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Use collision detection ray to reposition an object already in the scene

Robert Yevdokimov 1 anno fa
parent
commit
fb768a7118

+ 70 - 15
editor/plugins/node_3d_editor_plugin.cpp

@@ -673,6 +673,7 @@ void Node3DEditorViewport::cancel_transform() {
 		sp->set_global_transform(se->original);
 	}
 
+	collision_reposition = false;
 	finish_transform();
 	set_message(TTR("Transform Aborted."), 3);
 }
@@ -1802,7 +1803,7 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
 				if (b->is_pressed()) {
 					clicked_wants_append = b->is_shift_pressed();
 
-					if (_edit.mode != TRANSFORM_NONE && _edit.instant) {
+					if (_edit.mode != TRANSFORM_NONE && (_edit.instant || collision_reposition)) {
 						commit_transform();
 						break; // just commit the edit, stop processing the event so we don't deselect the object
 					}
@@ -2398,10 +2399,10 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
 			cancel_transform();
 		}
 		if (!is_freelook_active() && !k->is_echo()) {
-			if (ED_IS_SHORTCUT("spatial_editor/instant_translate", p_event) && _edit.mode != TRANSFORM_TRANSLATE) {
+			if (ED_IS_SHORTCUT("spatial_editor/instant_translate", p_event) && (_edit.mode != TRANSFORM_TRANSLATE || collision_reposition)) {
 				if (_edit.mode == TRANSFORM_NONE) {
 					begin_transform(TRANSFORM_TRANSLATE, true);
-				} else if (_edit.instant) {
+				} else if (_edit.instant || collision_reposition) {
 					commit_transform();
 					begin_transform(TRANSFORM_TRANSLATE, true);
 				}
@@ -2409,7 +2410,7 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
 			if (ED_IS_SHORTCUT("spatial_editor/instant_rotate", p_event) && _edit.mode != TRANSFORM_ROTATE) {
 				if (_edit.mode == TRANSFORM_NONE) {
 					begin_transform(TRANSFORM_ROTATE, true);
-				} else if (_edit.instant) {
+				} else if (_edit.instant || collision_reposition) {
 					commit_transform();
 					begin_transform(TRANSFORM_ROTATE, true);
 				}
@@ -2417,11 +2418,23 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
 			if (ED_IS_SHORTCUT("spatial_editor/instant_scale", p_event) && _edit.mode != TRANSFORM_SCALE) {
 				if (_edit.mode == TRANSFORM_NONE) {
 					begin_transform(TRANSFORM_SCALE, true);
-				} else if (_edit.instant) {
+				} else if (_edit.instant || collision_reposition) {
 					commit_transform();
 					begin_transform(TRANSFORM_SCALE, true);
 				}
 			}
+			if (ED_IS_SHORTCUT("spatial_editor/collision_reposition", p_event) && editor_selection->get_selected_node_list().size() == 1 && !collision_reposition) {
+				if (_edit.mode == TRANSFORM_NONE || _edit.instant) {
+					if (_edit.mode == TRANSFORM_NONE) {
+						_compute_edit(_edit.mouse_pos);
+					} else {
+						commit_transform();
+						_compute_edit(_edit.mouse_pos);
+					}
+					_edit.mode = TRANSFORM_TRANSLATE;
+					collision_reposition = true;
+				}
+			}
 		}
 
 		// Freelook doesn't work in orthogonal mode.
@@ -3072,11 +3085,24 @@ void Node3DEditorViewport::_notification(int p_what) {
 		} break;
 
