| 1 | /**************************************************************************/ |
| 2 | /* marker_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 "marker_3d_gizmo_plugin.h" |
| 32 | |
| 33 | #include "editor/editor_node.h" |
| 34 | #include "editor/editor_string_names.h" |
| 35 | #include "editor/plugins/node_3d_editor_plugin.h" |
| 36 | #include "scene/3d/marker_3d.h" |
| 37 | |
| 38 | Marker3DGizmoPlugin::Marker3DGizmoPlugin() { |
| 39 | pos3d_mesh = Ref<ArrayMesh>(memnew(ArrayMesh)); |
| 40 | |
| 41 | Vector<Vector3> cursor_points; |
| 42 | Vector<Color> cursor_colors; |
| 43 | const float cs = 1.0; |
| 44 | // Add more points to create a "hard stop" in the color gradient. |
| 45 | cursor_points.push_back(Vector3(+cs, 0, 0)); |
| 46 | cursor_points.push_back(Vector3()); |
| 47 | cursor_points.push_back(Vector3()); |
| 48 | cursor_points.push_back(Vector3(-cs, 0, 0)); |
| 49 | |
| 50 | cursor_points.push_back(Vector3(0, +cs, 0)); |
| 51 | cursor_points.push_back(Vector3()); |
| 52 | cursor_points.push_back(Vector3()); |
| 53 | cursor_points.push_back(Vector3(0, -cs, 0)); |
| 54 | |
| 55 | cursor_points.push_back(Vector3(0, 0, +cs)); |
| 56 | cursor_points.push_back(Vector3()); |
| 57 | cursor_points.push_back(Vector3()); |
| 58 | cursor_points.push_back(Vector3(0, 0, -cs)); |
| 59 | |
| 60 | // Use the axis color which is brighter for the positive axis. |
| 61 | // Use a darkened axis color for the negative axis. |
| 62 | // This makes it possible to see in which direction the Marker3D node is rotated |
| 63 | // (which can be important depending on how it's used). |
| 64 | const Color color_x = EditorNode::get_singleton()->get_editor_theme()->get_color(SNAME("axis_x_color" ), EditorStringName(Editor)); |
| 65 | cursor_colors.push_back(color_x); |
| 66 | cursor_colors.push_back(color_x); |
| 67 | // FIXME: Use less strong darkening factor once GH-48573 is fixed. |
| 68 | // The current darkening factor compensates for lines being too bright in the 3D editor. |
| 69 | cursor_colors.push_back(color_x.lerp(Color(0, 0, 0), 0.75)); |
| 70 | cursor_colors.push_back(color_x.lerp(Color(0, 0, 0), 0.75)); |
| 71 | |
| 72 | const Color color_y = EditorNode::get_singleton()->get_editor_theme()->get_color(SNAME("axis_y_color" ), EditorStringName(Editor)); |
| 73 | cursor_colors.push_back(color_y); |
| 74 | cursor_colors.push_back(color_y); |
| 75 | cursor_colors.push_back(color_y.lerp(Color(0, 0, 0), 0.75)); |
| 76 | cursor_colors.push_back(color_y.lerp(Color(0, 0, 0), 0.75)); |
| 77 | |
| 78 | const Color color_z = EditorNode::get_singleton()->get_editor_theme()->get_color(SNAME("axis_z_color" ), EditorStringName(Editor)); |
| 79 | cursor_colors.push_back(color_z); |
| 80 | cursor_colors.push_back(color_z); |
| 81 | cursor_colors.push_back(color_z.lerp(Color(0, 0, 0), 0.75)); |
| 82 | cursor_colors.push_back(color_z.lerp(Color(0, 0, 0), 0.75)); |
| 83 | |
| 84 | Ref<StandardMaterial3D> mat = memnew(StandardMaterial3D); |
| 85 | mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED); |
| 86 | mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); |
| 87 | mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true); |
| 88 | mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA); |
| 89 | |
| 90 | Array d; |
| 91 | d.resize(RS::ARRAY_MAX); |
| 92 | d[Mesh::ARRAY_VERTEX] = cursor_points; |
| 93 | d[Mesh::ARRAY_COLOR] = cursor_colors; |
| 94 | pos3d_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, d); |
| 95 | pos3d_mesh->surface_set_material(0, mat); |
| 96 | } |
| 97 | |
| 98 | bool Marker3DGizmoPlugin::has_gizmo(Node3D *p_spatial) { |
| 99 | return Object::cast_to<Marker3D>(p_spatial) != nullptr; |
| 100 | } |
| 101 | |
| 102 | String Marker3DGizmoPlugin::get_gizmo_name() const { |
| 103 | return "Marker3D" ; |
| 104 | } |
| 105 | |
| 106 | int Marker3DGizmoPlugin::get_priority() const { |
| 107 | return -1; |
| 108 | } |
| 109 | |
| 110 | void Marker3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { |
| 111 | const Marker3D *marker = Object::cast_to<Marker3D>(p_gizmo->get_node_3d()); |
| 112 | const real_t extents = marker->get_gizmo_extents(); |
| 113 | const Transform3D xform(Basis::from_scale(Vector3(extents, extents, extents))); |
| 114 | |
| 115 | p_gizmo->clear(); |
| 116 | p_gizmo->add_mesh(pos3d_mesh, Ref<Material>(), xform); |
| 117 | |
| 118 | const Vector<Vector3> points = { |
| 119 | Vector3(-extents, 0, 0), |
| 120 | Vector3(+extents, 0, 0), |
| 121 | Vector3(0, -extents, 0), |
| 122 | Vector3(0, +extents, 0), |
| 123 | Vector3(0, 0, -extents), |
| 124 | Vector3(0, 0, +extents), |
| 125 | }; |
| 126 | p_gizmo->add_collision_segments(points); |
| 127 | } |
| 128 | |