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/**************************************************************************/
/* marker_3d_gizmo_plugin.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2024-present Redot Engine contributors */
/* (see REDOT_AUTHORS.md) */
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "marker_3d_gizmo_plugin.h"
#include "editor/editor_node.h"
#include "editor/editor_string_names.h"
#include "editor/plugins/node_3d_editor_plugin.h"
#include "scene/3d/marker_3d.h"
Marker3DGizmoPlugin::Marker3DGizmoPlugin() {
pos3d_mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
Vector<Vector3> cursor_points;
Vector<Color> cursor_colors;
const float cs = 1.0;
// Add more points to create a "hard stop" in the color gradient.
cursor_points.push_back(Vector3(+cs, 0, 0));
cursor_points.push_back(Vector3());
cursor_points.push_back(Vector3());
cursor_points.push_back(Vector3(-cs, 0, 0));
cursor_points.push_back(Vector3(0, +cs, 0));
cursor_points.push_back(Vector3());
cursor_points.push_back(Vector3());
cursor_points.push_back(Vector3(0, -cs, 0));
cursor_points.push_back(Vector3(0, 0, +cs));
cursor_points.push_back(Vector3());
cursor_points.push_back(Vector3());
cursor_points.push_back(Vector3(0, 0, -cs));
// Use the axis color which is brighter for the positive axis.
// Use a darkened axis color for the negative axis.
// This makes it possible to see in which direction the Marker3D node is rotated
// (which can be important depending on how it's used).
const Color color_x = EditorNode::get_singleton()->get_editor_theme()->get_color(SNAME("axis_x_color"), EditorStringName(Editor));
cursor_colors.push_back(color_x);
cursor_colors.push_back(color_x);
// FIXME: Use less strong darkening factor once GH-48573 is fixed.
// The current darkening factor compensates for lines being too bright in the 3D editor.
cursor_colors.push_back(color_x.lerp(Color(0, 0, 0), 0.75));
cursor_colors.push_back(color_x.lerp(Color(0, 0, 0), 0.75));
const Color color_y = EditorNode::get_singleton()->get_editor_theme()->get_color(SNAME("axis_y_color"), EditorStringName(Editor));
cursor_colors.push_back(color_y);
cursor_colors.push_back(color_y);
cursor_colors.push_back(color_y.lerp(Color(0, 0, 0), 0.75));
cursor_colors.push_back(color_y.lerp(Color(0, 0, 0), 0.75));
const Color color_z = EditorNode::get_singleton()->get_editor_theme()->get_color(SNAME("axis_z_color"), EditorStringName(Editor));
cursor_colors.push_back(color_z);
cursor_colors.push_back(color_z);
cursor_colors.push_back(color_z.lerp(Color(0, 0, 0), 0.75));
cursor_colors.push_back(color_z.lerp(Color(0, 0, 0), 0.75));
Ref<StandardMaterial3D> mat = memnew(StandardMaterial3D);
mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
Array d;
d.resize(RS::ARRAY_MAX);
d[Mesh::ARRAY_VERTEX] = cursor_points;
d[Mesh::ARRAY_COLOR] = cursor_colors;
pos3d_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, d);
pos3d_mesh->surface_set_material(0, mat);
}
bool Marker3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
return Object::cast_to<Marker3D>(p_spatial) != nullptr;
}
String Marker3DGizmoPlugin::get_gizmo_name() const {
return "Marker3D";
}
int Marker3DGizmoPlugin::get_priority() const {
return -1;
}
void Marker3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
const Marker3D *marker = Object::cast_to<Marker3D>(p_gizmo->get_node_3d());
const real_t extents = marker->get_gizmo_extents();
const Transform3D xform(Basis::from_scale(Vector3(extents, extents, extents)));
p_gizmo->clear();
p_gizmo->add_mesh(pos3d_mesh, Ref<Material>(), xform);
const Vector<Vector3> points = {
Vector3(-extents, 0, 0),
Vector3(+extents, 0, 0),
Vector3(0, -extents, 0),
Vector3(0, +extents, 0),
Vector3(0, 0, -extents),
Vector3(0, 0, +extents),
};
p_gizmo->add_collision_segments(points);
}
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