808af8e837
Splits Node3DGizmos into dedicated files.
210 lines
7.0 KiB
C++
210 lines
7.0 KiB
C++
/**************************************************************************/
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/* voxel_gi_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 "voxel_gi_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/voxel_gi.h"
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VoxelGIGizmoPlugin::VoxelGIGizmoPlugin() {
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Color gizmo_color = EDITOR_DEF("editors/3d_gizmos/gizmo_colors/voxel_gi", Color(0.5, 1, 0.6));
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create_material("voxel_gi_material", gizmo_color);
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// This gizmo draws a lot of lines. Use a low opacity to make it not too intrusive.
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gizmo_color.a = 0.1;
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create_material("voxel_gi_internal_material", gizmo_color);
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gizmo_color.a = 0.05;
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create_material("voxel_gi_solid_material", gizmo_color);
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create_icon_material("voxel_gi_icon", Node3DEditor::get_singleton()->get_theme_icon(SNAME("GizmoVoxelGI"), SNAME("EditorIcons")));
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create_handle_material("handles");
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}
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bool VoxelGIGizmoPlugin::has_gizmo(Node3D *p_spatial) {
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return Object::cast_to<VoxelGI>(p_spatial) != nullptr;
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}
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String VoxelGIGizmoPlugin::get_gizmo_name() const {
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return "VoxelGI";
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}
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int VoxelGIGizmoPlugin::get_priority() const {
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return -1;
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}
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String VoxelGIGizmoPlugin::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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}
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return "";
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}
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Variant VoxelGIGizmoPlugin::get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {
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VoxelGI *probe = Object::cast_to<VoxelGI>(p_gizmo->get_node_3d());
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return probe->get_size();
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}
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void VoxelGIGizmoPlugin::set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, Camera3D *p_camera, const Point2 &p_point) {
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VoxelGI *probe = Object::cast_to<VoxelGI>(p_gizmo->get_node_3d());
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Transform3D gt = probe->get_global_transform();
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Transform3D gi = gt.affine_inverse();
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Vector3 size = probe->get_size();
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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 * 16384) };
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Vector3 axis;
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axis[p_id] = 1.0;
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Vector3 ra, rb;
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Geometry3D::get_closest_points_between_segments(Vector3(), axis * 16384, sg[0], sg[1], ra, rb);
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float d = ra[p_id] * 2;
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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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size[p_id] = d;
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probe->set_size(size);
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}
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void VoxelGIGizmoPlugin::commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel) {
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VoxelGI *probe = Object::cast_to<VoxelGI>(p_gizmo->get_node_3d());
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Vector3 restore = p_restore;
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if (p_cancel) {
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probe->set_size(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 Probe Size"));
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ur->add_do_method(probe, "set_size", probe->get_size());
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ur->add_undo_method(probe, "set_size", restore);
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ur->commit_action();
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}
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void VoxelGIGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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VoxelGI *probe = Object::cast_to<VoxelGI>(p_gizmo->get_node_3d());
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Ref<Material> material = get_material("voxel_gi_material", p_gizmo);
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Ref<Material> icon = get_material("voxel_gi_icon", p_gizmo);
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Ref<Material> material_internal = get_material("voxel_gi_internal_material", p_gizmo);
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p_gizmo->clear();
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Vector<Vector3> lines;
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Vector3 size = probe->get_size();
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static const int subdivs[VoxelGI::SUBDIV_MAX] = { 64, 128, 256, 512 };
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AABB aabb = AABB(-size / 2, size);
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int subdiv = subdivs[probe->get_subdiv()];
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float cell_size = aabb.get_longest_axis_size() / subdiv;
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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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p_gizmo->add_lines(lines, material);
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lines.clear();
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for (int i = 1; i < subdiv; i++) {
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for (int j = 0; j < 3; j++) {
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if (cell_size * i > aabb.size[j]) {
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continue;
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}
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int j_n1 = (j + 1) % 3;
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int j_n2 = (j + 2) % 3;
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for (int k = 0; k < 4; k++) {
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Vector3 from = aabb.position, to = aabb.position;
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from[j] += cell_size * i;
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to[j] += cell_size * i;
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if (k & 1) {
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to[j_n1] += aabb.size[j_n1];
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} else {
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to[j_n2] += aabb.size[j_n2];
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}
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if (k & 2) {
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from[j_n1] += aabb.size[j_n1];
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from[j_n2] += aabb.size[j_n2];
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}
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lines.push_back(from);
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lines.push_back(to);
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}
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}
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}
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p_gizmo->add_lines(lines, material_internal);
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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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handles.push_back(ax);
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}
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if (p_gizmo->is_selected()) {
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Ref<Material> solid_material = get_material("voxel_gi_solid_material", p_gizmo);
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p_gizmo->add_solid_box(solid_material, aabb.get_size());
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}
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p_gizmo->add_unscaled_billboard(icon, 0.05);
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p_gizmo->add_handles(handles, get_material("handles"));
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}
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