/*************************************************************************/ /* spatial_editor_gizmos.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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 */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "spatial_editor_gizmos.h" #include "scene/resources/surface_tool.h" #include "scene/resources/skin.h" #include "scene/3d/skeleton.h" ModuleSkeletonSpatialGizmoPlugin::ModuleSkeletonSpatialGizmoPlugin() { skeleton_color = EDITOR_DEF("editors/3d_gizmos/gizmo_colors/skeleton", Color(1, 0.8, 0.4)); selected_bone_color = EDITOR_DEF("editors/3d_gizmos/gizmo_colors/selected_bone", Color(1, 0, 0)); bone_axis_length = EDITOR_DEF("editors/3d_gizmos/gizmo_settings/bone_axis_length", (float)0.015); create_material("skeleton_material", skeleton_color); selected_mat = Ref(memnew(ShaderMaterial)); selected_sh = Ref(memnew(Shader)); selected_sh->set_code(" \ shader_type spatial; \ render_mode unshaded; \ uniform vec4 albedo : hint_color = vec4(1,1,1,1); \ uniform sampler2D texture_albedo : hint_albedo; \ uniform float point_size : hint_range(0,128) = 32; \ void vertex() { \ if (!OUTPUT_IS_SRGB) { \ COLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) ); \ } \ VERTEX = VERTEX; \ POSITION=PROJECTION_MATRIX*INV_CAMERA_MATRIX*WORLD_MATRIX*vec4(VERTEX.xyz,1.0); \ POSITION.z = mix(POSITION.z, -POSITION.w, 0.998); \ } \ void fragment() { \ vec2 base_uv = UV; \ vec4 albedo_tex = texture(texture_albedo,base_uv); \ albedo_tex *= COLOR; \ if (albedo.a * albedo_tex.a < 0.5) { discard; } \ ALBEDO = albedo.rgb * albedo_tex.rgb; \ } \ "); selected_mat->set_shader(selected_sh); } bool ModuleSkeletonSpatialGizmoPlugin::has_gizmo(Spatial *p_spatial) { return Object::cast_to(p_spatial) != NULL; } String ModuleSkeletonSpatialGizmoPlugin::get_name() const { return "Skeleton"; } int ModuleSkeletonSpatialGizmoPlugin::get_priority() const { return -1; } void ModuleSkeletonSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) { Skeleton *skel = Object::cast_to(p_gizmo->get_spatial_node()); p_gizmo->clear(); Ref material; if (p_gizmo->is_selected()) { material = selected_mat; } else { material = get_material("skeleton_material", p_gizmo); } Ref surface_tool(memnew(SurfaceTool)); surface_tool->begin(Mesh::PRIMITIVE_LINES); surface_tool->set_material(material); Vector grests; grests.resize(skel->get_bone_count()); Vector bones; Vector weights; bones.resize(4); weights.resize(4); for (int i = 0; i < 4; i++) { bones.write[i] = 0; weights.write[i] = 0; } weights.write[0] = 1; Color bone_color; AABB aabb; for (int i_bone = 0; i_bone < skel->get_bone_count(); i_bone++) { int i = skel->get_process_order(i_bone); if (skel->get_bone_parent(i) == skel->get_selected_bone()) { bone_color = selected_bone_color; } else { bone_color = skeleton_color; } int parent = skel->get_bone_parent(i); if (parent >= 0) { grests.write[i] = grests[parent] * skel->get_bone_rest(i); Vector3 v0 = grests[parent].origin; Vector3 v1 = grests[i].origin; Vector3 d = (v1 - v0).normalized(); float dist = v0.distance_to(v1); //find closest axis int closest = -1; float closest_d = 0.0; for (int j = 0; j < 3; j++) { float dp = Math::abs(grests[parent].basis[j].normalized().dot(d)); if (j == 0 || dp > closest_d) closest = j; } //find closest other Vector3 first; Vector3 points[4]; int pointidx = 0; Color axis_color[3]; axis_color[0] = Color(1,0,0); axis_color[1] = Color(0,1,0); axis_color[2] = Color(0,0,1); for (int j = 0; j < 3; j++) { if (p_gizmo->is_selected()) { bones.write[0] = i; surface_tool->add_bones(bones); surface_tool->add_weights(weights); surface_tool->add_color(axis_color[j]); surface_tool->add_vertex(v1); surface_tool->add_bones(bones); surface_tool->add_weights(weights); surface_tool->add_color(axis_color[j]); surface_tool->add_vertex(v1 + (grests[i].basis.inverse())[j].normalized() * bone_axis_length); } else { bones.write[0] = i; surface_tool->add_bones(bones); surface_tool->add_weights(weights); surface_tool->add_color(axis_color[j]); surface_tool->add_vertex(v1 - (grests[i].basis.inverse())[j].normalized() * bone_axis_length * 0.5); surface_tool->add_bones(bones); surface_tool->add_weights(weights); surface_tool->add_color(axis_color[j]); surface_tool->add_vertex(v1 + (grests[i].basis.inverse())[j].normalized() * bone_axis_length * 0.5); } if (j == closest) continue; Vector3 axis; if (first == Vector3()) { axis = d.cross(d.cross(grests[parent].basis[j])).normalized(); first = axis; } else { axis = d.cross(first).normalized(); } for (int k = 0; k < 2; k++) { if (k == 1) axis = -axis; Vector3 point = v0 + d * dist * 0.2; point += axis * dist * 0.1; bones.write[0] = parent; surface_tool->add_bones(bones); surface_tool->add_weights(weights); surface_tool->add_color(bone_color); surface_tool->add_vertex(v0); surface_tool->add_bones(bones); surface_tool->add_weights(weights); surface_tool->add_color(bone_color); surface_tool->add_vertex(point); bones.write[0] = parent; surface_tool->add_bones(bones); surface_tool->add_weights(weights); surface_tool->add_color(bone_color); surface_tool->add_vertex(point); bones.write[0] = i; surface_tool->add_bones(bones); surface_tool->add_weights(weights); surface_tool->add_color(bone_color); surface_tool->add_vertex(v1); points[pointidx++] = point; } } SWAP(points[1], points[2]); for (int j = 0; j < 4; j++) { bones.write[0] = parent; surface_tool->add_bones(bones); surface_tool->add_weights(weights); surface_tool->add_color(bone_color); surface_tool->add_vertex(points[j]); surface_tool->add_bones(bones); surface_tool->add_weights(weights); surface_tool->add_color(bone_color); surface_tool->add_vertex(points[(j + 1) % 4]); } /* bones[0]=parent; surface_tool->add_bones(bones); surface_tool->add_weights(weights); surface_tool->add_color(Color(0.4,1,0.4,0.4)); surface_tool->add_vertex(v0); bones[0]=i; surface_tool->add_bones(bones); surface_tool->add_weights(weights); surface_tool->add_color(Color(0.4,1,0.4,0.4)); surface_tool->add_vertex(v1); */ } else { grests.write[i] = skel->get_bone_rest(i); bones.write[0] = i; Vector3 v1 = grests[i].origin; Color axis_color[3]; axis_color[0] = Color(1,0,0); axis_color[1] = Color(0,1,0); axis_color[2] = Color(0,0,1); for (int j = 0; j < 3; j++) { if (p_gizmo->is_selected()) { bones.write[0] = i; surface_tool->add_bones(bones); surface_tool->add_weights(weights); surface_tool->add_color(axis_color[j]); surface_tool->add_vertex(v1); surface_tool->add_bones(bones); surface_tool->add_weights(weights); surface_tool->add_color(axis_color[j]); surface_tool->add_vertex(v1 + (grests[i].basis.inverse())[j].normalized() * bone_axis_length); } else { bones.write[0] = i; surface_tool->add_bones(bones); surface_tool->add_weights(weights); surface_tool->add_color(axis_color[j]); surface_tool->add_vertex(v1 - (grests[i].basis.inverse())[j].normalized() * bone_axis_length * 0.5); surface_tool->add_bones(bones); surface_tool->add_weights(weights); surface_tool->add_color(axis_color[j]); surface_tool->add_vertex(v1 + (grests[i].basis.inverse())[j].normalized() * bone_axis_length * 0.5); } } } /* Transform t = grests[i]; t.orthonormalize(); for (int i=0;i<6;i++) { Vector3 face_points[4]; for (int j=0;j<4;j++) { float v[3]; v[0]=1.0; v[1]=1-2*((j>>1)&1); v[2]=v[1]*(1-2*(j&1)); for (int k=0;k<3;k++) { if (i<3) face_points[j][(i+k)%3]=v[k]*(i>=3?-1:1); else face_points[3-j][(i+k)%3]=v[k]*(i>=3?-1:1); } } for(int j=0;j<4;j++) { surface_tool->add_bones(bones); surface_tool->add_weights(weights); surface_tool->add_color(Color(1.0,0.4,0.4,0.4)); surface_tool->add_vertex(t.xform(face_points[j]*0.04)); surface_tool->add_bones(bones); surface_tool->add_weights(weights); surface_tool->add_color(Color(1.0,0.4,0.4,0.4)); surface_tool->add_vertex(t.xform(face_points[(j+1)%4]*0.04)); } } */ } Ref m = surface_tool->commit(); p_gizmo->add_mesh(m, false, skel->register_skin(Ref())); }