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https://github.com/godotengine/godot
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177 lines
6.6 KiB
C++
177 lines
6.6 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_node.h"
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#include "editor/editor_settings.h"
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#include "editor/editor_string_names.h"
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#include "editor/editor_undo_redo_manager.h"
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#include "editor/plugins/gizmos/gizmo_3d_helper.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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helper.instantiate();
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Color gizmo_color = EDITOR_DEF_RST("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", EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("GizmoVoxelGI"), EditorStringName(EditorIcons)));
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create_handle_material("handles");
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}
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VoxelGIGizmoPlugin::~VoxelGIGizmoPlugin() {
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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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return helper->box_get_handle_name(p_id);
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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::begin_handle_action(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) {
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helper->initialize_handle_action(get_handle_value(p_gizmo, p_id, p_secondary), p_gizmo->get_node_3d()->get_global_transform());
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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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Vector3 sg[2];
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helper->get_segment(p_camera, p_point, sg);
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Vector3 size = probe->get_size();
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Vector3 position;
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helper->box_set_handle(sg, p_id, size, position);
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probe->set_size(size);
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probe->set_global_position(position);
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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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helper->box_commit_handle(TTR("Change Probe Size"), p_cancel, p_gizmo->get_node_3d());
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}
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void VoxelGIGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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p_gizmo->clear();
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if (p_gizmo->is_selected()) {
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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> material_internal = get_material("voxel_gi_internal_material", p_gizmo);
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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 = helper->box_get_handles(probe->get_size());
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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_handles(handles, get_material("handles"));
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}
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Ref<Material> icon = get_material("voxel_gi_icon", p_gizmo);
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p_gizmo->add_unscaled_billboard(icon, 0.05);
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}
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