/**************************************************************************/ /* voxel_gi_gizmo_plugin.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "voxel_gi_gizmo_plugin.h" #include "editor/editor_node.h" #include "editor/editor_settings.h" #include "editor/editor_string_names.h" #include "editor/editor_undo_redo_manager.h" #include "editor/plugins/gizmos/gizmo_3d_helper.h" #include "editor/plugins/node_3d_editor_plugin.h" #include "scene/3d/voxel_gi.h" VoxelGIGizmoPlugin::VoxelGIGizmoPlugin() { helper.instantiate(); Color gizmo_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/voxel_gi"); create_material("voxel_gi_material", gizmo_color); // This gizmo draws a lot of lines. Use a low opacity to make it not too intrusive. gizmo_color.a = 0.1; create_material("voxel_gi_internal_material", gizmo_color); gizmo_color.a = 0.05; create_material("voxel_gi_solid_material", gizmo_color); create_icon_material("voxel_gi_icon", EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("GizmoVoxelGI"), EditorStringName(EditorIcons))); create_handle_material("handles"); } VoxelGIGizmoPlugin::~VoxelGIGizmoPlugin() { } bool VoxelGIGizmoPlugin::has_gizmo(Node3D *p_spatial) { return Object::cast_to<VoxelGI>(p_spatial) != nullptr; } String VoxelGIGizmoPlugin::get_gizmo_name() const { return "VoxelGI"; } int VoxelGIGizmoPlugin::get_priority() const { return -1; } String VoxelGIGizmoPlugin::get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const { return helper->box_get_handle_name(p_id); } Variant VoxelGIGizmoPlugin::get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const { VoxelGI *probe = Object::cast_to<VoxelGI>(p_gizmo->get_node_3d()); return probe->get_size(); } void VoxelGIGizmoPlugin::begin_handle_action(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) { helper->initialize_handle_action(get_handle_value(p_gizmo, p_id, p_secondary), p_gizmo->get_node_3d()->get_global_transform()); } void VoxelGIGizmoPlugin::set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, Camera3D *p_camera, const Point2 &p_point) { VoxelGI *probe = Object::cast_to<VoxelGI>(p_gizmo->get_node_3d()); Vector3 sg[2]; helper->get_segment(p_camera, p_point, sg); Vector3 size = probe->get_size(); Vector3 position; helper->box_set_handle(sg, p_id, size, position); probe->set_size(size); probe->set_global_position(position); } void VoxelGIGizmoPlugin::commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel) { helper->box_commit_handle(TTR("Change Probe Size"), p_cancel, p_gizmo->get_node_3d()); } void VoxelGIGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { p_gizmo->clear(); if (p_gizmo->is_selected()) { VoxelGI *probe = Object::cast_to<VoxelGI>(p_gizmo->get_node_3d()); Ref<Material> material = get_material("voxel_gi_material", p_gizmo); Ref<Material> material_internal = get_material("voxel_gi_internal_material", p_gizmo); Vector<Vector3> lines; Vector3 size = probe->get_size(); static const int subdivs[VoxelGI::SUBDIV_MAX] = { 64, 128, 256, 512 }; AABB aabb = AABB(-size / 2, size); int subdiv = subdivs[probe->get_subdiv()]; float cell_size = aabb.get_longest_axis_size() / subdiv; for (int i = 0; i < 12; i++) { Vector3 a, b; aabb.get_edge(i, a, b); lines.push_back(a); lines.push_back(b); } p_gizmo->add_lines(lines, material); lines.clear(); for (int i = 1; i < subdiv; i++) { for (int j = 0; j < 3; j++) { if (cell_size * i > aabb.size[j]) { continue; } int j_n1 = (j + 1) % 3; int j_n2 = (j + 2) % 3; for (int k = 0; k < 4; k++) { Vector3 from = aabb.position, to = aabb.position; from[j] += cell_size * i; to[j] += cell_size * i; if (k & 1) { to[j_n1] += aabb.size[j_n1]; } else { to[j_n2] += aabb.size[j_n2]; } if (k & 2) { from[j_n1] += aabb.size[j_n1]; from[j_n2] += aabb.size[j_n2]; } lines.push_back(from); lines.push_back(to); } } } p_gizmo->add_lines(lines, material_internal); Vector<Vector3> handles = helper->box_get_handles(probe->get_size()); if (p_gizmo->is_selected()) { Ref<Material> solid_material = get_material("voxel_gi_solid_material", p_gizmo); p_gizmo->add_solid_box(solid_material, aabb.get_size()); } p_gizmo->add_handles(handles, get_material("handles")); } Ref<Material> icon = get_material("voxel_gi_icon", p_gizmo); p_gizmo->add_unscaled_billboard(icon, 0.05); }