godot/editor/plugins/polygon_3d_editor_plugin.cpp
Hugo Locurcio fcbf7011cc
Make 3D editor gizmos and debug shapes ignore fog
This makes them easier to see in their intended colors in scenes with fog.
2023-09-27 00:54:57 +02:00

617 lines
20 KiB
C++

/**************************************************************************/
/* polygon_3d_editor_plugin.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "polygon_3d_editor_plugin.h"
#include "core/input/input.h"
#include "core/io/file_access.h"
#include "core/math/geometry_2d.h"
#include "core/os/keyboard.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "editor/editor_string_names.h"
#include "editor/editor_undo_redo_manager.h"
#include "editor/plugins/canvas_item_editor_plugin.h"
#include "editor/plugins/node_3d_editor_plugin.h"
#include "scene/3d/camera_3d.h"
#include "scene/gui/separator.h"
void Polygon3DEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_READY: {
button_create->set_icon(get_editor_theme_icon(SNAME("Edit")));
button_edit->set_icon(get_editor_theme_icon(SNAME("MovePoint")));
button_edit->set_pressed(true);
get_tree()->connect("node_removed", callable_mp(this, &Polygon3DEditor::_node_removed));
} break;
case NOTIFICATION_PROCESS: {
if (!node) {
return;
}
if (_get_depth() != prev_depth) {
_polygon_draw();
prev_depth = _get_depth();
}
} break;
}
}
void Polygon3DEditor::_node_removed(Node *p_node) {
if (p_node == node) {
node = nullptr;
if (imgeom->get_parent() == p_node) {
p_node->remove_child(imgeom);
}
hide();
set_process(false);
}
}
void Polygon3DEditor::_menu_option(int p_option) {
switch (p_option) {
case MODE_CREATE: {
mode = MODE_CREATE;
button_create->set_pressed(true);
button_edit->set_pressed(false);
} break;
case MODE_EDIT: {
mode = MODE_EDIT;
button_create->set_pressed(false);
button_edit->set_pressed(true);
} break;
}
}
void Polygon3DEditor::_wip_close() {
Object *obj = node_resource.is_valid() ? (Object *)node_resource.ptr() : node;
ERR_FAIL_NULL_MSG(obj, "Edited object is not valid.");
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(TTR("Create Polygon3D"));
undo_redo->add_undo_method(obj, "set_polygon", obj->call("get_polygon"));
undo_redo->add_do_method(obj, "set_polygon", wip);
undo_redo->add_do_method(this, "_polygon_draw");
undo_redo->add_undo_method(this, "_polygon_draw");
wip.clear();
wip_active = false;
mode = MODE_EDIT;
button_edit->set_pressed(true);
button_create->set_pressed(false);
edited_point = -1;
undo_redo->commit_action();
}
EditorPlugin::AfterGUIInput Polygon3DEditor::forward_3d_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event) {
if (!node) {
return EditorPlugin::AFTER_GUI_INPUT_PASS;
}
Object *obj = node_resource.is_valid() ? (Object *)node_resource.ptr() : node;
Transform3D gt = node->get_global_transform();
Transform3D gi = gt.affine_inverse();
float depth = _get_depth() * 0.5;
Vector3 n = gt.basis.get_column(2).normalized();
Plane p(n, gt.origin + n * depth);
Ref<InputEventMouseButton> mb = p_event;
if (mb.is_valid()) {
Vector2 gpoint = mb->get_position();
Vector3 ray_from = p_camera->project_ray_origin(gpoint);
Vector3 ray_dir = p_camera->project_ray_normal(gpoint);
Vector3 spoint;
if (!p.intersects_ray(ray_from, ray_dir, &spoint)) {
return EditorPlugin::AFTER_GUI_INPUT_PASS;
}
spoint = gi.xform(spoint);
Vector2 cpoint(spoint.x, spoint.y);
//DO NOT snap here, it's confusing in 3D for adding points.
