Added a simple gizmo for PropInstances. This makes PropInstances selectable with the mouse in the Spatial editor.

This commit is contained in:
Relintai 2025-04-07 01:46:01 +02:00
parent 7cfebd1eaf
commit 7e999a3d5d
3 changed files with 128 additions and 4 deletions

View File

@ -41,6 +41,10 @@
#include "scene/gui/box_container.h"
#include "scene/gui/separator.h"
#include "../prop_instance.h"
#include "scene/resources/mesh/mesh.h"
void PropEditorPlugin::convert_active_scene_to_prop_data() {
SceneTree *st = SceneTree::get_singleton();
@ -125,6 +129,9 @@ PropEditorPlugin::PropEditorPlugin(EditorNode *p_node) {
b->set_shortcut(ED_SHORTCUT("spatial_editor/quick_prop_convert", "Quick convert scene to Prop.", KEY_MASK_ALT + KEY_U));
add_control_to_container(EditorPlugin::CONTAINER_SPATIAL_EDITOR_MENU, bc);
gizmo_plugin.instance();
add_spatial_gizmo_plugin(gizmo_plugin);
}
PropEditorPlugin::~PropEditorPlugin() {
@ -138,3 +145,98 @@ void PropEditorPlugin::_bind_methods() {
ClassDB::bind_method(D_METHOD("_quick_convert_button_pressed"), &PropEditorPlugin::_quick_convert_button_pressed);
}
////////
PropInstanceSpatialGizmoPlugin::PropInstanceSpatialGizmoPlugin() {
const Color gizmo_color = EDITOR_DEF("editors/props/gizmo_colors/outline", Color(0.5, 0.5, 1));
create_material("outline_material", gizmo_color);
}
bool PropInstanceSpatialGizmoPlugin::has_gizmo(Spatial *p_spatial) {
return Object::cast_to<PropInstance>(p_spatial) != NULL;
}
String PropInstanceSpatialGizmoPlugin::get_gizmo_name() const {
return "PropInstance";
}
int PropInstanceSpatialGizmoPlugin::get_priority() const {
return -1;
}
bool PropInstanceSpatialGizmoPlugin::can_be_hidden() const {
return true;
}
void PropInstanceSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
PropInstance *prop = Object::cast_to<PropInstance>(p_gizmo->get_spatial_node());
p_gizmo->clear();
AABB aabb = prop->get_aabb();
if (aabb.has_no_volume()) {
return; //none
}
Ref<ArrayMesh> cm;
cm.instance();
//cm->set_size(aabb.size);
Array mesh_arr;
mesh_arr.resize(Mesh::ARRAY_MAX);
// set our bounding box
PoolVector<Vector3> points;
points.push_back(aabb.position);
points.push_back(aabb.position + Vector3(aabb.size.x, 0, 0));
points.push_back(aabb.position + Vector3(aabb.size.x, 0, 0));
points.push_back(aabb.position + Vector3(aabb.size.x, 0, aabb.size.z));
points.push_back(aabb.position);
points.push_back(aabb.position + Vector3(0, 0, aabb.size.z));
points.push_back(aabb.position + Vector3(0, 0, aabb.size.z));
points.push_back(aabb.position + Vector3(aabb.size.x, 0, aabb.size.z));
points.push_back(aabb.position);
points.push_back(aabb.position + Vector3(0, aabb.size.y, 0));
points.push_back(aabb.position + Vector3(aabb.size.x, 0, 0));
points.push_back(aabb.position + Vector3(aabb.size.x, aabb.size.y, 0));
points.push_back(aabb.position + Vector3(0, 0, aabb.size.z));
points.push_back(aabb.position + Vector3(0, aabb.size.y, aabb.size.z));
points.push_back(aabb.position + Vector3(aabb.size.x, 0, aabb.size.z));
points.push_back(aabb.position + aabb.size);
points.push_back(aabb.position + Vector3(0, aabb.size.y, 0));
points.push_back(aabb.position + Vector3(aabb.size.x, aabb.size.y, 0));
points.push_back(aabb.position + Vector3(0, aabb.size.y, 0));
points.push_back(aabb.position + Vector3(0, aabb.size.y, aabb.size.z));
points.push_back(aabb.position + Vector3(0, aabb.size.y, aabb.size.z));
points.push_back(aabb.position + aabb.size);
points.push_back(aabb.position + Vector3(aabb.size.x, aabb.size.y, 0));
points.push_back(aabb.position + aabb.size);
mesh_arr[RS::ARRAY_VERTEX] = points;
cm->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, mesh_arr);
Ref<TriangleMesh> tm = cm->generate_triangle_mesh_from_aabb();
if (tm.is_valid()) {
p_gizmo->add_collision_triangles(tm);
}
const Ref<Material> material = get_material("outline_material");
p_gizmo->add_mesh(cm, material);
}

View File

@ -35,12 +35,12 @@
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "editor/spatial_editor_gizmos.h"
class PropInstanceSpatialGizmoPlugin;
class PropEditorPlugin : public EditorPlugin {
GDCLASS(PropEditorPlugin, EditorPlugin);
EditorNode *editor;
protected:
static void _bind_methods();
public:
virtual String get_name() const { return "PropEditorPlugin"; }
@ -61,6 +61,26 @@ public:
PropEditorPlugin(EditorNode *p_node);
~PropEditorPlugin();
protected:
static void _bind_methods();
EditorNode *editor;
Ref<PropInstanceSpatialGizmoPlugin> gizmo_plugin;
};
class PropInstanceSpatialGizmoPlugin : public EditorSpatialGizmoPlugin {
GDCLASS(PropInstanceSpatialGizmoPlugin, EditorSpatialGizmoPlugin);
public:
bool has_gizmo(Spatial *p_spatial);
String get_gizmo_name() const;
int get_priority() const;
bool can_be_hidden() const;
void redraw(EditorSpatialGizmo *p_gizmo);
PropInstanceSpatialGizmoPlugin();
};
#endif

View File

@ -69,7 +69,9 @@
#include "lights/prop_light.h"
#ifdef TOOLS_ENABLED
#include "./editor/prop_editor_plugin.h"
#endif
#include "prop_mesher.h"