/**************************************************************************/
/* mesh_instance_3d_gizmo_plugin.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* 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 */
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/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
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#include "mesh_instance_3d_gizmo_plugin.h"
#include "editor/scene/3d/node_3d_editor_plugin.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/physics/soft_body_3d.h"
#include "scene/resources/3d/primitive_meshes.h"
bool MeshInstance3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
return Object::cast_to<MeshInstance3D>(p_spatial) != nullptr && Object::cast_to<SoftBody3D>(p_spatial) == nullptr;
}
String MeshInstance3DGizmoPlugin::get_gizmo_name() const {
return "MeshInstance3D";
}
int MeshInstance3DGizmoPlugin::get_priority() const {
return -1;
}
bool MeshInstance3DGizmoPlugin::can_be_hidden() const {
return false;
}
String MeshInstance3DGizmoPlugin::get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {
MeshInstance3D *mesh = Object::cast_to<MeshInstance3D>(p_gizmo->get_node_3d());
if (Object::cast_to<CapsuleMesh>(*mesh->get_mesh())) {
return helper->capsule_get_handle_name(p_id);
}
if (Object::cast_to<CylinderMesh>(*mesh->get_mesh())) {
return helper->cone_frustum_get_handle_name(p_id);
}
if (Object::cast_to<BoxMesh>(*mesh->get_mesh())) {
return helper->box_get_handle_name(p_id);
}
return "";
}
Variant MeshInstance3DGizmoPlugin::get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {
MeshInstance3D *mesh = Object::cast_to<MeshInstance3D>(p_gizmo->get_node_3d());
const Ref<CapsuleMesh> capsule_mesh = mesh->get_mesh();
if (capsule_mesh.is_valid()) {
return Vector2(capsule_mesh->get_radius(), capsule_mesh->get_height());
}
const Ref<CylinderMesh> cylinder_mesh = mesh->get_mesh();
if (cylinder_mesh.is_valid()) {
return Vector3(cylinder_mesh->get_top_radius(), cylinder_mesh->get_bottom_radius(), cylinder_mesh->get_height());
}
const Ref<BoxMesh> box_mesh = mesh->get_mesh();
if (box_mesh.is_valid()) {
return box_mesh->get_size();
}
return Variant();
}
void MeshInstance3DGizmoPlugin::begin_handle_action(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) {
helper->initialize_handle_action(get_handle_value(p_gizmo, p_id, p_secondary), p_gizmo->get_node_3d()->get_global_transform());
}
void MeshInstance3DGizmoPlugin::set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, Camera3D *p_camera, const Point2 &p_point) {
MeshInstance3D *mesh = Object::cast_to<MeshInstance3D>(p_gizmo->get_node_3d());
Vector3 segment[2];
helper->get_segment(p_camera, p_point, segment);
const Ref<CapsuleMesh> capsule_mesh = mesh->get_mesh();
if (capsule_mesh.is_valid()) {
real_t height, radius;
Vector3 position;
helper->capsule_set_handle(segment, p_id, height, radius, position);
capsule_mesh->set_height(height);
capsule_mesh->set_radius(radius);
mesh->set_global_position(position);
}
const Ref<CylinderMesh> cylinder_mesh = mesh->get_mesh();
if (cylinder_mesh.is_valid()) {
real_t height, radius_top, radius_bottom;
Vector3 position;
helper->cone_frustum_set_handle(segment, p_id, height, radius_top, radius_bottom, position);
cylinder_mesh->set_height(height);
cylinder_mesh->set_top_radius(radius_top);
cylinder_mesh->set_bottom_radius(radius_bottom);
mesh->set_global_position(position);
}
const Ref<BoxMesh> box_mesh = mesh->get_mesh();
if (box_mesh.is_valid()) {
Vector3 box_size, position;
helper->box_set_handle(segment, p_id, box_size, position);
box_mesh->set_size(box_size);
mesh->set_global_position(position);
}
}
void MeshInstance3DGizmoPlugin::commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel) {
MeshInstance3D *mesh = Object::cast_to<MeshInstance3D>(p_gizmo->get_node_3d());
const Ref<CapsuleMesh> capsule_mesh = mesh->get_mesh();
if (capsule_mesh.is_valid()) {
helper->cylinder_commit_handle(p_id, TTR("Change Capsule Mesh Radius"), TTR("Change Capsule Mesh Height"), p_cancel, mesh, *capsule_mesh, *capsule_mesh);
}
const Ref<CylinderMesh> cylinder_mesh = mesh->get_mesh();
if (cylinder_mesh.is_valid()) {
helper->cone_frustum_commit_handle(p_id, TTR("Change Cylinder Mesh Radius"), TTR("Change Cylinder Mesh Height"), p_cancel, mesh, *cylinder_mesh, *cylinder_mesh, *cylinder_mesh);
}
const Ref<BoxMesh> box_mesh = mesh->get_mesh();
if (box_mesh.is_valid()) {
helper->box_commit_handle(TTR("Change Box Mesh Size"), p_cancel, mesh, *box_mesh);
}
}
void MeshInstance3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
MeshInstance3D *mesh = Object::cast_to<MeshInstance3D>(p_gizmo->get_node_3d());
p_gizmo->clear();
Ref<Mesh> m = mesh->get_mesh();
const Ref<Material> handles_material = get_material("handles");
if (m.is_null()) {
return; //none
}
Ref<TriangleMesh> tm;
Ref<PlaneMesh> plane_mesh = mesh->get_mesh();
if (plane_mesh.is_valid() && (plane_mesh->get_subdivide_depth() > 0 || plane_mesh->get_subdivide_width() > 0)) {
// PlaneMesh subdiv makes gizmo redraw very slow due to TriangleMesh BVH calculation for every face.
// For gizmo collision this is very much unnecessary since a PlaneMesh is always flat, 2 faces is enough.
Ref<PlaneMesh> simple_plane_mesh;
simple_plane_mesh.instantiate();
simple_plane_mesh->set_orientation(plane_mesh->get_orientation());
simple_plane_mesh->set_size(plane_mesh->get_size());
simple_plane_mesh->set_center_offset(plane_mesh->get_center_offset());
tm = simple_plane_mesh->generate_triangle_mesh();
} else {
tm = m->generate_triangle_mesh();
}
if (tm.is_valid()) {
p_gizmo->add_collision_triangles(tm);
}
const Ref<CapsuleMesh> capsule_mesh = mesh->get_mesh();
if (capsule_mesh.is_valid()) {
const Vector<Vector3> handles = helper->capsule_get_handles(capsule_mesh->get_height(), capsule_mesh->get_radius());
p_gizmo->add_handles(handles, handles_material);
}
const Ref<CylinderMesh> cylinder_mesh = mesh->get_mesh();
if (cylinder_mesh.is_valid()) {
const Vector<Vector3> handles = helper->cone_frustum_get_handles(cylinder_mesh->get_height(), cylinder_mesh->get_top_radius(), cylinder_mesh->get_bottom_radius());
p_gizmo->add_handles(handles, handles_material);
}
const Ref<BoxMesh> box_mesh = mesh->get_mesh();
if (box_mesh.is_valid()) {
const Vector<Vector3> handles = helper->box_get_handles(box_mesh->get_size());
p_gizmo->add_handles(handles, handles_material);
}
}