//Let the snap happen when the point is being moved, instead.
//cpoint = CanvasItemEditor::get_singleton()->snap_point(cpoint);
PackedVector2Array poly = _get_polygon();
//first check if a point is to be added (segment split)
real_t grab_threshold = EDITOR_GET("editors/polygon_editor/point_grab_radius");
switch (mode) {
case MODE_CREATE: {
if (mb->get_button_index() == MouseButton::LEFT && mb->is_pressed()) {
if (!wip_active) {
wip.clear();
wip.push_back(cpoint);
wip_active = true;
edited_point_pos = cpoint;
snap_ignore = false;
_polygon_draw();
edited_point = 1;
return EditorPlugin::AFTER_GUI_INPUT_STOP;
} else {
if (wip.size() > 1 && p_camera->unproject_position(gt.xform(Vector3(wip[0].x, wip[0].y, depth))).distance_to(gpoint) < grab_threshold) {
//wip closed
_wip_close();
return EditorPlugin::AFTER_GUI_INPUT_STOP;
} else {
wip.push_back(cpoint);
edited_point = wip.size();
snap_ignore = false;
_polygon_draw();
return EditorPlugin::AFTER_GUI_INPUT_STOP;
}
}
} else if (mb->get_button_index() == MouseButton::RIGHT && mb->is_pressed() && wip_active) {
_wip_close();
}
} break;
case MODE_EDIT: {
if (mb->get_button_index() == MouseButton::LEFT) {
if (mb->is_pressed()) {
if (mb->is_command_or_control_pressed()) {
if (poly.size() < 3) {
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(TTR("Edit Poly"));
undo_redo->add_undo_method(obj, "set_polygon", poly);
poly.push_back(cpoint);
undo_redo->add_do_method(obj, "set_polygon", poly);
undo_redo->add_do_method(this, "_polygon_draw");
undo_redo->add_undo_method(this, "_polygon_draw");
undo_redo->commit_action();
return EditorPlugin::AFTER_GUI_INPUT_STOP;
}
//search edges
int closest_idx = -1;
Vector2 closest_pos;
real_t closest_dist = 1e10;
for (int i = 0; i < poly.size(); i++) {
Vector2 points[2] = {
p_camera->unproject_position(gt.xform(Vector3(poly[i].x, poly[i].y, depth))),
p_camera->unproject_position(gt.xform(Vector3(poly[(i + 1) % poly.size()].x, poly[(i + 1) % poly.size()].y, depth)))
};
Vector2 cp = Geometry2D::get_closest_point_to_segment(gpoint, points);
if (cp.distance_squared_to(points[0]) < CMP_EPSILON2 || cp.distance_squared_to(points[1]) < CMP_EPSILON2) {
continue; //not valid to reuse point
}
real_t d = cp.distance_to(gpoint);
if (d < closest_dist && d < grab_threshold) {
closest_dist = d;
closest_pos = cp;
closest_idx = i;
}
}
if (closest_idx >= 0) {
pre_move_edit = poly;
poly.insert(closest_idx + 1, cpoint);
edited_point = closest_idx + 1;
edited_point_pos = cpoint;
_set_polygon(poly);
_polygon_draw();
snap_ignore = true;
return EditorPlugin::AFTER_GUI_INPUT_STOP;
}
} else {
//look for points to move
int closest_idx = -1;
Vector2 closest_pos;
real_t closest_dist = 1e10;
for (int i = 0; i < poly.size(); i++) {
Vector2 cp = p_camera->unproject_position(gt.xform(Vector3(poly[i].x, poly[i].y, depth)));
real_t d = cp.distance_to(gpoint);
if (d < closest_dist && d < grab_threshold) {
closest_dist = d;
closest_pos = cp;
closest_idx = i;
}
}
if (closest_idx >= 0) {
pre_move_edit = poly;
edited_point = closest_idx;
edited_point_pos = poly[closest_idx];
_polygon_draw();
snap_ignore = false;
return EditorPlugin::AFTER_GUI_INPUT_STOP;
}
}
} else {
snap_ignore = false;
if (edited_point != -1) {
//apply
ERR_FAIL_INDEX_V(edited_point, poly.size(), EditorPlugin::AFTER_GUI_INPUT_PASS);
poly.write[edited_point] = edited_point_pos;
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(TTR("Edit Poly"));
