1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059 | /**************************************************************************/
/* node_3d_editor_plugin.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef NODE_3D_EDITOR_PLUGIN_H
#define NODE_3D_EDITOR_PLUGIN_H
#include "core/math/dynamic_bvh.h"
#include "editor/plugins/editor_plugin.h"
#include "editor/plugins/node_3d_editor_gizmos.h"
#include "editor/themes/editor_scale.h"
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/spin_box.h"
#include "scene/resources/immediate_mesh.h"
class AcceptDialog;
class CheckBox;
class ColorPickerButton;
class ConfirmationDialog;
class DirectionalLight3D;
class EditorData;
class EditorSelection;
class EditorSpinSlider;
class HSplitContainer;
class LineEdit;
class MenuButton;
class Node3DEditor;
class Node3DEditorViewport;
class OptionButton;
class PanelContainer;
class ProceduralSkyMaterial;
class SubViewport;
class SubViewportContainer;
class VSeparator;
class VSplitContainer;
class ViewportNavigationControl;
class WorldEnvironment;
class MeshInstance3D;
class ViewportRotationControl : public Control {
GDCLASS(ViewportRotationControl, Control);
struct Axis2D {
Vector2 screen_point;
float z_axis = -99.0;
int axis = -1;
};
struct Axis2DCompare {
_FORCE_INLINE_ bool operator()(const Axis2D &l, const Axis2D &r) const {
return l.z_axis < r.z_axis;
}
};
Node3DEditorViewport *viewport = nullptr;
Vector<Color> axis_colors;
Vector<int> axis_menu_options;
Vector2i orbiting_mouse_start;
int orbiting_index = -1;
int focused_axis = -2;
const float AXIS_CIRCLE_RADIUS = 8.0f * EDSCALE;
protected:
void _notification(int p_what);
virtual void gui_input(const Ref<InputEvent> &p_event) override;
void _draw();
void _draw_axis(const Axis2D &p_axis);
void _get_sorted_axis(Vector<Axis2D> &r_axis);
void _update_focus();
void _on_mouse_exited();
void _process_click(int p_index, Vector2 p_position, bool p_pressed);
void _process_drag(Ref<InputEventWithModifiers> p_event, int p_index, Vector2 p_position, Vector2 p_relative_position);
public:
void set_viewport(Node3DEditorViewport *p_viewport);
};
class Node3DEditorViewport : public Control {
GDCLASS(Node3DEditorViewport, Control);
friend class Node3DEditor;
friend class ViewportNavigationControl;
friend class ViewportRotationControl;
enum {
VIEW_TOP,
VIEW_BOTTOM,
VIEW_LEFT,
VIEW_RIGHT,
VIEW_FRONT,
VIEW_REAR,
VIEW_CENTER_TO_ORIGIN,
VIEW_CENTER_TO_SELECTION,
VIEW_ALIGN_TRANSFORM_WITH_VIEW,
VIEW_ALIGN_ROTATION_WITH_VIEW,
VIEW_PERSPECTIVE,
VIEW_ENVIRONMENT,
VIEW_ORTHOGONAL,
VIEW_SWITCH_PERSPECTIVE_ORTHOGONAL,
VIEW_HALF_RESOLUTION,
VIEW_AUDIO_LISTENER,
VIEW_AUDIO_DOPPLER,
VIEW_GIZMOS,
VIEW_TRANSFORM_GIZMO,
VIEW_GRID,
VIEW_INFORMATION,
VIEW_FRAME_TIME,
// < Keep in sync with menu.
VIEW_DISPLAY_NORMAL,
VIEW_DISPLAY_WIREFRAME,
VIEW_DISPLAY_OVERDRAW,
VIEW_DISPLAY_LIGHTING,
VIEW_DISPLAY_UNSHADED,
VIEW_DISPLAY_ADVANCED,
// Advanced menu:
VIEW_DISPLAY_DEBUG_PSSM_SPLITS,
VIEW_DISPLAY_NORMAL_BUFFER,
VIEW_DISPLAY_DEBUG_SHADOW_ATLAS,
VIEW_DISPLAY_DEBUG_DIRECTIONAL_SHADOW_ATLAS,
VIEW_DISPLAY_DEBUG_DECAL_ATLAS,
VIEW_DISPLAY_DEBUG_VOXEL_GI_ALBEDO,
VIEW_DISPLAY_DEBUG_VOXEL_GI_LIGHTING,
VIEW_DISPLAY_DEBUG_VOXEL_GI_EMISSION,
VIEW_DISPLAY_DEBUG_SDFGI,
VIEW_DISPLAY_DEBUG_SDFGI_PROBES,
VIEW_DISPLAY_DEBUG_SCENE_LUMINANCE,
VIEW_DISPLAY_DEBUG_SSAO,
VIEW_DISPLAY_DEBUG_SSIL,
VIEW_DISPLAY_DEBUG_GI_BUFFER,
VIEW_DISPLAY_DEBUG_DISABLE_LOD,
VIEW_DISPLAY_DEBUG_CLUSTER_OMNI_LIGHTS,
VIEW_DISPLAY_DEBUG_CLUSTER_SPOT_LIGHTS,
VIEW_DISPLAY_DEBUG_CLUSTER_DECALS,
VIEW_DISPLAY_DEBUG_CLUSTER_REFLECTION_PROBES,
VIEW_DISPLAY_DEBUG_OCCLUDERS,
VIEW_DISPLAY_MOTION_VECTORS,
VIEW_DISPLAY_INTERNAL_BUFFER,
VIEW_DISPLAY_MAX,
// > Keep in sync with menu.
