200 lines
7.3 KiB
C++
200 lines
7.3 KiB
C++
/**************************************************************************/
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/* gpu_particles_3d_gizmo_plugin.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "gpu_particles_3d_gizmo_plugin.h"
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#include "editor/editor_settings.h"
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#include "editor/editor_undo_redo_manager.h"
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#include "editor/plugins/node_3d_editor_plugin.h"
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#include "scene/3d/gpu_particles_3d.h"
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GPUParticles3DGizmoPlugin::GPUParticles3DGizmoPlugin() {
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Color gizmo_color = EDITOR_DEF("editors/3d_gizmos/gizmo_colors/particles", Color(0.8, 0.7, 0.4));
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create_material("particles_material", gizmo_color);
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gizmo_color.a = MAX((gizmo_color.a - 0.2) * 0.02, 0.0);
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create_material("particles_solid_material", gizmo_color);
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create_icon_material("particles_icon", Node3DEditor::get_singleton()->get_editor_theme_icon(SNAME("GizmoGPUParticles3D")));
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create_handle_material("handles");
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}
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bool GPUParticles3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
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return Object::cast_to<GPUParticles3D>(p_spatial) != nullptr;
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}
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String GPUParticles3DGizmoPlugin::get_gizmo_name() const {
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return "GPUParticles3D";
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}
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int GPUParticles3DGizmoPlugin::get_priority() const {
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return -1;
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}
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bool GPUParticles3DGizmoPlugin::is_selectable_when_hidden() const {
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return true;
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}
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String GPUParticles3DGizmoPlugin::get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {
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switch (p_id) {
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case 0:
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return "Size X";
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case 1:
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return "Size Y";
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case 2:
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return "Size Z";
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case 3:
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return "Pos X";
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case 4:
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return "Pos Y";
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case 5:
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return "Pos Z";
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}
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return "";
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}
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Variant GPUParticles3DGizmoPlugin::get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {
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GPUParticles3D *particles = Object::cast_to<GPUParticles3D>(p_gizmo->get_node_3d());
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return particles->get_visibility_aabb();
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}
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void GPUParticles3DGizmoPlugin::set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, Camera3D *p_camera, const Point2 &p_point) {
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GPUParticles3D *particles = Object::cast_to<GPUParticles3D>(p_gizmo->get_node_3d());
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Transform3D gt = particles->get_global_transform();
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Transform3D gi = gt.affine_inverse();
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bool move = p_id >= 3;
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p_id = p_id % 3;
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AABB aabb = particles->get_visibility_aabb();
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Vector3 ray_from = p_camera->project_ray_origin(p_point);
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Vector3 ray_dir = p_camera->project_ray_normal(p_point);
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Vector3 sg[2] = { gi.xform(ray_from), gi.xform(ray_from + ray_dir * 4096) };
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Vector3 ofs = aabb.get_center();
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Vector3 axis;
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axis[p_id] = 1.0;
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if (move) {
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Vector3 ra, rb;
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Geometry3D::get_closest_points_between_segments(ofs - axis * 4096, ofs + axis * 4096, sg[0], sg[1], ra, rb);
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float d = ra[p_id];
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if (Node3DEditor::get_singleton()->is_snap_enabled()) {
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d = Math::snapped(d, Node3DEditor::get_singleton()->get_translate_snap());
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}
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aabb.position[p_id] = d - 1.0 - aabb.size[p_id] * 0.5;
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particles->set_visibility_aabb(aabb);
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} else {
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Vector3 ra, rb;
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Geometry3D::get_closest_points_between_segments(ofs, ofs + axis * 4096, sg[0], sg[1], ra, rb);
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float d = ra[p_id] - ofs[p_id];
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if (Node3DEditor::get_singleton()->is_snap_enabled()) {
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d = Math::snapped(d, Node3DEditor::get_singleton()->get_translate_snap());
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}
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if (d < 0.001) {
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d = 0.001;
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}
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//resize
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aabb.position[p_id] = (aabb.position[p_id] + aabb.size[p_id] * 0.5) - d;
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aabb.size[p_id] = d * 2;
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particles->set_visibility_aabb(aabb);
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}
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}
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void GPUParticles3DGizmoPlugin::commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel) {
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GPUParticles3D *particles = Object::cast_to<GPUParticles3D>(p_gizmo->get_node_3d());
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if (p_cancel) {
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particles->set_visibility_aabb(p_restore);
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return;
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}
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EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
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ur->create_action(TTR("Change Particles AABB"));
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ur->add_do_method(particles, "set_visibility_aabb", particles->get_visibility_aabb());
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ur->add_undo_method(particles, "set_visibility_aabb", p_restore);
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ur->commit_action();
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}
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void GPUParticles3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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GPUParticles3D *particles = Object::cast_to<GPUParticles3D>(p_gizmo->get_node_3d());
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p_gizmo->clear();
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Vector<Vector3> lines;
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AABB aabb = particles->get_visibility_aabb();
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for (int i = 0; i < 12; i++) {
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Vector3 a, b;
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aabb.get_edge(i, a, b);
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lines.push_back(a);
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lines.push_back(b);
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}
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Vector<Vector3> handles;
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for (int i = 0; i < 3; i++) {
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Vector3 ax;
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ax[i] = aabb.position[i] + aabb.size[i];
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ax[(i + 1) % 3] = aabb.position[(i + 1) % 3] + aabb.size[(i + 1) % 3] * 0.5;
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ax[(i + 2) % 3] = aabb.position[(i + 2) % 3] + aabb.size[(i + 2) % 3] * 0.5;
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handles.push_back(ax);
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}
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Vector3 center = aabb.get_center();
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for (int i = 0; i < 3; i++) {
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Vector3 ax;
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ax[i] = 1.0;
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handles.push_back(center + ax);
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lines.push_back(center);
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lines.push_back(center + ax);
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}
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Ref<Material> material = get_material("particles_material", p_gizmo);
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Ref<Material> icon = get_material("particles_icon", p_gizmo);
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p_gizmo->add_lines(lines, material);
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if (p_gizmo->is_selected()) {
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Ref<Material> solid_material = get_material("particles_solid_material", p_gizmo);
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p_gizmo->add_solid_box(solid_material, aabb.get_size(), aabb.get_center());
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}
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p_gizmo->add_handles(handles, get_material("handles"));
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p_gizmo->add_unscaled_billboard(icon, 0.05);
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}
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