set_anchor_and_offset(SIDE_LEFT, ANCHOR_END, -90 * EDSCALE);
info_label->set_anchor_and_offset(SIDE_TOP, ANCHOR_END, -90 * EDSCALE);
info_label->set_anchor_and_offset(SIDE_RIGHT, ANCHOR_END, -10 * EDSCALE);
info_label->set_anchor_and_offset(SIDE_BOTTOM, ANCHOR_END, -10 * EDSCALE);
info_label->set_h_grow_direction(GROW_DIRECTION_BEGIN);
info_label->set_v_grow_direction(GROW_DIRECTION_BEGIN);
surface->add_child(info_label);
info_label->hide();
cinema_label = memnew(Label);
2020-12-22 16:24:29 +00:00
cinema_label->set_anchor_and_offset(SIDE_TOP, ANCHOR_BEGIN, 10 * EDSCALE);
cinema_label->set_h_grow_direction(GROW_DIRECTION_END);
cinema_label->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
surface->add_child(cinema_label);
cinema_label->set_text(TTR("Cinematic Preview"));
cinema_label->hide();
previewing_cinema = false;
locked_label = memnew(Label);
locked_label->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
locked_label->set_h_size_flags(SIZE_SHRINK_CENTER);
bottom_center_vbox->add_child(locked_label);
locked_label->set_text(TTR("View Rotation Locked"));
locked_label->hide();
zoom_limit_label = memnew(Label);
zoom_limit_label->set_text(TTR("To zoom further, change the camera's clipping planes (View -> Settings...)"));
zoom_limit_label->set_name("ZoomLimitMessageLabel");
zoom_limit_label->add_theme_color_override("font_color", Color(1, 1, 1, 1));
zoom_limit_label->hide();
bottom_center_vbox->add_child(zoom_limit_label);
preview_material_label = memnew(Label);
preview_material_label->set_anchors_and_offsets_preset(LayoutPreset::PRESET_BOTTOM_LEFT);
preview_material_label->set_offset(Side::SIDE_TOP, -70 * EDSCALE);
preview_material_label->set_text(TTR("Overriding material..."));
preview_material_label->add_theme_color_override("font_color", Color(1, 1, 1, 1));
preview_material_label->hide();
surface->add_child(preview_material_label);
preview_material_label_desc = memnew(Label);
preview_material_label_desc->set_anchors_and_offsets_preset(LayoutPreset::PRESET_BOTTOM_LEFT);
preview_material_label_desc->set_offset(Side::SIDE_TOP, -50 * EDSCALE);
preview_material_label_desc->set_text(TTR("Drag and drop to override the material of any geometry node.\nHold Ctrl when dropping to override a specific surface."));
preview_material_label_desc->add_theme_color_override("font_color", Color(0.8, 0.8, 0.8, 1));
preview_material_label_desc->add_theme_constant_override("line_spacing", 0);
preview_material_label_desc->hide();
surface->add_child(preview_material_label_desc);
frame_time_gradient = memnew(Gradient);
// The color is set when the theme changes.
frame_time_gradient->add_point(0.5, Color());
2019-10-23 09:46:26 +00:00
top_right_vbox = memnew(VBoxContainer);
top_right_vbox->set_anchors_and_offsets_preset(PRESET_TOP_RIGHT, PRESET_MODE_MINSIZE, 10.0 * EDSCALE);
2019-10-23 09:46:26 +00:00
top_right_vbox->set_h_grow_direction(GROW_DIRECTION_BEGIN);
// Make sure frame time labels don't touch the viewport's edge.
top_right_vbox->set_custom_minimum_size(Size2(100, 0) * EDSCALE);
// Prevent visible spacing between frame time labels.
top_right_vbox->add_theme_constant_override("separation", 0);
2019-10-23 09:46:26 +00:00
const int navigation_control_size = 150;
position_control = memnew(ViewportNavigationControl);
position_control->set_navigation_mode(Node3DEditorViewport::NAVIGATION_MOVE);
position_control->set_custom_minimum_size(Size2(navigation_control_size, navigation_control_size) * EDSCALE);
position_control->set_h_size_flags(SIZE_SHRINK_END);
position_control->set_anchor_and_offset(SIDE_LEFT, ANCHOR_BEGIN, 0 * EDSCALE);
position_control->set_anchor_and_offset(SIDE_TOP, ANCHOR_END, -navigation_control_size * EDSCALE);
position_control->set_anchor_and_offset(SIDE_RIGHT, ANCHOR_BEGIN, navigation_control_size * EDSCALE);
position_control->set_anchor_and_offset(SIDE_BOTTOM, ANCHOR_END, 0 * EDSCALE);
position_control->set_viewport(this);
surface->add_child(position_control);
look_control = memnew(ViewportNavigationControl);
look_control->set_navigation_mode(Node3DEditorViewport::NAVIGATION_LOOK);
look_control->set_custom_minimum_size(Size2(navigation_control_size, navigation_control_size) * EDSCALE);
look_control->set_h_size_flags(SIZE_SHRINK_END);
look_control->set_anchor_and_offset(SIDE_LEFT, ANCHOR_END, -navigation_control_size * EDSCALE);
look_control->set_anchor_and_offset(SIDE_TOP, ANCHOR_END, -navigation_control_size * EDSCALE);
look_control->set_anchor_and_offset(SIDE_RIGHT, ANCHOR_END, 0 * EDSCALE);
look_control->set_anchor_and_offset(SIDE_BOTTOM, ANCHOR_END, 0 * EDSCALE);
look_control->set_viewport(this);
surface->add_child(look_control);
2019-10-23 09:46:26 +00:00
rotation_control = memnew(ViewportRotationControl);
rotation_control->set_custom_minimum_size(Size2(80, 80) * EDSCALE);
rotation_control->set_h_size_flags(SIZE_SHRINK_END);
rotation_control->set_viewport(this);
top_right_vbox->add_child(rotation_control);
// Individual Labels are used to allow coloring each label with its own color.
cpu_time_label = memnew(Label);
top_right_vbox->add_child(cpu_time_label);
cpu_time_label->hide();
gpu_time_label = memnew(Label);
top_right_vbox->add_child(gpu_time_label);
gpu_time_label->hide();
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fps_label = memnew(Label);
top_right_vbox->add_child(fps_label);
fps_label->hide();
surface->add_child(top_right_vbox);
2020-04-01 23:20:12 +00:00
accept = nullptr;
freelook_active = false;
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freelook_speed = EDITOR_GET("editors/3d/freelook/freelook_base_speed");
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
selection_menu = memnew(PopupMenu);
add_child(selection_menu);
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selection_menu->set_min_size(Size2(100, 0) * EDSCALE);
selection_menu->connect("id_pressed", callable_mp(this, &Node3DEditorViewport::_selection_result_pressed));
selection_menu->connect("popup_hide", callable_mp(this, &Node3DEditorViewport::_selection_menu_hide));
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
if (p_index == 0) {
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(VIEW_AUDIO_LISTENER), true);
viewport->set_as_audio_listener_3d(true);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
}
view_type = VIEW_TYPE_USER;
_update_name();
EditorSettings::get_singleton()->connect("settings_changed", callable_mp(this, &Node3DEditorViewport::update_transform_gizmo_view));
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}
Node3DEditorViewport::~Node3DEditorViewport() {
memdelete(frame_time_gradient);
}
//////////////////////////////////////////////////////////////
void Node3DEditorViewportContainer::gui_input(const Ref<InputEvent> &p_event) {
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ERR_FAIL_COND(p_event.is_null());
Ref<InputEventMouseButton> mb = p_event;
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if (mb.is_valid() && mb->get_button_index() == MouseButton::LEFT) {
if (mb->is_pressed()) {
Vector2 size = get_size();
int h_sep = get_theme_constant(SNAME("separation"), SNAME("HSplitContainer"));
int v_sep = get_theme_constant(SNAME("separation"), SNAME("VSplitContainer"));
int mid_w = size.width * ratio_h;
int mid_h = size.height * ratio_v;
dragging_h = mb->get_position().x > (mid_w - h_sep / 2) && mb->get_position().x < (mid_w + h_sep / 2);
dragging_v = mb->get_position().y > (mid_h - v_sep / 2) && mb->get_position().y < (mid_h + v_sep / 2);
drag_begin_pos = mb->get_position();
drag_begin_ratio.x = ratio_h;
drag_begin_ratio.y = ratio_v;
switch (view) {
case VIEW_USE_1_VIEWPORT: {
dragging_h = false;
dragging_v = false;
} break;
case VIEW_USE_2_VIEWPORTS: {
dragging_h = false;
} break;
case VIEW_USE_2_VIEWPORTS_ALT: {
dragging_v = false;
} break;
case VIEW_USE_3_VIEWPORTS:
case VIEW_USE_3_VIEWPORTS_ALT:
case VIEW_USE_4_VIEWPORTS: {
// Do nothing.
} break;
}
} else {
dragging_h = false;
dragging_v = false;
}
}
Ref<InputEventMouseMotion> mm = p_event;
if (mm.is_valid()) {
if (view == VIEW_USE_3_VIEWPORTS || view == VIEW_USE_3_VIEWPORTS_ALT || view == VIEW_USE_4_VIEWPORTS) {
Vector2 size = get_size();
int h_sep = get_theme_constant(SNAME("separation"), SNAME("HSplitContainer"));
int v_sep = get_theme_constant(SNAME("separation"), SNAME("VSplitContainer"));
int mid_w = size.width * ratio_h;
int mid_h = size.height * ratio_v;
bool was_hovering_h = hovering_h;
bool was_hovering_v = hovering_v;
hovering_h = mm->get_position().x > (mid_w - h_sep / 2) && mm->get_position().x < (mid_w + h_sep / 2);
hovering_v = mm->get_position().y > (mid_h - v_sep / 2) && mm->get_position().y < (mid_h + v_sep / 2);
if (was_hovering_h != hovering_h || was_hovering_v != hovering_v) {
queue_redraw();
}
}
if (dragging_h) {
real_t new_ratio = drag_begin_ratio.x + (mm->get_position().x - drag_begin_pos.x) / get_size().width;
new_ratio = CLAMP(new_ratio, 40 / get_size().width, (get_size().width - 40) / get_size().width);
ratio_h = new_ratio;
queue_sort();
queue_redraw();
}
if (dragging_v) {
real_t new_ratio = drag_begin_ratio.y + (mm->get_position().y - drag_begin_pos.y) / get_size().height;
new_ratio = CLAMP(new_ratio, 40 / get_size().height, (get_size().height - 40) / get_size().height);
ratio_v = new_ratio;
queue_sort();
queue_redraw();
}
}
}
void Node3DEditorViewportContainer::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_MOUSE_ENTER:
case NOTIFICATION_MOUSE_EXIT: {
mouseover = (p_what == NOTIFICATION_MOUSE_ENTER);
queue_redraw();
} break;
case NOTIFICATION_DRAW: {
if (mouseover) {
Ref<Texture2D> h_grabber = get_theme_icon(SNAME("grabber"), SNAME("HSplitContainer"));
Ref<Texture2D> v_grabber = get_theme_icon(SNAME("grabber"), SNAME("VSplitContainer"));
Ref<Texture2D> hdiag_grabber = get_theme_icon(SNAME("GuiViewportHdiagsplitter"), SNAME("EditorIcons"));
Ref<Texture2D> vdiag_grabber = get_theme_icon(SNAME("GuiViewportVdiagsplitter"), SNAME("EditorIcons"));
Ref<Texture2D> vh_grabber = get_theme_icon(SNAME("GuiViewportVhsplitter"), SNAME("EditorIcons"));
Vector2 size = get_size();
int h_sep = get_theme_constant(SNAME("separation"), SNAME("HSplitContainer"));
int v_sep = get_theme_constant(SNAME("separation"), SNAME("VSplitContainer"));
int mid_w = size.width * ratio_h;
int mid_h = size.height * ratio_v;
int size_left = mid_w - h_sep / 2;
int size_bottom = size.height - mid_h - v_sep / 2;
switch (view) {
case VIEW_USE_1_VIEWPORT: {
// Nothing to show.
} break;
case VIEW_USE_2_VIEWPORTS: {
draw_texture(v_grabber, Vector2((size.width - v_grabber->get_width()) / 2, mid_h - v_grabber->get_height() / 2));
set_default_cursor_shape(CURSOR_VSPLIT);
} break;
case VIEW_USE_2_VIEWPORTS_ALT: {
draw_texture(h_grabber, Vector2(mid_w - h_grabber->get_width() / 2, (size.height - h_grabber->get_height()) / 2));
set_default_cursor_shape(CURSOR_HSPLIT);
} break;
case VIEW_USE_3_VIEWPORTS: {
if ((hovering_v && hovering_h && !dragging_v && !dragging_h) || (dragging_v && dragging_h)) {
draw_texture(hdiag_grabber, Vector2(mid_w - hdiag_grabber->get_width() / 2, mid_h - v_grabber->get_height() / 4));
set_default_cursor_shape(CURSOR_DRAG);
} else if ((hovering_v && !dragging_h) || dragging_v) {
draw_texture(v_grabber, Vector2((size.width - v_grabber->get_width()) / 2, mid_h - v_grabber->get_height() / 2));
set_default_cursor_shape(CURSOR_VSPLIT);
} else if (hovering_h || dragging_h) {
draw_texture(h_grabber, Vector2(mid_w - h_grabber->get_width() / 2, mid_h + v_grabber->get_height() / 2 + (size_bottom - h_grabber->get_height()) / 2));
set_default_cursor_shape(CURSOR_HSPLIT);
}
} break;
case VIEW_USE_3_VIEWPORTS_ALT: {
if ((hovering_v && hovering_h && !dragging_v && !dragging_h) || (dragging_v && dragging_h)) {
draw_texture(vdiag_grabber, Vector2(mid_w - vdiag_grabber->get_width() + v_grabber->get_height() / 4, mid_h - vdiag_grabber->get_height() / 2));
set_default_cursor_shape(CURSOR_DRAG);
} else if ((hovering_v && !dragging_h) || dragging_v) {
draw_texture(v_grabber, Vector2((size_left - v_grabber->get_width()) / 2, mid_h - v_grabber->get_height() / 2));
set_default_cursor_shape(CURSOR_VSPLIT);
} else if (hovering_h || dragging_h) {
draw_texture(h_grabber, Vector2(mid_w - h_grabber->get_width() / 2, (size.height - h_grabber->get_height()) / 2));
set_default_cursor_shape(CURSOR_HSPLIT);
}
} break;
case VIEW_USE_4_VIEWPORTS: {
Vector2 half(mid_w, mid_h);
if ((hovering_v && hovering_h && !dragging_v && !dragging_h) || (dragging_v && dragging_h)) {
draw_texture(vh_grabber, half - vh_grabber->get_size() / 2.0);
set_default_cursor_shape(CURSOR_DRAG);
} else if ((hovering_v && !dragging_h) || dragging_v) {
draw_texture(v_grabber, half - v_grabber->get_size() / 2.0);
set_default_cursor_shape(CURSOR_VSPLIT);
} else if (hovering_h || dragging_h) {
draw_texture(h_grabber, half - h_grabber->get_size() / 2.0);
set_default_cursor_shape(CURSOR_HSPLIT);
}
} break;
}
}
} break;
case NOTIFICATION_SORT_CHILDREN: {
Node3DEditorViewport *viewports[4];
int vc = 0;
for (int i = 0; i < get_child_count(); i++) {
viewports[vc] = Object::cast_to<Node3DEditorViewport>(get_child(i));
if (viewports[vc]) {
vc++;
}
}
ERR_FAIL_COND(vc != 4);
Size2 size = get_size();
if (size.x < 10 || size.y < 10) {
for (int i = 0; i < 4; i++) {
viewports[i]->hide();
}
return;
}
int h_sep = get_theme_constant(SNAME("separation"), SNAME("HSplitContainer"));
int v_sep = get_theme_constant(SNAME("separation"), SNAME("VSplitContainer"));
int mid_w = size.width * ratio_h;
int mid_h = size.height * ratio_v;
int size_left = mid_w - h_sep / 2;
int size_right = size.width - mid_w - h_sep / 2;
int size_top = mid_h - v_sep / 2;
int size_bottom = size.height - mid_h - v_sep / 2;
switch (view) {
case VIEW_USE_1_VIEWPORT: {
viewports[0]->show();
for (int i = 1; i < 4; i++) {
viewports[i]->hide();
}
fit_child_in_rect(viewports[0], Rect2(Vector2(), size));
} break;
case VIEW_USE_2_VIEWPORTS: {
for (int i = 0; i < 4; i++) {
if (i == 1 || i == 3) {
viewports[i]->hide();
} else {
viewports[i]->show();
}
}
fit_child_in_rect(viewports[0], Rect2(Vector2(), Vector2(size.width, size_top)));
fit_child_in_rect(viewports[2], Rect2(Vector2(0, mid_h + v_sep / 2), Vector2(size.width, size_bottom)));
} break;
case VIEW_USE_2_VIEWPORTS_ALT: {
for (int i = 0; i < 4; i++) {
if (i == 1 || i == 3) {
viewports[i]->hide();
} else {
viewports[i]->show();
}
}
fit_child_in_rect(viewports[0], Rect2(Vector2(), Vector2(size_left, size.height)));
fit_child_in_rect(viewports[2], Rect2(Vector2(mid_w + h_sep / 2, 0), Vector2(size_right, size.height)));
} break;
case VIEW_USE_3_VIEWPORTS: {
for (int i = 0; i < 4; i++) {
if (i == 1) {
viewports[i]->hide();
} else {
viewports[i]->show();
}
}
fit_child_in_rect(viewports[0], Rect2(Vector2(), Vector2(size.width, size_top)));
fit_child_in_rect(viewports[2], Rect2(Vector2(0, mid_h + v_sep / 2), Vector2(size_left, size_bottom)));
fit_child_in_rect(viewports[3], Rect2(Vector2(mid_w + h_sep / 2, mid_h + v_sep / 2), Vector2(size_right, size_bottom)));
} break;
case VIEW_USE_3_VIEWPORTS_ALT: {
for (int i = 0; i < 4; i++) {
if (i == 1) {
viewports[i]->hide();
} else {
viewports[i]->show();
}
}
fit_child_in_rect(viewports[0], Rect2(Vector2(), Vector2(size_left, size_top)));
fit_child_in_rect(viewports[2], Rect2(Vector2(0, mid_h + v_sep / 2), Vector2(size_left, size_bottom)));
fit_child_in_rect(viewports[3], Rect2(Vector2(mid_w + h_sep / 2, 0), Vector2(size_right, size.height)));
} break;
case VIEW_USE_4_VIEWPORTS: {
for (int i = 0; i < 4; i++) {
viewports[i]->show();
}
fit_child_in_rect(viewports[0], Rect2(Vector2(), Vector2(size_left, size_top)));
fit_child_in_rect(viewports[1], Rect2(Vector2(mid_w + h_sep / 2, 0), Vector2(size_right, size_top)));
fit_child_in_rect(viewports[2], Rect2(Vector2(0, mid_h + v_sep / 2), Vector2(size_left, size_bottom)));
fit_child_in_rect(viewports[3], Rect2(Vector2(mid_w + h_sep / 2, mid_h + v_sep / 2), Vector2(size_right, size_bottom)));
} break;
}
} break;
}
}
void Node3DEditorViewportContainer::set_view(View p_view) {
view = p_view;
queue_sort();
}
Node3DEditorViewportContainer::View Node3DEditorViewportContainer::get_view() {
return view;
}
Node3DEditorViewportContainer::Node3DEditorViewportContainer() {
set_clip_contents(true);
view = VIEW_USE_1_VIEWPORT;
mouseover = false;
ratio_h = 0.5;
ratio_v = 0.5;
hovering_v = false;
hovering_h = false;
dragging_v = false;
dragging_h = false;
}
///////////////////////////////////////////////////////////////////
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Node3DEditor *Node3DEditor::singleton = nullptr;
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Node3DEditorSelectedItem::~Node3DEditorSelectedItem() {
ERR_FAIL_NULL(RenderingServer::get_singleton());
if (sbox_instance.is_valid()) {
RenderingServer::get_singleton()->free(sbox_instance);
}
if (sbox_instance_offset.is_valid()) {
RenderingServer::get_singleton()->free(sbox_instance_offset);
}
if (sbox_instance_xray.is_valid()) {
RenderingServer::get_singleton()->free(sbox_instance_xray);
}
if (sbox_instance_xray_offset.is_valid()) {
RenderingServer::get_singleton()->free(sbox_instance_xray_offset);
}
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}
void Node3DEditor::select_gizmo_highlight_axis(int p_axis) {
for (int i = 0; i < 3; i++) {
move_gizmo[i]->surface_set_material(0, i == p_axis ? gizmo_color_hl[i] : gizmo_color[i]);
move_plane_gizmo[i]->surface_set_material(0, (i + 6) == p_axis ? plane_gizmo_color_hl[i] : plane_gizmo_color[i]);
rotate_gizmo[i]->surface_set_material(0, (i + 3) == p_axis ? rotate_gizmo_color_hl[i] : rotate_gizmo_color[i]);
scale_gizmo[i]->surface_set_material(0, (i + 9) == p_axis ? gizmo_color_hl[i] : gizmo_color[i]);
scale_plane_gizmo[i]->surface_set_material(0, (i + 12) == p_axis ? plane_gizmo_color_hl[i] : plane_gizmo_color[i]);
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}
}
void Node3DEditor::update_transform_gizmo() {
int count = 0;
bool local_gizmo_coords = are_local_coords_enabled();
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Vector3 gizmo_center;
Basis gizmo_basis;
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Node3DEditorSelectedItem *se = selected ? editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(selected) : nullptr;
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if (se && se->gizmo.is_valid()) {
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for (const KeyValue<int, Transform3D> &E : se->subgizmos) {
Transform3D xf = se->sp->get_global_transform() * se->gizmo->get_subgizmo_transform(E.key);
gizmo_center += xf.origin;
if (count == 0 && local_gizmo_coords) {
gizmo_basis = xf.basis;
}
count++;
}
} else {
List<Node *> &selection = editor_selection->get_selected_node_list();
for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
Node3D *sp = Object::cast_to<Node3D>(E->get());
if (!sp) {
continue;
}
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if (sp->has_meta("_edit_lock_")) {
continue;
}
Node3DEditorSelectedItem *sel_item = editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(sp);
if (!sel_item) {
continue;
}
Transform3D xf = sel_item->sp->get_global_transform();
gizmo_center += xf.origin;
if (count == 0 && local_gizmo_coords) {
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gizmo_basis = xf.basis;
}
count++;
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}
}
gizmo.visible = count > 0;
gizmo.transform.origin = (count > 0) ? gizmo_center / count : Vector3();
gizmo.transform.basis = (count == 1) ? gizmo_basis : Basis();
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for (uint32_t i = 0; i < VIEWPORTS_COUNT; i++) {
viewports[i]->update_transform_gizmo_view();
}
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}
void _update_all_gizmos(Node *p_node) {
for (int i = p_node->get_child_count() - 1; 0 <= i; --i) {
Node3D *spatial_node = Object::cast_to<Node3D>(p_node->get_child(i));
if (spatial_node) {
spatial_node->update_gizmos();
}
_update_all_gizmos(p_node->get_child(i));
}
}
void Node3DEditor::update_all_gizmos(Node *p_node) {
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if (!p_node && is_inside_tree()) {
p_node = get_tree()->get_edited_scene_root();
}
if (!p_node) {
// No edited scene, so nothing to update.