undo_redo->add_do_method(obj, "set_polygon", poly);
undo_redo->add_undo_method(obj, "set_polygon", pre_move_edit);
undo_redo->add_do_method(this, "_polygon_draw");
undo_redo->add_undo_method(this, "_polygon_draw");
undo_redo->commit_action();
edited_point = -1;
return EditorPlugin::AFTER_GUI_INPUT_STOP;
}
}
}
if (mb->get_button_index() == MouseButton::RIGHT && mb->is_pressed() && edited_point == -1) {
int closest_idx = -1;
Vector2 closest_pos;
real_t closest_dist = 1e10;
for (int i = 0; i < poly.size(); i++) {
Vector2 cp = p_camera->unproject_position(gt.xform(Vector3(poly[i].x, poly[i].y, depth)));
real_t d = cp.distance_to(gpoint);
if (d < closest_dist && d < grab_threshold) {
closest_dist = d;
closest_pos = cp;
closest_idx = i;
}
}
if (closest_idx >= 0) {
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(TTR("Edit Poly (Remove Point)"));
undo_redo->add_undo_method(obj, "set_polygon", poly);
poly.remove_at(closest_idx);
undo_redo->add_do_method(obj, "set_polygon", poly);
undo_redo->add_do_method(this, "_polygon_draw");
undo_redo->add_undo_method(this, "_polygon_draw");
undo_redo->commit_action();
return EditorPlugin::AFTER_GUI_INPUT_STOP;
}
}
} break;
}
}
Ref<InputEventMouseMotion> mm = p_event;
if (mm.is_valid()) {
if (edited_point != -1 && (wip_active || mm->get_button_mask().has_flag(MouseButtonMask::LEFT))) {
Vector2 gpoint = mm->get_position();
Vector3 ray_from = p_camera->project_ray_origin(gpoint);
Vector3 ray_dir = p_camera->project_ray_normal(gpoint);
Vector3 spoint;
if (!p.intersects_ray(ray_from, ray_dir, &spoint)) {
return EditorPlugin::AFTER_GUI_INPUT_PASS;
}
spoint = gi.xform(spoint);
Vector2 cpoint(spoint.x, spoint.y);
if (snap_ignore && !Input::get_singleton()->is_key_pressed(Key::CMD_OR_CTRL)) {
snap_ignore = false;
}
if (!snap_ignore && Node3DEditor::get_singleton()->is_snap_enabled()) {
cpoint = cpoint.snapped(Vector2(
Node3DEditor::get_singleton()->get_translate_snap(),
Node3DEditor::get_singleton()->get_translate_snap()));
}
edited_point_pos = cpoint;
_polygon_draw();
}
}
return EditorPlugin::AFTER_GUI_INPUT_PASS;
}
float Polygon3DEditor::_get_depth() {
Object *obj = node_resource.is_valid() ? (Object *)node_resource.ptr() : node;
ERR_FAIL_NULL_V_MSG(obj, 0.0f, "Edited object is not valid.");
if (bool(obj->call("_has_editable_3d_polygon_no_depth"))) {
return 0.0f;
}
return float(obj->call("get_depth"));
}
PackedVector2Array Polygon3DEditor::_get_polygon() {
Object *obj = node_resource.is_valid() ? (Object *)node_resource.ptr() : node;
ERR_FAIL_NULL_V_MSG(obj, PackedVector2Array(), "Edited object is not valid.");
return PackedVector2Array(obj->call("get_polygon"));
}
void Polygon3DEditor::_set_polygon(PackedVector2Array p_poly) {
Object *obj = node_resource.is_valid() ? (Object *)node_resource.ptr() : node;
ERR_FAIL_NULL_MSG(obj, "Edited object is not valid.");
obj->call("set_polygon", p_poly);
}
void Polygon3DEditor::_polygon_draw() {
if (!node) {
return;
}
PackedVector2Array poly;
if (wip_active) {
poly = wip;
} else {
poly = _get_polygon();
}
float depth = _get_depth() * 0.5;
m->clear_surfaces();
imesh->clear_surfaces();
imgeom->set_material_override(line_material);
imesh->surface_begin(Mesh::PRIMITIVE_LINES);
Rect2 rect;
for (int i = 0; i < poly.size(); i++) {
Vector2 p, p2;
p = i == edited_point ? edited_point_pos : poly[i];
if ((wip_active && i == poly.size() - 1) || (((i + 1) % poly.size()) == edited_point)) {
p2 = edited_point_pos;
} else {
