godot/editor/plugins/node_3d_editor_gizmos.h

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/*************************************************************************/
/* node_3d_editor_gizmos.h */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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_GIZMOS_H
#define NODE_3D_EDITOR_GIZMOS_H
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New and improved IK system for Skeleton3D This PR and commit adds a new IK system for 3D with the Skeleton3D node that adds several new IK solvers, as well as additional changes and functionality for making bone manipulation in Godot easier. This work was sponsored by GSoC 2020 and TwistedTwigleg Full list of changes: * Adds a SkeletonModification3D resource * This resource is the base where all IK code is written and executed * Adds a SkeletonModificationStack3D resource * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node * Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in it's own file * Several changes to Skeletons, listed below: * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them. * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D * Added functions for getting the forward position of a bone * BoneAttachment3D node refactored heavily * BoneAttachment3D node is now completely standalone in its functionality. * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes * BoneAttachment3D now can be set either using the index or the bone name. * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility * BoneAttachment3D now shows a warning when not configured correctly * Added rotate_to_align function in Basis * Added class reference documentation for all changes
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#include "core/templates/local_vector.h"
#include "core/templates/ordered_hash_map.h"
#include "scene/3d/camera_3d.h"
#include "scene/3d/node_3d.h"
#include "scene/3d/skeleton_3d.h"
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class Timer;
class EditorNode3DGizmoPlugin;
class EditorNode3DGizmo : public Node3DGizmo {
GDCLASS(EditorNode3DGizmo, Node3DGizmo);
struct Instance {
RID instance;
Ref<ArrayMesh> mesh;
Ref<Material> material;
Ref<SkinReference> skin_reference;
bool extra_margin = false;
Transform3D xform;
void create_instance(Node3D *p_base, bool p_hidden = false);
};
bool selected;
Vector<Vector3> collision_segments;
Ref<TriangleMesh> collision_mesh;
Vector<Vector3> handles;
Vector<int> handle_ids;
Vector<Vector3> secondary_handles;
Vector<int> secondary_handle_ids;
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real_t selectable_icon_size;
bool billboard_handle;
bool valid;
bool hidden;
Vector<Instance> instances;
Node3D *spatial_node;
void _set_spatial_node(Node *p_node) { set_spatial_node(Object::cast_to<Node3D>(p_node)); }
protected:
static void _bind_methods();
EditorNode3DGizmoPlugin *gizmo_plugin;
GDVIRTUAL0(_redraw)
GDVIRTUAL1RC(String, _get_handle_name, int)
GDVIRTUAL1RC(bool, _is_handle_highlighted, int)
GDVIRTUAL1RC(Variant, _get_handle_value, int)
GDVIRTUAL3(_set_handle, int, const Camera3D *, Vector2)
GDVIRTUAL3(_commit_handle, int, Variant, bool)
GDVIRTUAL2RC(int, _subgizmos_intersect_ray, const Camera3D *, Vector2)
GDVIRTUAL2RC(Vector<int>, _subgizmos_intersect_frustum, const Camera3D *, TypedArray<Plane>)
GDVIRTUAL1RC(Transform3D, _get_subgizmo_transform, int)
GDVIRTUAL2(_set_subgizmo_transform, int, Transform3D)
GDVIRTUAL3(_commit_subgizmos, Vector<int>, TypedArray<Transform3D>, bool)
public:
void add_lines(const Vector<Vector3> &p_lines, const Ref<Material> &p_material, bool p_billboard = false, const Color &p_modulate = Color(1, 1, 1));
void add_vertices(const Vector<Vector3> &p_vertices, const Ref<Material> &p_material, Mesh::PrimitiveType p_primitive_type, bool p_billboard = false, const Color &p_modulate = Color(1, 1, 1));
void add_mesh(const Ref<ArrayMesh> &p_mesh, const Ref<Material> &p_material = Ref<Material>(), const Transform3D &p_xform = Transform3D(), const Ref<SkinReference> &p_skin_reference = Ref<SkinReference>());
void add_collision_segments(const Vector<Vector3> &p_lines);
void add_collision_triangles(const Ref<TriangleMesh> &p_tmesh);
void add_unscaled_billboard(const Ref<Material> &p_material, real_t p_scale = 1, const Color &p_modulate = Color(1, 1, 1));
void add_handles(const Vector<Vector3> &p_handles, const Ref<Material> &p_material, const Vector<int> &p_ids = Vector<int>(), bool p_billboard = false, bool p_secondary = false);
void add_solid_box(Ref<Material> &p_material, Vector3 p_size, Vector3 p_position = Vector3(), const Transform3D &p_xform = Transform3D());
virtual bool is_handle_highlighted(int p_id) const;
virtual String get_handle_name(int p_id) const;
virtual Variant get_handle_value(int p_id) const;
virtual void set_handle(int p_id, Camera3D *p_camera, const Point2 &p_point);
virtual void commit_handle(int p_id, const Variant &p_restore, bool p_cancel = false);
virtual int subgizmos_intersect_ray(Camera3D *p_camera, const Vector2 &p_point) const;
virtual Vector<int> subgizmos_intersect_frustum(const Camera3D *p_camera, const Vector<Plane> &p_frustum) const;
virtual Transform3D get_subgizmo_transform(int p_id) const;
virtual void set_subgizmo_transform(int p_id, Transform3D p_transform);
virtual void commit_subgizmos(const Vector<int> &p_ids, const Vector<Transform3D> &p_restore, bool p_cancel = false);