VIEW_LOCK_ROTATION,
VIEW_CINEMATIC_PREVIEW,
VIEW_AUTO_ORTHOGONAL,
VIEW_MAX
};
enum ViewType {
VIEW_TYPE_USER,
VIEW_TYPE_TOP,
VIEW_TYPE_BOTTOM,
VIEW_TYPE_LEFT,
VIEW_TYPE_RIGHT,
VIEW_TYPE_FRONT,
VIEW_TYPE_REAR,
};
public:
enum {
GIZMO_BASE_LAYER = 27,
GIZMO_EDIT_LAYER = 26,
GIZMO_GRID_LAYER = 25,
MISC_TOOL_LAYER = 24,
FRAME_TIME_HISTORY = 20,
};
enum NavigationScheme {
NAVIGATION_GODOT = 0,
NAVIGATION_MAYA = 1,
NAVIGATION_MODO = 2,
NAVIGATION_CUSTOM = 3,
NAVIGATION_TABLET = 4,
};
enum FreelookNavigationScheme {
FREELOOK_DEFAULT,
FREELOOK_PARTIALLY_AXIS_LOCKED,
FREELOOK_FULLY_AXIS_LOCKED,
};
enum ViewportNavMouseButton {
NAVIGATION_LEFT_MOUSE,
NAVIGATION_MIDDLE_MOUSE,
NAVIGATION_RIGHT_MOUSE,
NAVIGATION_MOUSE_4,
NAVIGATION_MOUSE_5,
};
private:
double cpu_time_history[FRAME_TIME_HISTORY];
int cpu_time_history_index;
double gpu_time_history[FRAME_TIME_HISTORY];
int gpu_time_history_index;
Node *ruler = nullptr;
Node3D *ruler_start_point = nullptr;
Node3D *ruler_end_point = nullptr;
Ref<ImmediateMesh> geometry;
MeshInstance3D *ruler_line = nullptr;
MeshInstance3D *ruler_line_xray = nullptr;
Label *ruler_label = nullptr;
Ref<StandardMaterial3D> ruler_material;
Ref<StandardMaterial3D> ruler_material_xray;
int index;
ViewType view_type;
void _menu_option(int p_option);
void _set_auto_orthogonal();
Node3D *preview_node = nullptr;
bool update_preview_node = false;
Point2 preview_node_viewport_pos;
Vector3 preview_node_pos;
AABB *preview_bounds = nullptr;
Vector<String> selected_files;
AcceptDialog *accept = nullptr;
Node *target_node = nullptr;
Point2 drop_pos;
EditorSelection *editor_selection = nullptr;
CheckBox *preview_camera = nullptr;
SubViewportContainer *subviewport_container = nullptr;
MenuButton *view_menu = nullptr;
PopupMenu *display_submenu = nullptr;
Control *surface = nullptr;
SubViewport *viewport = nullptr;
Camera3D *camera = nullptr;
bool transforming = false;
bool orthogonal;
bool auto_orthogonal;
bool lock_rotation;
bool transform_gizmo_visible = true;
bool collision_reposition = false;
real_t gizmo_scale;
bool freelook_active;
real_t freelook_speed;
Vector2 previous_mouse_position;
PanelContainer *info_panel = nullptr;
Label *info_label = nullptr;
Label *cinema_label = nullptr;
Label *locked_label = nullptr;
Label *zoom_limit_label = nullptr;
Label *preview_material_label = nullptr;
Label *preview_material_label_desc = nullptr;
VBoxContainer *top_right_vbox = nullptr;
VBoxContainer *bottom_center_vbox = nullptr;
ViewportNavigationControl *position_control = nullptr;
ViewportNavigationControl *look_control = nullptr;
ViewportRotationControl *rotation_control = nullptr;
Gradient *frame_time_gradient = nullptr;
PanelContainer *frame_time_panel = nullptr;
VBoxContainer *frame_time_vbox = nullptr;
Label *cpu_time_label = nullptr;
Label *gpu_time_label = nullptr;
Label *fps_label = nullptr;
struct _RayResult {
Node3D *item = nullptr;
real_t depth = 0;
_FORCE_INLINE_ bool operator<(const _RayResult &p_rr) const { return depth < p_rr.depth; }
};
void _update_name();
void _compute_edit(const Point2 &p_point);
void _clear_selected();
void _select_clicked(bool p_allow_locked);
ObjectID _select_ray(const Point2 &p_pos) const;
void _find_items_at_pos(const Point2 &p_pos, Vector<_RayResult> &r_results, bool p_include_locked);
Transform3D _get_camera_transform() const;
int get_selected_count() const;
void cancel_transform();
void _update_shrink();
Vector3 _get_camera_position() const;
Vector3 _get_camera_normal() const;
Vector3 _get_screen_to_space(const Vector3 &p_vector3);
void _select_region();
bool _transform_gizmo_select(const Vector2 &p_screenpos, bool p_highlight_only = false);
void _transform_gizmo_apply(Node3D *p_node, const Transform3D &p_transform, bool p_local);
void _nav_pan(Ref<InputEventWithModifiers> p_event, const Vector2 &p_relative);
