Fix gizmos without visible geometry not being selectable
The issue was that Node3DEditorViewport was using the render server's BVH to filter out nodes, which is not correct for gizmos that have no renderable components, or have collision triangles that exceed the bounds of their renderable components.
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@ -81,6 +81,8 @@ void EditorNode3DGizmo::redraw() {
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gizmo_plugin->redraw(this);
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}
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_update_bvh();
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if (Node3DEditor::get_singleton()->is_current_selected_gizmo(this)) {
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Node3DEditor::get_singleton()->update_transform_gizmo();
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}
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@ -244,6 +246,32 @@ void EditorNode3DGizmo::add_mesh(const Ref<Mesh> &p_mesh, const Ref<Material> &p
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instances.push_back(ins);
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}
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void EditorNode3DGizmo::_update_bvh() {
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ERR_FAIL_NULL(spatial_node);
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Transform3D transform = spatial_node->get_global_transform();
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float effective_icon_size = selectable_icon_size > 0.0f ? selectable_icon_size : 0.0f;
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Vector3 icon_size_vector3 = Vector3(effective_icon_size, effective_icon_size, effective_icon_size);
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AABB aabb(spatial_node->get_position() - icon_size_vector3 * 100.0f, icon_size_vector3 * 200.0f);
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for (const Vector3 &segment_end : collision_segments) {
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aabb.expand_to(transform.xform(segment_end));
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}
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if (collision_mesh.is_valid()) {
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for (const Face3 &face : collision_mesh->get_faces()) {
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aabb.expand_to(transform.xform(face.vertex[0]));
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aabb.expand_to(transform.xform(face.vertex[1]));
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aabb.expand_to(transform.xform(face.vertex[2]));
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}
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}
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Node3DEditor::get_singleton()->update_gizmo_bvh_node(
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bvh_node_id,
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aabb);
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}
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void EditorNode3DGizmo::add_lines(const Vector<Vector3> &p_lines, const Ref<Material> &p_material, bool p_billboard, const Color &p_modulate) {
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add_vertices(p_lines, p_material, Mesh::PRIMITIVE_LINES, p_billboard, p_modulate);
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}
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@ -765,6 +793,10 @@ void EditorNode3DGizmo::create() {
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instances.write[i].create_instance(spatial_node, hidden);
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}
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bvh_node_id = Node3DEditor::get_singleton()->insert_gizmo_bvh_node(
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spatial_node,
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AABB(spatial_node->get_position(), Vector3(0, 0, 0)));
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transform();
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}
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@ -774,6 +806,8 @@ void EditorNode3DGizmo::transform() {
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for (int i = 0; i < instances.size(); i++) {
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RS::get_singleton()->instance_set_transform(instances[i].instance, spatial_node->get_global_transform() * instances[i].xform);
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}
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_update_bvh();
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}
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void EditorNode3DGizmo::free() {
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@ -790,6 +824,9 @@ void EditorNode3DGizmo::free() {
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clear();
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Node3DEditor::get_singleton()->remove_gizmo_bvh_node(bvh_node_id);
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bvh_node_id = DynamicBVH::ID();
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valid = false;
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}
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@ -31,6 +31,7 @@
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#ifndef NODE_3D_EDITOR_GIZMOS_H
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#define NODE_3D_EDITOR_GIZMOS_H
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#include "core/math/dynamic_bvh.h"
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#include "core/templates/hash_map.h"
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#include "core/templates/local_vector.h"
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#include "scene/3d/camera_3d.h"
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@ -72,8 +73,12 @@ class EditorNode3DGizmo : public Node3DGizmo {
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Vector<Instance> instances;
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Node3D *spatial_node = nullptr;
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DynamicBVH::ID bvh_node_id;
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void _set_node_3d(Node *p_node) { set_node_3d(Object::cast_to<Node3D>(p_node)); }
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void _update_bvh();
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protected:
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static void _bind_methods();
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@ -800,7 +800,6 @@ ObjectID Node3DEditorViewport::_select_ray(const Point2 &p_pos) const {
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RS::get_singleton()->sdfgi_set_debug_probe_select(pos, ray);
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}
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Vector<ObjectID> instances = RenderingServer::get_singleton()->instances_cull_ray(pos, pos + ray * camera->get_far(), get_tree()->get_root()->get_world_3d()->get_scenario());
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HashSet<Ref<EditorNode3DGizmo>> found_gizmos;
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Node *edited_scene = get_tree()->get_edited_scene_root();
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@ -808,9 +807,9 @@ ObjectID Node3DEditorViewport::_select_ray(const Point2 &p_pos) const {
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Node *item = nullptr;
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float closest_dist = 1e20;
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for (int i = 0; i < instances.size(); i++) {
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Node3D *spat = Object::cast_to<Node3D>(ObjectDB::get_instance(instances[i]));
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Vector<Node3D *> nodes_with_gizmos = Node3DEditor::get_singleton()->gizmo_bvh_ray_query(pos, pos + ray * camera->get_far());
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for (Node3D *spat : nodes_with_gizmos) {
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if (!spat) {
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continue;
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}
