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Merge pull request #20022 from EIREXE/snap_to_floor
Add snap to floor functionality to the editor
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commit
6cf5eb8e37
@ -4270,6 +4270,9 @@ void SpatialEditor::_menu_item_pressed(int p_option) {
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settings_dialog->popup_centered(settings_vbc->get_combined_minimum_size() + Size2(50, 50));
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} break;
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case MENU_SNAP_TO_FLOOR: {
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snap_selected_nodes_to_floor();
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} break;
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case MENU_LOCK_SELECTED: {
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List<Node *> &selection = editor_selection->get_selected_node_list();
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@ -4745,6 +4748,119 @@ void SpatialEditor::_refresh_menu_icons() {
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tool_button[TOOL_UNLOCK_SELECTED]->set_visible(all_locked);
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}
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template <typename T>
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Set<T *> _get_child_nodes(Node *parent_node) {
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Set<T *> nodes = Set<T *>();
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T *node = Node::cast_to<T>(parent_node);
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if (node) {
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nodes.insert(node);
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}
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for (int i = 0; i < parent_node->get_child_count(); i++) {
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Node *child_node = parent_node->get_child(i);
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Set<T *> child_nodes = _get_child_nodes<T>(child_node);
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for (typename Set<T *>::Element *I = child_nodes.front(); I; I = I->next()) {
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nodes.insert(I->get());
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}
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}
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return nodes;
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}
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Set<RID> _get_physics_bodies_rid(Node *node) {
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Set<RID> rids = Set<RID>();
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PhysicsBody *pb = Node::cast_to<PhysicsBody>(node);
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if (pb) {
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rids.insert(pb->get_rid());
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}
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Set<PhysicsBody *> child_nodes = _get_child_nodes<PhysicsBody>(node);
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for (Set<PhysicsBody *>::Element *I = child_nodes.front(); I; I = I->next()) {
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rids.insert(I->get()->get_rid());
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}
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return rids;
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}
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void SpatialEditor::snap_selected_nodes_to_floor() {
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List<Node *> &selection = editor_selection->get_selected_node_list();
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Dictionary snap_data;
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for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
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Spatial *sp = Object::cast_to<Spatial>(E->get());
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if (sp) {
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Vector3 from = Vector3();
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Vector3 position_offset = Vector3();
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// Priorities for snapping to floor are CollisionShapes, VisualInstances and then origin
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Set<VisualInstance *> vi = _get_child_nodes<VisualInstance>(sp);
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Set<CollisionShape *> cs = _get_child_nodes<CollisionShape>(sp);
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if (cs.size()) {
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AABB aabb = sp->get_global_transform().xform(cs.front()->get()->get_shape()->get_debug_mesh()->get_aabb());
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for (Set<CollisionShape *>::Element *I = cs.front(); I; I = I->next()) {
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aabb.merge_with(sp->get_global_transform().xform(I->get()->get_shape()->get_debug_mesh()->get_aabb()));
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}
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Vector3 size = aabb.size * Vector3(0.5, 0.0, 0.5);
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from = aabb.position + size;
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position_offset.y = from.y - sp->get_global_transform().origin.y;
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} else if (vi.size()) {
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AABB aabb = vi.front()->get()->get_transformed_aabb();
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for (Set<VisualInstance *>::Element *I = vi.front(); I; I = I->next()) {
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aabb.merge_with(I->get()->get_transformed_aabb());
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}
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Vector3 size = aabb.size * Vector3(0.5, 0.0, 0.5);
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from = aabb.position + size;
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position_offset.y = from.y - sp->get_global_transform().origin.y;
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} else {
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from = sp->get_global_transform().origin;
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}
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// We add a bit of margin to the from position to avoid it from snapping
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// when the spatial is already on a floor and there's another floor under
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// it
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from = from + Vector3(0.0, 0.1, 0.0);
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Dictionary d;