void _nav_zoom(Ref<InputEventWithModifiers> p_event, const Vector2 &p_relative);
void _nav_orbit(Ref<InputEventWithModifiers> p_event, const Vector2 &p_relative);
void _nav_look(Ref<InputEventWithModifiers> p_event, const Vector2 &p_relative);
bool _is_shortcut_empty(const String &p_name);
bool _is_nav_modifier_pressed(const String &p_name);
int _get_shortcut_input_count(const String &p_name);
float get_znear() const;
float get_zfar() const;
float get_fov() const;
ObjectID clicked;
ObjectID material_target;
Vector<Node3D *> selection_results;
Vector<Node3D *> selection_results_menu;
bool clicked_wants_append = false;
bool selection_in_progress = false;
PopupMenu *selection_menu = nullptr;
enum NavigationZoomStyle {
NAVIGATION_ZOOM_VERTICAL,
NAVIGATION_ZOOM_HORIZONTAL
};
enum NavigationMode {
NAVIGATION_NONE,
NAVIGATION_PAN,
NAVIGATION_ZOOM,
NAVIGATION_ORBIT,
NAVIGATION_LOOK,
NAVIGATION_MOVE
};
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,
};
struct EditData {
TransformMode mode;
TransformPlane plane;
Transform3D original;
Vector3 click_ray;
Vector3 click_ray_pos;
Vector3 center;
Point2 mouse_pos;
Point2 original_mouse_pos;
bool snap = false;
bool show_rotation_line = false;
Ref<EditorNode3DGizmo> gizmo;
int gizmo_handle = 0;
bool gizmo_handle_secondary = false;
Variant gizmo_initial_value;
bool original_local;
bool instant;
// Numeric blender-style transforms (e.g. 'g5x').
// numeric_input tracks the current input value, e.g. 1.23.
// numeric_negate indicates whether '-' has been pressed to negate the value
// while numeric_next_decimal is 0, numbers are input before the decimal point
// after pressing '.', numeric next decimal changes to -1, and decrements after each press.
double numeric_input = 0.0;
bool numeric_negate = false;
int numeric_next_decimal = 0;
} _edit;
struct Cursor {
Vector3 pos;
real_t x_rot, y_rot, distance, fov_scale;
Vector3 eye_pos; // Used in freelook mode
bool region_select;
Point2 region_begin, region_end;
Cursor() {
// These rotations place the camera in +X +Y +Z, aka south east, facing north west.
x_rot = 0.5;<--- Variable 'x_rot' is assigned in constructor body. Consider performing initialization in initialization list. [+]When an object of a class is created, the constructors of all member variables are called consecutively in the order the variables are declared, even if you don't explicitly write them to the initialization list. You could avoid assigning 'x_rot' a value by passing the value to the constructor in the initialization list.
y_rot = -0.5;<--- Variable 'y_rot' is assigned in constructor body. Consider performing initialization in initialization list. [+]When an object of a class is created, the constructors of all member variables are called consecutively in the order the variables are declared, even if you don't explicitly write them to the initialization list. You could avoid assigning 'y_rot' a value by passing the value to the constructor in the initialization list.
distance = 4;<--- Variable 'distance' is assigned in constructor body. Consider performing initialization in initialization list. [+]When an object of a class is created, the constructors of all member variables are called consecutively in the order the variables are declared, even if you don't explicitly write them to the initialization list. You could avoid assigning 'distance' a value by passing the value to the constructor in the initialization list.
fov_scale = 1.0;<--- Variable 'fov_scale' is assigned in constructor body. Consider performing initialization in initialization list. [+]When an object of a class is created, the constructors of all member variables are called consecutively in the order the variables are declared, even if you don't explicitly write them to the initialization list. You could avoid assigning 'fov_scale' a value by passing the value to the constructor in the initialization list.