return;
}
_update_all_gizmos(p_node);
}
Object *Node3DEditor::_get_editor_data(Object *p_what) {
Node3D *sp = Object::cast_to<Node3D>(p_what);
if (!sp) {
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return nullptr;
}
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Node3DEditorSelectedItem *si = memnew(Node3DEditorSelectedItem);
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si->sp = sp;
si->sbox_instance = RenderingServer::get_singleton()->instance_create2(
selection_box->get_rid(),
sp->get_world_3d()->get_scenario());
si->sbox_instance_offset = RenderingServer::get_singleton()->instance_create2(
selection_box->get_rid(),
sp->get_world_3d()->get_scenario());
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(
si->sbox_instance,
RS::SHADOW_CASTING_SETTING_OFF);
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(
si->sbox_instance_offset,
RS::SHADOW_CASTING_SETTING_OFF);
// Use the Edit layer to hide the selection box when View Gizmos is disabled, since it is a bit distracting.
// It's still possible to approximately guess what is selected by looking at the manipulation gizmo position.
RS::get_singleton()->instance_set_layer_mask(si->sbox_instance, 1 << Node3DEditorViewport::GIZMO_EDIT_LAYER);
RS::get_singleton()->instance_set_layer_mask(si->sbox_instance_offset, 1 << Node3DEditorViewport::GIZMO_EDIT_LAYER);
RS::get_singleton()->instance_geometry_set_flag(si->sbox_instance, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
RS::get_singleton()->instance_geometry_set_flag(si->sbox_instance, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
RS::get_singleton()->instance_geometry_set_flag(si->sbox_instance_offset, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
RS::get_singleton()->instance_geometry_set_flag(si->sbox_instance_offset, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
si->sbox_instance_xray = RenderingServer::get_singleton()->instance_create2(
selection_box_xray->get_rid(),
sp->get_world_3d()->get_scenario());
si->sbox_instance_xray_offset = RenderingServer::get_singleton()->instance_create2(
selection_box_xray->get_rid(),
sp->get_world_3d()->get_scenario());
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(
si->sbox_instance_xray,
RS::SHADOW_CASTING_SETTING_OFF);
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(
si->sbox_instance_xray_offset,
RS::SHADOW_CASTING_SETTING_OFF);
// Use the Edit layer to hide the selection box when View Gizmos is disabled, since it is a bit distracting.
// It's still possible to approximately guess what is selected by looking at the manipulation gizmo position.
RS::get_singleton()->instance_set_layer_mask(si->sbox_instance_xray, 1 << Node3DEditorViewport::GIZMO_EDIT_LAYER);
RS::get_singleton()->instance_set_layer_mask(si->sbox_instance_xray_offset, 1 << Node3DEditorViewport::GIZMO_EDIT_LAYER);
RS::get_singleton()->instance_geometry_set_flag(si->sbox_instance_xray, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
RS::get_singleton()->instance_geometry_set_flag(si->sbox_instance_xray, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
RS::get_singleton()->instance_geometry_set_flag(si->sbox_instance_xray_offset, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
RS::get_singleton()->instance_geometry_set_flag(si->sbox_instance_xray_offset, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
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return si;
}
void Node3DEditor::_generate_selection_boxes() {
// Use two AABBs to create the illusion of a slightly thicker line.
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AABB aabb(Vector3(), Vector3(1, 1, 1));
// Create a x-ray (visible through solid surfaces) and standard version of the selection box.
// Both will be drawn at the same position, but with different opacity.
// This lets the user see where the selection is while still having a sense of depth.
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Ref<SurfaceTool> st = memnew(SurfaceTool);
Ref<SurfaceTool> st_xray = memnew(SurfaceTool);
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st->begin(Mesh::PRIMITIVE_LINES);
st_xray->begin(Mesh::PRIMITIVE_LINES);
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for (int i = 0; i < 12; i++) {
Vector3 a, b;
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aabb.get_edge(i, a, b);
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st->add_vertex(a);
st->add_vertex(b);
st_xray->add_vertex(a);
st_xray->add_vertex(b);
}
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Ref<StandardMaterial3D> mat = memnew(StandardMaterial3D);
mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
const Color selection_box_color = EDITOR_GET("editors/3d/selection_box_color");
mat->set_albedo(selection_box_color);
mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
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st->set_material(mat);
selection_box = st->commit();
Ref<StandardMaterial3D> mat_xray = memnew(StandardMaterial3D);
mat_xray->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
mat_xray->set_flag(StandardMaterial3D::FLAG_DISABLE_DEPTH_TEST, true);
mat_xray->set_albedo(selection_box_color * Color(1, 1, 1, 0.15));
mat_xray->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
st_xray->set_material(mat_xray);
selection_box_xray = st_xray->commit();
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}
Dictionary Node3DEditor::get_state() const {
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Dictionary d;
d["snap_enabled"] = snap_enabled;
d["translate_snap"] = get_translate_snap();
d["rotate_snap"] = get_rotate_snap();
d["scale_snap"] = get_scale_snap();
d["local_coords"] = tool_option_button[TOOL_OPT_LOCAL_COORDS]->is_pressed();
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int vc = 0;
if (view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_1_VIEWPORT))) {
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vc = 1;
} else if (view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_2_VIEWPORTS))) {
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vc = 2;
} else if (view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_3_VIEWPORTS))) {
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vc = 3;
} else if (view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_4_VIEWPORTS))) {
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vc = 4;
} else if (view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_2_VIEWPORTS_ALT))) {
vc = 5;
} else if (view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_3_VIEWPORTS_ALT))) {
vc = 6;
}
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d["viewport_mode"] = vc;
Array vpdata;
for (int i = 0; i < 4; i++) {
vpdata.push_back(viewports[i]->get_state());
}
d["viewports"] = vpdata;
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d["show_grid"] = view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_GRID));
d["show_origin"] = view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_ORIGIN));
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d["fov"] = get_fov();
d["znear"] = get_znear();
d["zfar"] = get_zfar();
Dictionary gizmos_status;
for (int i = 0; i < gizmo_plugins_by_name.size(); i++) {
if (!gizmo_plugins_by_name[i]->can_be_hidden()) {
continue;
}
int state = gizmos_menu->get_item_state(gizmos_menu->get_item_index(i));
String name = gizmo_plugins_by_name[i]->get_gizmo_name();
gizmos_status[name] = state;
}
d["gizmos_status"] = gizmos_status;
{
Dictionary pd;
pd["sun_rotation"] = sun_rotation;
pd["environ_sky_color"] = environ_sky_color->get_pick_color();
pd["environ_ground_color"] = environ_ground_color->get_pick_color();
pd["environ_energy"] = environ_energy->get_value();
pd["environ_glow_enabled"] = environ_glow_button->is_pressed();
pd["environ_tonemap_enabled"] = environ_tonemap_button->is_pressed();
pd["environ_ao_enabled"] = environ_ao_button->is_pressed();
pd["environ_gi_enabled"] = environ_gi_button->is_pressed();
pd["sun_max_distance"] = sun_max_distance->get_value();
pd["sun_color"] = sun_color->get_pick_color();
pd["sun_energy"] = sun_energy->get_value();
pd["sun_enabled"] = sun_button->is_pressed();
pd["environ_enabled"] = environ_button->is_pressed();
d["preview_sun_env"] = pd;
}
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return d;
}
void Node3DEditor::set_state(const Dictionary &p_state) {
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Dictionary d = p_state;
if (d.has("snap_enabled")) {
snap_enabled = d["snap_enabled"];
tool_option_button[TOOL_OPT_USE_SNAP]->set_pressed(d["snap_enabled"]);
}
if (d.has("translate_snap")) {
snap_translate_value = d["translate_snap"];
}
if (d.has("rotate_snap")) {
snap_rotate_value = d["rotate_snap"];
}
if (d.has("scale_snap")) {
snap_scale_value = d["scale_snap"];
}
_snap_update();
if (d.has("local_coords")) {
tool_option_button[TOOL_OPT_LOCAL_COORDS]->set_pressed(d["local_coords"]);
update_transform_gizmo();
}
if (d.has("viewport_mode")) {
int vc = d["viewport_mode"];
if (vc == 1) {
_menu_item_pressed(MENU_VIEW_USE_1_VIEWPORT);
} else if (vc == 2) {
_menu_item_pressed(MENU_VIEW_USE_2_VIEWPORTS);
} else if (vc == 3) {
_menu_item_pressed(MENU_VIEW_USE_3_VIEWPORTS);
} else if (vc == 4) {
_menu_item_pressed(MENU_VIEW_USE_4_VIEWPORTS);
} else if (vc == 5) {
_menu_item_pressed(MENU_VIEW_USE_2_VIEWPORTS_ALT);
} else if (vc == 6) {
_menu_item_pressed(MENU_VIEW_USE_3_VIEWPORTS_ALT);
}
}
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if (d.has("viewports")) {
Array vp = d["viewports"];
uint32_t vp_size = static_cast<uint32_t>(vp.size());
if (vp_size > VIEWPORTS_COUNT) {
WARN_PRINT("Ignoring superfluous viewport settings from spatial editor state.");
vp_size = VIEWPORTS_COUNT;
}
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for (uint32_t i = 0; i < vp_size; i++) {
viewports[i]->set_state(vp[i]);
}
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}
if (d.has("zfar")) {
settings_zfar->set_value(double(d["zfar"]));
}
if (d.has("znear")) {
settings_znear->set_value(double(d["znear"]));
}
if (d.has("fov")) {
settings_fov->set_value(double(d["fov"]));
}
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if (d.has("show_grid")) {
bool use = d["show_grid"];
if (use != view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_GRID))) {
_menu_item_pressed(MENU_VIEW_GRID);
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}
}
if (d.has("show_origin")) {
bool use = d["show_origin"];
if (use != view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_ORIGIN))) {
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_ORIGIN), use);
RenderingServer::get_singleton()->instance_set_visible(origin_instance, use);
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}
}
if (d.has("gizmos_status")) {
Dictionary gizmos_status = d["gizmos_status"];
List<Variant> keys;
gizmos_status.get_key_list(&keys);
for (int j = 0; j < gizmo_plugins_by_name.size(); ++j) {
if (!gizmo_plugins_by_name[j]->can_be_hidden()) {
continue;
}
int state = EditorNode3DGizmoPlugin::VISIBLE;
Fix warnings for comparison between signed and unsigned integers [-Wsign-compare] Also turn off -Wsign-compare warnings in the future, we do not consider them important. Fixes the following GCC 5 warnings: ``` core/node_path.cpp:279:24: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] core/oa_hash_map.h:169:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] core/oa_hash_map.h:314:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] drivers/gles2/shader_gles2.cpp:985:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] drivers/gles3/rasterizer_storage_gles3.cpp:1075:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] drivers/pulseaudio/audio_driver_pulseaudio.cpp:343:34: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] editor/editor_plugin.cpp:525:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] editor/editor_properties_array_dict.cpp:747:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] editor/plugins/spatial_editor_plugin.cpp:2078:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] editor/plugins/spatial_editor_plugin.cpp:4096:27: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] editor/plugins/sprite_editor_plugin.cpp:100:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] modules/cvtt/image_compress_cvtt.cpp:122:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] modules/cvtt/image_compress_cvtt.cpp:134:77: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] modules/cvtt/image_compress_cvtt.cpp:339:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] modules/etc/image_etc.cpp:222:34: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] modules/gdnative/register_types.cpp:242:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] modules/gdnative/register_types.cpp:258:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] modules/opensimplex/simplex_noise.cpp:200:13: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] modules/opensimplex/simplex_noise.cpp:222:13: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] modules/opensimplex/simplex_noise.cpp:246:13: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] platform/android/export/export.cpp:1085:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] platform/android/export/export.cpp:1489:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] platform/android/export/export.cpp:1623:22: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] platform/iphone/export/export.cpp:206:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] platform/iphone/export/export.cpp:356:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] platform/iphone/export/export.cpp:406:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] platform/iphone/export/export.cpp:493:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] scene/3d/audio_stream_player_3d.cpp:420:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] scene/resources/audio_stream_sample.cpp:565:22: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] scene/resources/audio_stream_sample.cpp:571:22: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] servers/audio/audio_rb_resampler.cpp:156:36: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] ``` The following warnings were not fixed, as they implied casting for no gain: ``` core/io/packet_peer.cpp:228:38: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] core/io/resource_format_binary.cpp:109:11: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] drivers/gles2/rasterizer_scene_gles2.cpp:144:57: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] drivers/unix/file_access_unix.cpp:249:46: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] scene/3d/voxel_light_baker.cpp:889:14: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] scene/3d/voxel_light_baker.cpp:1020:14: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] scene/3d/voxel_light_baker.cpp:1154:14: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] scene/3d/voxel_light_baker.cpp:2255:38: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] scene/resources/bit_mask.cpp:336:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] servers/audio/audio_stream.cpp:141:49: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] servers/audio/audio_stream.cpp:150:19: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] servers/audio/audio_stream.cpp:154:19: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] servers/audio_server.cpp:86:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] servers/audio_server.cpp:89:17: warning: comparison between signed and unsigned integer expressions [-Wsign-compare] ```
2018-09-26 15:38:02 +00:00
for (int i = 0; i < keys.size(); i++) {
if (gizmo_plugins_by_name.write[j]->get_gizmo_name() == String(keys[i])) {
state = gizmos_status[keys[i]];
break;
}
}
gizmo_plugins_by_name.write[j]->set_state(state);
}
_update_gizmos_menu();
}
if (d.has("preview_sun_env")) {
sun_environ_updating = true;
Dictionary pd = d["preview_sun_env"];
sun_rotation = pd["sun_rotation"];
environ_sky_color->set_pick_color(pd["environ_sky_color"]);
environ_ground_color->set_pick_color(pd["environ_ground_color"]);
environ_energy->set_value(pd["environ_energy"]);
environ_glow_button->set_pressed(pd["environ_glow_enabled"]);
environ_tonemap_button->set_pressed(pd["environ_tonemap_enabled"]);
environ_ao_button->set_pressed(pd["environ_ao_enabled"]);
environ_gi_button->set_pressed(pd["environ_gi_enabled"]);
sun_max_distance->set_value(pd["sun_max_distance"]);
sun_color->set_pick_color(pd["sun_color"]);
sun_energy->set_value(pd["sun_energy"]);
sun_button->set_pressed(pd["sun_enabled"]);
environ_button->set_pressed(pd["environ_enabled"]);
sun_environ_updating = false;
_preview_settings_changed();
_update_preview_environment();
} else {
_load_default_preview_settings();
sun_button->set_pressed(true);
environ_button->set_pressed(true);
_preview_settings_changed();
_update_preview_environment();
}
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}
void Node3DEditor::edit(Node3D *p_spatial) {
if (p_spatial != selected) {
if (selected) {
Vector<Ref<Node3DGizmo>> gizmos = selected->get_gizmos();
for (int i = 0; i < gizmos.size(); i++) {
Ref<EditorNode3DGizmo> seg = gizmos[i];
if (!seg.is_valid()) {
continue;
}
seg->set_selected(false);
}
Node3DEditorSelectedItem *se = editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(selected);
if (se) {
se->gizmo.unref();
se->subgizmos.clear();
}
selected->update_gizmos();
}
selected = p_spatial;
current_hover_gizmo = Ref<EditorNode3DGizmo>();
current_hover_gizmo_handle = -1;
current_hover_gizmo_handle_secondary = false;
if (selected) {
Vector<Ref<Node3DGizmo>> gizmos = selected->get_gizmos();
for (int i = 0; i < gizmos.size(); i++) {
Ref<EditorNode3DGizmo> seg = gizmos[i];
if (!seg.is_valid()) {
continue;
}
seg->set_selected(true);
}
selected->update_gizmos();
}
}
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}
void Node3DEditor::_snap_changed() {
snap_translate_value = snap_translate->get_text().to_float();
snap_rotate_value = snap_rotate->get_text().to_float();
snap_scale_value = snap_scale->get_text().to_float();
EditorSettings::get_singleton()->set_project_metadata("3d_editor", "snap_translate_value", snap_translate_value);
EditorSettings::get_singleton()->set_project_metadata("3d_editor", "snap_rotate_value", snap_rotate_value);
EditorSettings::get_singleton()->set_project_metadata("3d_editor", "snap_scale_value", snap_scale_value);
}
void Node3DEditor::_snap_update() {
snap_translate->set_text(String::num(snap_translate_value));
snap_rotate->set_text(String::num(snap_rotate_value));
snap_scale->set_text(String::num(snap_scale_value));
}
void Node3DEditor::_xform_dialog_action() {
Transform3D t;
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//translation
Vector3 scale;
Vector3 rotate;
Vector3 translate;
for (int i = 0; i < 3; i++) {
translate[i] = xform_translate[i]->get_text().to_float();
rotate[i] = Math::deg_to_rad(xform_rotate[i]->get_text().to_float());
scale[i] = xform_scale[i]->get_text().to_float();
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}
t.basis.scale(scale);
t.basis.rotate(rotate);
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t.origin = translate;
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(TTR("XForm Dialog"));
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2022-04-07 10:23:40 +00:00
const List<Node *> &selection = editor_selection->get_selected_node_list();
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for (Node *E : selection) {
Node3D *sp = Object::cast_to<Node3D>(E);
if (!sp) {
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continue;
}
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Node3DEditorSelectedItem *se = editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(sp);
if (!se) {
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continue;
}
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bool post = xform_type->get_selected() > 0;
Transform3D tr = sp->get_global_gizmo_transform();
if (post) {
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tr = tr * t;
} else {
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tr.basis = t.basis * tr.basis;
tr.origin += t.origin;
}
undo_redo->add_do_method(sp, "set_global_transform", tr);
undo_redo->add_undo_method(sp, "set_global_transform", sp->get_global_gizmo_transform());
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}
undo_redo->commit_action();
}
void Node3DEditor::_menu_item_toggled(bool pressed, int p_option) {
switch (p_option) {
case MENU_TOOL_LOCAL_COORDS: {
tool_option_button[TOOL_OPT_LOCAL_COORDS]->set_pressed(pressed);
update_transform_gizmo();
} break;
case MENU_TOOL_USE_SNAP: {
tool_option_button[TOOL_OPT_USE_SNAP]->set_pressed(pressed);
snap_enabled = pressed;
} break;
case MENU_TOOL_OVERRIDE_CAMERA: {
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EditorDebuggerNode *const debugger = EditorDebuggerNode::get_singleton();
using Override = EditorDebuggerNode::CameraOverride;
if (pressed) {
debugger->set_camera_override((Override)(Override::OVERRIDE_3D_1 + camera_override_viewport_id));
} else {
debugger->set_camera_override(Override::OVERRIDE_NONE);
}
} break;
}
}
void Node3DEditor::_menu_gizmo_toggled(int p_option) {
const int idx = gizmos_menu->get_item_index(p_option);
gizmos_menu->toggle_item_multistate(idx);
// Change icon
const int state = gizmos_menu->get_item_state(idx);
switch (state) {
case EditorNode3DGizmoPlugin::VISIBLE:
gizmos_menu->set_item_icon(idx, view_menu->get_popup()->get_theme_icon(SNAME("visibility_visible")));
break;
case EditorNode3DGizmoPlugin::ON_TOP:
gizmos_menu->set_item_icon(idx, view_menu->get_popup()->get_theme_icon(SNAME("visibility_xray")));
break;
case EditorNode3DGizmoPlugin::HIDDEN:
gizmos_menu->set_item_icon(idx, view_menu->get_popup()->get_theme_icon(SNAME("visibility_hidden")));
break;
}
gizmo_plugins_by_name.write[p_option]->set_state(state);
update_all_gizmos();
}
void Node3DEditor::_update_camera_override_button(bool p_game_running) {
Button *const button = tool_option_button[TOOL_OPT_OVERRIDE_CAMERA];
