mirror of
https://github.com/Relintai/pandemonium_engine.git
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270 lines
10 KiB
C++
270 lines
10 KiB
C++
/*************************************************************************/
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/* spatial_editor_gizmos.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "spatial_editor_gizmos.h"
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#include "editor/editor_settings.h"
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#include "scene/3d/skeleton.h"
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#include "scene/resources/skin.h"
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#include "scene/resources/surface_tool.h"
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SkeletonSpatialGizmoPlugin::SkeletonSpatialGizmoPlugin() {
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skeleton_color = EDITOR_DEF("editors/3d_gizmos/gizmo_colors/skeleton", Color(1, 0.8, 0.4));
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selected_bone_color = EDITOR_DEF("editors/3d_gizmos/gizmo_colors/selected_bone", Color(1, 0, 0));
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bone_axis_length = EDITOR_DEF("editors/3d_gizmos/gizmo_settings/bone_axis_length", (float)0.015);
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create_material("skeleton_material", skeleton_color);
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selected_mat = Ref<ShaderMaterial>(memnew(ShaderMaterial));
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selected_sh = Ref<Shader>(memnew(Shader));
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selected_sh->set_code(" \
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shader_type spatial; \
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render_mode unshaded; \
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uniform vec4 albedo : hint_color = vec4(1,1,1,1); \
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uniform sampler2D texture_albedo : hint_albedo; \
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uniform float point_size : hint_range(0,128) = 32; \
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void vertex() { \
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if (!OUTPUT_IS_SRGB) { \
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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)) ); \
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} \
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VERTEX = VERTEX; \
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POSITION=PROJECTION_MATRIX*INV_CAMERA_MATRIX*WORLD_MATRIX*vec4(VERTEX.xyz,1.0); \
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POSITION.z = mix(POSITION.z, -POSITION.w, 0.998); \
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} \
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void fragment() { \
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vec2 base_uv = UV; \
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vec4 albedo_tex = texture(texture_albedo,base_uv); \
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albedo_tex *= COLOR; \
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if (albedo.a * albedo_tex.a < 0.5) { discard; } \
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ALBEDO = albedo.rgb * albedo_tex.rgb; \
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} \
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");
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selected_mat->set_shader(selected_sh);
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}
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bool SkeletonSpatialGizmoPlugin::has_gizmo(Spatial *p_spatial) {
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return Object::cast_to<Skeleton>(p_spatial) != NULL;
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}
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String SkeletonSpatialGizmoPlugin::get_gizmo_name() const {
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return "Skeleton";
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}
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int SkeletonSpatialGizmoPlugin::get_priority() const {
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return -1;
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}
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void SkeletonSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
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Skeleton *skel = Object::cast_to<Skeleton>(p_gizmo->get_spatial_node());
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skel->force_update_all_bone_transforms();
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p_gizmo->clear();
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Ref<Material> material;
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if (p_gizmo->is_selected()) {
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material = selected_mat;
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} else {
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material = get_material("skeleton_material", p_gizmo);
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}
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Ref<SurfaceTool> surface_tool(memnew(SurfaceTool));
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surface_tool->begin(Mesh::PRIMITIVE_LINES);
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surface_tool->set_material(material);
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Vector<Transform> grests;
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grests.resize(skel->get_bone_count());
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Vector<int> bones;
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Vector<float> weights;
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bones.resize(4);
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weights.resize(4);
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for (int i = 0; i < 4; i++) {
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bones.write[i] = 0;
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weights.write[i] = 0;
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}
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weights.write[0] = 1;
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Color bone_color;
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AABB aabb;
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//LocalVector<int> bones_to_process = skel->get_parentless_bones();
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LocalVector<int> bones_to_process;
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bones_to_process = skel->get_parentless_bones();
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while (bones_to_process.size() > 0) {
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int current_bone_idx = bones_to_process[0];
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bones_to_process.erase(current_bone_idx);
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LocalVector<int> child_bones_vector;
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child_bones_vector = skel->get_bone_children(current_bone_idx);
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int child_bones_size = child_bones_vector.size();
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// You have children but no parent, then you must be a root/parentless bone.
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if (child_bones_size >= 0 && skel->get_bone_parent(current_bone_idx) <= 0) {
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grests.write[current_bone_idx] = skel->global_pose_to_local_pose(current_bone_idx, skel->get_bone_global_pose(current_bone_idx));
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}
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for (int i = 0; i < child_bones_size; i++) {
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int child_bone_idx = child_bones_vector[i];
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int parent = skel->get_bone_parent(child_bone_idx);
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if (parent == skel->get_selected_bone()) {
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bone_color = selected_bone_color;
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} else {
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bone_color = skeleton_color;
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}
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grests.write[child_bone_idx] = skel->global_pose_to_local_pose(child_bone_idx, skel->get_bone_global_pose(child_bone_idx));
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Vector3 v0 = grests[current_bone_idx].origin;
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Vector3 v1 = grests[child_bone_idx].origin;
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Vector3 d = skel->get_bone_rest(child_bone_idx).origin.normalized();
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real_t dist = skel->get_bone_rest(child_bone_idx).origin.length();
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// Find closest axis.