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)
void scale_fov(real_t p_fov_offset);
void reset_fov();
void scale_cursor_distance(real_t scale);
struct ShortcutCheckSet {
bool mod_pressed = false;
bool shortcut_not_empty = true;
int input_count = 0;
ViewportNavMouseButton mouse_preference = NAVIGATION_LEFT_MOUSE;
NavigationMode result_nav_mode = NAVIGATION_NONE;
ShortcutCheckSet() {}
ShortcutCheckSet(bool p_mod_pressed, bool p_shortcut_not_empty, int p_input_count, const ViewportNavMouseButton &p_mouse_preference, const NavigationMode &p_result_nav_mode) :
mod_pressed(p_mod_pressed), shortcut_not_empty(p_shortcut_not_empty), input_count(p_input_count), mouse_preference(p_mouse_preference), result_nav_mode(p_result_nav_mode) {
}
};
struct ShortcutCheckSetComparator {
_FORCE_INLINE_ bool operator()(const ShortcutCheckSet &A, const ShortcutCheckSet &B) const {
return A.input_count > B.input_count;
}
};
NavigationMode _get_nav_mode_from_shortcut_check(ViewportNavMouseButton p_mouse_button, Vector<ShortcutCheckSet> p_shortcut_check_sets, bool p_use_not_empty);
void set_freelook_active(bool active_now);
void scale_freelook_speed(real_t scale);
real_t zoom_indicator_delay;
int zoom_failed_attempts_count = 0;
RID move_gizmo_instance[3], move_plane_gizmo_instance[3], rotate_gizmo_instance[4], scale_gizmo_instance[3], scale_plane_gizmo_instance[3], axis_gizmo_instance[3];
String last_message;
String message;
double message_time;
void set_message(const String &p_message, float p_time = 5);
void _view_settings_confirmed(real_t p_interp_delta);
void _update_camera(real_t p_interp_delta);
void _update_navigation_controls_visibility();
Transform3D to_camera_transform(const Cursor &p_cursor) const;
void _draw();
// These allow tool scripts to set the 3D cursor location by updating the camera transform.
Transform3D last_camera_transform;
bool _camera_moved_externally();
void _apply_camera_transform_to_cursor();
void _surface_mouse_enter();
void _surface_mouse_exit();
void _surface_focus_enter();
void _surface_focus_exit();
void input(const Ref<InputEvent> &p_event) override;
void _sinput(const Ref<InputEvent> &p_event);
void _update_freelook(real_t delta);
Node3DEditor *spatial_editor = nullptr;
Camera3D *previewing = nullptr;
Camera3D *preview = nullptr;
bool previewing_camera = false;
bool previewing_cinema = false;
bool _is_node_locked(const Node *p_node) const;
void _preview_exited_scene();
void _toggle_camera_preview(bool);
void _toggle_cinema_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);
Point2 _get_warped_mouse_motion(const Ref<InputEventMouseMotion> &p_ev_mouse_motion) const;
Vector3 _get_instance_position(const Point2 &p_pos, Node3D *p_node) const;
static AABB _calculate_spatial_bounds(const Node3D *p_parent, bool p_omit_top_level = false, const Transform3D *p_bounds_orientation = nullptr);
Node *_sanitize_preview_node(Node *p_node) const;
void _create_preview_node(const Vector<String> &files) const;
void _remove_preview_node();
bool _apply_preview_material(ObjectID p_target, const Point2 &p_point) const;
void _reset_preview_material() const;
void _remove_preview_material();
bool _cyclical_dependency_exists(const String &p_target_scene_path, Node *p_desired_node) const;
bool _create_instance(Node *p_parent, const String &p_path, const Point2 &p_point);
bool _create_audio_node(Node *p_parent, const String &p_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);
void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
void _project_settings_changed();
Transform3D _compute_transform(TransformMode p_mode, const Transform3D &p_original, const Transform3D &p_original_local, Vector3 p_motion, double p_extra, bool p_local, bool p_orthogonal);
void begin_transform(TransformMode p_mode, bool instant);
void commit_transform();
void apply_transform(Vector3 p_motion, double p_snap);
void update_transform(bool p_shift);
void update_transform_numeric();
void finish_transform();
void register_shortcut_action(const String &p_path, const String &p_name, Key p_keycode, bool p_physical = false);
void shortcut_changed_callback(const Ref<Shortcut> p_shortcut, const String &p_shortcut_path);
void _set_lock_view_rotation(bool p_lock_rotation);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void update_surface() { surface->queue_redraw(); }
void update_transform_gizmo_view();
void set_can_preview(Camera3D *p_preview);
void set_state(const Dictionary &p_state);
Dictionary get_state() const;
void reset();
bool is_freelook_active() const { return freelook_active; }
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);
void focus_selection();
void assign_pending_data_pointers(
Node3D *p_preview_node,
AABB *p_preview_bounds,
AcceptDialog *p_accept);
SubViewport *get_viewport_node() { return viewport; }
Camera3D *get_camera_3d() { return camera; } // return the default camera object.