if (p_game_running) {
button->set_disabled(false);
button->set_tooltip_text(TTR("Project Camera Override\nOverrides the running project's camera with the editor viewport camera."));
} else {
button->set_disabled(true);
button->set_pressed(false);
button->set_tooltip_text(TTR("Project Camera Override\nNo project instance running. Run the project from the editor to use this feature."));
}
}
void Node3DEditor::_update_camera_override_viewport(Object *p_viewport) {
Node3DEditorViewport *current_viewport = Object::cast_to<Node3DEditorViewport>(p_viewport);
if (!current_viewport) {
return;
}
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EditorDebuggerNode *const debugger = EditorDebuggerNode::get_singleton();
camera_override_viewport_id = current_viewport->index;
if (debugger->get_camera_override() >= EditorDebuggerNode::OVERRIDE_3D_1) {
using Override = EditorDebuggerNode::CameraOverride;
debugger->set_camera_override((Override)(Override::OVERRIDE_3D_1 + camera_override_viewport_id));
}
}
void Node3DEditor::_menu_item_pressed(int p_option) {
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
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switch (p_option) {
case MENU_TOOL_SELECT:
case MENU_TOOL_MOVE:
case MENU_TOOL_ROTATE:
case MENU_TOOL_SCALE:
case MENU_TOOL_LIST_SELECT: {
for (int i = 0; i < TOOL_MAX; i++) {
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tool_button[i]->set_pressed(i == p_option);
}
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tool_mode = (ToolMode)p_option;
update_transform_gizmo();
} break;
case MENU_TRANSFORM_CONFIGURE_SNAP: {
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snap_dialog->popup_centered(Size2(200, 180));
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} break;
case MENU_TRANSFORM_DIALOG: {
for (int i = 0; i < 3; i++) {
xform_translate[i]->set_text("0");
xform_rotate[i]->set_text("0");
xform_scale[i]->set_text("1");
}
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xform_dialog->popup_centered(Size2(320, 240) * EDSCALE);
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} break;
case MENU_VIEW_USE_1_VIEWPORT: {
viewport_base->set_view(Node3DEditorViewportContainer::VIEW_USE_1_VIEWPORT);
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view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_1_VIEWPORT), true);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_2_VIEWPORTS), false);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_3_VIEWPORTS), false);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_4_VIEWPORTS), false);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_2_VIEWPORTS_ALT), false);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_3_VIEWPORTS_ALT), false);
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} break;
case MENU_VIEW_USE_2_VIEWPORTS: {
viewport_base->set_view(Node3DEditorViewportContainer::VIEW_USE_2_VIEWPORTS);
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view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_1_VIEWPORT), false);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_2_VIEWPORTS), true);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_3_VIEWPORTS), false);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_4_VIEWPORTS), false);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_2_VIEWPORTS_ALT), false);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_3_VIEWPORTS_ALT), false);
} break;
case MENU_VIEW_USE_2_VIEWPORTS_ALT: {
viewport_base->set_view(Node3DEditorViewportContainer::VIEW_USE_2_VIEWPORTS_ALT);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_1_VIEWPORT), false);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_2_VIEWPORTS), false);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_3_VIEWPORTS), false);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_4_VIEWPORTS), false);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_2_VIEWPORTS_ALT), true);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_3_VIEWPORTS_ALT), false);
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} break;
case MENU_VIEW_USE_3_VIEWPORTS: {
viewport_base->set_view(Node3DEditorViewportContainer::VIEW_USE_3_VIEWPORTS);
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view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_1_VIEWPORT), false);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_2_VIEWPORTS), false);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_3_VIEWPORTS), true);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_4_VIEWPORTS), false);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_2_VIEWPORTS_ALT), false);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_3_VIEWPORTS_ALT), false);
} break;
case MENU_VIEW_USE_3_VIEWPORTS_ALT: {
viewport_base->set_view(Node3DEditorViewportContainer::VIEW_USE_3_VIEWPORTS_ALT);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_1_VIEWPORT), false);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_2_VIEWPORTS), false);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_3_VIEWPORTS), false);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_4_VIEWPORTS), false);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_2_VIEWPORTS_ALT), false);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_3_VIEWPORTS_ALT), true);
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} break;
case MENU_VIEW_USE_4_VIEWPORTS: {
viewport_base->set_view(Node3DEditorViewportContainer::VIEW_USE_4_VIEWPORTS);
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view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_1_VIEWPORT), false);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_2_VIEWPORTS), false);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_3_VIEWPORTS), false);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_4_VIEWPORTS), true);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_2_VIEWPORTS_ALT), false);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_3_VIEWPORTS_ALT), false);
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} break;
case MENU_VIEW_ORIGIN: {
bool is_checked = view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(p_option));
origin_enabled = !is_checked;
RenderingServer::get_singleton()->instance_set_visible(origin_instance, origin_enabled);
// Update the grid since its appearance depends on whether the origin is enabled
_finish_grid();
_init_grid();
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view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(p_option), origin_enabled);
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} break;
case MENU_VIEW_GRID: {
bool is_checked = view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(p_option));
grid_enabled = !is_checked;
for (int i = 0; i < 3; ++i) {
if (grid_enable[i]) {
grid_visible[i] = grid_enabled;
}
}
_finish_grid();
_init_grid();
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view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(p_option), grid_enabled);
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} break;
case MENU_VIEW_CAMERA_SETTINGS: {
settings_dialog->popup_centered(settings_vbc->get_combined_minimum_size() + Size2(50, 50));
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} break;
case MENU_SNAP_TO_FLOOR: {
snap_selected_nodes_to_floor();
} break;
case MENU_LOCK_SELECTED: {
undo_redo->create_action(TTR("Lock Selected"));
List<Node *> &selection = editor_selection->get_selected_node_list();
for (Node *E : selection) {
Node3D *spatial = Object::cast_to<Node3D>(E);
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if (!spatial || !spatial->is_inside_tree()) {
continue;
}
if (spatial->get_viewport() != EditorNode::get_singleton()->get_scene_root()) {
continue;
}
undo_redo->add_do_method(spatial, "set_meta", "_edit_lock_", true);
undo_redo->add_undo_method(spatial, "remove_meta", "_edit_lock_");
undo_redo->add_do_method(this, "emit_signal", "item_lock_status_changed");
undo_redo->add_undo_method(this, "emit_signal", "item_lock_status_changed");
}
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undo_redo->add_do_method(this, "_refresh_menu_icons");
undo_redo->add_undo_method(this, "_refresh_menu_icons");
undo_redo->commit_action();
} break;
case MENU_UNLOCK_SELECTED: {
undo_redo->create_action(TTR("Unlock Selected"));
List<Node *> &selection = editor_selection->get_selected_node_list();
for (Node *E : selection) {
Node3D *spatial = Object::cast_to<Node3D>(E);
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if (!spatial || !spatial->is_inside_tree()) {
continue;
}
if (spatial->get_viewport() != EditorNode::get_singleton()->get_scene_root()) {
continue;
}
undo_redo->add_do_method(spatial, "remove_meta", "_edit_lock_");
undo_redo->add_undo_method(spatial, "set_meta", "_edit_lock_", true);
undo_redo->add_do_method(this, "emit_signal", "item_lock_status_changed");
undo_redo->add_undo_method(this, "emit_signal", "item_lock_status_changed");
}
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undo_redo->add_do_method(this, "_refresh_menu_icons");
undo_redo->add_undo_method(this, "_refresh_menu_icons");
undo_redo->commit_action();
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} break;
case MENU_GROUP_SELECTED: {
undo_redo->create_action(TTR("Group Selected"));
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List<Node *> &selection = editor_selection->get_selected_node_list();
for (Node *E : selection) {
Node3D *spatial = Object::cast_to<Node3D>(E);
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if (!spatial || !spatial->is_inside_tree()) {
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continue;
}
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if (spatial->get_viewport() != EditorNode::get_singleton()->get_scene_root()) {
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continue;
}
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undo_redo->add_do_method(spatial, "set_meta", "_edit_group_", true);
undo_redo->add_undo_method(spatial, "remove_meta", "_edit_group_");
undo_redo->add_do_method(this, "emit_signal", "item_group_status_changed");
undo_redo->add_undo_method(this, "emit_signal", "item_group_status_changed");
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}
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undo_redo->add_do_method(this, "_refresh_menu_icons");
undo_redo->add_undo_method(this, "_refresh_menu_icons");
undo_redo->commit_action();
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} break;
case MENU_UNGROUP_SELECTED: {
undo_redo->create_action(TTR("Ungroup Selected"));
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List<Node *> &selection = editor_selection->get_selected_node_list();
for (Node *E : selection) {
Node3D *spatial = Object::cast_to<Node3D>(E);
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if (!spatial || !spatial->is_inside_tree()) {
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continue;
}
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if (spatial->get_viewport() != EditorNode::get_singleton()->get_scene_root()) {
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continue;
}
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undo_redo->add_do_method(spatial, "remove_meta", "_edit_group_");
undo_redo->add_undo_method(spatial, "set_meta", "_edit_group_", true);
undo_redo->add_do_method(this, "emit_signal", "item_group_status_changed");
undo_redo->add_undo_method(this, "emit_signal", "item_group_status_changed");
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}
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undo_redo->add_do_method(this, "_refresh_menu_icons");
undo_redo->add_undo_method(this, "_refresh_menu_icons");
undo_redo->commit_action();
} break;
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}
}
void Node3DEditor::_init_indicators() {
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{
origin_enabled = true;
grid_enabled = true;
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indicator_mat.instantiate();
indicator_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
indicator_mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
indicator_mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
indicator_mat->set_transparency(StandardMaterial3D::Transparency::TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
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Vector<Color> origin_colors;
Vector<Vector3> origin_points;
const int count_of_elements = 3 * 6;
origin_colors.resize(count_of_elements);
origin_points.resize(count_of_elements);
int x = 0;
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for (int i = 0; i < 3; i++) {
Vector3 axis;
axis[i] = 1;
Color origin_color;
switch (i) {
case 0:
origin_color = get_theme_color(SNAME("axis_x_color"), SNAME("Editor"));
break;
case 1:
origin_color = get_theme_color(SNAME("axis_y_color"), SNAME("Editor"));
break;
case 2:
origin_color = get_theme_color(SNAME("axis_z_color"), SNAME("Editor"));
break;
default:
origin_color = Color();
break;
}
grid_enable[i] = false;
grid_visible[i] = false;
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origin_colors.set(x, origin_color);
origin_colors.set(x + 1, origin_color);
origin_colors.set(x + 2, origin_color);
origin_colors.set(x + 3, origin_color);
origin_colors.set(x + 4, origin_color);
origin_colors.set(x + 5, origin_color);
// To both allow having a large origin size and avoid jitter
// at small scales, we should segment the line into pieces.
// 3 pieces seems to do the trick, and let's use powers of 2.
origin_points.set(x, axis * 1048576);
origin_points.set(x + 1, axis * 1024);
origin_points.set(x + 2, axis * 1024);
origin_points.set(x + 3, axis * -1024);
origin_points.set(x + 4, axis * -1024);
origin_points.set(x + 5, axis * -1048576);
x += 6;
}
Ref<Shader> grid_shader = memnew(Shader);
grid_shader->set_code(R"(
// 3D editor grid shader.
shader_type spatial;
render_mode unshaded;
uniform bool orthogonal;
uniform float grid_size;
void vertex() {
// From FLAG_SRGB_VERTEX_COLOR.
if (!OUTPUT_IS_SRGB) {
COLOR.rgb = mix(pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb * (1.0 / 12.92), lessThan(COLOR.rgb, vec3(0.04045)));
}
}
void fragment() {
ALBEDO = COLOR.rgb;
vec3 dir = orthogonal ? -vec3(0, 0, 1) : VIEW;
float angle_fade = abs(dot(dir, NORMAL));
angle_fade = smoothstep(0.05, 0.2, angle_fade);
vec3 world_pos = (INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
vec3 world_normal = (INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
vec3 camera_world_pos = INV_VIEW_MATRIX[3].xyz;
vec3 camera_world_pos_on_plane = camera_world_pos * (1.0 - world_normal);
float dist_fade = 1.0 - (distance(world_pos, camera_world_pos_on_plane) / grid_size);
dist_fade = smoothstep(0.02, 0.3, dist_fade);
ALPHA = COLOR.a * dist_fade * angle_fade;
}
)");
for (int i = 0; i < 3; i++) {
grid_mat[i].instantiate();
grid_mat[i]->set_shader(grid_shader);
}
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grid_enable[0] = EDITOR_GET("editors/3d/grid_xy_plane");
grid_enable[1] = EDITOR_GET("editors/3d/grid_yz_plane");
grid_enable[2] = EDITOR_GET("editors/3d/grid_xz_plane");
grid_visible[0] = grid_enable[0];
grid_visible[1] = grid_enable[1];
grid_visible[2] = grid_enable[2];
_init_grid();
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origin = RenderingServer::get_singleton()->mesh_create();
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Array d;
d.resize(RS::ARRAY_MAX);
d[RenderingServer::ARRAY_VERTEX] = origin_points;
d[RenderingServer::ARRAY_COLOR] = origin_colors;
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RenderingServer::get_singleton()->mesh_add_surface_from_arrays(origin, RenderingServer::PRIMITIVE_LINES, d);
RenderingServer::get_singleton()->mesh_surface_set_material(origin, 0, indicator_mat->get_rid());
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origin_instance = RenderingServer::get_singleton()->instance_create2(origin, get_tree()->get_root()->get_world_3d()->get_scenario());
RS::get_singleton()->instance_set_layer_mask(origin_instance, 1 << Node3DEditorViewport::GIZMO_GRID_LAYER);
RS::get_singleton()->instance_geometry_set_flag(origin_instance, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
RS::get_singleton()->instance_geometry_set_flag(origin_instance, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
RenderingServer::get_singleton()->instance_geometry_set_cast_shadows_setting(origin_instance, RS::SHADOW_CASTING_SETTING_OFF);
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}
{
//move gizmo
// Inverted zxy.
Vector3 ivec = Vector3(0, 0, -1);
Vector3 nivec = Vector3(-1, -1, 0);
Vector3 ivec2 = Vector3(-1, 0, 0);
Vector3 ivec3 = Vector3(0, -1, 0);
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for (int i = 0; i < 3; i++) {
Color col;
switch (i) {
case 0:
col = get_theme_color(SNAME("axis_x_color"), SNAME("Editor"));
break;
case 1:
col = get_theme_color(SNAME("axis_y_color"), SNAME("Editor"));
break;
case 2:
col = get_theme_color(SNAME("axis_z_color"), SNAME("Editor"));
break;
default:
col = Color();
break;
}
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col.a = EDITOR_GET("editors/3d/manipulator_gizmo_opacity");
move_gizmo[i] = Ref<ArrayMesh>(memnew(ArrayMesh));
move_plane_gizmo[i] = Ref<ArrayMesh>(memnew(ArrayMesh));
rotate_gizmo[i] = Ref<ArrayMesh>(memnew(ArrayMesh));
scale_gizmo[i] = Ref<ArrayMesh>(memnew(ArrayMesh));
scale_plane_gizmo[i] = Ref<ArrayMesh>(memnew(ArrayMesh));
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
axis_gizmo[i] = Ref<ArrayMesh>(memnew(ArrayMesh));
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Ref<StandardMaterial3D> mat = memnew(StandardMaterial3D);
mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
mat->set_on_top_of_alpha();
mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
mat->set_albedo(col);
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gizmo_color[i] = mat;
Ref<StandardMaterial3D> mat_hl = mat->duplicate();
const Color albedo = col.from_hsv(col.get_h(), 0.25, 1.0, 1);
mat_hl->set_albedo(albedo);
gizmo_color_hl[i] = mat_hl;
//translate
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{
Ref<SurfaceTool> surftool = memnew(SurfaceTool);
surftool->begin(Mesh::PRIMITIVE_TRIANGLES);
// Arrow profile
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const int arrow_points = 5;
Vector3 arrow[5] = {
nivec * 0.0 + ivec * 0.0,
nivec * 0.01 + ivec * 0.0,
nivec * 0.01 + ivec * GIZMO_ARROW_OFFSET,
nivec * 0.065 + ivec * GIZMO_ARROW_OFFSET,
nivec * 0.0 + ivec * (GIZMO_ARROW_OFFSET + GIZMO_ARROW_SIZE),
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};
int arrow_sides = 16;
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const real_t arrow_sides_step = Math_TAU / arrow_sides;
for (int k = 0; k < arrow_sides; k++) {
Basis ma(ivec, k * arrow_sides_step);
Basis mb(ivec, (k + 1) * arrow_sides_step);
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for (int j = 0; j < arrow_points - 1; j++) {
Vector3 points[4] = {
ma.xform(arrow[j]),
mb.xform(arrow[j]),
mb.xform(arrow[j + 1]),
ma.xform(arrow[j + 1]),
};
surftool->add_vertex(points[0]);
surftool->add_vertex(points[1]);
surftool->add_vertex(points[2]);
surftool->add_vertex(points[0]);
surftool->add_vertex(points[2]);
surftool->add_vertex(points[3]);
}
}
surftool->set_material(mat);
surftool->commit(move_gizmo[i]);
}
// Plane Translation
{
Ref<SurfaceTool> surftool = memnew(SurfaceTool);
surftool->begin(Mesh::PRIMITIVE_TRIANGLES);
Vector3 vec = ivec2 - ivec3;
Vector3 plane[4] = {
vec * GIZMO_PLANE_DST,
vec * GIZMO_PLANE_DST + ivec2 * GIZMO_PLANE_SIZE,
vec * (GIZMO_PLANE_DST + GIZMO_PLANE_SIZE),
vec * GIZMO_PLANE_DST - ivec3 * GIZMO_PLANE_SIZE
};
Basis ma(ivec, Math_PI / 2);
Vector3 points[4] = {
ma.xform(plane[0]),
ma.xform(plane[1]),
ma.xform(plane[2]),
ma.xform(plane[3]),
};
surftool->add_vertex(points[0]);
surftool->add_vertex(points[1]);
surftool->add_vertex(points[2]);
surftool->add_vertex(points[0]);
surftool->add_vertex(points[2]);
surftool->add_vertex(points[3]);
Ref<StandardMaterial3D> plane_mat = memnew(StandardMaterial3D);
plane_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
plane_mat->set_on_top_of_alpha();
plane_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
plane_mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
plane_mat->set_albedo(col);
plane_gizmo_color[i] = plane_mat; // needed, so we can draw planes from both sides
surftool->set_material(plane_mat);
surftool->commit(move_plane_gizmo[i]);
Ref<StandardMaterial3D> plane_mat_hl = plane_mat->duplicate();
plane_mat_hl->set_albedo(albedo);
plane_gizmo_color_hl[i] = plane_mat_hl; // needed, so we can draw planes from both sides
}
// Rotate
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{
Ref<SurfaceTool> surftool = memnew(SurfaceTool);
surftool->begin(Mesh::PRIMITIVE_TRIANGLES);
int n = 128; // number of circle segments
int m = 3; // number of thickness segments
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real_t step = Math_TAU / n;
for (int j = 0; j < n; ++j) {
Basis basis = Basis(ivec, j * step);
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Vector3 vertex = basis.xform(ivec2 * GIZMO_CIRCLE_SIZE);
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for (int k = 0; k < m; ++k) {
Vector2 ofs = Vector2(Math::cos((Math_TAU * k) / m), Math::sin((Math_TAU * k) / m));
Vector3 normal = ivec * ofs.x + ivec2 * ofs.y;
surftool->set_normal(basis.xform(normal));
surftool->add_vertex(vertex);
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}
}
for (int j = 0; j < n; ++j) {
for (int k = 0; k < m; ++k) {
int current_ring = j * m;
int next_ring = ((j + 1) % n) * m;
int current_segment = k;
int next_segment = (k + 1) % m;
surftool->add_index(current_ring + next_segment);
surftool->add_index(current_ring + current_segment);
surftool->add_index(next_ring + current_segment);
surftool->add_index(next_ring + current_segment);
surftool->add_index(next_ring + next_segment);
surftool->add_index(current_ring + next_segment);
}
}
Ref<Shader> rotate_shader = memnew(Shader);
rotate_shader->set_code(R"(
// 3D editor rotation manipulator gizmo shader.
