1/**************************************************************************/
2/* gpu_particles_3d_gizmo_plugin.cpp */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
14/* without limitation the rights to use, copy, modify, merge, publish, */
15/* distribute, sublicense, and/or sell copies of the Software, and to */
16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
18/* */
19/* The above copyright notice and this permission notice shall be */
20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#include "gpu_particles_3d_gizmo_plugin.h"
32
33#include "editor/editor_node.h"
34#include "editor/editor_settings.h"
35#include "editor/editor_string_names.h"
36#include "editor/editor_undo_redo_manager.h"
37#include "editor/plugins/node_3d_editor_plugin.h"
38#include "scene/3d/gpu_particles_3d.h"
39
40GPUParticles3DGizmoPlugin::GPUParticles3DGizmoPlugin() {
41 Color gizmo_color = EDITOR_DEF("editors/3d_gizmos/gizmo_colors/particles", Color(0.8, 0.7, 0.4));
42 create_material("particles_material", gizmo_color);
43 gizmo_color.a = MAX((gizmo_color.a - 0.2) * 0.02, 0.0);
44 create_material("particles_solid_material", gizmo_color);
45 create_icon_material("particles_icon", EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("GizmoGPUParticles3D"), EditorStringName(EditorIcons)));
46 create_handle_material("handles");
47}
48
49bool GPUParticles3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
50 return Object::cast_to<GPUParticles3D>(p_spatial) != nullptr;
51}
52
53String GPUParticles3DGizmoPlugin::get_gizmo_name() const {
54 return "GPUParticles3D";
55}
56
57int GPUParticles3DGizmoPlugin::get_priority() const {
58 return -1;
59}
60
61bool GPUParticles3DGizmoPlugin::is_selectable_when_hidden() const {
62 return true;
63}
64
65String GPUParticles3DGizmoPlugin::get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {
66 switch (p_id) {
67 case 0:
68 return "Size X";
69 case 1:
70 return "Size Y";
71 case 2:
72 return "Size Z";
73 case 3:
74 return "Pos X";
75 case 4:
76 return "Pos Y";
77 case 5:
78 return "Pos Z";
79 }
80
81 return "";
82}
83
84Variant GPUParticles3DGizmoPlugin::get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {
85 GPUParticles3D *particles = Object::cast_to<GPUParticles3D>(p_gizmo->get_node_3d());
86 return particles->get_visibility_aabb();
87}
88
89void GPUParticles3DGizmoPlugin::set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, Camera3D *p_camera, const Point2 &p_point) {
90 GPUParticles3D *particles = Object::cast_to<GPUParticles3D>(p_gizmo->get_node_3d());
91
92 Transform3D gt = particles->get_global_transform();
93 Transform3D gi = gt.affine_inverse();
94
95 bool move = p_id >= 3;
96 p_id = p_id % 3;
97
98 AABB aabb = particles->get_visibility_aabb();
99 Vector3 ray_from = p_camera->project_ray_origin(p_point);
100 Vector3 ray_dir = p_camera->project_ray_normal(p_point);
101
102 Vector3 sg[2] = { gi.xform(ray_from), gi.xform(ray_from + ray_dir * 4096) };
103
104 Vector3 ofs = aabb.get_center();
105
106 Vector3 axis;
107 axis[p_id] = 1.0;
108
109 if (move) {
110 Vector3 ra, rb;
111 Geometry3D::get_closest_points_between_segments(ofs - axis * 4096, ofs + axis * 4096, sg[0], sg[1], ra, rb);
112
113 float d = ra[p_id];
114 if (Node3DEditor::get_singleton()->is_snap_enabled()) {
115 d = Math::snapped(d, Node3DEditor::get_singleton()->get_translate_snap());
116 }
117
118 aabb.position[p_id] = d - 1.0 - aabb.size[p_id] * 0.5;
119 particles->set_visibility_aabb(aabb);
120
121 } else {
122 Vector3 ra, rb;
123 Geometry3D::get_closest_points_between_segments(ofs, ofs + axis * 4096, sg[0], sg[1], ra, rb);
124
125 float d = ra[p_id] - ofs[p_id];
126 if (Node3DEditor::get_singleton()->is_snap_enabled()) {
127 d = Math::snapped(d, Node3DEditor::get_singleton()->get_translate_snap());
128 }
129
130 if (d < 0.001) {
131 d = 0.001;
132 }
133 //resize
134 aabb.position[p_id] = (aabb.position[p_id] + aabb.size[p_id] * 0.5) - d;
135 aabb.size[p_id] = d * 2;
136 particles->set_visibility_aabb(aabb);
137 }
138}
139
140void GPUParticles3DGizmoPlugin::commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel) {
141 GPUParticles3D *particles = Object::cast_to<GPUParticles3D>(p_gizmo->get_node_3d());
142
143 if (p_cancel) {
144 particles->set_visibility_aabb(p_restore);
145 return;
146 }
147
148 EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
149 ur->create_action(TTR("Change Particles AABB"));
150 ur->add_do_method(particles, "set_visibility_aabb", particles->get_visibility_aabb());
151 ur->add_undo_method(particles, "set_visibility_aabb", p_restore);
152 ur->commit_action();
153}
154
155void GPUParticles3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
156 p_gizmo->clear();
157
158 if (p_gizmo->is_selected()) {
159 GPUParticles3D *particles = Object::cast_to<GPUParticles3D>(p_gizmo->get_node_3d());
160
161 Vector<Vector3> lines;
162 AABB aabb = particles->get_visibility_aabb();
163
164 for (int i = 0; i < 12; i++) {
165 Vector3 a, b;
166 aabb.get_edge(i, a, b);
167 lines.push_back(a);
168 lines.push_back(b);
169 }
170
171 Vector<Vector3> handles;
172
173 for (int i = 0; i < 3; i++) {
174 Vector3 ax;
175 ax[i] = aabb.position[i] + aabb.size[i];
176 ax[(i + 1) % 3] = aabb.position[(i + 1) % 3] + aabb.size[(i + 1) % 3] * 0.5;
177 ax[(i + 2) % 3] = aabb.position[(i + 2) % 3] + aabb.size[(i + 2) % 3] * 0.5;
178 handles.push_back(ax);
179 }
180
181 Vector3 center = aabb.get_center();
182 for (int i = 0; i < 3; i++) {
183 Vector3 ax;
184 ax[i] = 1.0;
185 handles.push_back(center + ax);
186 lines.push_back(center);
187 lines.push_back(center + ax);
188 }
189
190 Ref<Material> material = get_material("particles_material", p_gizmo);
191
192 p_gizmo->add_lines(lines, material);
193
194 Ref<Material> solid_material = get_material("particles_solid_material", p_gizmo);
195 p_gizmo->add_solid_box(solid_material, aabb.get_size(), aabb.get_center());
196
197 p_gizmo->add_handles(handles, get_material("handles"));
198 }
199
200 Ref<Material> icon = get_material("particles_icon", p_gizmo);
201 p_gizmo->add_unscaled_billboard(icon, 0.05);
202}
203