godot/editor/plugins/spatial_editor_plugin.h

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/*************************************************************************/
/* spatial_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef SPATIAL_EDITOR_PLUGIN_H
#define SPATIAL_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/3d/immediate_geometry.h"
#include "scene/3d/light.h"
#include "scene/3d/visual_instance.h"
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#include "scene/gui/panel_container.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class Camera;
class SpatialEditor;
class SpatialEditorGizmos;
class SpatialEditorGizmo : public SpatialGizmo {
GDCLASS(SpatialEditorGizmo, SpatialGizmo);
bool selected;
bool instanced;
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public:
void set_selected(bool p_selected) { selected = p_selected; }
bool is_selected() const { return selected; }
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virtual String get_handle_name(int p_idx) const;
virtual Variant get_handle_value(int p_idx) const;
virtual void set_handle(int p_idx, Camera *p_camera, const Point2 &p_point);
virtual void commit_handle(int p_idx, const Variant &p_restore, bool p_cancel = false);
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virtual bool intersect_frustum(const Camera *p_camera, const Vector<Plane> &p_frustum);
virtual bool intersect_ray(const Camera *p_camera, const Point2 &p_point, Vector3 &r_pos, Vector3 &r_normal, int *r_gizmo_handle = NULL, bool p_sec_first = false);
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SpatialEditorGizmo();
};
class SpatialEditorViewport : public Control {
GDCLASS(SpatialEditorViewport, Control);
friend class SpatialEditor;
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enum {
VIEW_TOP,
VIEW_BOTTOM,
VIEW_LEFT,
VIEW_RIGHT,
VIEW_FRONT,
VIEW_REAR,
VIEW_CENTER_TO_ORIGIN,
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VIEW_CENTER_TO_SELECTION,
VIEW_ALIGN_SELECTION_WITH_VIEW,
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VIEW_PERSPECTIVE,
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)
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VIEW_ORTHOGONAL,
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VIEW_HALF_RESOLUTION,
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)
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VIEW_AUDIO_LISTENER,
VIEW_AUDIO_DOPPLER,
VIEW_GIZMOS,
VIEW_INFORMATION,
VIEW_FPS,
VIEW_DISPLAY_NORMAL,
VIEW_DISPLAY_WIREFRAME,
VIEW_DISPLAY_OVERDRAW,
VIEW_DISPLAY_SHADELESS,
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};
public:
enum {
GIZMO_BASE_LAYER = 27,
GIZMO_EDIT_LAYER = 26,
GIZMO_GRID_LAYER = 25
};
private:
int index;
String name;
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void _menu_option(int p_option);
Size2 prev_size;
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Spatial *preview_node;
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AABB *preview_bounds;
Vector<String> selected_files;
AcceptDialog *accept;
Node *target_node;
Point2 drop_pos;
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EditorNode *editor;
EditorData *editor_data;
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EditorSelection *editor_selection;
UndoRedo *undo_redo;
Button *preview_camera;
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ViewportContainer *viewport_container;
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MenuButton *view_menu;
Control *surface;
Viewport *viewport;
Camera *camera;
bool transforming;
bool orthogonal;
float gizmo_scale;
bool freelook_active;
real_t freelook_speed;
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PanelContainer *info;
Label *info_label;
PanelContainer *fps;
Label *fps_label;
struct _RayResult {
Spatial *item;
float depth;
int handle;
_FORCE_INLINE_ bool operator<(const _RayResult &p_rr) const { return depth < p_rr.depth; }
};
void _update_name();
void _compute_edit(const Point2 &p_point);
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void _clear_selected();
void _select_clicked(bool p_append, bool p_single);
void _select(Spatial *p_node, bool p_append, bool p_single);
ObjectID _select_ray(const Point2 &p_pos, bool p_append, bool &r_includes_current, int *r_gizmo_handle = NULL, bool p_alt_select = false);
void _find_items_at_pos(const Point2 &p_pos, bool &r_includes_current, Vector<_RayResult> &results, bool p_alt_select = false);
Vector3 _get_ray_pos(const Vector2 &p_pos) const;
Vector3 _get_ray(const Vector2 &p_pos) const;
Point2 _point_to_screen(const Vector3 &p_point);
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Transform _get_camera_transform() const;
int get_selected_count() const;
Vector3 _get_camera_position() const;
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Vector3 _get_camera_normal() const;
Vector3 _get_screen_to_space(const Vector3 &p_vector3);
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void _select_region();
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bool _gizmo_select(const Vector2 &p_screenpos, bool p_highlight_only = false);