shader_type spatial;
render_mode unshaded, depth_test_disabled;
uniform vec4 albedo;
mat3 orthonormalize(mat3 m) {
vec3 x = normalize(m[0]);
vec3 y = normalize(m[1] - x * dot(x, m[1]));
vec3 z = m[2] - x * dot(x, m[2]);
z = normalize(z - y * (dot(y,m[2])));
return mat3(x,y,z);
}
void vertex() {
mat3 mv = orthonormalize(mat3(MODELVIEW_MATRIX));
vec3 n = mv * VERTEX;
float orientation = dot(vec3(0, 0, -1), n);
if (orientation <= 0.005) {
VERTEX += NORMAL * 0.02;
}
}
void fragment() {
ALBEDO = albedo.rgb;
ALPHA = albedo.a;
}
)");
Ref<ShaderMaterial> rotate_mat = memnew(ShaderMaterial);
rotate_mat->set_render_priority(Material::RENDER_PRIORITY_MAX);
rotate_mat->set_shader(rotate_shader);
rotate_mat->set_shader_parameter("albedo", col);
rotate_gizmo_color[i] = rotate_mat;
Array arrays = surftool->commit_to_arrays();
rotate_gizmo[i]->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arrays);
rotate_gizmo[i]->surface_set_material(0, rotate_mat);
Ref<ShaderMaterial> rotate_mat_hl = rotate_mat->duplicate();
rotate_mat_hl->set_shader_parameter("albedo", albedo);
rotate_gizmo_color_hl[i] = rotate_mat_hl;
if (i == 2) { // Rotation white outline
Ref<ShaderMaterial> border_mat = rotate_mat->duplicate();
Ref<Shader> border_shader = memnew(Shader);
border_shader->set_code(R"(
// 3D editor rotation manipulator gizmo shader (white outline).
shader_type spatial;
render_mode unshaded, depth_test_disabled;
uniform vec4 albedo;
mat3 orthonormalize(mat3 m) {
vec3 x = normalize(m[0]);
vec3 y = normalize(m[1] - x * dot(x, m[1]));
vec3 z = m[2] - x * dot(x, m[2]);
z = normalize(z - y * (dot(y,m[2])));
return mat3(x,y,z);
}
void vertex() {
mat3 mv = orthonormalize(mat3(MODELVIEW_MATRIX));
mv = inverse(mv);
VERTEX += NORMAL*0.008;
vec3 camera_dir_local = mv * vec3(0,0,1);
vec3 camera_up_local = mv * vec3(0,1,0);
mat3 rotation_matrix = mat3(cross(camera_dir_local, camera_up_local), camera_up_local, camera_dir_local);
VERTEX = rotation_matrix * VERTEX;
}
void fragment() {
ALBEDO = albedo.rgb;
ALPHA = albedo.a;
}
)");
border_mat->set_shader(border_shader);
border_mat->set_shader_parameter("albedo", Color(0.75, 0.75, 0.75, col.a / 3.0));
rotate_gizmo[3] = Ref<ArrayMesh>(memnew(ArrayMesh));
rotate_gizmo[3]->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arrays);
rotate_gizmo[3]->surface_set_material(0, border_mat);
}
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}
// Scale
{
Ref<SurfaceTool> surftool = memnew(SurfaceTool);
surftool->begin(Mesh::PRIMITIVE_TRIANGLES);
// Cube arrow profile
const int arrow_points = 6;
Vector3 arrow[6] = {
nivec * 0.0 + ivec * 0.0,
nivec * 0.01 + ivec * 0.0,
nivec * 0.01 + ivec * 1.0 * GIZMO_SCALE_OFFSET,
nivec * 0.07 + ivec * 1.0 * GIZMO_SCALE_OFFSET,
nivec * 0.07 + ivec * 1.11 * GIZMO_SCALE_OFFSET,
nivec * 0.0 + ivec * 1.11 * GIZMO_SCALE_OFFSET,
};
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int arrow_sides = 4;
const real_t arrow_sides_step = Math_TAU / arrow_sides;
for (int k = 0; k < 4; k++) {
Basis ma(ivec, k * arrow_sides_step);
Basis mb(ivec, (k + 1) * arrow_sides_step);
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for (int j = 0; j < arrow_points - 1; j++) {
Vector3 points[4] = {
ma.xform(arrow[j]),
mb.xform(arrow[j]),
mb.xform(arrow[j + 1]),
ma.xform(arrow[j + 1]),
};
surftool->add_vertex(points[0]);
surftool->add_vertex(points[1]);
surftool->add_vertex(points[2]);
surftool->add_vertex(points[0]);
surftool->add_vertex(points[2]);
surftool->add_vertex(points[3]);
}
}
surftool->set_material(mat);
surftool->commit(scale_gizmo[i]);
}
// Plane Scale
{
Ref<SurfaceTool> surftool = memnew(SurfaceTool);
surftool->begin(Mesh::PRIMITIVE_TRIANGLES);
Vector3 vec = ivec2 - ivec3;
Vector3 plane[4] = {
vec * GIZMO_PLANE_DST,
vec * GIZMO_PLANE_DST + ivec2 * GIZMO_PLANE_SIZE,
vec * (GIZMO_PLANE_DST + GIZMO_PLANE_SIZE),
vec * GIZMO_PLANE_DST - ivec3 * GIZMO_PLANE_SIZE
};
Basis ma(ivec, Math_PI / 2);
Vector3 points[4] = {
ma.xform(plane[0]),
ma.xform(plane[1]),
ma.xform(plane[2]),
ma.xform(plane[3]),
};
surftool->add_vertex(points[0]);
surftool->add_vertex(points[1]);
surftool->add_vertex(points[2]);
surftool->add_vertex(points[0]);
surftool->add_vertex(points[2]);
surftool->add_vertex(points[3]);
Ref<StandardMaterial3D> plane_mat = memnew(StandardMaterial3D);
plane_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
plane_mat->set_on_top_of_alpha();
plane_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
plane_mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
plane_mat->set_albedo(col);
plane_gizmo_color[i] = plane_mat; // needed, so we can draw planes from both sides
surftool->set_material(plane_mat);
surftool->commit(scale_plane_gizmo[i]);
Ref<StandardMaterial3D> plane_mat_hl = plane_mat->duplicate();
plane_mat_hl->set_albedo(col.from_hsv(col.get_h(), 0.25, 1.0, 1));
plane_gizmo_color_hl[i] = plane_mat_hl; // needed, so we can draw planes from both sides
}
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
// Lines to visualize transforms locked to an axis/plane
{
Ref<SurfaceTool> surftool = memnew(SurfaceTool);
surftool->begin(Mesh::PRIMITIVE_LINE_STRIP);
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
Vector3 vec;
vec[i] = 1;
// line extending through infinity(ish)
surftool->add_vertex(vec * -1048576);
surftool->add_vertex(Vector3());
surftool->add_vertex(vec * 1048576);
Implement blender-style 3D transform tools. See godotengine/godot-proposals#1215. This adds shortcuts for blender-inspired transforms, where you can press the key and immediately be transforming an object without holding the mouse. Clicking commits the transformation, ESC aborts it. This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I decided not to add default bindings as `S` is already bound to the regular scale tool, and it might be confusing to only bind some of them. While actively using a transform tool, you can press X/Y/Z to lock the transform to an axis or (shift)+X/Y/Z to constrain the transform to a plane. These keys are only processed if you have a transform tool (translate/rotate/scale) active _and_ the mouse button is held. Pressing XX/YY/ZZ will lock the transform to a local (rather than global) axis. This is achieved by temporarily toggling the local transform button. I did this (vs handling it in the transform functions) for 3 reasons: - Transform logic for translate/rotate (but not scale) appears to be tightly coupled to the gizmo - This ensures the gizmo changes to indicate we're transforming locally/globally - Toggling the button state in the UI also gives the user feedback about the nature of the transform. The original state of the button is reset when the transform completes. Pressing the `spatial_editor/cancel_transform` shortcut key during a transform operation will cancel the transform and reset the objects back to their original transforms. This functionality was already accessible by pressing RMB during a transform, however: - ESC is more familiar to blender users, and a more common "cancel" key in general. - Given you must hold LMB during a transform, pressing RMB as well is clumsy if not impossible (on a laptop trackpad).
2020-07-18 19:03:08 +00:00
surftool->set_material(mat_hl);
surftool->commit(axis_gizmo[i]);
}
}
}
_generate_selection_boxes();
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}
void Node3DEditor::_update_gizmos_menu() {
gizmos_menu->clear();
for (int i = 0; i < gizmo_plugins_by_name.size(); ++i) {
if (!gizmo_plugins_by_name[i]->can_be_hidden()) {
continue;
}
String plugin_name = gizmo_plugins_by_name[i]->get_gizmo_name();
const int plugin_state = gizmo_plugins_by_name[i]->get_state();
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gizmos_menu->add_multistate_item(plugin_name, 3, plugin_state, i);
const int idx = gizmos_menu->get_item_index(i);
gizmos_menu->set_item_tooltip(
idx,
TTR("Click to toggle between visibility states.\n\nOpen eye: Gizmo is visible.\nClosed eye: Gizmo is hidden.\nHalf-open eye: Gizmo is also visible through opaque surfaces (\"x-ray\")."));
switch (plugin_state) {
case EditorNode3DGizmoPlugin::VISIBLE:
gizmos_menu->set_item_icon(idx, gizmos_menu->get_theme_icon(SNAME("visibility_visible")));
break;
case EditorNode3DGizmoPlugin::ON_TOP:
gizmos_menu->set_item_icon(idx, gizmos_menu->get_theme_icon(SNAME("visibility_xray")));
break;
case EditorNode3DGizmoPlugin::HIDDEN:
gizmos_menu->set_item_icon(idx, gizmos_menu->get_theme_icon(SNAME("visibility_hidden")));
break;
}
}
}
void Node3DEditor::_update_gizmos_menu_theme() {
for (int i = 0; i < gizmo_plugins_by_name.size(); ++i) {
if (!gizmo_plugins_by_name[i]->can_be_hidden()) {
continue;
}
const int plugin_state = gizmo_plugins_by_name[i]->get_state();
const int idx = gizmos_menu->get_item_index(i);
switch (plugin_state) {
case EditorNode3DGizmoPlugin::VISIBLE:
gizmos_menu->set_item_icon(idx, gizmos_menu->get_theme_icon(SNAME("visibility_visible")));
break;
case EditorNode3DGizmoPlugin::ON_TOP:
gizmos_menu->set_item_icon(idx, gizmos_menu->get_theme_icon(SNAME("visibility_xray")));
break;
case EditorNode3DGizmoPlugin::HIDDEN:
gizmos_menu->set_item_icon(idx, gizmos_menu->get_theme_icon(SNAME("visibility_hidden")));
break;
}
}
}
void Node3DEditor::_init_grid() {
if (!grid_enabled) {
return;
}
Camera3D *camera = get_editor_viewport(0)->camera;
Vector3 camera_position = camera->get_position();
if (camera_position == Vector3()) {
return; // Camera3D is invalid, don't draw the grid.
}
bool orthogonal = camera->get_projection() == Camera3D::PROJECTION_ORTHOGONAL;
Vector<Color> grid_colors[3];
Vector<Vector3> grid_points[3];
Vector<Vector3> grid_normals[3];
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Color primary_grid_color = EDITOR_GET("editors/3d/primary_grid_color");
Color secondary_grid_color = EDITOR_GET("editors/3d/secondary_grid_color");
int grid_size = EDITOR_GET("editors/3d/grid_size");
int primary_grid_steps = EDITOR_GET("editors/3d/primary_grid_steps");
// Which grid planes are enabled? Which should we generate?
2022-10-18 14:43:37 +00:00
grid_enable[0] = grid_visible[0] = EDITOR_GET("editors/3d/grid_xy_plane");
grid_enable[1] = grid_visible[1] = EDITOR_GET("editors/3d/grid_yz_plane");
grid_enable[2] = grid_visible[2] = EDITOR_GET("editors/3d/grid_xz_plane");
// Offsets division_level for bigger or smaller grids.
// Default value is -0.2. -1.0 gives Blender-like behavior, 0.5 gives huge grids.
2022-10-18 14:43:37 +00:00
real_t division_level_bias = EDITOR_GET("editors/3d/grid_division_level_bias");
// Default largest grid size is 8^2 when primary_grid_steps is 8 (64m apart, so primary grid lines are 512m apart).
2022-10-18 14:43:37 +00:00
int division_level_max = EDITOR_GET("editors/3d/grid_division_level_max");
// Default smallest grid size is 1cm, 10^-2 (default value is -2).
2022-10-18 14:43:37 +00:00
int division_level_min = EDITOR_GET("editors/3d/grid_division_level_min");
ERR_FAIL_COND_MSG(division_level_max < division_level_min, "The 3D grid's maximum division level cannot be lower than its minimum division level.");
if (primary_grid_steps != 10) { // Log10 of 10 is 1.
// Change of base rule, divide by ln(10).
real_t div = Math::log((real_t)primary_grid_steps) / (real_t)2.302585092994045901094;
// Trucation (towards zero) is intentional.
division_level_max = (int)(division_level_max / div);
division_level_min = (int)(division_level_min / div);
}
for (int a = 0; a < 3; a++) {
if (!grid_enable[a]) {
continue; // If this grid plane is disabled, skip generation.
}
int b = (a + 1) % 3;
int c = (a + 2) % 3;
Vector3 normal;
normal[c] = 1.0;
real_t camera_distance = Math::abs(camera_position[c]);
if (orthogonal) {
camera_distance = camera->get_size() / 2.0;
Vector3 camera_direction = -camera->get_global_transform().get_basis().get_column(2);
Plane grid_plane = Plane(normal);
Vector3 intersection;
if (grid_plane.intersects_ray(camera_position, camera_direction, &intersection)) {
camera_position = intersection;
}
}
real_t division_level = Math::log(Math::abs(camera_distance)) / Math::log((double)primary_grid_steps) + division_level_bias;
real_t clamped_division_level = CLAMP(division_level, division_level_min, division_level_max);
real_t division_level_floored = Math::floor(clamped_division_level);
real_t division_level_decimals = clamped_division_level - division_level_floored;
real_t small_step_size = Math::pow(primary_grid_steps, division_level_floored);
real_t large_step_size = small_step_size * primary_grid_steps;
real_t center_a = large_step_size * (int)(camera_position[a] / large_step_size);
real_t center_b = large_step_size * (int)(camera_position[b] / large_step_size);
real_t bgn_a = center_a - grid_size * small_step_size;
real_t end_a = center_a + grid_size * small_step_size;
real_t bgn_b = center_b - grid_size * small_step_size;
real_t end_b = center_b + grid_size * small_step_size;
real_t fade_size = Math::pow(primary_grid_steps, division_level - 1.0);
real_t min_fade_size = Math::pow(primary_grid_steps, float(division_level_min));
real_t max_fade_size = Math::pow(primary_grid_steps, float(division_level_max));
fade_size = CLAMP(fade_size, min_fade_size, max_fade_size);
real_t grid_fade_size = (grid_size - primary_grid_steps) * fade_size;
grid_mat[c]->set_shader_parameter("grid_size", grid_fade_size);
grid_mat[c]->set_shader_parameter("orthogonal", orthogonal);
// Cache these so we don't have to re-access memory.
Vector<Vector3> &ref_grid = grid_points[c];
Vector<Vector3> &ref_grid_normals = grid_normals[c];
Vector<Color> &ref_grid_colors = grid_colors[c];
// Count our elements same as code below it.
int expected_size = 0;
for (int i = -grid_size; i <= grid_size; i++) {
const real_t position_a = center_a + i * small_step_size;
const real_t position_b = center_b + i * small_step_size;
// Don't draw lines over the origin if it's enabled.
if (!(origin_enabled && Math::is_zero_approx(position_a))) {
expected_size += 2;
}
if (!(origin_enabled && Math::is_zero_approx(position_b))) {
expected_size += 2;
}
}
int idx = 0;
ref_grid.resize(expected_size);
ref_grid_normals.resize(expected_size);
ref_grid_colors.resize(expected_size);
// In each iteration of this loop, draw one line in each direction (so two lines per loop, in each if statement).
for (int i = -grid_size; i <= grid_size; i++) {
Color line_color;
// Is this a primary line? Set the appropriate color.
if (i % primary_grid_steps == 0) {
line_color = primary_grid_color.lerp(secondary_grid_color, division_level_decimals);
} else {
line_color = secondary_grid_color;
line_color.a = line_color.a * (1 - division_level_decimals);
}
real_t position_a = center_a + i * small_step_size;
real_t position_b = center_b + i * small_step_size;
// Don't draw lines over the origin if it's enabled.
if (!(origin_enabled && Math::is_zero_approx(position_a))) {
Vector3 line_bgn;
Vector3 line_end;
line_bgn[a] = position_a;
line_end[a] = position_a;
line_bgn[b] = bgn_b;
line_end[b] = end_b;
ref_grid.set(idx, line_bgn);
ref_grid.set(idx + 1, line_end);
ref_grid_colors.set(idx, line_color);
ref_grid_colors.set(idx + 1, line_color);
ref_grid_normals.set(idx, normal);
ref_grid_normals.set(idx + 1, normal);
idx += 2;
}
if (!(origin_enabled && Math::is_zero_approx(position_b))) {
Vector3 line_bgn;
Vector3 line_end;
line_bgn[b] = position_b;
line_end[b] = position_b;
line_bgn[a] = bgn_a;
line_end[a] = end_a;
ref_grid.set(idx, line_bgn);
ref_grid.set(idx + 1, line_end);
ref_grid_colors.set(idx, line_color);
ref_grid_colors.set(idx + 1, line_color);
ref_grid_normals.set(idx, normal);
ref_grid_normals.set(idx + 1, normal);
idx += 2;
}
}
// Create a mesh from the pushed vector points and colors.
grid[c] = RenderingServer::get_singleton()->mesh_create();
Array d;
d.resize(RS::ARRAY_MAX);
d[RenderingServer::ARRAY_VERTEX] = grid_points[c];
d[RenderingServer::ARRAY_COLOR] = grid_colors[c];
d[RenderingServer::ARRAY_NORMAL] = grid_normals[c];
RenderingServer::get_singleton()->mesh_add_surface_from_arrays(grid[c], RenderingServer::PRIMITIVE_LINES, d);
RenderingServer::get_singleton()->mesh_surface_set_material(grid[c], 0, grid_mat[c]->get_rid());
grid_instance[c] = RenderingServer::get_singleton()->instance_create2(grid[c], get_tree()->get_root()->get_world_3d()->get_scenario());
// Yes, the end of this line is supposed to be a.