Node3DEditorViewport(Node3DEditor *p_spatial_editor, int p_index);
~Node3DEditorViewport();
};
class Node3DEditorSelectedItem : public Object {
GDCLASS(Node3DEditorSelectedItem, Object);
public:
AABB aabb;
Transform3D original; // original location when moving
Transform3D original_local;
Transform3D last_xform; // last transform
bool last_xform_dirty;
Node3D *sp = nullptr;
RID sbox_instance;
RID sbox_instance_offset;
RID sbox_instance_xray;
RID sbox_instance_xray_offset;
Ref<EditorNode3DGizmo> gizmo;
HashMap<int, Transform3D> subgizmos; // Key: Subgizmo ID, Value: Initial subgizmo transform.
Node3DEditorSelectedItem() {
sp = nullptr;
last_xform_dirty = true;
}
~Node3DEditorSelectedItem();
};
class Node3DEditorViewportContainer : public Container {
GDCLASS(Node3DEditorViewportContainer, 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;
real_t ratio_h;
real_t ratio_v;
bool hovering_v;
bool hovering_h;
bool dragging_v;
bool dragging_h;
Vector2 drag_begin_pos;
Vector2 drag_begin_ratio;
virtual void gui_input(const Ref<InputEvent> &p_event) override;
protected:
void _notification(int p_what);
public:
void set_view(View p_view);
View get_view();
Node3DEditorViewportContainer();
};
class Node3DEditor : public VBoxContainer {
GDCLASS(Node3DEditor, VBoxContainer);
public:
static const unsigned int VIEWPORTS_COUNT = 4;
enum ToolMode {
TOOL_MODE_SELECT,
TOOL_MODE_MOVE,
TOOL_MODE_ROTATE,
TOOL_MODE_SCALE,
TOOL_MODE_LIST_SELECT,
TOOL_LOCK_SELECTED,
TOOL_UNLOCK_SELECTED,
TOOL_GROUP_SELECTED,
TOOL_UNGROUP_SELECTED,
TOOL_RULER,
TOOL_MAX
};
enum ToolOptions {
TOOL_OPT_LOCAL_COORDS,
TOOL_OPT_USE_SNAP,
TOOL_OPT_MAX
};
private:
EditorSelection *editor_selection = nullptr;
Node3DEditorViewportContainer *viewport_base = nullptr;
Node3DEditorViewport *viewports[VIEWPORTS_COUNT];
int last_used_viewport = 0;
VSplitContainer *shader_split = nullptr;
HSplitContainer *left_panel_split = nullptr;
HSplitContainer *right_panel_split = nullptr;
/////
ToolMode tool_mode;
RID origin_mesh;
RID origin_multimesh;
RID origin_instance;
bool origin_enabled = false;
RID grid[3];
RID grid_instance[3];
bool grid_visible[3] = { false, false, false }; //currently visible
bool grid_enable[3] = { false, false, false }; //should be always visible if true
bool grid_enabled = false;
bool grid_init_draw = false;
Camera3D::ProjectionType grid_camera_last_update_perspective = Camera3D::PROJECTION_PERSPECTIVE;
Vector3 grid_camera_last_update_position;
Ref<ArrayMesh> move_gizmo[3], move_plane_gizmo[3], rotate_gizmo[4], scale_gizmo[3], scale_plane_gizmo[3], axis_gizmo[3];
Ref<StandardMaterial3D> gizmo_color[3];
Ref<StandardMaterial3D> plane_gizmo_color[3];