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float get_znear() const;
float get_zfar() const;
float get_fov() const;
ObjectID clicked;
Vector<_RayResult> selection_results;
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bool clicked_includes_current;
bool clicked_wants_append;
PopupMenu *selection_menu;
enum NavigationScheme {
NAVIGATION_GODOT,
NAVIGATION_MAYA,
NAVIGATION_MODO,
};
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enum NavigationZoomStyle {
NAVIGATION_ZOOM_VERTICAL,
NAVIGATION_ZOOM_HORIZONTAL
};
enum NavigationMode {
NAVIGATION_NONE,
NAVIGATION_PAN,
NAVIGATION_ZOOM,
NAVIGATION_ORBIT,
NAVIGATION_LOOK
};
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enum TransformMode {
TRANSFORM_NONE,
TRANSFORM_ROTATE,
TRANSFORM_TRANSLATE,
TRANSFORM_SCALE
};
enum TransformPlane {
TRANSFORM_VIEW,
TRANSFORM_X_AXIS,
TRANSFORM_Y_AXIS,
TRANSFORM_Z_AXIS,
TRANSFORM_YZ,
TRANSFORM_XZ,
TRANSFORM_XY,
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};
struct EditData {
TransformMode mode;
TransformPlane plane;
Transform original;
Vector3 click_ray;
Vector3 click_ray_pos;
Vector3 center;
Vector3 orig_gizmo_pos;
int edited_gizmo;
Point2 mouse_pos;
bool snap;
Ref<SpatialEditorGizmo> gizmo;
int gizmo_handle;
Variant gizmo_initial_value;
Vector3 gizmo_initial_pos;
} _edit;
struct Cursor {
Vector3 pos;
float x_rot, y_rot, distance;
Vector3 eye_pos; // Used in freelook mode
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bool region_select;
Point2 region_begin, region_end;
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Cursor() {
x_rot = y_rot = 0.5;
distance = 4;
region_select = false;
}
};
// Viewport camera supports movement smoothing,
// so one cursor is the real cursor, while the other can be an interpolated version.
Cursor cursor; // Immediate cursor
Cursor camera_cursor; // That one may be interpolated (don't modify this one except for smoothing purposes)
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void scale_cursor_distance(real_t scale);
void set_freelook_active(bool active_now);
void scale_freelook_speed(real_t scale);
real_t zoom_indicator_delay;
RID move_gizmo_instance[3], move_plane_gizmo_instance[3], rotate_gizmo_instance[3], scale_gizmo_instance[3], scale_plane_gizmo_instance[3];
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String last_message;
String message;
float message_time;
void set_message(String p_message, float p_time = 5);
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//
void _update_camera(float p_interp_delta);
Transform to_camera_transform(const Cursor &p_cursor) const;
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void _draw();
void _smouseenter();
void _smouseexit();
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void _sinput(const Ref<InputEvent> &p_event);
void _update_freelook(real_t delta);
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SpatialEditor *spatial_editor;
Camera *previewing;
Camera *preview;
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void _preview_exited_scene();
void _toggle_camera_preview(bool);
void _init_gizmo_instance(int p_idx);
void _finish_gizmo_instances();
void _selection_result_pressed(int);
void _selection_menu_hide();
void _list_select(Ref<InputEventMouseButton> b);
Point2i _get_warped_mouse_motion(const Ref<InputEventMouseMotion> &p_ev_mouse_motion) const;
Vector3 _get_instance_position(const Point2 &p_pos) const;
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static AABB _calculate_spatial_bounds(const Spatial *p_parent, const AABB p_bounds);
void _create_preview(const Vector<String> &files) const;
void _remove_preview();
bool _cyclical_dependency_exists(const String &p_target_scene_path, Node *p_desired_node);
bool _create_instance(Node *parent, String &path, const Point2 &p_point);
void _perform_drop_data();
bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
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protected:
void _notification(int p_what);
static void _bind_methods();
public:
void update_transform_gizmo_view();
void set_can_preview(Camera *p_preview);
void set_state(const Dictionary &p_state);
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Dictionary get_state() const;
void reset();
bool is_freelook_active() const { return freelook_active; }
void focus_selection();
void assign_pending_data_pointers(
Spatial *p_preview_node,
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AABB *p_preview_bounds,
AcceptDialog *p_accept);
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Viewport *get_viewport_node() { return viewport; }
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SpatialEditorViewport(SpatialEditor *p_spatial_editor, EditorNode *p_editor, int p_index);
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};
class SpatialEditorSelectedItem : public Object {
GDCLASS(SpatialEditorSelectedItem, Object);
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public:
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AABB aabb;