RenderingServer::get_singleton()->instance_set_visible(grid_instance[c], grid_visible[a]);
RenderingServer::get_singleton()->instance_geometry_set_cast_shadows_setting(grid_instance[c], RS::SHADOW_CASTING_SETTING_OFF);
RS::get_singleton()->instance_set_layer_mask(grid_instance[c], 1 << Node3DEditorViewport::GIZMO_GRID_LAYER);
RS::get_singleton()->instance_geometry_set_flag(grid_instance[c], RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
RS::get_singleton()->instance_geometry_set_flag(grid_instance[c], RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
}
}
void Node3DEditor::_finish_indicators() {
RenderingServer::get_singleton()->free(origin_instance);
RenderingServer::get_singleton()->free(origin);
_finish_grid();
}
void Node3DEditor::_finish_grid() {
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for (int i = 0; i < 3; i++) {
RenderingServer::get_singleton()->free(grid_instance[i]);
RenderingServer::get_singleton()->free(grid[i]);
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}
}
void Node3DEditor::update_grid() {
const Camera3D::ProjectionType current_projection = viewports[0]->camera->get_projection();
if (current_projection != grid_camera_last_update_perspective) {
grid_init_draw = false; // redraw
grid_camera_last_update_perspective = current_projection;
}
// Gets a orthogonal or perspective position correctly (for the grid comparison)
const Vector3 camera_position = get_editor_viewport(0)->camera->get_position();
if (!grid_init_draw || grid_camera_last_update_position.distance_squared_to(camera_position) >= 100.0f) {
_finish_grid();
_init_grid();
grid_init_draw = true;
grid_camera_last_update_position = camera_position;
}
}
void Node3DEditor::_selection_changed() {
_refresh_menu_icons();
if (selected && editor_selection->get_selected_node_list().size() != 1) {
Vector<Ref<Node3DGizmo>> gizmos = selected->get_gizmos();
for (int i = 0; i < gizmos.size(); i++) {
Ref<EditorNode3DGizmo> seg = gizmos[i];
if (!seg.is_valid()) {
continue;
}
seg->set_selected(false);
}
Node3DEditorSelectedItem *se = editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(selected);
if (se) {
se->gizmo.unref();
se->subgizmos.clear();
}
selected->update_gizmos();
selected = nullptr;
}
update_transform_gizmo();
}
void Node3DEditor::_refresh_menu_icons() {
bool all_locked = true;
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bool all_grouped = true;
List<Node *> &selection = editor_selection->get_selected_node_list();
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if (selection.is_empty()) {
all_locked = false;
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all_grouped = false;
} else {
for (Node *E : selection) {
if (Object::cast_to<Node3D>(E) && !Object::cast_to<Node3D>(E)->has_meta("_edit_lock_")) {
all_locked = false;
break;
}
}
for (Node *E : selection) {
if (Object::cast_to<Node3D>(E) && !Object::cast_to<Node3D>(E)->has_meta("_edit_group_")) {
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all_grouped = false;
break;
}
}
}
tool_button[TOOL_LOCK_SELECTED]->set_visible(!all_locked);
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tool_button[TOOL_LOCK_SELECTED]->set_disabled(selection.is_empty());
tool_button[TOOL_UNLOCK_SELECTED]->set_visible(all_locked);
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tool_button[TOOL_GROUP_SELECTED]->set_visible(!all_grouped);
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tool_button[TOOL_GROUP_SELECTED]->set_disabled(selection.is_empty());
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tool_button[TOOL_UNGROUP_SELECTED]->set_visible(all_grouped);
}
template <typename T>
HashSet<T *> _get_child_nodes(Node *parent_node) {
HashSet<T *> nodes = HashSet<T *>();
T *node = Node::cast_to<T>(parent_node);
if (node) {
nodes.insert(node);
}
for (int i = 0; i < parent_node->get_child_count(); i++) {
Node *child_node = parent_node->get_child(i);
HashSet<T *> child_nodes = _get_child_nodes<T>(child_node);
for (T *I : child_nodes) {
nodes.insert(I);
}
}
return nodes;
}
HashSet<RID> _get_physics_bodies_rid(Node *node) {
HashSet<RID> rids = HashSet<RID>();
PhysicsBody3D *pb = Node::cast_to<PhysicsBody3D>(node);
if (pb) {
rids.insert(pb->get_rid());
}
HashSet<PhysicsBody3D *> child_nodes = _get_child_nodes<PhysicsBody3D>(node);
for (const PhysicsBody3D *I : child_nodes) {
rids.insert(I->get_rid());
}
return rids;
}
void Node3DEditor::snap_selected_nodes_to_floor() {
do_snap_selected_nodes_to_floor = true;
}
void Node3DEditor::_snap_selected_nodes_to_floor() {
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const List<Node *> &selection = editor_selection->get_selected_node_list();
Dictionary snap_data;
for (Node *E : selection) {
Node3D *sp = Object::cast_to<Node3D>(E);
if (sp) {
Vector3 from;
Vector3 position_offset;
// Priorities for snapping to floor are CollisionShapes, VisualInstances and then origin
HashSet<VisualInstance3D *> vi = _get_child_nodes<VisualInstance3D>(sp);
HashSet<CollisionShape3D *> cs = _get_child_nodes<CollisionShape3D>(sp);
bool found_valid_shape = false;
if (cs.size()) {
AABB aabb;
HashSet<CollisionShape3D *>::Iterator I = cs.begin();
if ((*I)->get_shape().is_valid()) {
CollisionShape3D *collision_shape = *cs.begin();
aabb = collision_shape->get_global_transform().xform(collision_shape->get_shape()->get_debug_mesh()->get_aabb());
found_valid_shape = true;
}
for (++I; I; ++I) {
CollisionShape3D *col_shape = *I;
if (col_shape->get_shape().is_valid()) {
aabb.merge_with(col_shape->get_global_transform().xform(col_shape->get_shape()->get_debug_mesh()->get_aabb()));
found_valid_shape = true;
}
}
if (found_valid_shape) {
Vector3 size = aabb.size * Vector3(0.5, 0.0, 0.5);
from = aabb.position + size;
position_offset.y = from.y - sp->get_global_transform().origin.y;
}
}
if (!found_valid_shape && vi.size()) {
VisualInstance3D *begin = *vi.begin();
AABB aabb = begin->get_global_transform().xform(begin->get_aabb());
for (const VisualInstance3D *I : vi) {
aabb.merge_with(I->get_global_transform().xform(I->get_aabb()));
}
Vector3 size = aabb.size * Vector3(0.5, 0.0, 0.5);
from = aabb.position + size;
position_offset.y = from.y - sp->get_global_transform().origin.y;
} else if (!found_valid_shape) {
from = sp->get_global_transform().origin;
}
// We add a bit of margin to the from position to avoid it from snapping
// when the spatial is already on a floor and there's another floor under
// it
from = from + Vector3(0.0, 1, 0.0);
Dictionary d;
d["from"] = from;
d["position_offset"] = position_offset;
snap_data[sp] = d;
}
}
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PhysicsDirectSpaceState3D *ss = get_tree()->get_root()->get_world_3d()->get_direct_space_state();
PhysicsDirectSpaceState3D::RayResult result;
Array keys = snap_data.keys();
// The maximum height an object can travel to be snapped
const float max_snap_height = 500.0;
// Will be set to `true` if at least one node from the selection was successfully snapped
bool snapped_to_floor = false;
if (keys.size()) {
// For snapping to be performed, there must be solid geometry under at least one of the selected nodes.
// We need to check this before snapping to register the undo/redo action only if needed.
for (int i = 0; i < keys.size(); i++) {
Node *node = Object::cast_to<Node>(keys[i]);
Node3D *sp = Object::cast_to<Node3D>(node);
Dictionary d = snap_data[node];
Vector3 from = d["from"];
Vector3 to = from - Vector3(0.0, max_snap_height, 0.0);
HashSet<RID> excluded = _get_physics_bodies_rid(sp);
PhysicsDirectSpaceState3D::RayParameters ray_params;
ray_params.from = from;
ray_params.to = to;
ray_params.exclude = excluded;
if (ss->intersect_ray(ray_params, result)) {
snapped_to_floor = true;
}
}
if (snapped_to_floor) {
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(TTR("Snap Nodes to Floor"));
// Perform snapping if at least one node can be snapped
for (int i = 0; i < keys.size(); i++) {
Node *node = Object::cast_to<Node>(keys[i]);
Node3D *sp = Object::cast_to<Node3D>(node);
Dictionary d = snap_data[node];
Vector3 from = d["from"];
Vector3 to = from - Vector3(0.0, max_snap_height, 0.0);
HashSet<RID> excluded = _get_physics_bodies_rid(sp);
PhysicsDirectSpaceState3D::RayParameters ray_params;
ray_params.from = from;
ray_params.to = to;
ray_params.exclude = excluded;
if (ss->intersect_ray(ray_params, result)) {
Vector3 position_offset = d["position_offset"];
Transform3D new_transform = sp->get_global_transform();
new_transform.origin.y = result.position.y;
new_transform.origin = new_transform.origin - position_offset;
undo_redo->add_do_method(sp, "set_global_transform", new_transform);
undo_redo->add_undo_method(sp, "set_global_transform", sp->get_global_transform());
}
}
undo_redo->commit_action();
} else {
EditorNode::get_singleton()->show_warning(TTR("Couldn't find a solid floor to snap the selection to."));
}
}
}
void Node3DEditor::shortcut_input(const Ref<InputEvent> &p_event) {
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ERR_FAIL_COND(p_event.is_null());
if (!is_visible_in_tree()) {
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return;
}
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snap_key_enabled = Input::get_singleton()->is_key_pressed(Key::CTRL);
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}
void Node3DEditor::_sun_environ_settings_pressed() {
Vector2 pos = sun_environ_settings->get_screen_position() + sun_environ_settings->get_size();
sun_environ_popup->set_position(pos - Vector2(sun_environ_popup->get_contents_minimum_size().width / 2, 0));
sun_environ_popup->reset_size();
sun_environ_popup->popup();
}
void Node3DEditor::_add_sun_to_scene(bool p_already_added_environment) {
sun_environ_popup->hide();
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if (!p_already_added_environment && world_env_count == 0 && Input::get_singleton()->is_key_pressed(Key::SHIFT)) {
// Prevent infinite feedback loop between the sun and environment methods.
_add_environment_to_scene(true);
}
Node *base = get_tree()->get_edited_scene_root();
if (!base) {
// Create a root node so we can add child nodes to it.
SceneTreeDock::get_singleton()->add_root_node(memnew(Node3D));
base = get_tree()->get_edited_scene_root();
}
ERR_FAIL_COND(!base);
Node *new_sun = preview_sun->duplicate();
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
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undo_redo->create_action(TTR("Add Preview Sun to Scene"));
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undo_redo->add_do_method(base, "add_child", new_sun, true);
// Move to the beginning of the scene tree since more "global" nodes
// generally look better when placed at the top.
undo_redo->add_do_method(base, "move_child", new_sun, 0);
undo_redo->add_do_method(new_sun, "set_owner", base);
undo_redo->add_undo_method(base, "remove_child", new_sun);
undo_redo->add_do_reference(new_sun);
undo_redo->commit_action();
}
void Node3DEditor::_add_environment_to_scene(bool p_already_added_sun) {
sun_environ_popup->hide();
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if (!p_already_added_sun && directional_light_count == 0 && Input::get_singleton()->is_key_pressed(Key::SHIFT)) {
// Prevent infinite feedback loop between the sun and environment methods.
_add_sun_to_scene(true);
}
Node *base = get_tree()->get_edited_scene_root();
if (!base) {
// Create a root node so we can add child nodes to it.
SceneTreeDock::get_singleton()->add_root_node(memnew(Node3D));
base = get_tree()->get_edited_scene_root();
}
ERR_FAIL_COND(!base);
WorldEnvironment *new_env = memnew(WorldEnvironment);
new_env->set_environment(preview_environment->get_environment()->duplicate(true));
if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
new_env->set_camera_attributes(preview_environment->get_camera_attributes()->duplicate(true));
}
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
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undo_redo->create_action(TTR("Add Preview Environment to Scene"));
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undo_redo->add_do_method(base, "add_child", new_env, true);
// Move to the beginning of the scene tree since more "global" nodes
// generally look better when placed at the top.
undo_redo->add_do_method(base, "move_child", new_env, 0);
undo_redo->add_do_method(new_env, "set_owner", base);
undo_redo->add_undo_method(base, "remove_child", new_env);
undo_redo->add_do_reference(new_env);
undo_redo->commit_action();
}
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void Node3DEditor::_update_theme() {
tool_button[TOOL_MODE_SELECT]->set_icon(get_theme_icon(SNAME("ToolSelect"), SNAME("EditorIcons")));
tool_button[TOOL_MODE_MOVE]->set_icon(get_theme_icon(SNAME("ToolMove"), SNAME("EditorIcons")));
tool_button[TOOL_MODE_ROTATE]->set_icon(get_theme_icon(SNAME("ToolRotate"), SNAME("EditorIcons")));
tool_button[TOOL_MODE_SCALE]->set_icon(get_theme_icon(SNAME("ToolScale"), SNAME("EditorIcons")));
tool_button[TOOL_MODE_LIST_SELECT]->set_icon(get_theme_icon(SNAME("ListSelect"), SNAME("EditorIcons")));
tool_button[TOOL_LOCK_SELECTED]->set_icon(get_theme_icon(SNAME("Lock"), SNAME("EditorIcons")));
tool_button[TOOL_UNLOCK_SELECTED]->set_icon(get_theme_icon(SNAME("Unlock"), SNAME("EditorIcons")));
tool_button[TOOL_GROUP_SELECTED]->set_icon(get_theme_icon(SNAME("Group"), SNAME("EditorIcons")));
tool_button[TOOL_UNGROUP_SELECTED]->set_icon(get_theme_icon(SNAME("Ungroup"), SNAME("EditorIcons")));
tool_option_button[TOOL_OPT_LOCAL_COORDS]->set_icon(get_theme_icon(SNAME("Object"), SNAME("EditorIcons")));
tool_option_button[TOOL_OPT_USE_SNAP]->set_icon(get_theme_icon(SNAME("Snap"), SNAME("EditorIcons")));
tool_option_button[TOOL_OPT_OVERRIDE_CAMERA]->set_icon(get_theme_icon(SNAME("Camera3D"), SNAME("EditorIcons")));
view_menu->get_popup()->set_item_icon(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_1_VIEWPORT), get_theme_icon(SNAME("Panels1"), SNAME("EditorIcons")));
view_menu->get_popup()->set_item_icon(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_2_VIEWPORTS), get_theme_icon(SNAME("Panels2"), SNAME("EditorIcons")));
view_menu->get_popup()->set_item_icon(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_2_VIEWPORTS_ALT), get_theme_icon(SNAME("Panels2Alt"), SNAME("EditorIcons")));
view_menu->get_popup()->set_item_icon(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_3_VIEWPORTS), get_theme_icon(SNAME("Panels3"), SNAME("EditorIcons")));
view_menu->get_popup()->set_item_icon(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_3_VIEWPORTS_ALT), get_theme_icon(SNAME("Panels3Alt"), SNAME("EditorIcons")));
view_menu->get_popup()->set_item_icon(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_4_VIEWPORTS), get_theme_icon(SNAME("Panels4"), SNAME("EditorIcons")));
sun_button->set_icon(get_theme_icon(SNAME("PreviewSun"), SNAME("EditorIcons")));
environ_button->set_icon(get_theme_icon(SNAME("PreviewEnvironment"), SNAME("EditorIcons")));
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sun_environ_settings->set_icon(get_theme_icon(SNAME("GuiTabMenuHl"), SNAME("EditorIcons")));
sun_title->add_theme_font_override("font", get_theme_font(SNAME("title_font"), SNAME("Window")));
environ_title->add_theme_font_override("font", get_theme_font(SNAME("title_font"), SNAME("Window")));
sun_color->set_custom_minimum_size(Size2(0, get_theme_constant(SNAME("color_picker_button_height"), SNAME("Editor"))));
environ_sky_color->set_custom_minimum_size(Size2(0, get_theme_constant(SNAME("color_picker_button_height"), SNAME("Editor"))));
environ_ground_color->set_custom_minimum_size(Size2(0, get_theme_constant(SNAME("color_picker_button_height"), SNAME("Editor"))));
context_menu_panel->add_theme_style_override("panel", get_theme_stylebox(SNAME("ContextualToolbar"), SNAME("EditorStyles")));
}
void Node3DEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_READY: {
_menu_item_pressed(MENU_VIEW_USE_1_VIEWPORT);
_refresh_menu_icons();
get_tree()->connect("node_removed", callable_mp(this, &Node3DEditor::_node_removed));
get_tree()->connect("node_added", callable_mp(this, &Node3DEditor::_node_added));
SceneTreeDock::get_singleton()->get_tree_editor()->connect("node_changed", callable_mp(this, &Node3DEditor::_refresh_menu_icons));
editor_selection->connect("selection_changed", callable_mp(this, &Node3DEditor::_selection_changed));
EditorNode::get_singleton()->connect("stop_pressed", callable_mp(this, &Node3DEditor::_update_camera_override_button).bind(false));
EditorNode::get_singleton()->connect("play_pressed", callable_mp(this, &Node3DEditor::_update_camera_override_button).bind(true));
_update_preview_environment();
sun_state->set_custom_minimum_size(sun_vb->get_combined_minimum_size());
environ_state->set_custom_minimum_size(environ_vb->get_combined_minimum_size());
EditorNode::get_singleton()->connect("project_settings_changed", callable_mp(this, &Node3DEditor::update_all_gizmos).bind(Variant()));
} break;
case NOTIFICATION_ENTER_TREE: {
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_update_theme();
_register_all_gizmos();
_update_gizmos_menu();
_init_indicators();
update_all_gizmos();
} break;
case NOTIFICATION_EXIT_TREE: {
_finish_indicators();
} break;
case NOTIFICATION_THEME_CHANGED: {
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_update_theme();
_update_gizmos_menu_theme();
sun_title->add_theme_font_override("font", get_theme_font(SNAME("title_font"), SNAME("Window")));
environ_title->add_theme_font_override("font", get_theme_font(SNAME("title_font"), SNAME("Window")));
} break;
case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: {
// Update grid color by rebuilding grid.
