godot/editor/spatial_editor_gizmos.h
AndreaCatania 17ebbfb56d Implemented Soft body
- Soft Body Physics node
- Soft Body Rendering
- Soft body Editor
- Soft body importer
2018-07-23 20:50:23 +02:00

541 lines
17 KiB
C++

/*************************************************************************/
/* spatial_editor_gizmos.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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 */
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/* the following conditions: */
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/* The above copyright notice and this permission notice shall be */
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/*************************************************************************/
#ifndef SPATIAL_EDITOR_GIZMOS_H
#define SPATIAL_EDITOR_GIZMOS_H
#include "editor/plugins/spatial_editor_plugin.h"
#include "scene/3d/audio_stream_player_3d.h"
#include "scene/3d/baked_lightmap.h"
#include "scene/3d/camera.h"
#include "scene/3d/collision_polygon.h"
#include "scene/3d/collision_shape.h"
#include "scene/3d/gi_probe.h"
#include "scene/3d/light.h"
#include "scene/3d/listener.h"
#include "scene/3d/mesh_instance.h"
#include "scene/3d/navigation_mesh.h"
#include "scene/3d/particles.h"
#include "scene/3d/physics_joint.h"
#include "scene/3d/portal.h"
#include "scene/3d/position_3d.h"
#include "scene/3d/ray_cast.h"
#include "scene/3d/reflection_probe.h"
#include "scene/3d/room_instance.h"
#include "scene/3d/sprite_3d.h"
#include "scene/3d/vehicle_body.h"
#include "scene/3d/visibility_notifier.h"
class Camera;
class EditorSpatialGizmo : public SpatialEditorGizmo {
GDCLASS(EditorSpatialGizmo, SpatialGizmo);
struct Instance {
RID instance;
Ref<ArrayMesh> mesh;
RID skeleton;
bool billboard;
bool unscaled;
bool can_intersect;
bool extra_margin;
Instance() {
billboard = false;
unscaled = false;
can_intersect = false;
extra_margin = false;
}
void create_instance(Spatial *p_base);
};
Vector<Vector3> collision_segments;
Ref<TriangleMesh> collision_mesh;
struct Handle {
Vector3 pos;
bool billboard;
};
Vector<Vector3> handles;
Vector<Vector3> secondary_handles;
float selectable_icon_size = -1.0f;
bool billboard_handle;
bool valid;
Spatial *base;
Vector<Instance> instances;
Spatial *spatial_node;
void _set_spatial_node(Node *p_node) { set_spatial_node(Object::cast_to<Spatial>(p_node)); }
protected:
void add_lines(const Vector<Vector3> &p_lines, const Ref<Material> &p_material, bool p_billboard = false);
void add_mesh(const Ref<ArrayMesh> &p_mesh, bool p_billboard = false, const RID &p_skeleton = RID());
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, float p_scale = 1);
void add_handles(const Vector<Vector3> &p_handles, bool p_billboard = false, bool p_secondary = false);
void add_solid_box(Ref<Material> &p_material, Vector3 p_size, Vector3 p_position = Vector3());
void set_spatial_node(Spatial *p_node);
const Spatial *get_spatial_node() const { return spatial_node; }
static void _bind_methods();
Ref<SpatialMaterial> 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);
Ref<SpatialMaterial> create_icon_material(const String &p_name, const Ref<Texture> &p_texture, bool p_on_top = false, const Color &p_albedo = Color(1, 1, 1, 1));
public:
virtual Vector3 get_handle_pos(int p_idx) const;
virtual bool intersect_frustum(const Camera *p_camera, const Vector<Plane> &p_frustum);
virtual bool intersect_ray(Camera *p_camera, const Point2 &p_point, Vector3 &r_pos, Vector3 &r_normal, int *r_gizmo_handle = NULL, bool p_sec_first = false);
void clear();
void create();
void transform();
virtual void redraw();
void free();