Ref<ShaderMaterial> rotate_gizmo_color[3];
Ref<StandardMaterial3D> gizmo_color_hl[3];
Ref<StandardMaterial3D> plane_gizmo_color_hl[3];
Ref<ShaderMaterial> rotate_gizmo_color_hl[3];
Ref<Node3DGizmo> current_hover_gizmo;
int current_hover_gizmo_handle;
bool current_hover_gizmo_handle_secondary;
DynamicBVH gizmo_bvh;
real_t snap_translate_value;
real_t snap_rotate_value;
real_t snap_scale_value;
Ref<ArrayMesh> selection_box_xray;
Ref<ArrayMesh> selection_box;
RID indicators;
RID indicators_instance;
RID cursor_mesh;
RID cursor_instance;
Ref<ShaderMaterial> origin_mat;
Ref<ShaderMaterial> grid_mat[3];
Ref<StandardMaterial3D> cursor_material;
// Scene drag and drop support
Node3D *preview_node = nullptr;
AABB preview_bounds;
Ref<Material> preview_material;
Ref<Material> preview_reset_material;
ObjectID preview_material_target;
int preview_material_surface = -1;
struct Gizmo {
bool visible = false;
real_t scale = 0;
Transform3D transform;
} gizmo;
enum MenuOption {
MENU_TOOL_SELECT,
MENU_TOOL_MOVE,
MENU_TOOL_ROTATE,
MENU_TOOL_SCALE,
MENU_TOOL_LIST_SELECT,
MENU_TOOL_LOCAL_COORDS,
MENU_TOOL_USE_SNAP,
MENU_TRANSFORM_CONFIGURE_SNAP,
MENU_TRANSFORM_DIALOG,
MENU_VIEW_USE_1_VIEWPORT,
MENU_VIEW_USE_2_VIEWPORTS,
MENU_VIEW_USE_2_VIEWPORTS_ALT,
MENU_VIEW_USE_3_VIEWPORTS,
MENU_VIEW_USE_3_VIEWPORTS_ALT,
MENU_VIEW_USE_4_VIEWPORTS,
MENU_VIEW_ORIGIN,
MENU_VIEW_GRID,
MENU_VIEW_GIZMOS_3D_ICONS,
MENU_VIEW_CAMERA_SETTINGS,
MENU_LOCK_SELECTED,
MENU_UNLOCK_SELECTED,
MENU_GROUP_SELECTED,
MENU_UNGROUP_SELECTED,
MENU_SNAP_TO_FLOOR,
MENU_RULER,
};
Button *tool_button[TOOL_MAX];
Button *tool_option_button[TOOL_OPT_MAX];
MenuButton *transform_menu = nullptr;
PopupMenu *gizmos_menu = nullptr;
MenuButton *view_menu = nullptr;
AcceptDialog *accept = nullptr;
ConfirmationDialog *snap_dialog = nullptr;
ConfirmationDialog *xform_dialog = nullptr;
ConfirmationDialog *settings_dialog = nullptr;
bool snap_enabled;
bool snap_key_enabled;
LineEdit *snap_translate = nullptr;
LineEdit *snap_rotate = nullptr;
LineEdit *snap_scale = nullptr;
LineEdit *xform_translate[3];
LineEdit *xform_rotate[3];
LineEdit *xform_scale[3];
OptionButton *xform_type = nullptr;
VBoxContainer *settings_vbc = nullptr;
SpinBox *settings_fov = nullptr;
SpinBox *settings_znear = nullptr;
SpinBox *settings_zfar = nullptr;
void _snap_changed();
void _snap_update();
void _xform_dialog_action();
void _menu_item_pressed(int p_option);
void _menu_item_toggled(bool pressed, int p_option);
void _menu_gizmo_toggled(int p_option);
// Used for secondary menu items which are displayed depending on the currently selected node
// (such as MeshInstance's "Mesh" menu).