_finish_grid();
_init_grid();
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
if (!is_visible() && tool_option_button[TOOL_OPT_OVERRIDE_CAMERA]->is_pressed()) {
EditorDebuggerNode *debugger = EditorDebuggerNode::get_singleton();
debugger->set_camera_override(EditorDebuggerNode::OVERRIDE_NONE);
tool_option_button[TOOL_OPT_OVERRIDE_CAMERA]->set_pressed(false);
}
} break;
case NOTIFICATION_PHYSICS_PROCESS: {
if (do_snap_selected_nodes_to_floor) {
_snap_selected_nodes_to_floor();
do_snap_selected_nodes_to_floor = false;
}
}
}
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}
bool Node3DEditor::is_subgizmo_selected(int p_id) {
Node3DEditorSelectedItem *se = selected ? editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(selected) : nullptr;
if (se) {
return se->subgizmos.has(p_id);
}
return false;
}
bool Node3DEditor::is_current_selected_gizmo(const EditorNode3DGizmo *p_gizmo) {
Node3DEditorSelectedItem *se = selected ? editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(selected) : nullptr;
if (se) {
return se->gizmo == p_gizmo;
}
return false;
}
Vector<int> Node3DEditor::get_subgizmo_selection() {
Node3DEditorSelectedItem *se = selected ? editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(selected) : nullptr;
Vector<int> ret;
if (se) {
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for (const KeyValue<int, Transform3D> &E : se->subgizmos) {
ret.push_back(E.key);
}
}
return ret;
}
void Node3DEditor::add_control_to_menu_panel(Control *p_control) {
context_menu_hbox->add_child(p_control);
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}
void Node3DEditor::remove_control_from_menu_panel(Control *p_control) {
context_menu_hbox->remove_child(p_control);
}
void Node3DEditor::set_can_preview(Camera3D *p_preview) {
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for (int i = 0; i < 4; i++) {
viewports[i]->set_can_preview(p_preview);
}
}
VSplitContainer *Node3DEditor::get_shader_split() {
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return shader_split;
}
void Node3DEditor::add_control_to_left_panel(Control *p_control) {
left_panel_split->add_child(p_control);
left_panel_split->move_child(p_control, 0);
}
void Node3DEditor::add_control_to_right_panel(Control *p_control) {
right_panel_split->add_child(p_control);
right_panel_split->move_child(p_control, 1);
}
void Node3DEditor::remove_control_from_left_panel(Control *p_control) {
left_panel_split->remove_child(p_control);
}
void Node3DEditor::remove_control_from_right_panel(Control *p_control) {
right_panel_split->remove_child(p_control);
}
void Node3DEditor::move_control_to_left_panel(Control *p_control) {
ERR_FAIL_NULL(p_control);
if (p_control->get_parent() == left_panel_split) {
return;
}
ERR_FAIL_COND(p_control->get_parent() != right_panel_split);
right_panel_split->remove_child(p_control);
add_control_to_left_panel(p_control);
}
void Node3DEditor::move_control_to_right_panel(Control *p_control) {
ERR_FAIL_NULL(p_control);
if (p_control->get_parent() == right_panel_split) {
return;
}
ERR_FAIL_COND(p_control->get_parent() != left_panel_split);
left_panel_split->remove_child(p_control);
add_control_to_right_panel(p_control);
2014-02-10 01:10:30 +00:00
}
void Node3DEditor::_request_gizmo(Object *p_obj) {
Node3D *sp = Object::cast_to<Node3D>(p_obj);
if (!sp) {
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return;
}
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bool is_selected = (sp == selected);
Node *edited_scene = EditorNode::get_singleton()->get_edited_scene();
if (edited_scene && (sp == edited_scene || (sp->get_owner() && edited_scene->is_ancestor_of(sp)))) {
for (int i = 0; i < gizmo_plugins_by_priority.size(); ++i) {
Ref<EditorNode3DGizmo> seg = gizmo_plugins_by_priority.write[i]->get_gizmo(sp);
2014-02-10 01:10:30 +00:00
if (seg.is_valid()) {
sp->add_gizmo(seg);
if (is_selected != seg->is_selected()) {
seg->set_selected(is_selected);
}
}
}
if (!sp->get_gizmos().is_empty()) {
sp->update_gizmos();
}
}
}
void Node3DEditor::_request_gizmo_for_id(ObjectID p_id) {
Node3D *node = Object::cast_to<Node3D>(ObjectDB::get_instance(p_id));
if (node) {
_request_gizmo(node);
}
}
void Node3DEditor::_set_subgizmo_selection(Object *p_obj, Ref<Node3DGizmo> p_gizmo, int p_id, Transform3D p_transform) {
if (p_id == -1) {
_clear_subgizmo_selection(p_obj);
return;
}
Node3D *sp = nullptr;
if (p_obj) {
sp = Object::cast_to<Node3D>(p_obj);
} else {
sp = selected;
}
if (!sp) {
return;
}
Node3DEditorSelectedItem *se = editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(sp);
if (se) {
se->subgizmos.clear();
se->subgizmos.insert(p_id, p_transform);
se->gizmo = p_gizmo;
sp->update_gizmos();
update_transform_gizmo();
}
}
void Node3DEditor::_clear_subgizmo_selection(Object *p_obj) {
Node3D *sp = nullptr;
if (p_obj) {
sp = Object::cast_to<Node3D>(p_obj);
} else {
sp = selected;
}
if (!sp) {
return;
}
Node3DEditorSelectedItem *se = editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(sp);
if (se) {
se->subgizmos.clear();
se->gizmo.unref();
sp->update_gizmos();
update_transform_gizmo();
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}
}
void Node3DEditor::_toggle_maximize_view(Object *p_viewport) {
if (!p_viewport) {
return;
}
Node3DEditorViewport *current_viewport = Object::cast_to<Node3DEditorViewport>(p_viewport);
if (!current_viewport) {
return;
}
int index = -1;
bool maximized = false;
for (int i = 0; i < 4; i++) {
if (viewports[i] == current_viewport) {
index = i;
if (current_viewport->get_global_rect() == viewport_base->get_global_rect()) {
maximized = true;
}
break;
}
}
if (index == -1) {
return;
}
if (!maximized) {
for (uint32_t i = 0; i < VIEWPORTS_COUNT; i++) {
if (i == (uint32_t)index) {
viewports[i]->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT);
} else {
viewports[i]->hide();
}
}
} else {
for (uint32_t i = 0; i < VIEWPORTS_COUNT; i++) {
viewports[i]->show();
}
if (view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_1_VIEWPORT))) {
_menu_item_pressed(MENU_VIEW_USE_1_VIEWPORT);
} else if (view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_2_VIEWPORTS))) {
_menu_item_pressed(MENU_VIEW_USE_2_VIEWPORTS);
} else if (view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_2_VIEWPORTS_ALT))) {
_menu_item_pressed(MENU_VIEW_USE_2_VIEWPORTS_ALT);
} else if (view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_3_VIEWPORTS))) {
_menu_item_pressed(MENU_VIEW_USE_3_VIEWPORTS);
} else if (view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_3_VIEWPORTS_ALT))) {
_menu_item_pressed(MENU_VIEW_USE_3_VIEWPORTS_ALT);
} else if (view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_USE_4_VIEWPORTS))) {
_menu_item_pressed(MENU_VIEW_USE_4_VIEWPORTS);
}
}
}
void Node3DEditor::_node_added(Node *p_node) {
if (EditorNode::get_singleton()->get_scene_root()->is_ancestor_of(p_node)) {
if (Object::cast_to<WorldEnvironment>(p_node)) {
world_env_count++;
if (world_env_count == 1) {
_update_preview_environment();
}
} else if (Object::cast_to<DirectionalLight3D>(p_node)) {
directional_light_count++;
if (directional_light_count == 1) {
_update_preview_environment();
}
}
}
}
void Node3DEditor::_node_removed(Node *p_node) {
if (EditorNode::get_singleton()->get_scene_root()->is_ancestor_of(p_node)) {
if (Object::cast_to<WorldEnvironment>(p_node)) {
world_env_count--;
if (world_env_count == 0) {
_update_preview_environment();
}
} else if (Object::cast_to<DirectionalLight3D>(p_node)) {
directional_light_count--;
if (directional_light_count == 0) {
_update_preview_environment();
}
}
}
if (p_node == selected) {
Node3DEditorSelectedItem *se = editor_selection->get_node_editor_data<Node3DEditorSelectedItem>(selected);
if (se) {
se->gizmo.unref();
se->subgizmos.clear();
}
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selected = nullptr;
update_transform_gizmo();
}
}
void Node3DEditor::_register_all_gizmos() {
add_gizmo_plugin(Ref<Camera3DGizmoPlugin>(memnew(Camera3DGizmoPlugin)));
add_gizmo_plugin(Ref<Light3DGizmoPlugin>(memnew(Light3DGizmoPlugin)));
add_gizmo_plugin(Ref<AudioStreamPlayer3DGizmoPlugin>(memnew(AudioStreamPlayer3DGizmoPlugin)));
add_gizmo_plugin(Ref<AudioListener3DGizmoPlugin>(memnew(AudioListener3DGizmoPlugin)));
add_gizmo_plugin(Ref<MeshInstance3DGizmoPlugin>(memnew(MeshInstance3DGizmoPlugin)));
add_gizmo_plugin(Ref<OccluderInstance3DGizmoPlugin>(memnew(OccluderInstance3DGizmoPlugin)));
add_gizmo_plugin(Ref<SoftBody3DGizmoPlugin>(memnew(SoftBody3DGizmoPlugin)));
add_gizmo_plugin(Ref<Sprite3DGizmoPlugin>(memnew(Sprite3DGizmoPlugin)));
add_gizmo_plugin(Ref<Label3DGizmoPlugin>(memnew(Label3DGizmoPlugin)));
add_gizmo_plugin(Ref<Marker3DGizmoPlugin>(memnew(Marker3DGizmoPlugin)));
add_gizmo_plugin(Ref<RayCast3DGizmoPlugin>(memnew(RayCast3DGizmoPlugin)));
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add_gizmo_plugin(Ref<ShapeCast3DGizmoPlugin>(memnew(ShapeCast3DGizmoPlugin)));
add_gizmo_plugin(Ref<SpringArm3DGizmoPlugin>(memnew(SpringArm3DGizmoPlugin)));
add_gizmo_plugin(Ref<VehicleWheel3DGizmoPlugin>(memnew(VehicleWheel3DGizmoPlugin)));
add_gizmo_plugin(Ref<VisibleOnScreenNotifier3DGizmoPlugin>(memnew(VisibleOnScreenNotifier3DGizmoPlugin)));
add_gizmo_plugin(Ref<GPUParticles3DGizmoPlugin>(memnew(GPUParticles3DGizmoPlugin)));
add_gizmo_plugin(Ref<GPUParticlesCollision3DGizmoPlugin>(memnew(GPUParticlesCollision3DGizmoPlugin)));
add_gizmo_plugin(Ref<CPUParticles3DGizmoPlugin>(memnew(CPUParticles3DGizmoPlugin)));
add_gizmo_plugin(Ref<ReflectionProbeGizmoPlugin>(memnew(ReflectionProbeGizmoPlugin)));
add_gizmo_plugin(Ref<DecalGizmoPlugin>(memnew(DecalGizmoPlugin)));
add_gizmo_plugin(Ref<VoxelGIGizmoPlugin>(memnew(VoxelGIGizmoPlugin)));
add_gizmo_plugin(Ref<LightmapGIGizmoPlugin>(memnew(LightmapGIGizmoPlugin)));
add_gizmo_plugin(Ref<LightmapProbeGizmoPlugin>(memnew(LightmapProbeGizmoPlugin)));
add_gizmo_plugin(Ref<CollisionObject3DGizmoPlugin>(memnew(CollisionObject3DGizmoPlugin)));
add_gizmo_plugin(Ref<CollisionShape3DGizmoPlugin>(memnew(CollisionShape3DGizmoPlugin)));
add_gizmo_plugin(Ref<CollisionPolygon3DGizmoPlugin>(memnew(CollisionPolygon3DGizmoPlugin)));
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add_gizmo_plugin(Ref<NavigationLink3DGizmoPlugin>(memnew(NavigationLink3DGizmoPlugin)));
add_gizmo_plugin(Ref<NavigationRegion3DGizmoPlugin>(memnew(NavigationRegion3DGizmoPlugin)));
add_gizmo_plugin(Ref<Joint3DGizmoPlugin>(memnew(Joint3DGizmoPlugin)));
add_gizmo_plugin(Ref<PhysicalBone3DGizmoPlugin>(memnew(PhysicalBone3DGizmoPlugin)));
add_gizmo_plugin(Ref<FogVolumeGizmoPlugin>(memnew(FogVolumeGizmoPlugin)));
}
void Node3DEditor::_bind_methods() {
ClassDB::bind_method("_get_editor_data", &Node3DEditor::_get_editor_data);
ClassDB::bind_method("_request_gizmo", &Node3DEditor::_request_gizmo);
ClassDB::bind_method("_request_gizmo_for_id", &Node3DEditor::_request_gizmo_for_id);
ClassDB::bind_method("_set_subgizmo_selection", &Node3DEditor::_set_subgizmo_selection);
ClassDB::bind_method("_clear_subgizmo_selection", &Node3DEditor::_clear_subgizmo_selection);
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ClassDB::bind_method("_refresh_menu_icons", &Node3DEditor::_refresh_menu_icons);
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ADD_SIGNAL(MethodInfo("transform_key_request"));
ADD_SIGNAL(MethodInfo("item_lock_status_changed"));
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ADD_SIGNAL(MethodInfo("item_group_status_changed"));
}
void Node3DEditor::clear() {
settings_fov->set_value(EDITOR_GET("editors/3d/default_fov"));
settings_znear->set_value(EDITOR_GET("editors/3d/default_z_near"));
settings_zfar->set_value(EDITOR_GET("editors/3d/default_z_far"));
snap_translate_value = EditorSettings::get_singleton()->get_project_metadata("3d_editor", "snap_translate_value", 1);
snap_rotate_value = EditorSettings::get_singleton()->get_project_metadata("3d_editor", "snap_rotate_value", 15);
snap_scale_value = EditorSettings::get_singleton()->get_project_metadata("3d_editor", "snap_scale_value", 10);
_snap_update();
for (uint32_t i = 0; i < VIEWPORTS_COUNT; i++) {
viewports[i]->reset();
}
RenderingServer::get_singleton()->instance_set_visible(origin_instance, true);
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_ORIGIN), true);
for (int i = 0; i < 3; ++i) {
if (grid_enable[i]) {
grid_visible[i] = true;
}
}
for (uint32_t i = 0; i < VIEWPORTS_COUNT; i++) {
viewports[i]->view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(Node3DEditorViewport::VIEW_AUDIO_LISTENER), i == 0);
viewports[i]->viewport->set_as_audio_listener_3d(i == 0);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
}
view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(MENU_VIEW_GRID), true);
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}
void Node3DEditor::_sun_direction_draw() {
sun_direction->draw_rect(Rect2(Vector2(), sun_direction->get_size()), Color(1, 1, 1, 1));
Vector3 z_axis = preview_sun->get_transform().basis.get_column(Vector3::AXIS_Z);
z_axis = get_editor_viewport(0)->camera->get_camera_transform().basis.xform_inv(z_axis);
sun_direction_material->set_shader_parameter("sun_direction", Vector3(z_axis.x, -z_axis.y, z_axis.z));
Color color = sun_color->get_pick_color() * sun_energy->get_value();
sun_direction_material->set_shader_parameter("sun_color", Vector3(color.r, color.g, color.b));
}
void Node3DEditor::_preview_settings_changed() {
if (sun_environ_updating) {
return;
}
{ // preview sun
Transform3D t;
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t.basis = Basis::from_euler(Vector3(sun_rotation.x, sun_rotation.y, 0));
preview_sun->set_transform(t);
sun_direction->queue_redraw();
preview_sun->set_param(Light3D::PARAM_ENERGY, sun_energy->get_value());
preview_sun->set_param(Light3D::PARAM_SHADOW_MAX_DISTANCE, sun_max_distance->get_value());
preview_sun->set_color(sun_color->get_pick_color());
}
{ //preview env
sky_material->set_sky_energy_multiplier(environ_energy->get_value());
Color hz_color = environ_sky_color->get_pick_color().lerp(environ_ground_color->get_pick_color(), 0.5).lerp(Color(1, 1, 1), 0.5);
sky_material->set_sky_top_color(environ_sky_color->get_pick_color());
sky_material->set_sky_horizon_color(hz_color);
sky_material->set_ground_bottom_color(environ_ground_color->get_pick_color());
sky_material->set_ground_horizon_color(hz_color);
environment->set_ssao_enabled(environ_ao_button->is_pressed());
environment->set_glow_enabled(environ_glow_button->is_pressed());
environment->set_sdfgi_enabled(environ_gi_button->is_pressed());
environment->set_tonemapper(environ_tonemap_button->is_pressed() ? Environment::TONE_MAPPER_FILMIC : Environment::TONE_MAPPER_LINEAR);
}
}
void Node3DEditor::_load_default_preview_settings() {
sun_environ_updating = true;
// These default rotations place the preview sun at an angular altitude
// of 60 degrees (must be negative) and an azimuth of 30 degrees clockwise
// from north (or 150 CCW from south), from north east, facing south west.
// On any not-tidally-locked planet, a sun would have an angular altitude
// of 60 degrees as the average of all points on the sphere at noon.
// The azimuth choice is arbitrary, but ideally shouldn't be on an axis.
sun_rotation = Vector2(-Math::deg_to_rad(60.0), Math::deg_to_rad(150.0));
sun_angle_altitude->set_value(-Math::rad_to_deg(sun_rotation.x));
sun_angle_azimuth->set_value(180.0 - Math::rad_to_deg(sun_rotation.y));
sun_direction->queue_redraw();
environ_sky_color->set_pick_color(Color(0.385, 0.454, 0.55));
environ_ground_color->set_pick_color(Color(0.2, 0.169, 0.133));
environ_energy->set_value(1.0);
if (OS::get_singleton()->get_current_rendering_method() != "gl_compatibility") {
environ_glow_button->set_pressed(true);
}
environ_tonemap_button->set_pressed(true);
environ_ao_button->set_pressed(false);
environ_gi_button->set_pressed(false);
sun_max_distance->set_value(100);
sun_color->set_pick_color(Color(1, 1, 1));
sun_energy->set_value(1.0);
sun_environ_updating = false;
}
void Node3DEditor::_update_preview_environment() {
bool disable_light = directional_light_count > 0 || !sun_button->is_pressed();
sun_button->set_disabled(directional_light_count > 0);
if (disable_light) {
if (preview_sun->get_parent()) {
preview_sun->get_parent()->remove_child(preview_sun);
sun_state->show();
sun_vb->hide();
preview_sun_dangling = true;
}
if (directional_light_count > 0) {
sun_state->set_text(TTR("Scene contains\nDirectionalLight3D.\nPreview disabled."));
} else {
sun_state->set_text(TTR("Preview disabled."));
}
} else {
if (!preview_sun->get_parent()) {
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add_child(preview_sun, true);
sun_state->hide();
sun_vb->show();
preview_sun_dangling = false;
}
}
sun_angle_altitude->set_value(-Math::rad_to_deg(sun_rotation.x));
sun_angle_azimuth->set_value(180.0 - Math::rad_to_deg(sun_rotation.y));
bool disable_env = world_env_count > 0 || !environ_button->is_pressed();
environ_button->set_disabled(world_env_count > 0);
if (disable_env) {
if (preview_environment->get_parent()) {
preview_environment->get_parent()->remove_child(preview_environment);
environ_state->show();
environ_vb->hide();
preview_env_dangling = true;
}
if (world_env_count > 0) {
environ_state->set_text(TTR("Scene contains\nWorldEnvironment.\nPreview disabled."));
} else {
environ_state->set_text(TTR("Preview disabled."));
}
} else {
if (!preview_environment->get_parent()) {
add_child(preview_environment);
environ_state->hide();
environ_vb->show();
preview_env_dangling = false;
}
}
}
void Node3DEditor::_sun_direction_input(const Ref<InputEvent> &p_event) {
Ref<InputEventMouseMotion> mm = p_event;
if (mm.is_valid() && (mm->get_button_mask().has_flag(MouseButtonMask::LEFT))) {
sun_rotation.x += mm->get_relative().y * (0.02 * EDSCALE);
sun_rotation.y -= mm->get_relative().x * (0.02 * EDSCALE);
sun_rotation.x = CLAMP(sun_rotation.x, -Math_TAU / 4, Math_TAU / 4);
sun_angle_altitude->set_value(-Math::rad_to_deg(sun_rotation.x));
sun_angle_azimuth->set_value(180.0 - Math::rad_to_deg(sun_rotation.y));
_preview_settings_changed();
}
}
void Node3DEditor::_sun_direction_angle_set() {
sun_rotation.x = Math::deg_to_rad(-sun_angle_altitude->get_value());
sun_rotation.y = Math::deg_to_rad(180.0 - sun_angle_azimuth->get_value());
_preview_settings_changed();
}
Node3DEditor::Node3DEditor() {
gizmo.visible = true;
gizmo.scale = 1.0;
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viewport_environment = Ref<Environment>(memnew(Environment));
VBoxContainer *vbc = this;
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custom_camera = nullptr;
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singleton = this;
editor_selection = EditorNode::get_singleton()->get_editor_selection();
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editor_selection->add_editor_plugin(this);
snap_enabled = false;
snap_key_enabled = false;
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tool_mode = TOOL_MODE_SELECT;
camera_override_viewport_id = 0;
// A fluid container for all toolbars.
HFlowContainer *main_flow = memnew(HFlowContainer);
vbc->add_child(main_flow);
// Main toolbars.
HBoxContainer *main_menu_hbox = memnew(HBoxContainer);
main_flow->add_child(main_menu_hbox);
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String sct;
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// Add some margin to the left for better aesthetics.
// This prevents the first button's hover/pressed effect from "touching" the panel's border,
// which looks ugly.