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@ -863,12 +862,11 @@ void Node3DEditorViewport::_find_items_at_pos(const Point2 &p_pos, Vector<_RayRe
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Vector3 ray = get_ray(p_pos);
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Vector3 pos = get_ray_pos(p_pos);
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Vector<ObjectID> instances = RenderingServer::get_singleton()->instances_cull_ray(pos, pos + ray * camera->get_far(), get_tree()->get_root()->get_world_3d()->get_scenario());
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Vector<Node3D *> nodes_with_gizmos = Node3DEditor::get_singleton()->gizmo_bvh_ray_query(pos, pos + ray * camera->get_far());
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HashSet<Node3D *> found_nodes;
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for (int i = 0; i < instances.size(); i++) {
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Node3D *spat = Object::cast_to<Node3D>(ObjectDB::get_instance(instances[i]));
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for (Node3D *spat : nodes_with_gizmos) {
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if (!spat) {
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continue;
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}
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@ -1046,14 +1044,13 @@ void Node3DEditorViewport::_select_region() {
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_clear_selected();
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}
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Vector<ObjectID> instances = RenderingServer::get_singleton()->instances_cull_convex(frustum, get_tree()->get_root()->get_world_3d()->get_scenario());
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Vector<Node3D *> nodes_with_gizmos = Node3DEditor::get_singleton()->gizmo_bvh_frustum_query(frustum);
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HashSet<Node3D *> found_nodes;
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Vector<Node *> selected;
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Node *edited_scene = get_tree()->get_edited_scene_root();
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for (int i = 0; i < instances.size(); i++) {
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Node3D *sp = Object::cast_to<Node3D>(ObjectDB::get_instance(instances[i]));
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for (Node3D *sp : nodes_with_gizmos) {
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if (!sp || _is_node_locked(sp)) {
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continue;
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}
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@ -9205,6 +9202,49 @@ void Node3DEditor::remove_gizmo_plugin(Ref<EditorNode3DGizmoPlugin> p_plugin) {
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_update_gizmos_menu();
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}
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DynamicBVH::ID Node3DEditor::insert_gizmo_bvh_node(Node3D *p_node, const AABB &p_aabb) {
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return gizmo_bvh.insert(p_aabb, p_node);
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}
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void Node3DEditor::update_gizmo_bvh_node(DynamicBVH::ID p_id, const AABB &p_aabb) {
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gizmo_bvh.update(p_id, p_aabb);
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gizmo_bvh.optimize_incremental(1);
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}
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void Node3DEditor::remove_gizmo_bvh_node(DynamicBVH::ID p_id) {
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gizmo_bvh.remove(p_id);
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}
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Vector<Node3D *> Node3DEditor::gizmo_bvh_ray_query(const Vector3 &p_ray_start, const Vector3 &p_ray_end) {
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struct Result {
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Vector<Node3D *> nodes;
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bool operator()(void *p_data) {
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nodes.append((Node3D *)p_data);
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return false;
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}
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} result;
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gizmo_bvh.ray_query(p_ray_start, p_ray_end, result);
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return result.nodes;
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}
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Vector<Node3D *> Node3DEditor::gizmo_bvh_frustum_query(const Vector<Plane> &p_frustum) {
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Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&p_frustum[0], p_frustum.size());
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struct Result {
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Vector<Node3D *> nodes;
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bool operator()(void *p_data) {
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nodes.append((Node3D *)p_data);
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return false;
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}
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} result;
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gizmo_bvh.convex_query(p_frustum.ptr(), p_frustum.size(), points.ptr(), points.size(), result);
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return result.nodes;
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}
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Node3DEditorPlugin::Node3DEditorPlugin() {
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spatial_editor = memnew(Node3DEditor);
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spatial_editor->set_v_size_flags(Control::SIZE_EXPAND_FILL);
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@ -31,6 +31,7 @@
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#ifndef NODE_3D_EDITOR_PLUGIN_H
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#define NODE_3D_EDITOR_PLUGIN_H
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#include "core/math/dynamic_bvh.h"
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#include "editor/plugins/editor_plugin.h"
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#include "editor/plugins/node_3d_editor_gizmos.h"
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#include "editor/themes/editor_scale.h"
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@ -629,6 +630,8 @@ private:
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int current_hover_gizmo_handle;
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bool current_hover_gizmo_handle_secondary;
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DynamicBVH gizmo_bvh;
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real_t snap_translate_value;
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real_t snap_rotate_value;
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real_t snap_scale_value;
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@ -933,6 +936,12 @@ public:
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void add_gizmo_plugin(Ref<EditorNode3DGizmoPlugin> p_plugin);
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void remove_gizmo_plugin(Ref<EditorNode3DGizmoPlugin> p_plugin);
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DynamicBVH::ID insert_gizmo_bvh_node(Node3D *p_node, const AABB &p_aabb);
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void update_gizmo_bvh_node(DynamicBVH::ID p_id, const AABB &p_aabb);
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void remove_gizmo_bvh_node(DynamicBVH::ID p_id);
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Vector<Node3D *> gizmo_bvh_ray_query(const Vector3 &p_ray_start, const Vector3 &p_ray_end);
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Vector<Node3D *> gizmo_bvh_frustum_query(const Vector<Plane> &p_frustum);
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void edit(Node3D *p_spatial);
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void clear();
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