p2 = poly[(i + 1) % poly.size()];
}
if (i == 0) {
rect.position = p;
} else {
rect.expand_to(p);
}
Vector3 point = Vector3(p.x, p.y, depth);
Vector3 next_point = Vector3(p2.x, p2.y, depth);
imesh->surface_set_color(Color(1, 0.3, 0.1, 0.8));
imesh->surface_add_vertex(point);
imesh->surface_set_color(Color(1, 0.3, 0.1, 0.8));
imesh->surface_add_vertex(next_point);
//Color col=Color(1,0.3,0.1,0.8);
//vpc->draw_line(point,next_point,col,2);
//vpc->draw_texture(handle,point-handle->get_size()*0.5);
}
rect = rect.grow(1);
AABB r;
r.position.x = rect.position.x;
r.position.y = rect.position.y;
r.position.z = depth;
r.size.x = rect.size.x;
r.size.y = rect.size.y;
r.size.z = 0;
imesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
imesh->surface_add_vertex(r.position);
imesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
imesh->surface_add_vertex(r.position + Vector3(0.3, 0, 0));
imesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
imesh->surface_add_vertex(r.position);
imesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
imesh->surface_add_vertex(r.position + Vector3(0.0, 0.3, 0));
imesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
imesh->surface_add_vertex(r.position + Vector3(r.size.x, 0, 0));
imesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
imesh->surface_add_vertex(r.position + Vector3(r.size.x, 0, 0) - Vector3(0.3, 0, 0));
imesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
imesh->surface_add_vertex(r.position + Vector3(r.size.x, 0, 0));
imesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
imesh->surface_add_vertex(r.position + Vector3(r.size.x, 0, 0) + Vector3(0, 0.3, 0));
imesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
imesh->surface_add_vertex(r.position + Vector3(0, r.size.y, 0));
imesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
imesh->surface_add_vertex(r.position + Vector3(0, r.size.y, 0) - Vector3(0, 0.3, 0));
imesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
imesh->surface_add_vertex(r.position + Vector3(0, r.size.y, 0));
imesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
imesh->surface_add_vertex(r.position + Vector3(0, r.size.y, 0) + Vector3(0.3, 0, 0));
imesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
imesh->surface_add_vertex(r.position + r.size);
imesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
imesh->surface_add_vertex(r.position + r.size - Vector3(0.3, 0, 0));
imesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
imesh->surface_add_vertex(r.position + r.size);
imesh->surface_set_color(Color(0.8, 0.8, 0.8, 0.2));
imesh->surface_add_vertex(r.position + r.size - Vector3(0.0, 0.3, 0));
imesh->surface_end();
if (poly.size() == 0) {
return;
}
Array a;
a.resize(Mesh::ARRAY_MAX);
Vector<Vector3> va;
{
va.resize(poly.size());
Vector3 *w = va.ptrw();
for (int i = 0; i < poly.size(); i++) {
Vector2 p, p2;
p = i == edited_point ? edited_point_pos : poly[i];
Vector3 point = Vector3(p.x, p.y, depth);
w[i] = point;
}
}
a[Mesh::ARRAY_VERTEX] = va;
m->add_surface_from_arrays(Mesh::PRIMITIVE_POINTS, a);
m->surface_set_material(0, handle_material);
}
void Polygon3DEditor::edit(Node *p_node) {
if (p_node) {
node = Object::cast_to<Node3D>(p_node);
node_resource = node->call("_get_editable_3d_polygon_resource");
if (node_resource.is_valid()) {
node_resource->connect_changed(callable_mp(this, &Polygon3DEditor::_polygon_draw));
}
//Enable the pencil tool if the polygon is empty