void set_selected(bool p_selected) { selected = p_selected; }
bool is_selected() const { return selected; }
void set_spatial_node(Node3D *p_node);
Node3D *get_spatial_node() const { return spatial_node; }
Ref<EditorNode3DGizmoPlugin> get_plugin() const { return gizmo_plugin; }
bool intersect_frustum(const Camera3D *p_camera, const Vector<Plane> &p_frustum);
void handles_intersect_ray(Camera3D *p_camera, const Vector2 &p_point, bool p_shift_pressed, int &r_id);
bool intersect_ray(Camera3D *p_camera, const Point2 &p_point, Vector3 &r_pos, Vector3 &r_normal);
bool is_subgizmo_selected(int p_id) const;
Vector<int> get_subgizmo_selection() const;
virtual void clear() override;
virtual void create() override;
virtual void transform() override;
virtual void redraw() override;
virtual void free() override;
virtual bool is_editable() const;
void set_hidden(bool p_hidden);
void set_plugin(EditorNode3DGizmoPlugin *p_plugin);
EditorNode3DGizmo();
~EditorNode3DGizmo();
};
class EditorNode3DGizmoPlugin : public Resource {
GDCLASS(EditorNode3DGizmoPlugin, Resource);
public:
static const int VISIBLE = 0;
static const int HIDDEN = 1;
static const int ON_TOP = 2;
protected:
int current_state;
List<EditorNode3DGizmo *> current_gizmos;
HashMap<String, Vector<Ref<StandardMaterial3D>>> materials;
static void _bind_methods();
virtual bool has_gizmo(Node3D *p_spatial);
virtual Ref<EditorNode3DGizmo> create_gizmo(Node3D *p_spatial);
GDVIRTUAL1RC(bool, _has_gizmo, Node3D *)
GDVIRTUAL1RC(Ref<EditorNode3DGizmo>, _create_gizmo, Node3D *)
GDVIRTUAL0RC(String, _get_gizmo_name)
GDVIRTUAL0RC(int, _get_priority)
GDVIRTUAL0RC(bool, _can_be_hidden)
GDVIRTUAL0RC(bool, _is_selectable_when_hidden)
GDVIRTUAL1(_redraw, Ref<EditorNode3DGizmo>)
GDVIRTUAL2RC(String, _get_handle_name, Ref<EditorNode3DGizmo>, int)
GDVIRTUAL2RC(bool, _is_handle_highlighted, Ref<EditorNode3DGizmo>, int)
GDVIRTUAL2RC(Variant, _get_handle_value, Ref<EditorNode3DGizmo>, int)
GDVIRTUAL4(_set_handle, Ref<EditorNode3DGizmo>, int, const Camera3D *, Vector2)
GDVIRTUAL4(_commit_handle, Ref<EditorNode3DGizmo>, int, Variant, bool)
GDVIRTUAL3RC(int, _subgizmos_intersect_ray, Ref<EditorNode3DGizmo>, const Camera3D *, Vector2)
GDVIRTUAL3RC(Vector<int>, _subgizmos_intersect_frustum, Ref<EditorNode3DGizmo>, const Camera3D *, TypedArray<Plane>)
GDVIRTUAL2RC(Transform3D, _get_subgizmo_transform, Ref<EditorNode3DGizmo>, int)
GDVIRTUAL3(_set_subgizmo_transform, Ref<EditorNode3DGizmo>, int, Transform3D)
GDVIRTUAL4(_commit_subgizmos, Ref<EditorNode3DGizmo>, Vector<int>, TypedArray<Transform3D>, bool)
public:
void create_material(const String &p_name, const Color &p_color, bool p_billboard = false, bool p_on_top = false, bool p_use_vertex_color = false);
void create_icon_material(const String &p_name, const Ref<Texture2D> &p_texture, bool p_on_top = false, const Color &p_albedo = Color(1, 1, 1, 1));
void create_handle_material(const String &p_name, bool p_billboard = false, const Ref<Texture2D> &p_texture = nullptr);
void add_material(const String &p_name, Ref<StandardMaterial3D> p_material);
Ref<StandardMaterial3D> get_material(const String &p_name, const Ref<EditorNode3DGizmo> &p_gizmo = Ref<EditorNode3DGizmo>());
virtual String get_gizmo_name() const;
virtual int get_priority() const;
virtual bool can_be_hidden() const;
virtual bool is_selectable_when_hidden() const;
virtual void redraw(EditorNode3DGizmo *p_gizmo);
virtual bool is_handle_highlighted(const EditorNode3DGizmo *p_gizmo, int p_id) const;
virtual String get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id) const;
virtual Variant get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id) const;
virtual void set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, Camera3D *p_camera, const Point2 &p_point);
virtual void commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, const Variant &p_restore, bool p_cancel = false);
virtual int subgizmos_intersect_ray(const EditorNode3DGizmo *p_gizmo, Camera3D *p_camera, const Vector2 &p_point) const;
virtual Vector<int> subgizmos_intersect_frustum(const EditorNode3DGizmo *p_gizmo, const Camera3D *p_camera, const Vector<Plane> &p_frustum) const;
virtual Transform3D get_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id) const;
virtual void set_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id, Transform3D p_transform);
virtual void commit_subgizmos(const EditorNode3DGizmo *p_gizmo, const Vector<int> &p_ids, const Vector<Transform3D> &p_restore, bool p_cancel = false);
Ref<EditorNode3DGizmo> get_gizmo(Node3D *p_spatial);
void set_state(int p_state);
int get_state() const;
void unregister_gizmo(EditorNode3DGizmo *p_gizmo);
EditorNode3DGizmoPlugin();
virtual ~EditorNode3DGizmoPlugin();
};
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class Light3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(Light3DGizmoPlugin, EditorNode3DGizmoPlugin);
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public:
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bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
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int get_priority() const override;
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String get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
Variant get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