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Transform original; // original location when moving
Transform original_local;
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Transform last_xform; // last transform
Spatial *sp;
RID sbox_instance;
SpatialEditorSelectedItem() { sp = NULL; }
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~SpatialEditorSelectedItem();
};
class SpatialEditorViewportContainer : public Container {
GDCLASS(SpatialEditorViewportContainer, Container)
public:
enum View {
VIEW_USE_1_VIEWPORT,
VIEW_USE_2_VIEWPORTS,
VIEW_USE_2_VIEWPORTS_ALT,
VIEW_USE_3_VIEWPORTS,
VIEW_USE_3_VIEWPORTS_ALT,
VIEW_USE_4_VIEWPORTS,
};
private:
View view;
bool mouseover;
float ratio_h;
float ratio_v;
bool dragging_v;
bool dragging_h;
Vector2 drag_begin_pos;
Vector2 drag_begin_ratio;
void _gui_input(const Ref<InputEvent> &p_event);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_view(View p_view);
View get_view();
SpatialEditorViewportContainer();
};
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class SpatialEditor : public VBoxContainer {
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GDCLASS(SpatialEditor, VBoxContainer);
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public:
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enum ToolMode {
TOOL_MODE_SELECT,
TOOL_MODE_MOVE,
TOOL_MODE_ROTATE,
TOOL_MODE_SCALE,
TOOL_MODE_LIST_SELECT,
TOOL_MAX
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};
private:
static const unsigned int VIEWPORTS_COUNT = 4;
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EditorNode *editor;
EditorSelection *editor_selection;
SpatialEditorViewportContainer *viewport_base;
SpatialEditorViewport *viewports[VIEWPORTS_COUNT];
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VSplitContainer *shader_split;
HSplitContainer *palette_split;
/////
ToolMode tool_mode;
bool orthogonal;
VisualServer::ScenarioDebugMode scenario_debug;
RID origin;
RID origin_instance;
RID grid[3];
RID grid_instance[3];
bool grid_visible[3]; //currently visible
float last_grid_snap;
bool grid_enable[3]; //should be always visible if true
bool grid_enabled;
Ref<ArrayMesh> move_gizmo[3], move_plane_gizmo[3], rotate_gizmo[3], scale_gizmo[3], scale_plane_gizmo[3];
Ref<SpatialMaterial> gizmo_color[3];
Ref<SpatialMaterial> plane_gizmo_color[3];
Ref<SpatialMaterial> gizmo_hl;
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int over_gizmo_handle;
Ref<ArrayMesh> selection_box;
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RID indicators;
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RID indicators_instance;
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RID cursor_mesh;
RID cursor_instance;
Ref<SpatialMaterial> indicator_mat;
Ref<SpatialMaterial> cursor_material;
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// Scene drag and drop support
Spatial *preview_node;
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AABB preview_bounds;
/*
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struct Selected {
AABB aabb;
Transform original; // original location when moving
Transform last_xform; // last transform
Spatial *sp;
RID poly_instance;
};
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Map<uint32_t,Selected> selected;
*/
struct Gizmo {
bool visible;
float scale;
Transform transform;
} gizmo;
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enum MenuOption {
MENU_TOOL_SELECT,
MENU_TOOL_MOVE,
MENU_TOOL_ROTATE,
MENU_TOOL_SCALE,
MENU_TOOL_LIST_SELECT,
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MENU_TRANSFORM_USE_SNAP,
MENU_TRANSFORM_CONFIGURE_SNAP,
MENU_TRANSFORM_LOCAL_COORDS,
MENU_TRANSFORM_DIALOG,
MENU_VIEW_USE_1_VIEWPORT,
MENU_VIEW_USE_2_VIEWPORTS,
MENU_VIEW_USE_2_VIEWPORTS_ALT,
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MENU_VIEW_USE_3_VIEWPORTS,
MENU_VIEW_USE_3_VIEWPORTS_ALT,
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MENU_VIEW_USE_4_VIEWPORTS,
MENU_VIEW_ORIGIN,
MENU_VIEW_GRID,
MENU_VIEW_CAMERA_SETTINGS,
};
Button *tool_button[TOOL_MAX];
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MenuButton *transform_menu;
MenuButton *view_menu;
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AcceptDialog *accept;
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ConfirmationDialog *snap_dialog;
ConfirmationDialog *xform_dialog;
ConfirmationDialog *settings_dialog;
bool snap_enabled;
LineEdit *snap_translate;
LineEdit *snap_rotate;
LineEdit *snap_scale;
PanelContainer *menu_panel;
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LineEdit *xform_translate[3];
LineEdit *xform_rotate[3];
LineEdit *xform_scale[3];
OptionButton *xform_type;
VBoxContainer *settings_vbc;
SpinBox *settings_fov;
SpinBox *settings_znear;
SpinBox *settings_zfar;
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void _xform_dialog_action();
void _menu_item_pressed(int p_option);
HBoxContainer *hbc_menu;
//
//
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void _generate_selection_box();
UndoRedo *undo_redo;
void _instance_scene();
void _init_indicators();