Control *margin_left = memnew(Control);
main_menu_hbox->add_child(margin_left);
margin_left->set_custom_minimum_size(Size2(2, 0) * EDSCALE);
tool_button[TOOL_MODE_SELECT] = memnew(Button);
main_menu_hbox->add_child(tool_button[TOOL_MODE_SELECT]);
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tool_button[TOOL_MODE_SELECT]->set_toggle_mode(true);
tool_button[TOOL_MODE_SELECT]->set_flat(true);
tool_button[TOOL_MODE_SELECT]->set_pressed(true);
tool_button[TOOL_MODE_SELECT]->connect("pressed", callable_mp(this, &Node3DEditor::_menu_item_pressed).bind(MENU_TOOL_SELECT));
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tool_button[TOOL_MODE_SELECT]->set_shortcut(ED_SHORTCUT("spatial_editor/tool_select", TTR("Select Mode"), Key::Q));
tool_button[TOOL_MODE_SELECT]->set_shortcut_context(this);
tool_button[TOOL_MODE_SELECT]->set_tooltip_text(keycode_get_string((Key)KeyModifierMask::CMD_OR_CTRL) + TTR("Drag: Rotate selected node around pivot.") + "\n" + TTR("Alt+RMB: Show list of all nodes at position clicked, including locked."));
main_menu_hbox->add_child(memnew(VSeparator));
tool_button[TOOL_MODE_MOVE] = memnew(Button);
main_menu_hbox->add_child(tool_button[TOOL_MODE_MOVE]);
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tool_button[TOOL_MODE_MOVE]->set_toggle_mode(true);
tool_button[TOOL_MODE_MOVE]->set_flat(true);
tool_button[TOOL_MODE_MOVE]->connect("pressed", callable_mp(this, &Node3DEditor::_menu_item_pressed).bind(MENU_TOOL_MOVE));
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tool_button[TOOL_MODE_MOVE]->set_shortcut(ED_SHORTCUT("spatial_editor/tool_move", TTR("Move Mode"), Key::W));
tool_button[TOOL_MODE_MOVE]->set_shortcut_context(this);
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tool_button[TOOL_MODE_ROTATE] = memnew(Button);
main_menu_hbox->add_child(tool_button[TOOL_MODE_ROTATE]);
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tool_button[TOOL_MODE_ROTATE]->set_toggle_mode(true);
tool_button[TOOL_MODE_ROTATE]->set_flat(true);
tool_button[TOOL_MODE_ROTATE]->connect("pressed", callable_mp(this, &Node3DEditor::_menu_item_pressed).bind(MENU_TOOL_ROTATE));
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tool_button[TOOL_MODE_ROTATE]->set_shortcut(ED_SHORTCUT("spatial_editor/tool_rotate", TTR("Rotate Mode"), Key::E));
tool_button[TOOL_MODE_ROTATE]->set_shortcut_context(this);
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tool_button[TOOL_MODE_SCALE] = memnew(Button);
main_menu_hbox->add_child(tool_button[TOOL_MODE_SCALE]);
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tool_button[TOOL_MODE_SCALE]->set_toggle_mode(true);
tool_button[TOOL_MODE_SCALE]->set_flat(true);
tool_button[TOOL_MODE_SCALE]->connect("pressed", callable_mp(this, &Node3DEditor::_menu_item_pressed).bind(MENU_TOOL_SCALE));
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tool_button[TOOL_MODE_SCALE]->set_shortcut(ED_SHORTCUT("spatial_editor/tool_scale", TTR("Scale Mode"), Key::R));
tool_button[TOOL_MODE_SCALE]->set_shortcut_context(this);
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main_menu_hbox->add_child(memnew(VSeparator));
tool_button[TOOL_MODE_LIST_SELECT] = memnew(Button);
main_menu_hbox->add_child(tool_button[TOOL_MODE_LIST_SELECT]);
tool_button[TOOL_MODE_LIST_SELECT]->set_toggle_mode(true);
tool_button[TOOL_MODE_LIST_SELECT]->set_flat(true);
tool_button[TOOL_MODE_LIST_SELECT]->connect("pressed", callable_mp(this, &Node3DEditor::_menu_item_pressed).bind(MENU_TOOL_LIST_SELECT));
tool_button[TOOL_MODE_LIST_SELECT]->set_tooltip_text(TTR("Show list of selectable nodes at position clicked."));
tool_button[TOOL_LOCK_SELECTED] = memnew(Button);
main_menu_hbox->add_child(tool_button[TOOL_LOCK_SELECTED]);
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tool_button[TOOL_LOCK_SELECTED]->set_flat(true);
tool_button[TOOL_LOCK_SELECTED]->connect("pressed", callable_mp(this, &Node3DEditor::_menu_item_pressed).bind(MENU_LOCK_SELECTED));
tool_button[TOOL_LOCK_SELECTED]->set_tooltip_text(TTR("Lock selected node, preventing selection and movement."));
// Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused.
tool_button[TOOL_LOCK_SELECTED]->set_shortcut(ED_SHORTCUT("editor/lock_selected_nodes", TTR("Lock Selected Node(s)"), KeyModifierMask::CMD_OR_CTRL | Key::L));
tool_button[TOOL_UNLOCK_SELECTED] = memnew(Button);
main_menu_hbox->add_child(tool_button[TOOL_UNLOCK_SELECTED]);
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tool_button[TOOL_UNLOCK_SELECTED]->set_flat(true);
tool_button[TOOL_UNLOCK_SELECTED]->connect("pressed", callable_mp(this, &Node3DEditor::_menu_item_pressed).bind(MENU_UNLOCK_SELECTED));
tool_button[TOOL_UNLOCK_SELECTED]->set_tooltip_text(TTR("Unlock selected node, allowing selection and movement."));
// Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused.
tool_button[TOOL_UNLOCK_SELECTED]->set_shortcut(ED_SHORTCUT("editor/unlock_selected_nodes", TTR("Unlock Selected Node(s)"), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::L));
tool_button[TOOL_GROUP_SELECTED] = memnew(Button);
main_menu_hbox->add_child(tool_button[TOOL_GROUP_SELECTED]);
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tool_button[TOOL_GROUP_SELECTED]->set_flat(true);
tool_button[TOOL_GROUP_SELECTED]->connect("pressed", callable_mp(this, &Node3DEditor::_menu_item_pressed).bind(MENU_GROUP_SELECTED));
tool_button[TOOL_GROUP_SELECTED]->set_tooltip_text(TTR("Make selected node's children not selectable."));
// Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused.
tool_button[TOOL_GROUP_SELECTED]->set_shortcut(ED_SHORTCUT("editor/group_selected_nodes", TTR("Group Selected Node(s)"), KeyModifierMask::CMD_OR_CTRL | Key::G));
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tool_button[TOOL_UNGROUP_SELECTED] = memnew(Button);
main_menu_hbox->add_child(tool_button[TOOL_UNGROUP_SELECTED]);
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tool_button[TOOL_UNGROUP_SELECTED]->set_flat(true);
tool_button[TOOL_UNGROUP_SELECTED]->connect("pressed", callable_mp(this, &Node3DEditor::_menu_item_pressed).bind(MENU_UNGROUP_SELECTED));
tool_button[TOOL_UNGROUP_SELECTED]->set_tooltip_text(TTR("Make selected node's children selectable."));
// Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused.
tool_button[TOOL_UNGROUP_SELECTED]->set_shortcut(ED_SHORTCUT("editor/ungroup_selected_nodes", TTR("Ungroup Selected Node(s)"), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::G));
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main_menu_hbox->add_child(memnew(VSeparator));
tool_option_button[TOOL_OPT_LOCAL_COORDS] = memnew(Button);
main_menu_hbox->add_child(tool_option_button[TOOL_OPT_LOCAL_COORDS]);
tool_option_button[TOOL_OPT_LOCAL_COORDS]->set_toggle_mode(true);
tool_option_button[TOOL_OPT_LOCAL_COORDS]->set_flat(true);
tool_option_button[TOOL_OPT_LOCAL_COORDS]->connect("toggled", callable_mp(this, &Node3DEditor::_menu_item_toggled).bind(MENU_TOOL_LOCAL_COORDS));
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tool_option_button[TOOL_OPT_LOCAL_COORDS]->set_shortcut(ED_SHORTCUT("spatial_editor/local_coords", TTR("Use Local Space"), Key::T));
tool_option_button[TOOL_OPT_LOCAL_COORDS]->set_shortcut_context(this);
tool_option_button[TOOL_OPT_USE_SNAP] = memnew(Button);
main_menu_hbox->add_child(tool_option_button[TOOL_OPT_USE_SNAP]);
tool_option_button[TOOL_OPT_USE_SNAP]->set_toggle_mode(true);
tool_option_button[TOOL_OPT_USE_SNAP]->set_flat(true);
tool_option_button[TOOL_OPT_USE_SNAP]->connect("toggled", callable_mp(this, &Node3DEditor::_menu_item_toggled).bind(MENU_TOOL_USE_SNAP));
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tool_option_button[TOOL_OPT_USE_SNAP]->set_shortcut(ED_SHORTCUT("spatial_editor/snap", TTR("Use Snap"), Key::Y));
tool_option_button[TOOL_OPT_USE_SNAP]->set_shortcut_context(this);
main_menu_hbox->add_child(memnew(VSeparator));
tool_option_button[TOOL_OPT_OVERRIDE_CAMERA] = memnew(Button);
main_menu_hbox->add_child(tool_option_button[TOOL_OPT_OVERRIDE_CAMERA]);
tool_option_button[TOOL_OPT_OVERRIDE_CAMERA]->set_toggle_mode(true);
tool_option_button[TOOL_OPT_OVERRIDE_CAMERA]->set_flat(true);
tool_option_button[TOOL_OPT_OVERRIDE_CAMERA]->set_disabled(true);
tool_option_button[TOOL_OPT_OVERRIDE_CAMERA]->connect("toggled", callable_mp(this, &Node3DEditor::_menu_item_toggled).bind(MENU_TOOL_OVERRIDE_CAMERA));
_update_camera_override_button(false);
main_menu_hbox->add_child(memnew(VSeparator));
sun_button = memnew(Button);
sun_button->set_tooltip_text(TTR("Toggle preview sunlight.\nIf a DirectionalLight3D node is added to the scene, preview sunlight is disabled."));
sun_button->set_toggle_mode(true);
sun_button->set_flat(true);
sun_button->connect("pressed", callable_mp(this, &Node3DEditor::_update_preview_environment), CONNECT_DEFERRED);
// Preview is enabled by default - ensure this applies on editor startup when there is no state yet.
sun_button->set_pressed(true);
main_menu_hbox->add_child(sun_button);
environ_button = memnew(Button);
environ_button->set_tooltip_text(TTR("Toggle preview environment.\nIf a WorldEnvironment node is added to the scene, preview environment is disabled."));
environ_button->set_toggle_mode(true);
environ_button->set_flat(true);
environ_button->connect("pressed", callable_mp(this, &Node3DEditor::_update_preview_environment), CONNECT_DEFERRED);
// Preview is enabled by default - ensure this applies on editor startup when there is no state yet.
environ_button->set_pressed(true);
main_menu_hbox->add_child(environ_button);
sun_environ_settings = memnew(Button);
sun_environ_settings->set_tooltip_text(TTR("Edit Sun and Environment settings."));
sun_environ_settings->set_flat(true);
sun_environ_settings->connect("pressed", callable_mp(this, &Node3DEditor::_sun_environ_settings_pressed));
main_menu_hbox->add_child(sun_environ_settings);
main_menu_hbox->add_child(memnew(VSeparator));
// Drag and drop support;
preview_node = memnew(Node3D);
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preview_bounds = AABB();
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ED_SHORTCUT("spatial_editor/bottom_view", TTR("Bottom View"), KeyModifierMask::ALT + Key::KP_7);
ED_SHORTCUT("spatial_editor/top_view", TTR("Top View"), Key::KP_7);
ED_SHORTCUT("spatial_editor/rear_view", TTR("Rear View"), KeyModifierMask::ALT + Key::KP_1);
ED_SHORTCUT("spatial_editor/front_view", TTR("Front View"), Key::KP_1);
ED_SHORTCUT("spatial_editor/left_view", TTR("Left View"), KeyModifierMask::ALT + Key::KP_3);
ED_SHORTCUT("spatial_editor/right_view", TTR("Right View"), Key::KP_3);
ED_SHORTCUT("spatial_editor/orbit_view_down", TTR("Orbit View Down"), Key::KP_2);
ED_SHORTCUT("spatial_editor/orbit_view_left", TTR("Orbit View Left"), Key::KP_4);
ED_SHORTCUT("spatial_editor/orbit_view_right", TTR("Orbit View Right"), Key::KP_6);
ED_SHORTCUT("spatial_editor/orbit_view_up", TTR("Orbit View Up"), Key::KP_8);
ED_SHORTCUT("spatial_editor/orbit_view_180", TTR("Orbit View 180"), Key::KP_9);
ED_SHORTCUT("spatial_editor/switch_perspective_orthogonal", TTR("Switch Perspective/Orthogonal View"), Key::KP_5);
ED_SHORTCUT("spatial_editor/insert_anim_key", TTR("Insert Animation Key"), Key::K);
ED_SHORTCUT("spatial_editor/focus_origin", TTR("Focus Origin"), Key::O);
ED_SHORTCUT("spatial_editor/focus_selection", TTR("Focus Selection"), Key::F);
ED_SHORTCUT("spatial_editor/align_transform_with_view", TTR("Align Transform with View"), KeyModifierMask::ALT + KeyModifierMask::CMD_OR_CTRL + Key::M);
ED_SHORTCUT("spatial_editor/align_rotation_with_view", TTR("Align Rotation with View"), KeyModifierMask::ALT + KeyModifierMask::CMD_OR_CTRL + Key::F);
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ED_SHORTCUT("spatial_editor/freelook_toggle", TTR("Toggle Freelook"), KeyModifierMask::SHIFT + Key::F);
ED_SHORTCUT("spatial_editor/decrease_fov", TTR("Decrease Field of View"), KeyModifierMask::CMD_OR_CTRL + Key::EQUAL); // Usually direct access key for `KEY_PLUS`.
ED_SHORTCUT("spatial_editor/increase_fov", TTR("Increase Field of View"), KeyModifierMask::CMD_OR_CTRL + Key::MINUS);
ED_SHORTCUT("spatial_editor/reset_fov", TTR("Reset Field of View to Default"), KeyModifierMask::CMD_OR_CTRL + Key::KEY_0);
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PopupMenu *p;
transform_menu = memnew(MenuButton);
transform_menu->set_text(TTR("Transform"));
transform_menu->set_switch_on_hover(true);
transform_menu->set_shortcut_context(this);
main_menu_hbox->add_child(transform_menu);
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p = transform_menu->get_popup();
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p->add_shortcut(ED_SHORTCUT("spatial_editor/snap_to_floor", TTR("Snap Object to Floor"), Key::PAGEDOWN), MENU_SNAP_TO_FLOOR);
p->add_shortcut(ED_SHORTCUT("spatial_editor/transform_dialog", TTR("Transform Dialog...")), MENU_TRANSFORM_DIALOG);
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p->add_separator();
p->add_shortcut(ED_SHORTCUT("spatial_editor/configure_snap", TTR("Configure Snap...")), MENU_TRANSFORM_CONFIGURE_SNAP);
p->connect("id_pressed", callable_mp(this, &Node3DEditor::_menu_item_pressed));
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view_menu = memnew(MenuButton);
// TRANSLATORS: Noun, name of the 2D/3D View menus.