virtual bool is_editable() const;
virtual bool can_draw() const;
EditorSpatialGizmo();
~EditorSpatialGizmo();
};
class LightSpatialGizmo : public EditorSpatialGizmo {
GDCLASS(LightSpatialGizmo, EditorSpatialGizmo);
Light *light;
public:
virtual String get_handle_name(int p_idx) const;
virtual Variant get_handle_value(int p_idx) const;
virtual void set_handle(int p_idx, Camera *p_camera, const Point2 &p_point);
virtual void commit_handle(int p_idx, const Variant &p_restore, bool p_cancel = false);
void redraw();
LightSpatialGizmo(Light *p_light = NULL);
};
class AudioStreamPlayer3DSpatialGizmo : public EditorSpatialGizmo {
GDCLASS(AudioStreamPlayer3DSpatialGizmo, EditorSpatialGizmo);
AudioStreamPlayer3D *player;
public:
virtual String get_handle_name(int p_idx) const;
virtual Variant get_handle_value(int p_idx) const;
virtual void set_handle(int p_idx, Camera *p_camera, const Point2 &p_point);
virtual void commit_handle(int p_idx, const Variant &p_restore, bool p_cancel = false);
void redraw();
AudioStreamPlayer3DSpatialGizmo(AudioStreamPlayer3D *p_player = NULL);
};
class CameraSpatialGizmo : public EditorSpatialGizmo {
GDCLASS(CameraSpatialGizmo, EditorSpatialGizmo);
Camera *camera;
public:
virtual String get_handle_name(int p_idx) const;
virtual Variant get_handle_value(int p_idx) const;
virtual void set_handle(int p_idx, Camera *p_camera, const Point2 &p_point);
virtual void commit_handle(int p_idx, const Variant &p_restore, bool p_cancel = false);
void redraw();
CameraSpatialGizmo(Camera *p_camera = NULL);
};
class MeshInstanceSpatialGizmo : public EditorSpatialGizmo {
GDCLASS(MeshInstanceSpatialGizmo, EditorSpatialGizmo);
MeshInstance *mesh;
public:
virtual bool can_draw() const;
void redraw();
MeshInstanceSpatialGizmo(MeshInstance *p_mesh = NULL);
};
class Sprite3DSpatialGizmo : public EditorSpatialGizmo {
GDCLASS(Sprite3DSpatialGizmo, EditorSpatialGizmo);
SpriteBase3D *sprite;
public:
virtual bool can_draw() const;
void redraw();
Sprite3DSpatialGizmo(SpriteBase3D *p_sprite = NULL);
};
class Position3DSpatialGizmo : public EditorSpatialGizmo {
GDCLASS(Position3DSpatialGizmo, EditorSpatialGizmo);
Position3D *p3d;
public:
void redraw();
Position3DSpatialGizmo(Position3D *p_p3d = NULL);
};
class SkeletonSpatialGizmo : public EditorSpatialGizmo {
GDCLASS(SkeletonSpatialGizmo, EditorSpatialGizmo);
Skeleton *skel;
public:
void redraw();
SkeletonSpatialGizmo(Skeleton *p_skel = NULL);
};
class PhysicalBoneSpatialGizmo : public EditorSpatialGizmo {
GDCLASS(PhysicalBoneSpatialGizmo, EditorSpatialGizmo);
PhysicalBone *physical_bone;
public:
//virtual Transform get_global_gizmo_transform();
virtual void redraw();
PhysicalBoneSpatialGizmo(PhysicalBone *p_pb = NULL);
};
#if 0
class PortalSpatialGizmo : public EditorSpatialGizmo {
GDCLASS(PortalSpatialGizmo, EditorSpatialGizmo);
Portal *portal;
public:
void redraw();
PortalSpatialGizmo(Portal *p_portal = NULL);
};
#endif
class VisibilityNotifierGizmo : public EditorSpatialGizmo {
GDCLASS(VisibilityNotifierGizmo, EditorSpatialGizmo);
VisibilityNotifier *notifier;
public:
virtual String get_handle_name(int p_idx) const;
virtual Variant get_handle_value(int p_idx) const;
virtual void set_handle(int p_idx, Camera *p_camera, const Point2 &p_point);
virtual void commit_handle(int p_idx, const Variant &p_restore, bool p_cancel = false);
void redraw();
VisibilityNotifierGizmo(VisibilityNotifier *p_notifier = NULL);
};
class ParticlesGizmo : public EditorSpatialGizmo {
GDCLASS(ParticlesGizmo, EditorSpatialGizmo);
Particles *particles;
public:
virtual String get_handle_name(int p_idx) const;
virtual Variant get_handle_value(int p_idx) const;