void set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, Camera3D *p_camera, const Point2 &p_point) override;
void commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, const Variant &p_restore, bool p_cancel = false) override;
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void redraw(EditorNode3DGizmo *p_gizmo) override;
Light3DGizmoPlugin();
};
class AudioStreamPlayer3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(AudioStreamPlayer3DGizmoPlugin, EditorNode3DGizmoPlugin);
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public:
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bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
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int get_priority() const override;
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String get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
Variant get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
void set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, Camera3D *p_camera, const Point2 &p_point) override;
void commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, const Variant &p_restore, bool p_cancel = false) override;
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void redraw(EditorNode3DGizmo *p_gizmo) override;
AudioStreamPlayer3DGizmoPlugin();
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};
class AudioListener3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(AudioListener3DGizmoPlugin, EditorNode3DGizmoPlugin);
public:
bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
int get_priority() const override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
AudioListener3DGizmoPlugin();
};
class Camera3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(Camera3DGizmoPlugin, EditorNode3DGizmoPlugin);
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public:
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bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
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int get_priority() const override;
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String get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
Variant get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
void set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, Camera3D *p_camera, const Point2 &p_point) override;
void commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, const Variant &p_restore, bool p_cancel = false) override;
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void redraw(EditorNode3DGizmo *p_gizmo) override;
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Camera3DGizmoPlugin();
};
class MeshInstance3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(MeshInstance3DGizmoPlugin, EditorNode3DGizmoPlugin);
public:
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bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
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int get_priority() const override;
bool can_be_hidden() const override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
MeshInstance3DGizmoPlugin();
};
class OccluderInstance3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(OccluderInstance3DGizmoPlugin, EditorNode3DGizmoPlugin);
public:
bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
int get_priority() const override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
OccluderInstance3DGizmoPlugin();
};
class Sprite3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(Sprite3DGizmoPlugin, EditorNode3DGizmoPlugin);
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public:
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bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
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int get_priority() const override;
bool can_be_hidden() const override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
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Sprite3DGizmoPlugin();
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};
class Position3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(Position3DGizmoPlugin, EditorNode3DGizmoPlugin);
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Ref<ArrayMesh> pos3d_mesh;
Vector<Vector3> cursor_points;
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public:
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bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
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int get_priority() const override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
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Position3DGizmoPlugin();
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};
class PhysicalBone3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(PhysicalBone3DGizmoPlugin, EditorNode3DGizmoPlugin);
public:
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bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
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int get_priority() const override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
PhysicalBone3DGizmoPlugin();
};
class RayCast3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(RayCast3DGizmoPlugin, EditorNode3DGizmoPlugin);
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public:
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bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