if (_get_polygon().is_empty()) {
_menu_option(MODE_CREATE);
}
wip.clear();
wip_active = false;
edited_point = -1;
if (imgeom->get_parent()) {
imgeom->reparent(p_node, false);
} else {
p_node->add_child(imgeom);
}
_polygon_draw();
set_process(true);
prev_depth = -1;
} else {
node = nullptr;
if (node_resource.is_valid()) {
node_resource->disconnect_changed(callable_mp(this, &Polygon3DEditor::_polygon_draw));
}
node_resource.unref();
if (imgeom->get_parent()) {
imgeom->get_parent()->remove_child(imgeom);
}
set_process(false);
}
}
void Polygon3DEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("_polygon_draw"), &Polygon3DEditor::_polygon_draw);
}
Polygon3DEditor::Polygon3DEditor() {
node = nullptr;
button_create = memnew(Button);
button_create->set_theme_type_variation("FlatButton");
add_child(button_create);
button_create->connect("pressed", callable_mp(this, &Polygon3DEditor::_menu_option).bind(MODE_CREATE));
button_create->set_toggle_mode(true);
button_edit = memnew(Button);
button_edit->set_theme_type_variation("FlatButton");
add_child(button_edit);
button_edit->connect("pressed", callable_mp(this, &Polygon3DEditor::_menu_option).bind(MODE_EDIT));
button_edit->set_toggle_mode(true);
mode = MODE_EDIT;
wip_active = false;
imgeom = memnew(MeshInstance3D);
imesh.instantiate();
imgeom->set_mesh(imesh);
imgeom->set_transform(Transform3D(Basis(), Vector3(0, 0, 0.00001)));
line_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
line_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
line_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
line_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
line_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
line_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
line_material->set_albedo(Color(1, 1, 1));
handle_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
handle_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
handle_material->set_flag(StandardMaterial3D::FLAG_USE_POINT_SIZE, true);
handle_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
handle_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
handle_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
handle_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
Ref<Texture2D> handle = EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Editor3DHandle"), EditorStringName(EditorIcons));
handle_material->set_point_size(handle->get_width());
handle_material->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, handle);
pointsm = memnew(MeshInstance3D);
imgeom->add_child(pointsm);
m.instantiate();
pointsm->set_mesh(m);
pointsm->set_transform(Transform3D(Basis(), Vector3(0, 0, 0.00001)));
snap_ignore = false;
}
Polygon3DEditor::~Polygon3DEditor() {
memdelete(imgeom);
}
void Polygon3DEditorPlugin::edit(Object *p_object) {
polygon_editor->edit(Object::cast_to<Node>(p_object));
}
bool Polygon3DEditorPlugin::handles(Object *p_object) const {
return Object::cast_to<Node3D>(p_object) && bool(p_object->call("_is_editable_3d_polygon"));
}
void Polygon3DEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
polygon_editor->show();
} else {
polygon_editor->hide();
polygon_editor->edit(nullptr);
}
}
Polygon3DEditorPlugin::Polygon3DEditorPlugin() {
polygon_editor = memnew(Polygon3DEditor);
Node3DEditor::get_singleton()->add_control_to_menu_panel(polygon_editor);
polygon_editor->hide();
}
Polygon3DEditorPlugin::~Polygon3DEditorPlugin() {
}