pandemonium_engine/modules/skeleton_editor/spatial_editor_gizmos.h
Relintai 58539a22b6 Backported from Godot4: Node3D gizmo improvements
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs.
* Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins.
* Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes.
* Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles.
* Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
- JFonS
cfb555a081
- Note: MeshDataResourceEditor is now kind of painful to use, it will be fixed a bit later.
2022-08-11 01:24:29 +02:00

57 lines
2.9 KiB
C++

#ifndef MODULE_SPATIAL_EDITOR_GIZMOS_H
#define MODULE_SPATIAL_EDITOR_GIZMOS_H
/*************************************************************************/
/* spatial_editor_gizmos.h */
/*************************************************************************/
/* 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 "editor/spatial_editor_gizmos.h"
#include "scene/3d/camera.h"
#include "core/local_vector.h"
class Camera;
class ModuleSkeletonSpatialGizmoPlugin : public EditorSpatialGizmoPlugin {
GDCLASS(ModuleSkeletonSpatialGizmoPlugin, EditorSpatialGizmoPlugin);
Color skeleton_color = Color(1, 0.8, 0.4);
Color selected_bone_color = Color(1, 0, 0);
float bone_axis_length = 0.015;
Ref<ShaderMaterial> selected_mat;
Ref<Shader> selected_sh;
public:
bool has_gizmo(Spatial *p_spatial);
String get_gizmo_name() const;
int get_priority() const;
void redraw(EditorSpatialGizmo *p_gizmo);
ModuleSkeletonSpatialGizmoPlugin();
};
#endif // SPATIAL_EDITOR_GIZMOS_H