 		case NOTIFICATION_PHYSICS_PROCESS: {
+			if (collision_reposition) {
+				List<Node *> &selection = editor_selection->get_selected_node_list();
+
+				if (selection.size() == 1) {
+					Node3D *first_selected_node = Object::cast_to<Node3D>(selection.front()->get());
+					double snap = EDITOR_GET("interface/inspector/default_float_step");
+					int snap_step_decimals = Math::range_step_decimals(snap);
+					set_message(TTR("Translating:") + " (" + String::num(first_selected_node->get_global_position().x, snap_step_decimals) + ", " +
+							String::num(first_selected_node->get_global_position().y, snap_step_decimals) + ", " + String::num(first_selected_node->get_global_position().z, snap_step_decimals) + ")");
+					first_selected_node->set_global_position(spatial_editor->snap_point(_get_instance_position(_edit.mouse_pos, first_selected_node)));
+				}
+			}
+
 			if (!update_preview_node) {
 				return;
 			}
 			if (preview_node->is_inside_tree()) {
-				preview_node_pos = spatial_editor->snap_point(_get_instance_position(preview_node_viewport_pos));
+				preview_node_pos = spatial_editor->snap_point(_get_instance_position(preview_node_viewport_pos, preview_node));
 				double snap = EDITOR_GET("interface/inspector/default_float_step");
 				int snap_step_decimals = Math::range_step_decimals(snap);
 				set_message(TTR("Instantiating:") + " (" + String::num(preview_node_pos.x, snap_step_decimals) + ", " +
@@ -3966,7 +3992,7 @@ void Node3DEditorViewport::update_transform_gizmo_view() {
 		return;
 	}
 
-	bool show_gizmo = spatial_editor->is_gizmo_visible() && !_edit.instant && transform_gizmo_visible;
+	bool show_gizmo = spatial_editor->is_gizmo_visible() && !_edit.instant && transform_gizmo_visible && !collision_reposition;
 	for (int i = 0; i < 3; i++) {
 		Transform3D axis_angle;
 		if (xform.basis.get_column(i).normalized().dot(xform.basis.get_column((i + 1) % 3).normalized()) < 1.0) {
@@ -3997,7 +4023,7 @@ void Node3DEditorViewport::update_transform_gizmo_view() {
 	xform.orthonormalize();
 	xform.basis.scale(scale);
 	RenderingServer::get_singleton()->instance_set_transform(rotate_gizmo_instance[3], xform);
-	RenderingServer::get_singleton()->instance_set_visible(rotate_gizmo_instance[3], spatial_editor->is_gizmo_visible() && !_edit.instant && transform_gizmo_visible && (spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_ROTATE));
+	RenderingServer::get_singleton()->instance_set_visible(rotate_gizmo_instance[3], spatial_editor->is_gizmo_visible() && !_edit.instant && transform_gizmo_visible && !collision_reposition && (spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_ROTATE));
 }
 
 void Node3DEditorViewport::set_state(const Dictionary &p_state) {
@@ -4241,7 +4267,19 @@ void Node3DEditorViewport::assign_pending_data_pointers(Node3D *p_preview_node,
 	accept = p_accept;
 }
 
-Vector3 Node3DEditorViewport::_get_instance_position(const Point2 &p_pos) const {
+void _insert_rid_recursive(Node *node, HashSet<RID> &rids) {
+	CollisionObject3D *co = Object::cast_to<CollisionObject3D>(node);
+	if (co) {
+		rids.insert(co->get_rid());
+	}
+
+	for (int i = 0; i < node->get_child_count(); i++) {
+		Node *child = node->get_child(i);
+		_insert_rid_recursive(child, rids);
+	}
+}
+
+Vector3 Node3DEditorViewport::_get_instance_position(const Point2 &p_pos, Node3D *p_node) const {
 	const float MAX_DISTANCE = 50.0;
 	const float FALLBACK_DISTANCE = 5.0;
 
@@ -4250,13 +4288,28 @@ Vector3 Node3DEditorViewport::_get_instance_position(const Point2 &p_pos) const
 
 	PhysicsDirectSpaceState3D *ss = get_tree()->get_root()->get_world_3d()->get_direct_space_state();
 
+	HashSet<RID> rids;
+
+	if (!preview_node->is_inside_tree()) {
+		List<Node *> &selection = editor_selection->get_selected_node_list();
+
+		Node3D *first_selected_node = Object::cast_to<Node3D>(selection.front()->get());
+
+		Array children = first_selected_node->get_children();
+
+		if (first_selected_node) {
+			_insert_rid_recursive(first_selected_node, rids);
+		}
+	}
+
 	PhysicsDirectSpaceState3D::RayParameters ray_params;
+	ray_params.exclude = rids;
 	ray_params.from = world_pos;
 	ray_params.to = world_pos + world_ray * camera->get_far();
 
 	PhysicsDirectSpaceState3D::RayResult result;
-	if (ss->intersect_ray(ray_params, result) && preview_node->get_child_count() > 0) {
-		// Calculate an offset for the `preview_node` such that the its bounding box is on top of and touching the contact surface's plane.
+	if (ss->intersect_ray(ray_params, result) && (preview_node->get_child_count() > 0 || !preview_node->is_inside_tree())) {
+		// Calculate an offset for the `p_node` such that the its bounding box is on top of and touching the contact surface's plane.
 