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int get_priority() const override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
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RayCast3DGizmoPlugin();
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};
class SpringArm3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(SpringArm3DGizmoPlugin, EditorNode3DGizmoPlugin);
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public:
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bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
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int get_priority() const override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
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SpringArm3DGizmoPlugin();
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};
class VehicleWheel3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(VehicleWheel3DGizmoPlugin, EditorNode3DGizmoPlugin);
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public:
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bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
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int get_priority() const override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
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VehicleWheel3DGizmoPlugin();
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};
class SoftDynamicBody3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(SoftDynamicBody3DGizmoPlugin, EditorNode3DGizmoPlugin);
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public:
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bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
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int get_priority() const override;
bool is_selectable_when_hidden() const override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
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String get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
Variant get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
void commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, const Variant &p_restore, bool p_cancel = false) override;
bool is_handle_highlighted(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
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SoftDynamicBody3DGizmoPlugin();
};
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class VisibleOnScreenNotifier3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(VisibleOnScreenNotifier3DGizmoPlugin, EditorNode3DGizmoPlugin);
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public:
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bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
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int get_priority() const override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
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String get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
Variant get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
void set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, Camera3D *p_camera, const Point2 &p_point) override;
void commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, const Variant &p_restore, bool p_cancel = false) override;
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VisibleOnScreenNotifier3DGizmoPlugin();
};
class CPUParticles3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(CPUParticles3DGizmoPlugin, EditorNode3DGizmoPlugin);
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public:
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bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
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int get_priority() const override;
bool is_selectable_when_hidden() const override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
CPUParticles3DGizmoPlugin();
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};
class GPUParticles3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(GPUParticles3DGizmoPlugin, EditorNode3DGizmoPlugin);
public:
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bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
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int get_priority() const override;
bool is_selectable_when_hidden() const override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
String get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
Variant get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
void set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, Camera3D *p_camera, const Point2 &p_point) override;
void commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, const Variant &p_restore, bool p_cancel = false) override;
GPUParticles3DGizmoPlugin();
};
class GPUParticlesCollision3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(GPUParticlesCollision3DGizmoPlugin, EditorNode3DGizmoPlugin);
public:
bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
int get_priority() const override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
String get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
Variant get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
void set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, Camera3D *p_camera, const Point2 &p_point) override;
void commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, const Variant &p_restore, bool p_cancel = false) override;
GPUParticlesCollision3DGizmoPlugin();
};
class ReflectionProbeGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(ReflectionProbeGizmoPlugin, EditorNode3DGizmoPlugin);
public:
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bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
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int get_priority() const override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
String get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
Variant get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
void set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, Camera3D *p_camera, const Point2 &p_point) override;
void commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, const Variant &p_restore, bool p_cancel = false) override;
ReflectionProbeGizmoPlugin();
};
class DecalGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(DecalGizmoPlugin, EditorNode3DGizmoPlugin);
public:
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bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
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int get_priority() const override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
String get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
Variant get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
void set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, Camera3D *p_camera, const Point2 &p_point) override;
void commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, const Variant &p_restore, bool p_cancel = false) override;
DecalGizmoPlugin();
};
class VoxelGIGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(VoxelGIGizmoPlugin, EditorNode3DGizmoPlugin);
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public:
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bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
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int get_priority() const override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
String get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
Variant get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
void set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, Camera3D *p_camera, const Point2 &p_point) override;
void commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, const Variant &p_restore, bool p_cancel = false) override;
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VoxelGIGizmoPlugin();
};
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class LightmapGIGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(LightmapGIGizmoPlugin, EditorNode3DGizmoPlugin);
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public:
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bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
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int get_priority() const override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
String get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
Variant get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
void set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, Camera3D *p_camera, const Point2 &p_point) override;
void commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, const Variant &p_restore, bool p_cancel = false) override;
LightmapGIGizmoPlugin();
};
class LightmapProbeGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(LightmapProbeGizmoPlugin, EditorNode3DGizmoPlugin);
public:
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bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
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int get_priority() const override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
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String get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
Variant get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
void set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, Camera3D *p_camera, const Point2 &p_point) override;
void commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, const Variant &p_restore, bool p_cancel = false) override;
LightmapProbeGizmoPlugin();
};
class CollisionObject3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(CollisionObject3DGizmoPlugin, EditorNode3DGizmoPlugin);
public:
bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
int get_priority() const override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
CollisionObject3DGizmoPlugin();
};
class CollisionShape3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(CollisionShape3DGizmoPlugin, EditorNode3DGizmoPlugin);
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public:
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bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
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int get_priority() const override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
String get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
Variant get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
void set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, Camera3D *p_camera, const Point2 &p_point) override;
void commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, const Variant &p_restore, bool p_cancel = false) override;