PanelContainer *context_toolbar_panel = nullptr;
HBoxContainer *context_toolbar_hbox = nullptr;
HashMap<Control *, VSeparator *> context_toolbar_separators;
void _update_context_toolbar();
void _generate_selection_boxes();
void _init_indicators();
void _update_gizmos_menu();
void _update_gizmos_menu_theme();
void _init_grid();
void _finish_indicators();
void _finish_grid();
void _toggle_maximize_view(Object *p_viewport);
void _viewport_clicked(int p_viewport_idx);
Node *custom_camera = nullptr;
Object *_get_editor_data(Object *p_what);
Ref<Environment> viewport_environment;
Node3D *selected = nullptr;
void _request_gizmo(Object *p_obj);
void _request_gizmo_for_id(ObjectID p_id);
void _set_subgizmo_selection(Object *p_obj, Ref<Node3DGizmo> p_gizmo, int p_id, Transform3D p_transform = Transform3D());
void _clear_subgizmo_selection(Object *p_obj = nullptr);
static Node3DEditor *singleton;
void _node_added(Node *p_node);
void _node_removed(Node *p_node);
Vector<Ref<EditorNode3DGizmoPlugin>> gizmo_plugins_by_priority;
Vector<Ref<EditorNode3DGizmoPlugin>> gizmo_plugins_by_name;
void _register_all_gizmos();
void _selection_changed();
void _refresh_menu_icons();
bool do_snap_selected_nodes_to_floor = false;
void _snap_selected_nodes_to_floor();
// Preview Sun and Environment
uint32_t world_env_count = 0;
uint32_t directional_light_count = 0;
Button *sun_button = nullptr;
Label *sun_state = nullptr;
Label *sun_title = nullptr;
VBoxContainer *sun_vb = nullptr;
Popup *sun_environ_popup = nullptr;
Control *sun_direction = nullptr;
EditorSpinSlider *sun_angle_altitude = nullptr;
EditorSpinSlider *sun_angle_azimuth = nullptr;
ColorPickerButton *sun_color = nullptr;
EditorSpinSlider *sun_energy = nullptr;
EditorSpinSlider *sun_max_distance = nullptr;
Button *sun_add_to_scene = nullptr;
void _sun_direction_draw();
void _sun_direction_input(const Ref<InputEvent> &p_event);
void _sun_direction_angle_set();
Vector2 sun_rotation;
Ref<Shader> sun_direction_shader;
Ref<ShaderMaterial> sun_direction_material;
Button *environ_button = nullptr;
Label *environ_state = nullptr;
Label *environ_title = nullptr;
VBoxContainer *environ_vb = nullptr;
ColorPickerButton *environ_sky_color = nullptr;
ColorPickerButton *environ_ground_color = nullptr;
EditorSpinSlider *environ_energy = nullptr;
Button *environ_ao_button = nullptr;
Button *environ_glow_button = nullptr;
Button *environ_tonemap_button = nullptr;
Button *environ_gi_button = nullptr;
Button *environ_add_to_scene = nullptr;
Button *sun_environ_settings = nullptr;
DirectionalLight3D *preview_sun = nullptr;
bool preview_sun_dangling = false;
WorldEnvironment *preview_environment = nullptr;
bool preview_env_dangling = false;
Ref<Environment> environment;
Ref<CameraAttributesPractical> camera_attributes;
Ref<ProceduralSkyMaterial> sky_material;
bool sun_environ_updating = false;
void _load_default_preview_settings();
void _update_preview_environment();
void _preview_settings_changed();
void _sun_environ_settings_pressed();
void _add_sun_to_scene(bool p_already_added_environment = false);
void _add_environment_to_scene(bool p_already_added_sun = false);
void _update_theme();
protected:
void _notification(int p_what);
//void _gui_input(InputEvent p_event);
virtual void shortcut_input(const Ref<InputEvent> &p_event) override;
static void _bind_methods();
public:
static Node3DEditor *get_singleton() { return singleton; }
static Size2i get_camera_viewport_size(Camera3D *p_camera);
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(); }
Transform3D get_gizmo_transform() const { return gizmo.transform; }
bool is_gizmo_visible() const;
ToolMode get_tool_mode() const { return tool_mode; }
bool are_local_coords_enabled() const { return tool_option_button[Node3DEditor::TOOL_OPT_LOCAL_COORDS]->is_pressed(); }
void set_local_coords_enabled(bool on) const { tool_option_button[Node3DEditor::TOOL_OPT_LOCAL_COORDS]->set_pressed(on); }
bool is_snap_enabled() const { return snap_enabled ^ snap_key_enabled; }
real_t get_translate_snap() const;
real_t get_rotate_snap() const;
real_t get_scale_snap() const;
Ref<ArrayMesh> get_move_gizmo(int idx) const { return move_gizmo[idx]; }
Ref<ArrayMesh> get_axis_gizmo(int idx) const { return axis_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]; }
void update_grid();
void update_transform_gizmo();
void update_all_gizmos(Node *p_node = nullptr);
void snap_selected_nodes_to_floor();
void select_gizmo_highlight_axis(int p_axis);
void set_custom_camera(Node *p_camera) { custom_camera = p_camera; }
