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@HungryProton
Last active February 1, 2023 10:14
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Box gizmo example
extends EditorSpatialGizmoPlugin
var editor_plugin: EditorPlugin
var _previous_size
func _init():
create_material("lines", Color(1, 1, 1))
create_material("box", Color(1.0, 1.0, 1.0, 0.1))
create_handle_material("handles")
func get_name() -> String:
return "BoxGizmoName"
func has_gizmo(node):
return node is YourOwnCustomNode
func get_handle_name(gizmo: EditorSpatialGizmo, index: int) -> String:
return "Handle " + String(index)
func get_handle_value(gizmo: EditorSpatialGizmo, index: int):
var box = gizmo.get_spatial_node()
return box.size
# Automatically called when a handle is moved around.
func set_handle(gizmo: EditorSpatialGizmo, index: int, camera: Camera, point: Vector2) -> void:
var box: YourOwnCustomNode = gizmo.get_spatial_node()
if not _previous_size:
_previous_size = box.size
var global_transform: Transform = box.transform
if box.is_inside_tree():
global_transform = box.get_global_transform()
var global_inverse: Transform = global_transform.affine_inverse()
var ray_from = camera.project_ray_origin(point)
var ray_dir = camera.project_ray_normal(point)
if index < 6:
# Face handle
var i := index % 3
var axis: Vector3
axis[i] = 1.0
var p1 = axis * 4096
var p2 = -p1
var g1 = global_inverse.xform(ray_from)
var g2 = global_inverse.xform(ray_from + ray_dir * 4096)
var points = Geometry.get_closest_points_between_segments(p1, p2, g1, g2)
var d = points[0][i]
# TODO : Add snap support (when holding ctrl)
# TODO : Add symetric edition (when holding shift)
if index > 2:
d *= -1.0
box.size[i] = d + (_previous_size[i] / 2.0)
box.center[i] = (box.size[i] * 0.5) - d
if index < 3:
box.center[i] *= -1.0
redraw(gizmo)
else:
# Corner handle
print("Not implemented yet")
box.property_list_changed_notify()
# Handle Undo / Redo after a handle was moved. Manually called from EditorSpatialGizmo.
func commit_handle(gizmo: EditorSpatialGizmo, index: int, restore, cancel: bool = false) -> void:
var box = gizmo.get_spatial_node()
var ur = editor_plugin.get_undo_redo()
ur.create_action("Resize Box Input")
ur.add_do_method(box, "translate", box.center)
ur.add_do_property(box, "center", Vector3.ZERO)
ur.add_do_property(box, "size", box.size)
ur.add_undo_method(box, "translate", -box.center)
ur.add_undo_property(box, "size", restore)
ur.add_undo_method(box, "property_list_changed_notify") # TMP hack, find why the inspector does not refresh automatically on undo
ur.commit_action()
_previous_size = null
redraw(gizmo)
func redraw(gizmo: EditorSpatialGizmo):
gizmo.clear()
var box := gizmo.get_spatial_node() as YourOwnCustomNode
# TMP: force the gizmo to redraw everytime we change a parameter. This should probably
# happen automatically but for some reason, it doesn't
if not box.is_connected("property_changed", self, "redraw"):
box.connect("property_changed", self, "redraw", [gizmo])
var lines := _get_box_lines(box)
var handles := _get_box_handles(box)
gizmo.add_handles(handles, get_material("handles", gizmo))
gizmo.add_lines(lines, get_material("lines", gizmo))
gizmo.add_collision_segments(lines)
# Returns all the points that make up the box lines.
func _get_box_lines(box: ConceptBoxInput) -> PoolVector3Array:
var lines = PoolVector3Array()
var c = _get_box_corners(box)
lines.push_back(c[0])
lines.push_back(c[1])
lines.push_back(c[1])
lines.push_back(c[2])
lines.push_back(c[2])
lines.push_back(c[3])
lines.push_back(c[3])
lines.push_back(c[0])
lines.push_back(c[0])
lines.push_back(c[5])
lines.push_back(c[1])
lines.push_back(c[6])
lines.push_back(c[2])
lines.push_back(c[7])
lines.push_back(c[3])
lines.push_back(c[4])
lines.push_back(c[4])
lines.push_back(c[5])
lines.push_back(c[5])
lines.push_back(c[6])
lines.push_back(c[6])
lines.push_back(c[7])
lines.push_back(c[7])
lines.push_back(c[4])
return lines
# Returns the position of each handles. One on each corner, one at the center of each faces.
func _get_box_handles(box: ConceptBoxInput) -> PoolVector3Array:
var handles := PoolVector3Array()
var hs := box.size / 2.0
# Ordered on purpose so their (index % 3) matches the associated Vector3 axis
handles.append(Vector3(hs.x, 0.0, 0.0) + box.center)
handles.append(Vector3(0.0, hs.y, 0.0) + box.center)
handles.append(Vector3(0.0, 0.0, hs.z) + box.center)
handles.append(Vector3(-hs.x, 0.0, 0.0) + box.center)
handles.append(Vector3(0.0, -hs.y, 0.0) + box.center)
handles.append(Vector3(0.0, 0.0, -hs.z) + box.center)
# Append _get_box_corners(box) there once we figure out the math to move corners
return handles
# Calculate the position of each corners of the box.
func _get_box_corners(box: YourOwnCustomNode) -> PoolVector3Array:
var corners = PoolVector3Array()
var hs := box.size / 2.0
var left := -hs.x
var right := hs.x
var top := hs.y
var bottom := -hs.y
var front := hs.z
var back := - hs.z
corners.append(Vector3(left, top, front) + box.center)
corners.append(Vector3(right, top, front) + box.center)
corners.append(Vector3(right, bottom, front) + box.center)
corners.append(Vector3(left, bottom, front) + box.center)
corners.append(Vector3(left, bottom, back) + box.center)
corners.append(Vector3(left, top, back) + box.center)
corners.append(Vector3(right, top, back) + box.center)
corners.append(Vector3(right, bottom, back) + box.center)
return corners
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