view_menu->set_text(TTR("View"));
view_menu->set_switch_on_hover(true);
view_menu->set_shortcut_context(this);
main_menu_hbox->add_child(view_menu);
main_menu_hbox->add_child(memnew(VSeparator));
context_menu_panel = memnew(PanelContainer);
context_menu_hbox = memnew(HBoxContainer);
context_menu_panel->add_child(context_menu_hbox);
main_flow->add_child(context_menu_panel);
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// Get the view menu popup and have it stay open when a checkable item is selected
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p = view_menu->get_popup();
p->set_hide_on_checkable_item_selection(false);
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accept = memnew(AcceptDialog);
EditorNode::get_singleton()->get_gui_base()->add_child(accept);
p->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/1_viewport", TTR("1 Viewport"), KeyModifierMask::CMD_OR_CTRL + Key::KEY_1), MENU_VIEW_USE_1_VIEWPORT);
p->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/2_viewports", TTR("2 Viewports"), KeyModifierMask::CMD_OR_CTRL + Key::KEY_2), MENU_VIEW_USE_2_VIEWPORTS);
p->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/2_viewports_alt", TTR("2 Viewports (Alt)"), KeyModifierMask::ALT + KeyModifierMask::CMD_OR_CTRL + Key::KEY_2), MENU_VIEW_USE_2_VIEWPORTS_ALT);
p->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/3_viewports", TTR("3 Viewports"), KeyModifierMask::CMD_OR_CTRL + Key::KEY_3), MENU_VIEW_USE_3_VIEWPORTS);
p->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/3_viewports_alt", TTR("3 Viewports (Alt)"), KeyModifierMask::ALT + KeyModifierMask::CMD_OR_CTRL + Key::KEY_3), MENU_VIEW_USE_3_VIEWPORTS_ALT);
p->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/4_viewports", TTR("4 Viewports"), KeyModifierMask::CMD_OR_CTRL + Key::KEY_4), MENU_VIEW_USE_4_VIEWPORTS);
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p->add_separator();
p->add_submenu_item(TTR("Gizmos"), "GizmosMenu");
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p->add_separator();
p->add_check_shortcut(ED_SHORTCUT("spatial_editor/view_origin", TTR("View Origin")), MENU_VIEW_ORIGIN);
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p->add_check_shortcut(ED_SHORTCUT("spatial_editor/view_grid", TTR("View Grid"), Key::NUMBERSIGN), MENU_VIEW_GRID);
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p->add_separator();
p->add_shortcut(ED_SHORTCUT("spatial_editor/settings", TTR("Settings...")), MENU_VIEW_CAMERA_SETTINGS);
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p->set_item_checked(p->get_item_index(MENU_VIEW_ORIGIN), true);
p->set_item_checked(p->get_item_index(MENU_VIEW_GRID), true);
p->connect("id_pressed", callable_mp(this, &Node3DEditor::_menu_item_pressed));
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gizmos_menu = memnew(PopupMenu);
p->add_child(gizmos_menu);
gizmos_menu->set_name("GizmosMenu");
gizmos_menu->set_hide_on_checkable_item_selection(false);
gizmos_menu->connect("id_pressed", callable_mp(this, &Node3DEditor::_menu_gizmo_toggled));
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/* REST OF MENU */
left_panel_split = memnew(HSplitContainer);
left_panel_split->set_v_size_flags(SIZE_EXPAND_FILL);
vbc->add_child(left_panel_split);
right_panel_split = memnew(HSplitContainer);
right_panel_split->set_v_size_flags(SIZE_EXPAND_FILL);
left_panel_split->add_child(right_panel_split);
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shader_split = memnew(VSplitContainer);
shader_split->set_h_size_flags(SIZE_EXPAND_FILL);
right_panel_split->add_child(shader_split);
viewport_base = memnew(Node3DEditorViewportContainer);
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shader_split->add_child(viewport_base);
viewport_base->set_v_size_flags(SIZE_EXPAND_FILL);
for (uint32_t i = 0; i < VIEWPORTS_COUNT; i++) {
viewports[i] = memnew(Node3DEditorViewport(this, i));
viewports[i]->connect("toggle_maximize_view", callable_mp(this, &Node3DEditor::_toggle_maximize_view));
viewports[i]->connect("clicked", callable_mp(this, &Node3DEditor::_update_camera_override_viewport));
viewports[i]->assign_pending_data_pointers(preview_node, &preview_bounds, accept);
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viewport_base->add_child(viewports[i]);
}
/* SNAP DIALOG */
snap_dialog = memnew(ConfirmationDialog);
snap_dialog->set_title(TTR("Snap Settings"));
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add_child(snap_dialog);
snap_dialog->connect("confirmed", callable_mp(this, &Node3DEditor::_snap_changed));
snap_dialog->get_cancel_button()->connect("pressed", callable_mp(this, &Node3DEditor::_snap_update));
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VBoxContainer *snap_dialog_vbc = memnew(VBoxContainer);
snap_dialog->add_child(snap_dialog_vbc);
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snap_translate = memnew(LineEdit);
snap_translate->set_select_all_on_focus(true);
snap_dialog_vbc->add_margin_child(TTR("Translate Snap:"), snap_translate);
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snap_rotate = memnew(LineEdit);
snap_rotate->set_select_all_on_focus(true);
snap_dialog_vbc->add_margin_child(TTR("Rotate Snap (deg.):"), snap_rotate);
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snap_scale = memnew(LineEdit);
snap_scale->set_select_all_on_focus(true);
snap_dialog_vbc->add_margin_child(TTR("Scale Snap (%):"), snap_scale);
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_snap_update();
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/* SETTINGS DIALOG */
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settings_dialog = memnew(ConfirmationDialog);
settings_dialog->set_title(TTR("Viewport Settings"));
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add_child(settings_dialog);
settings_vbc = memnew(VBoxContainer);
settings_vbc->set_custom_minimum_size(Size2(200, 0) * EDSCALE);
settings_dialog->add_child(settings_vbc);
settings_fov = memnew(SpinBox);
settings_fov->set_max(MAX_FOV);
settings_fov->set_min(MIN_FOV);
settings_fov->set_step(0.1);
settings_fov->set_value(EDITOR_GET("editors/3d/default_fov"));
settings_fov->set_select_all_on_focus(true);
settings_vbc->add_margin_child(TTR("Perspective FOV (deg.):"), settings_fov);
settings_znear = memnew(SpinBox);
settings_znear->set_max(MAX_Z);
settings_znear->set_min(MIN_Z);
settings_znear->set_step(0.01);
settings_znear->set_value(EDITOR_GET("editors/3d/default_z_near"));
settings_znear->set_select_all_on_focus(true);
settings_vbc->add_margin_child(TTR("View Z-Near:"), settings_znear);
settings_zfar = memnew(SpinBox);
settings_zfar->set_max(MAX_Z);
settings_zfar->set_min(MIN_Z);
settings_zfar->set_step(0.1);
settings_zfar->set_value(EDITOR_GET("editors/3d/default_z_far"));
settings_zfar->set_select_all_on_focus(true);
settings_vbc->add_margin_child(TTR("View Z-Far:"), settings_zfar);
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for (uint32_t i = 0; i < VIEWPORTS_COUNT; ++i) {
settings_dialog->connect("confirmed", callable_mp(viewports[i], &Node3DEditorViewport::_view_settings_confirmed).bind(0.0));
}
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/* XFORM DIALOG */
xform_dialog = memnew(ConfirmationDialog);
xform_dialog->set_title(TTR("Transform Change"));
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add_child(xform_dialog);
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VBoxContainer *xform_vbc = memnew(VBoxContainer);
xform_dialog->add_child(xform_vbc);
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Label *l = memnew(Label);
l->set_text(TTR("Translate:"));
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xform_vbc->add_child(l);
HBoxContainer *xform_hbc = memnew(HBoxContainer);
xform_vbc->add_child(xform_hbc);
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for (int i = 0; i < 3; i++) {
xform_translate[i] = memnew(LineEdit);
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xform_translate[i]->set_h_size_flags(SIZE_EXPAND_FILL);
xform_translate[i]->set_select_all_on_focus(true);
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xform_hbc->add_child(xform_translate[i]);
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}
l = memnew(Label);
l->set_text(TTR("Rotate (deg.):"));
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xform_vbc->add_child(l);
xform_hbc = memnew(HBoxContainer);
xform_vbc->add_child(xform_hbc);
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for (int i = 0; i < 3; i++) {
xform_rotate[i] = memnew(LineEdit);
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xform_rotate[i]->set_h_size_flags(SIZE_EXPAND_FILL);
xform_rotate[i]->set_select_all_on_focus(true);
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xform_hbc->add_child(xform_rotate[i]);
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}
l = memnew(Label);
l->set_text(TTR("Scale (ratio):"));
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xform_vbc->add_child(l);
xform_hbc = memnew(HBoxContainer);
xform_vbc->add_child(xform_hbc);
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for (int i = 0; i < 3; i++) {
xform_scale[i] = memnew(LineEdit);
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xform_scale[i]->set_h_size_flags(SIZE_EXPAND_FILL);
xform_scale[i]->set_select_all_on_focus(true);
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xform_hbc->add_child(xform_scale[i]);
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}
l = memnew(Label);
l->set_text(TTR("Transform Type"));
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xform_vbc->add_child(l);
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xform_type = memnew(OptionButton);
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xform_type->set_h_size_flags(SIZE_EXPAND_FILL);
xform_type->add_item(TTR("Pre"));
xform_type->add_item(TTR("Post"));
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xform_vbc->add_child(xform_type);
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xform_dialog->connect("confirmed", callable_mp(this, &Node3DEditor::_xform_dialog_action));
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selected = nullptr;
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set_process_shortcut_input(true);
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add_to_group("_spatial_editor_group");
EDITOR_DEF("editors/3d/manipulator_gizmo_size", 80);
EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::INT, "editors/3d/manipulator_gizmo_size", PROPERTY_HINT_RANGE, "16,160,1"));
EDITOR_DEF("editors/3d/manipulator_gizmo_opacity", 0.9);
EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::FLOAT, "editors/3d/manipulator_gizmo_opacity", PROPERTY_HINT_RANGE, "0,1,0.01"));
EDITOR_DEF("editors/3d/navigation/show_viewport_rotation_gizmo", true);
EDITOR_DEF("editors/3d/navigation/show_viewport_navigation_gizmo", DisplayServer::get_singleton()->is_touchscreen_available());
current_hover_gizmo_handle = -1;
current_hover_gizmo_handle_secondary = false;
{
//sun popup
sun_environ_popup = memnew(PopupPanel);
add_child(sun_environ_popup);
HBoxContainer *sun_environ_hb = memnew(HBoxContainer);
sun_environ_popup->add_child(sun_environ_hb);
sun_vb = memnew(VBoxContainer);
sun_environ_hb->add_child(sun_vb);
sun_vb->set_custom_minimum_size(Size2(200 * EDSCALE, 0));
sun_vb->hide();
sun_title = memnew(Label);
sun_title->set_theme_type_variation("HeaderSmall");
sun_vb->add_child(sun_title);
sun_title->set_text(TTR("Preview Sun"));
sun_title->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
CenterContainer *sun_direction_center = memnew(CenterContainer);
sun_direction = memnew(Control);
sun_direction->set_custom_minimum_size(Size2(128, 128) * EDSCALE);
sun_direction_center->add_child(sun_direction);
sun_vb->add_margin_child(TTR("Sun Direction"), sun_direction_center);
sun_direction->connect("gui_input", callable_mp(this, &Node3DEditor::_sun_direction_input));
sun_direction->connect("draw", callable_mp(this, &Node3DEditor::_sun_direction_draw));
sun_direction->set_default_cursor_shape(CURSOR_MOVE);
sun_direction_shader.instantiate();
sun_direction_shader->set_code(R"(
// 3D editor Preview Sun direction shader.
shader_type canvas_item;
uniform vec3 sun_direction;
uniform vec3 sun_color;
void fragment() {
vec3 n;
n.xy = UV * 2.0 - 1.0;
n.z = sqrt(max(0.0, 1.0 - dot(n.xy, n.xy)));
COLOR.rgb = dot(n, sun_direction) * sun_color;
COLOR.a = 1.0 - smoothstep(0.99, 1.0, length(n.xy));
}
)");
sun_direction_material.instantiate();
sun_direction_material->set_shader(sun_direction_shader);
sun_direction_material->set_shader_parameter("sun_direction", Vector3(0, 0, 1));
sun_direction_material->set_shader_parameter("sun_color", Vector3(1, 1, 1));
sun_direction->set_material(sun_direction_material);
HBoxContainer *sun_angle_hbox = memnew(HBoxContainer);
VBoxContainer *sun_angle_altitude_vbox = memnew(VBoxContainer);
Label *sun_angle_altitude_label = memnew(Label);
sun_angle_altitude_label->set_text(TTR("Angular Altitude"));
sun_angle_altitude_vbox->add_child(sun_angle_altitude_label);
sun_angle_altitude = memnew(EditorSpinSlider);
sun_angle_altitude->set_max(90);
sun_angle_altitude->set_min(-90);
sun_angle_altitude->set_step(0.1);
sun_angle_altitude->connect("value_changed", callable_mp(this, &Node3DEditor::_sun_direction_angle_set).unbind(1));
sun_angle_altitude_vbox->add_child(sun_angle_altitude);
sun_angle_hbox->add_child(sun_angle_altitude_vbox);
VBoxContainer *sun_angle_azimuth_vbox = memnew(VBoxContainer);
sun_angle_azimuth_vbox->set_custom_minimum_size(Vector2(100, 0));
Label *sun_angle_azimuth_label = memnew(Label);
sun_angle_azimuth_label->set_text(TTR("Azimuth"));
sun_angle_azimuth_vbox->add_child(sun_angle_azimuth_label);
sun_angle_azimuth = memnew(EditorSpinSlider);
sun_angle_azimuth->set_max(180);
sun_angle_azimuth->set_min(-180);
sun_angle_azimuth->set_step(0.1);
sun_angle_azimuth->set_allow_greater(true);
sun_angle_azimuth->set_allow_lesser(true);
sun_angle_azimuth->connect("value_changed", callable_mp(this, &Node3DEditor::_sun_direction_angle_set).unbind(1));
sun_angle_azimuth_vbox->add_child(sun_angle_azimuth);
sun_angle_hbox->add_child(sun_angle_azimuth_vbox);
sun_angle_hbox->add_theme_constant_override("separation", 10);
sun_vb->add_child(sun_angle_hbox);
sun_color = memnew(ColorPickerButton);
sun_color->set_edit_alpha(false);
sun_vb->add_margin_child(TTR("Sun Color"), sun_color);
sun_color->connect("color_changed", callable_mp(this, &Node3DEditor::_preview_settings_changed).unbind(1));
sun_color->get_popup()->connect("about_to_popup", callable_mp(EditorNode::get_singleton(), &EditorNode::setup_color_picker).bind(sun_color->get_picker()));
sun_energy = memnew(EditorSpinSlider);
sun_vb->add_margin_child(TTR("Sun Energy"), sun_energy);
sun_energy->connect("value_changed", callable_mp(this, &Node3DEditor::_preview_settings_changed).unbind(1));
sun_energy->set_max(64.0);
sun_max_distance = memnew(EditorSpinSlider);
sun_vb->add_margin_child(TTR("Shadow Max Distance"), sun_max_distance);
sun_max_distance->connect("value_changed", callable_mp(this, &Node3DEditor::_preview_settings_changed).unbind(1));
sun_max_distance->set_min(1);
sun_max_distance->set_max(4096);
sun_add_to_scene = memnew(Button);
sun_add_to_scene->set_text(TTR("Add Sun to Scene"));
sun_add_to_scene->set_tooltip_text(TTR("Adds a DirectionalLight3D node matching the preview sun settings to the current scene.\nHold Shift while clicking to also add the preview environment to the current scene."));
sun_add_to_scene->connect("pressed", callable_mp(this, &Node3DEditor::_add_sun_to_scene).bind(false));
sun_vb->add_spacer();
sun_vb->add_child(sun_add_to_scene);
sun_state = memnew(Label);
sun_environ_hb->add_child(sun_state);
sun_state->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
sun_state->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER);
sun_state->set_h_size_flags(SIZE_EXPAND_FILL);
VSeparator *sc = memnew(VSeparator);
sc->set_custom_minimum_size(Size2(50 * EDSCALE, 0));
sc->set_v_size_flags(SIZE_EXPAND_FILL);
sun_environ_hb->add_child(sc);
environ_vb = memnew(VBoxContainer);
sun_environ_hb->add_child(environ_vb);
environ_vb->set_custom_minimum_size(Size2(200 * EDSCALE, 0));
environ_vb->hide();
environ_title = memnew(Label);
environ_title->set_theme_type_variation("HeaderSmall");
environ_vb->add_child(environ_title);
environ_title->set_text(TTR("Preview Environment"));
environ_title->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
environ_sky_color = memnew(ColorPickerButton);
environ_sky_color->set_edit_alpha(false);
environ_sky_color->connect("color_changed", callable_mp(this, &Node3DEditor::_preview_settings_changed).unbind(1));
environ_sky_color->get_popup()->connect("about_to_popup", callable_mp(EditorNode::get_singleton(), &EditorNode::setup_color_picker).bind(environ_sky_color->get_picker()));
environ_vb->add_margin_child(TTR("Sky Color"), environ_sky_color);
environ_ground_color = memnew(ColorPickerButton);
environ_ground_color->connect("color_changed", callable_mp(this, &Node3DEditor::_preview_settings_changed).unbind(1));
environ_ground_color->set_edit_alpha(false);
environ_ground_color->get_popup()->connect("about_to_popup", callable_mp(EditorNode::get_singleton(), &EditorNode::setup_color_picker).bind(environ_ground_color->get_picker()));
environ_vb->add_margin_child(TTR("Ground Color"), environ_ground_color);
environ_energy = memnew(EditorSpinSlider);
environ_energy->connect("value_changed", callable_mp(this, &Node3DEditor::_preview_settings_changed).unbind(1));
environ_energy->set_max(8.0);
environ_vb->add_margin_child(TTR("Sky Energy"), environ_energy);
HBoxContainer *fx_vb = memnew(HBoxContainer);
fx_vb->set_h_size_flags(SIZE_EXPAND_FILL);
environ_ao_button = memnew(Button);
environ_ao_button->set_text(TTR("AO"));
environ_ao_button->set_toggle_mode(true);
environ_ao_button->connect("pressed", callable_mp(this, &Node3DEditor::_preview_settings_changed), CONNECT_DEFERRED);
fx_vb->add_child(environ_ao_button);
environ_glow_button = memnew(Button);
environ_glow_button->set_text(TTR("Glow"));
environ_glow_button->set_toggle_mode(true);
environ_glow_button->connect("pressed", callable_mp(this, &Node3DEditor::_preview_settings_changed), CONNECT_DEFERRED);
fx_vb->add_child(environ_glow_button);
environ_tonemap_button = memnew(Button);
environ_tonemap_button->set_text(TTR("Tonemap"));
environ_tonemap_button->set_toggle_mode(true);
environ_tonemap_button->connect("pressed", callable_mp(this, &Node3DEditor::_preview_settings_changed), CONNECT_DEFERRED);
fx_vb->add_child(environ_tonemap_button);
environ_gi_button = memnew(Button);
environ_gi_button->set_text(TTR("GI"));
environ_gi_button->set_toggle_mode(true);
environ_gi_button->connect("pressed", callable_mp(this, &Node3DEditor::_preview_settings_changed), CONNECT_DEFERRED);
fx_vb->add_child(environ_gi_button);
environ_vb->add_margin_child(TTR("Post Process"), fx_vb);
environ_add_to_scene = memnew(Button);
environ_add_to_scene->set_text(TTR("Add Environment to Scene"));
environ_add_to_scene->set_tooltip_text(TTR("Adds a WorldEnvironment node matching the preview environment settings to the current scene.\nHold Shift while clicking to also add the preview sun to the current scene."));
environ_add_to_scene->connect("pressed", callable_mp(this, &Node3DEditor::_add_environment_to_scene).bind(false));
environ_vb->add_spacer();
environ_vb->add_child(environ_add_to_scene);
environ_state = memnew(Label);
sun_environ_hb->add_child(environ_state);
environ_state->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
environ_state->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER);
environ_state->set_h_size_flags(SIZE_EXPAND_FILL);
preview_sun = memnew(DirectionalLight3D);
preview_sun->set_shadow(true);
preview_sun->set_shadow_mode(DirectionalLight3D::SHADOW_PARALLEL_4_SPLITS);
preview_environment = memnew(WorldEnvironment);
environment.instantiate();
preview_environment->set_environment(environment);
if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
camera_attributes.instantiate();
preview_environment->set_camera_attributes(camera_attributes);
}
Ref<Sky> sky;
sky.instantiate();
sky_material.instantiate();
sky->set_material(sky_material);
environment->set_sky(sky);
environment->set_background(Environment::BG_SKY);
_load_default_preview_settings();
_preview_settings_changed();
}
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}
Node3DEditor::~Node3DEditor() {
memdelete(preview_node);
if (preview_sun_dangling && preview_sun) {
memdelete(preview_sun);
}
if (preview_env_dangling && preview_environment) {
memdelete(preview_environment);
}
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}
void Node3DEditorPlugin::make_visible(bool p_visible) {
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if (p_visible) {
spatial_editor->show();
spatial_editor->set_process(true);
spatial_editor->set_physics_process(true);
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} else {
spatial_editor->hide();
spatial_editor->set_process(false);
spatial_editor->set_physics_process(false);
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}
}
void Node3DEditorPlugin::edit(Object *p_object) {
spatial_editor->edit(Object::cast_to<Node3D>(p_object));
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}
bool Node3DEditorPlugin::handles(Object *p_object) const {
return p_object->is_class("Node3D");
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}
Dictionary Node3DEditorPlugin::get_state() const {
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return spatial_editor->get_state();
}
void Node3DEditorPlugin::set_state(const Dictionary &p_state) {
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spatial_editor->set_state(p_state);
}
Vector3 Node3DEditor::snap_point(Vector3 p_target, Vector3 p_start) const {
if (is_snap_enabled()) {
p_target.x = Math::snap_scalar(0.0, get_translate_snap(), p_target.x);
p_target.y = Math::snap_scalar(0.0, get_translate_snap(), p_target.y);
p_target.z = Math::snap_scalar(0.0, get_translate_snap(), p_target.z);
}
return p_target;
}
bool Node3DEditor::is_gizmo_visible() const {
if (selected) {
return gizmo.visible && selected->is_transform_gizmo_visible();
}
return gizmo.visible;
}
double Node3DEditor::get_translate_snap() const {
double snap_value;
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if (Input::get_singleton()->is_key_pressed(Key::SHIFT)) {
snap_value = snap_translate->get_text().to_float() / 10.0;
} else {
snap_value = snap_translate->get_text().to_float();
}
return snap_value;
}
double Node3DEditor::get_rotate_snap() const {
double snap_value;
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if (Input::get_singleton()->is_key_pressed(Key::SHIFT)) {
snap_value = snap_rotate->get_text().to_float() / 3.0;
} else {
snap_value = snap_rotate->get_text().to_float();
}
return snap_value;
}
double Node3DEditor::get_scale_snap() const {
double snap_value;
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if (Input::get_singleton()->is_key_pressed(Key::SHIFT)) {
snap_value = snap_scale->get_text().to_float() / 2.0;
} else {
snap_value = snap_scale->get_text().to_float();
}
return snap_value;
}
struct _GizmoPluginPriorityComparator {
bool operator()(const Ref<EditorNode3DGizmoPlugin> &p_a, const Ref<EditorNode3DGizmoPlugin> &p_b) const {
if (p_a->get_priority() == p_b->get_priority()) {
return p_a->get_gizmo_name() < p_b->get_gizmo_name();
}
return p_a->get_priority() > p_b->get_priority();
}
};
struct _GizmoPluginNameComparator {
bool operator()(const Ref<EditorNode3DGizmoPlugin> &p_a, const Ref<EditorNode3DGizmoPlugin> &p_b) const {
return p_a->get_gizmo_name() < p_b->get_gizmo_name();
}
};
void Node3DEditor::add_gizmo_plugin(Ref<EditorNode3DGizmoPlugin> p_plugin) {
ERR_FAIL_NULL(p_plugin.ptr());
gizmo_plugins_by_priority.push_back(p_plugin);
gizmo_plugins_by_priority.sort_custom<_GizmoPluginPriorityComparator>();
gizmo_plugins_by_name.push_back(p_plugin);
gizmo_plugins_by_name.sort_custom<_GizmoPluginNameComparator>();
_update_gizmos_menu();
}
void Node3DEditor::remove_gizmo_plugin(Ref<EditorNode3DGizmoPlugin> p_plugin) {
gizmo_plugins_by_priority.erase(p_plugin);
gizmo_plugins_by_name.erase(p_plugin);
_update_gizmos_menu();
}
Node3DEditorPlugin::Node3DEditorPlugin() {
spatial_editor = memnew(Node3DEditor);
spatial_editor->set_v_size_flags(Control::SIZE_EXPAND_FILL);
EditorNode::get_singleton()->get_main_screen_control()->add_child(spatial_editor);
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spatial_editor->hide();
}
Node3DEditorPlugin::~Node3DEditorPlugin() {
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}