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int closest = -1;
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real_t closest_d = 0.0;
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for (int j = 0; j < 3; j++) {
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real_t dp = Math::abs(grests[current_bone_idx].basis[j].normalized().dot(d));
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if (j == 0 || dp > closest_d) {
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closest = j;
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}
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}
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//find closest other
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Vector3 first;
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Vector3 points[4];
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int pointidx = 0;
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//Color axis_color[3];
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//axis_color[0] = Color(1, 0, 0);
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//axis_color[1] = Color(0, 1, 0);
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//axis_color[2] = Color(0, 0, 1);
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for (int j = 0; j < 3; j++) {
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/*
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if (p_gizmo->is_selected()) {
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bones.write[0] = current_bone_idx;
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surface_tool->add_bones(bones);
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surface_tool->add_weights(weights);
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surface_tool->add_color(axis_color[j]);
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surface_tool->add_vertex(v1);
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surface_tool->add_bones(bones);
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surface_tool->add_weights(weights);
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surface_tool->add_color(axis_color[j]);
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surface_tool->add_vertex(v1 + (grests[current_bone_idx].basis.inverse())[j].normalized() * bone_axis_length);
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} else {
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bones.write[0] = current_bone_idx;
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surface_tool->add_bones(bones);
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surface_tool->add_weights(weights);
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surface_tool->add_color(axis_color[j]);
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surface_tool->add_vertex(v1 - (grests[current_bone_idx].basis.inverse())[j].normalized() * bone_axis_length * 0.5);
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surface_tool->add_bones(bones);
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surface_tool->add_weights(weights);
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surface_tool->add_color(axis_color[j]);
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surface_tool->add_vertex(v1 + (grests[current_bone_idx].basis.inverse())[j].normalized() * bone_axis_length * 0.5);
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}*/
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bones.write[0] = current_bone_idx;
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surface_tool->add_bones(bones);
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surface_tool->add_weights(weights);
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surface_tool->add_color(bone_color);
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surface_tool->add_vertex(v0 - grests[current_bone_idx].basis[j].normalized() * dist * 0.05);
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surface_tool->add_bones(bones);
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surface_tool->add_weights(weights);
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surface_tool->add_color(bone_color);
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surface_tool->add_vertex(v0 + grests[current_bone_idx].basis[j].normalized() * dist * 0.05);
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if (j == closest) {
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continue;
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}
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Vector3 axis;
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if (first == Vector3()) {
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axis = d.cross(d.cross(grests[current_bone_idx].basis[j])).normalized();
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first = axis;
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} else {
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axis = d.cross(first).normalized();
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}
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for (int k = 0; k < 2; k++) {
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if (k == 1) {
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axis = -axis;
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}
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Vector3 point = v0 + d * dist * 0.2;
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point += axis * dist * 0.1;
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bones.write[0] = current_bone_idx;
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surface_tool->add_bones(bones);
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surface_tool->add_weights(weights);
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surface_tool->add_color(bone_color);
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surface_tool->add_vertex(v0);
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surface_tool->add_bones(bones);
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surface_tool->add_weights(weights);
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surface_tool->add_color(bone_color);
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surface_tool->add_vertex(point);
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bones.write[0] = current_bone_idx;
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surface_tool->add_bones(bones);
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surface_tool->add_weights(weights);
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surface_tool->add_color(bone_color);
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surface_tool->add_vertex(point);
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bones.write[0] = child_bone_idx;
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surface_tool->add_bones(bones);
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surface_tool->add_weights(weights);
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surface_tool->add_color(bone_color);
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surface_tool->add_vertex(v1);
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points[pointidx++] = point;
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}
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}
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SWAP(points[1], points[2]);
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for (int j = 0; j < 4; j++) {
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bones.write[0] = current_bone_idx;
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surface_tool->add_bones(bones);
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surface_tool->add_weights(weights);
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surface_tool->add_color(bone_color);
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surface_tool->add_vertex(points[j]);
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surface_tool->add_bones(bones);
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surface_tool->add_weights(weights);
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surface_tool->add_color(bone_color);
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surface_tool->add_vertex(points[(j + 1) % 4]);
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}
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// Add the bone's children to the list of bones to be processed.
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bones_to_process.push_back(child_bones_vector[i]);
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}
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}
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Ref<ArrayMesh> m = surface_tool->commit();
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p_gizmo->add_mesh(m, Ref<Material>(), Transform(), skel->register_skin(Ref<Skin>()));
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}
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