virtual void set_handle(int p_idx, Camera *p_camera, const Point2 &p_point);
virtual void commit_handle(int p_idx, const Variant &p_restore, bool p_cancel = false);
void redraw();
ParticlesGizmo(Particles *p_particles = NULL);
};
class ReflectionProbeGizmo : public EditorSpatialGizmo {
GDCLASS(ReflectionProbeGizmo, EditorSpatialGizmo);
ReflectionProbe *probe;
public:
virtual String get_handle_name(int p_idx) const;
virtual Variant get_handle_value(int p_idx) const;
virtual void set_handle(int p_idx, Camera *p_camera, const Point2 &p_point);
virtual void commit_handle(int p_idx, const Variant &p_restore, bool p_cancel = false);
void redraw();
ReflectionProbeGizmo(ReflectionProbe *p_probe = NULL);
};
class GIProbeGizmo : public EditorSpatialGizmo {
GDCLASS(GIProbeGizmo, EditorSpatialGizmo);
GIProbe *probe;
public:
virtual String get_handle_name(int p_idx) const;
virtual Variant get_handle_value(int p_idx) const;
virtual void set_handle(int p_idx, Camera *p_camera, const Point2 &p_point);
virtual void commit_handle(int p_idx, const Variant &p_restore, bool p_cancel = false);
void redraw();
GIProbeGizmo(GIProbe *p_probe = NULL);
};
class BakedIndirectLightGizmo : public EditorSpatialGizmo {
GDCLASS(BakedIndirectLightGizmo, EditorSpatialGizmo);
BakedLightmap *baker;
public:
virtual String get_handle_name(int p_idx) const;
virtual Variant get_handle_value(int p_idx) const;
virtual void set_handle(int p_idx, Camera *p_camera, const Point2 &p_point);
virtual void commit_handle(int p_idx, const Variant &p_restore, bool p_cancel = false);
void redraw();
BakedIndirectLightGizmo(BakedLightmap *p_baker = NULL);
};
class SoftBodySpatialGizmo : public EditorSpatialGizmo {
GDCLASS(SoftBodySpatialGizmo, EditorSpatialGizmo);
class SoftBody *soft_body;
//RID physics_sphere_shape; // Used for raycast that doesn't work, in this moment, with softbody
public:
void redraw();
virtual bool intersect_ray(Camera *p_camera, const Point2 &p_point, Vector3 &r_pos, Vector3 &r_normal, int *r_gizmo_handle = NULL, bool p_sec_first = false);
virtual void commit_handle(int p_idx, const Variant &p_restore, bool p_cancel);
virtual bool is_gizmo_handle_highlighted(int idx) const;
SoftBodySpatialGizmo(SoftBody *p_soft_physics_body = NULL);
~SoftBodySpatialGizmo();
};
class CollisionShapeSpatialGizmo : public EditorSpatialGizmo {
GDCLASS(CollisionShapeSpatialGizmo, EditorSpatialGizmo);
CollisionShape *cs;
public:
virtual String get_handle_name(int p_idx) const;
virtual Variant get_handle_value(int p_idx) const;
virtual void set_handle(int p_idx, Camera *p_camera, const Point2 &p_point);
virtual void commit_handle(int p_idx, const Variant &p_restore, bool p_cancel = false);
void redraw();
CollisionShapeSpatialGizmo(CollisionShape *p_cs = NULL);
};
class CollisionPolygonSpatialGizmo : public EditorSpatialGizmo {
GDCLASS(CollisionPolygonSpatialGizmo, EditorSpatialGizmo);
CollisionPolygon *polygon;
public:
void redraw();
CollisionPolygonSpatialGizmo(CollisionPolygon *p_polygon = NULL);
};
class RayCastSpatialGizmo : public EditorSpatialGizmo {
GDCLASS(RayCastSpatialGizmo, EditorSpatialGizmo);
RayCast *raycast;
public:
void redraw();
RayCastSpatialGizmo(RayCast *p_raycast = NULL);
};
class VehicleWheelSpatialGizmo : public EditorSpatialGizmo {
GDCLASS(VehicleWheelSpatialGizmo, EditorSpatialGizmo);
VehicleWheel *car_wheel;
public:
void redraw();
VehicleWheelSpatialGizmo(VehicleWheel *p_car_wheel = NULL);
};
class NavigationMeshSpatialGizmo : public EditorSpatialGizmo {
GDCLASS(NavigationMeshSpatialGizmo, EditorSpatialGizmo);
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; }
};