 		// Use the Gram-Schmidt process to get an orthonormal Basis aligned with the surface normal.
 		const Vector3 bb_basis_x = result.normal;
@@ -4271,10 +4324,10 @@ Vector3 Node3DEditorViewport::_get_instance_position(const Point2 &p_pos) const
 		const Basis bb_basis = Basis(bb_basis_x, bb_basis_y, bb_basis_z);
 
 		// This normal-aligned Basis allows us to create an AABB that can fit on the surface plane as snugly as possible.
-		const Transform3D bb_transform = Transform3D(bb_basis, preview_node->get_transform().origin);
-		const AABB preview_node_bb = _calculate_spatial_bounds(preview_node, true, &bb_transform);
-		// The x-axis's alignment with the surface normal also makes it trivial to get the distance from `preview_node`'s origin at (0, 0, 0) to the correct AABB face.
-		const float offset_distance = -preview_node_bb.position.x;
+		const Transform3D bb_transform = Transform3D(bb_basis, p_node->get_transform().origin);
+		const AABB p_node_bb = _calculate_spatial_bounds(p_node, true, &bb_transform);
+		// The x-axis's alignment with the surface normal also makes it trivial to get the distance from `p_node`'s origin at (0, 0, 0) to the correct AABB face.
+		const float offset_distance = -p_node_bb.position.x;
 
 		// `result_offset` is in global space.
 		const Vector3 result_offset = result.position + result.normal * offset_distance;
@@ -4912,6 +4965,7 @@ void Node3DEditorViewport::commit_transform() {
 	}
 	undo_redo->commit_action();
 
+	collision_reposition = false;
 	finish_transform();
 	set_message("");
 }
@@ -5509,6 +5563,7 @@ Node3DEditorViewport::Node3DEditorViewport(Node3DEditor *p_spatial_editor, int p
 	ED_SHORTCUT("spatial_editor/instant_translate", TTR("Begin Translate Transformation"));
 	ED_SHORTCUT("spatial_editor/instant_rotate", TTR("Begin Rotate Transformation"));
 	ED_SHORTCUT("spatial_editor/instant_scale", TTR("Begin Scale Transformation"));
+	ED_SHORTCUT("spatial_editor/collision_reposition", TTR("Reposition Using Collisions"), KeyModifierMask::SHIFT | Key::G);
 
 	preview_camera = memnew(CheckBox);
 	preview_camera->set_text(TTR("Preview"));

+ 2 - 2
editor/plugins/node_3d_editor_plugin.h

@@ -245,6 +245,7 @@ private:
 	bool auto_orthogonal;
 	bool lock_rotation;
 	bool transform_gizmo_visible = true;
+	bool collision_reposition = false;
 	real_t gizmo_scale;
 
 	bool freelook_active;
@@ -338,7 +339,6 @@ private:
 		TRANSFORM_ROTATE,
 		TRANSFORM_TRANSLATE,
 		TRANSFORM_SCALE
-
 	};
 	enum TransformPlane {
 		TRANSFORM_VIEW,
@@ -471,7 +471,7 @@ private:
 	void _list_select(Ref<InputEventMouseButton> b);
 	Point2 _get_warped_mouse_motion(const Ref<InputEventMouseMotion> &p_ev_mouse_motion) const;
 
-	Vector3 _get_instance_position(const Point2 &p_pos) const;
+	Vector3 _get_instance_position(const Point2 &p_pos, Node3D *p_node) const;
 	static AABB _calculate_spatial_bounds(const Node3D *p_parent, bool p_omit_top_level = false, const Transform3D *p_bounds_orientation = nullptr);
 
 	Node *_sanitize_preview_node(Node *p_node) const;