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CollisionShape3DGizmoPlugin();
};
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class CollisionPolygon3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(CollisionPolygon3DGizmoPlugin, EditorNode3DGizmoPlugin);
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public:
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bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
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int get_priority() const override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
CollisionPolygon3DGizmoPlugin();
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};
class NavigationRegion3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(NavigationRegion3DGizmoPlugin, EditorNode3DGizmoPlugin);
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struct _EdgeKey {
Vector3 from;
Vector3 to;
bool operator<(const _EdgeKey &p_with) const { return from == p_with.from ? to < p_with.to : from < p_with.from; }
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};
public:
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bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
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int get_priority() const override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
NavigationRegion3DGizmoPlugin();
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};
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class JointGizmosDrawer {
public:
static Basis look_body(const Transform3D &p_joint_transform, const Transform3D &p_body_transform);
static Basis look_body_toward(Vector3::Axis p_axis, const Transform3D &joint_transform, const Transform3D &body_transform);
static Basis look_body_toward_x(const Transform3D &p_joint_transform, const Transform3D &p_body_transform);
static Basis look_body_toward_y(const Transform3D &p_joint_transform, const Transform3D &p_body_transform);
/// Special function just used for physics joints, it returns a basis constrained toward Joint Z axis
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/// with axis X and Y that are looking toward the body and oriented toward up
static Basis look_body_toward_z(const Transform3D &p_joint_transform, const Transform3D &p_body_transform);
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// Draw circle around p_axis
static void draw_circle(Vector3::Axis p_axis, real_t p_radius, const Transform3D &p_offset, const Basis &p_base, real_t p_limit_lower, real_t p_limit_upper, Vector<Vector3> &r_points, bool p_inverse = false);
static void draw_cone(const Transform3D &p_offset, const Basis &p_base, real_t p_swing, real_t p_twist, Vector<Vector3> &r_points);
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};
class Joint3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(Joint3DGizmoPlugin, EditorNode3DGizmoPlugin);
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Timer *update_timer;
uint64_t update_idx = 0;
void incremental_update_gizmos();
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public:
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bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
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int get_priority() const override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
static void CreatePinJointGizmo(const Transform3D &p_offset, Vector<Vector3> &r_cursor_points);
static void CreateHingeJointGizmo(const Transform3D &p_offset, const Transform3D &p_trs_joint, const Transform3D &p_trs_body_a, const Transform3D &p_trs_body_b, real_t p_limit_lower, real_t p_limit_upper, bool p_use_limit, Vector<Vector3> &r_common_points, Vector<Vector3> *r_body_a_points, Vector<Vector3> *r_body_b_points);
static void CreateSliderJointGizmo(const Transform3D &p_offset, const Transform3D &p_trs_joint, const Transform3D &p_trs_body_a, const Transform3D &p_trs_body_b, real_t p_angular_limit_lower, real_t p_angular_limit_upper, real_t p_linear_limit_lower, real_t p_linear_limit_upper, Vector<Vector3> &r_points, Vector<Vector3> *r_body_a_points, Vector<Vector3> *r_body_b_points);
static void CreateConeTwistJointGizmo(const Transform3D &p_offset, const Transform3D &p_trs_joint, const Transform3D &p_trs_body_a, const Transform3D &p_trs_body_b, real_t p_swing, real_t p_twist, Vector<Vector3> *r_body_a_points, Vector<Vector3> *r_body_b_points);
static void CreateGeneric6DOFJointGizmo(
const Transform3D &p_offset,
const Transform3D &p_trs_joint,
const Transform3D &p_trs_body_a,
const Transform3D &p_trs_body_b,
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real_t p_angular_limit_lower_x,
real_t p_angular_limit_upper_x,
real_t p_linear_limit_lower_x,
real_t p_linear_limit_upper_x,
bool p_enable_angular_limit_x,
bool p_enable_linear_limit_x,
real_t p_angular_limit_lower_y,
real_t p_angular_limit_upper_y,
real_t p_linear_limit_lower_y,
real_t p_linear_limit_upper_y,
bool p_enable_angular_limit_y,
bool p_enable_linear_limit_y,
real_t p_angular_limit_lower_z,
real_t p_angular_limit_upper_z,
real_t p_linear_limit_lower_z,
real_t p_linear_limit_upper_z,
bool p_enable_angular_limit_z,
bool p_enable_linear_limit_z,
Vector<Vector3> &r_points,
Vector<Vector3> *r_body_a_points,
Vector<Vector3> *r_body_b_points);
Joint3DGizmoPlugin();
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};
#endif // NODE_3D_EDITOR_GIZMOS_H