void _finish_indicators();
void _toggle_maximize_view(Object *p_viewport);
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Node *custom_camera;
Object *_get_editor_data(Object *p_what);
Ref<Environment> viewport_environment;
Spatial *selected;
void _request_gizmo(Object *p_obj);
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static SpatialEditor *singleton;
void _node_removed(Node *p_node);
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SpatialEditorGizmos *gizmos;
SpatialEditor();
bool is_any_freelook_active() const;
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protected:
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void _notification(int p_what);
//void _gui_input(InputEvent p_event);
void _unhandled_key_input(Ref<InputEvent> p_event);
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static void _bind_methods();
public:
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static SpatialEditor *get_singleton() { return singleton; }
void snap_cursor_to_plane(const Plane &p_plane);
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Vector3 snap_point(Vector3 p_target, Vector3 p_start = Vector3(0, 0, 0)) const;
float get_znear() const { return settings_znear->get_value(); }
float get_zfar() const { return settings_zfar->get_value(); }
float get_fov() const { return settings_fov->get_value(); }
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Transform get_gizmo_transform() const { return gizmo.transform; }
bool is_gizmo_visible() const { return gizmo.visible; }
ToolMode get_tool_mode() const { return tool_mode; }
bool is_snap_enabled() const { return snap_enabled; }
float get_translate_snap() const { return snap_translate->get_text().to_double(); }
float get_rotate_snap() const { return snap_rotate->get_text().to_double(); }
float get_scale_snap() const { return snap_scale->get_text().to_double(); }
bool are_local_coords_enabled() const { return transform_menu->get_popup()->is_item_checked(transform_menu->get_popup()->get_item_index(SpatialEditor::MENU_TRANSFORM_LOCAL_COORDS)); }
Ref<ArrayMesh> get_move_gizmo(int idx) const { return move_gizmo[idx]; }
Ref<ArrayMesh> get_move_plane_gizmo(int idx) const { return move_plane_gizmo[idx]; }
Ref<ArrayMesh> get_rotate_gizmo(int idx) const { return rotate_gizmo[idx]; }
Ref<ArrayMesh> get_scale_gizmo(int idx) const { return scale_gizmo[idx]; }
Ref<ArrayMesh> get_scale_plane_gizmo(int idx) const { return scale_plane_gizmo[idx]; }
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void update_transform_gizmo();
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void select_gizmo_highlight_axis(int p_axis);
void set_custom_camera(Node *p_camera) { custom_camera = p_camera; }
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void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; }
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Dictionary get_state() const;
void set_state(const Dictionary &p_state);
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Ref<Environment> get_viewport_environment() { return viewport_environment; }
UndoRedo *get_undo_redo() { return undo_redo; }
void add_control_to_menu_panel(Control *p_control);
VSplitContainer *get_shader_split();
HSplitContainer *get_palette_split();
Spatial *get_selected() { return selected; }
int get_over_gizmo_handle() const { return over_gizmo_handle; }
void set_over_gizmo_handle(int idx) { over_gizmo_handle = idx; }
void set_can_preview(Camera *p_preview);
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SpatialEditorViewport *get_editor_viewport(int p_idx) {
ERR_FAIL_INDEX_V(p_idx, 4, NULL);
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return viewports[p_idx];
}
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Camera *get_camera() { return NULL; }
void edit(Spatial *p_spatial);
void clear();
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SpatialEditor(EditorNode *p_editor);
~SpatialEditor();
};
class SpatialEditorPlugin : public EditorPlugin {
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GDCLASS(SpatialEditorPlugin, EditorPlugin);
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SpatialEditor *spatial_editor;
EditorNode *editor;
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protected:
static void _bind_methods();
public:
void snap_cursor_to_plane(const Plane &p_plane);
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SpatialEditor *get_spatial_editor() { return spatial_editor; }
virtual String get_name() const { return "3D"; }
bool has_main_screen() const { return true; }
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virtual void make_visible(bool p_visible);
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virtual void edit(Object *p_object);
virtual bool handles(Object *p_object) const;
virtual Dictionary get_state() const;
virtual void set_state(const Dictionary &p_state);
virtual void clear() { spatial_editor->clear(); }
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SpatialEditorPlugin(EditorNode *p_node);
~SpatialEditorPlugin();
};
#endif