NavigationMeshInstance *navmesh;
public:
void redraw();
NavigationMeshSpatialGizmo(NavigationMeshInstance *p_navmesh = NULL);
};
class JointGizmosDrawer {
public:
static Basis look_body(const Transform &p_joint_transform, const Transform &p_body_transform);
static Basis look_body_toward(Vector3::Axis p_axis, const Transform &joint_transform, const Transform &body_transform);
static Basis look_body_toward_x(const Transform &p_joint_transform, const Transform &p_body_transform);
static Basis look_body_toward_y(const Transform &p_joint_transform, const Transform &p_body_transform);
/// Special function just used for physics joints, it that returns a basis constrained toward Joint Z axis
/// with axis X and Y that are looking toward the body and oriented toward up
static Basis look_body_toward_z(const Transform &p_joint_transform, const Transform &p_body_transform);
// Draw circle around p_axis
static void draw_circle(Vector3::Axis p_axis, real_t p_radius, const Transform &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 Transform &p_offset, const Basis &p_base, real_t p_swing, real_t p_twist, Vector<Vector3> &r_points);
};
class PinJointSpatialGizmo : public EditorSpatialGizmo {
GDCLASS(PinJointSpatialGizmo, EditorSpatialGizmo);
PinJoint *p3d;
public:
static void CreateGizmo(const Transform &p_offset, Vector<Vector3> &r_cursor_points);
void redraw();
PinJointSpatialGizmo(PinJoint *p_p3d = NULL);
};
class HingeJointSpatialGizmo : public EditorSpatialGizmo {
GDCLASS(HingeJointSpatialGizmo, EditorSpatialGizmo);
HingeJoint *p3d;
public:
static void CreateGizmo(const Transform &p_offset, const Transform &p_trs_joint, const Transform &p_trs_body_a, const Transform &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);
void redraw();
HingeJointSpatialGizmo(HingeJoint *p_p3d = NULL);
};
class SliderJointSpatialGizmo : public EditorSpatialGizmo {
GDCLASS(SliderJointSpatialGizmo, EditorSpatialGizmo);
SliderJoint *p3d;
public:
static void CreateGizmo(const Transform &p_offset, const Transform &p_trs_joint, const Transform &p_trs_body_a, const Transform &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);
void redraw();
SliderJointSpatialGizmo(SliderJoint *p_p3d = NULL);
};
class ConeTwistJointSpatialGizmo : public EditorSpatialGizmo {
GDCLASS(ConeTwistJointSpatialGizmo, EditorSpatialGizmo);
ConeTwistJoint *p3d;
public:
static void CreateGizmo(const Transform &p_offset, const Transform &p_trs_joint, const Transform &p_trs_body_a, const Transform &p_trs_body_b, real_t p_swing, real_t p_twist, Vector<Vector3> &r_points, Vector<Vector3> *r_body_a_points, Vector<Vector3> *r_body_b_points);
void redraw();
ConeTwistJointSpatialGizmo(ConeTwistJoint *p_p3d = NULL);
};
class Generic6DOFJointSpatialGizmo : public EditorSpatialGizmo {
GDCLASS(Generic6DOFJointSpatialGizmo, EditorSpatialGizmo);
Generic6DOFJoint *p3d;
public:
static void CreateGizmo(
const Transform &p_offset,
const Transform &p_trs_joint,
const Transform &p_trs_body_a,
const Transform &p_trs_body_b,
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);
void redraw();
Generic6DOFJointSpatialGizmo(Generic6DOFJoint *p_p3d = NULL);
};
class SpatialEditorGizmos {
public:
HashMap<String, Ref<SpatialMaterial> > material_cache;
Ref<SpatialMaterial> handle2_material;
Ref<SpatialMaterial> handle2_material_billboard;
Ref<SpatialMaterial> handle_material;
Ref<SpatialMaterial> handle_material_billboard;
Ref<Texture> handle_t;
Ref<ArrayMesh> pos3d_mesh;
Ref<ArrayMesh> listener_line_mesh;
static SpatialEditorGizmos *singleton;
Ref<SpatialEditorGizmo> get_gizmo(Spatial *p_spatial);
SpatialEditorGizmos();
};
#endif // SPATIAL_EDITOR_GIZMOS_H