Dictionary get_state() const;
void set_state(const Dictionary &p_state);
Ref<Environment> get_viewport_environment() { return viewport_environment; }
void add_control_to_menu_panel(Control *p_control);
void remove_control_from_menu_panel(Control *p_control);
void add_control_to_left_panel(Control *p_control);
void remove_control_from_left_panel(Control *p_control);
void add_control_to_right_panel(Control *p_control);
void remove_control_from_right_panel(Control *p_control);
void move_control_to_left_panel(Control *p_control);
void move_control_to_right_panel(Control *p_control);
VSplitContainer *get_shader_split();
Node3D *get_single_selected_node() { return selected; }
bool is_current_selected_gizmo(const EditorNode3DGizmo *p_gizmo);
bool is_subgizmo_selected(int p_id);
Vector<int> get_subgizmo_selection();
void clear_subgizmo_selection(Object *p_obj = nullptr);
Ref<EditorNode3DGizmo> get_current_hover_gizmo() const { return current_hover_gizmo; }
void set_current_hover_gizmo(Ref<EditorNode3DGizmo> p_gizmo) { current_hover_gizmo = p_gizmo; }
void set_current_hover_gizmo_handle(int p_id, bool p_secondary) {
current_hover_gizmo_handle = p_id;
current_hover_gizmo_handle_secondary = p_secondary;
}
int get_current_hover_gizmo_handle(bool &r_secondary) const {
r_secondary = current_hover_gizmo_handle_secondary;
return current_hover_gizmo_handle;
}
void set_can_preview(Camera3D *p_preview);
void set_preview_material(Ref<Material> p_material) { preview_material = p_material; }
Ref<Material> get_preview_material() { return preview_material; }
void set_preview_reset_material(Ref<Material> p_material) { preview_reset_material = p_material; }
Ref<Material> get_preview_reset_material() const { return preview_reset_material; }
void set_preview_material_target(ObjectID p_object_id) { preview_material_target = p_object_id; }
ObjectID get_preview_material_target() const { return preview_material_target; }
void set_preview_material_surface(int p_surface) { preview_material_surface = p_surface; }
int get_preview_material_surface() const { return preview_material_surface; }
Node3DEditorViewport *get_editor_viewport(int p_idx) {
ERR_FAIL_INDEX_V(p_idx, static_cast<int>(VIEWPORTS_COUNT), nullptr);
return viewports[p_idx];
}
Node3DEditorViewport *get_last_used_viewport();
void add_gizmo_plugin(Ref<EditorNode3DGizmoPlugin> p_plugin);
void remove_gizmo_plugin(Ref<EditorNode3DGizmoPlugin> p_plugin);
DynamicBVH::ID insert_gizmo_bvh_node(Node3D *p_node, const AABB &p_aabb);
void update_gizmo_bvh_node(DynamicBVH::ID p_id, const AABB &p_aabb);
void remove_gizmo_bvh_node(DynamicBVH::ID p_id);
Vector<Node3D *> gizmo_bvh_ray_query(const Vector3 &p_ray_start, const Vector3 &p_ray_end);
Vector<Node3D *> gizmo_bvh_frustum_query(const Vector<Plane> &p_frustum);
void edit(Node3D *p_spatial);
void clear();
Node3DEditor();
~Node3DEditor();
};
class Node3DEditorPlugin : public EditorPlugin {
GDCLASS(Node3DEditorPlugin, EditorPlugin);
Node3DEditor *spatial_editor = nullptr;
public:
Node3DEditor *get_spatial_editor() { return spatial_editor; }
virtual String get_plugin_name() const override { return "3D"; }
bool has_main_screen() const override { return true; }
virtual void make_visible(bool p_visible) override;
virtual void edit(Object *p_object) override;
virtual bool handles(Object *p_object) const override;
virtual Dictionary get_state() const override;
virtual void set_state(const Dictionary &p_state) override;
virtual void clear() override { spatial_editor->clear(); }
virtual void edited_scene_changed() override;
Node3DEditorPlugin();
~Node3DEditorPlugin();
};
class ViewportNavigationControl : public Control {
GDCLASS(ViewportNavigationControl, Control);
Node3DEditorViewport *viewport = nullptr;
Vector2i focused_mouse_start;
Vector2 focused_pos;
bool hovered = false;
int focused_index = -1;
Node3DEditorViewport::NavigationMode nav_mode = Node3DEditorViewport::NavigationMode::NAVIGATION_NONE;
const float AXIS_CIRCLE_RADIUS = 30.0f * EDSCALE;
protected:
void _notification(int p_what);
virtual void gui_input(const Ref<InputEvent> &p_event) override;
void _draw();
void _on_mouse_entered();
void _on_mouse_exited();
void _process_click(int p_index, Vector2 p_position, bool p_pressed);
void _process_drag(int p_index, Vector2 p_position, Vector2 p_relative_position);
void _update_navigation();
public:
void set_navigation_mode(Node3DEditorViewport::NavigationMode p_nav_mode);
void set_viewport(Node3DEditorViewport *p_viewport);
};
#endif // NODE_3D_EDITOR_PLUGIN_H
|