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d["from"] = from;
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d["position_offset"] = position_offset;
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snap_data[sp] = d;
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}
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}
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PhysicsDirectSpaceState *ss = get_tree()->get_root()->get_world()->get_direct_space_state();
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PhysicsDirectSpaceState::RayResult result;
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Array keys = snap_data.keys();
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if (keys.size()) {
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undo_redo->create_action("Snap Nodes To Floor");
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for (int i = 0; i < keys.size(); i++) {
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Node *node = keys[i];
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Spatial *sp = Object::cast_to<Spatial>(node);
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Dictionary d = snap_data[node];
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Vector3 from = d["from"];
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Vector3 position_offset = d["position_offset"];
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Vector3 to = from - Vector3(0.0, 10.0, 0.0);
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Set<RID> excluded = _get_physics_bodies_rid(sp);
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if (ss->intersect_ray(from, to, result, excluded)) {
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Transform new_transform = sp->get_global_transform();
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new_transform.origin.y = result.position.y;
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new_transform.origin = new_transform.origin - position_offset;
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undo_redo->add_do_method(sp, "set_global_transform", new_transform);
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undo_redo->add_undo_method(sp, "set_global_transform", sp->get_global_transform());
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}
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}
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undo_redo->commit_action();
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}
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}
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void SpatialEditor::_unhandled_key_input(Ref<InputEvent> p_event) {
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if (!is_visible_in_tree() || get_viewport()->gui_has_modal_stack())
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@ -4773,6 +4889,8 @@ void SpatialEditor::_unhandled_key_input(Ref<InputEvent> p_event) {
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else if (ED_IS_SHORTCUT("spatial_editor/tool_scale", p_event))
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_menu_item_pressed(MENU_TOOL_SCALE);
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else if (ED_IS_SHORTCUT("spatial_editor/snap_to_floor", p_event))
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snap_selected_nodes_to_floor();
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else if (ED_IS_SHORTCUT("spatial_editor/local_coords", p_event))
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if (are_local_coords_enabled()) {
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@ -5132,6 +5250,7 @@ SpatialEditor::SpatialEditor(EditorNode *p_editor) {
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ED_SHORTCUT("spatial_editor/tool_move", TTR("Tool Move"), KEY_W);
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ED_SHORTCUT("spatial_editor/tool_rotate", TTR("Tool Rotate"), KEY_E);
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ED_SHORTCUT("spatial_editor/tool_scale", TTR("Tool Scale"), KEY_R);
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ED_SHORTCUT("spatial_editor/snap_to_floor", TTR("Snap To Floor"), KEY_PAGEDOWN);
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ED_SHORTCUT("spatial_editor/freelook_toggle", TTR("Toggle Freelook"), KEY_MASK_SHIFT + KEY_F);
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@ -5142,6 +5261,7 @@ SpatialEditor::SpatialEditor(EditorNode *p_editor) {
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hbc_menu->add_child(transform_menu);
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p = transform_menu->get_popup();
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p->add_shortcut(ED_SHORTCUT("spatial_editor/snap_to_floor", TTR("Snap object to floor")), MENU_SNAP_TO_FLOOR);
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p->add_shortcut(ED_SHORTCUT("spatial_editor/configure_snap", TTR("Configure Snap...")), MENU_TRANSFORM_CONFIGURE_SNAP);
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p->add_separator();
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p->add_shortcut(ED_SHORTCUT("spatial_editor/transform_dialog", TTR("Transform Dialog...")), MENU_TRANSFORM_DIALOG);
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@ -109,7 +109,6 @@ private:
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int index;
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String name;
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void _menu_option(int p_option);
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Spatial *preview_node;
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AABB *preview_bounds;
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Vector<String> selected_files;
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@ -405,7 +404,6 @@ public:
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TOOL_LOCK_SELECTED,
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TOOL_UNLOCK_SELECTED,
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TOOL_MAX
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};
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enum ToolOptions {
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@ -489,7 +487,8 @@ private:
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MENU_VIEW_CAMERA_SETTINGS,
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MENU_LOCK_SELECTED,
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MENU_UNLOCK_SELECTED,
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MENU_VISIBILITY_SKELETON
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MENU_VISIBILITY_SKELETON,
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MENU_SNAP_TO_FLOOR
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};
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Button *tool_button[TOOL_MAX];
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@ -598,7 +597,7 @@ public:
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void update_transform_gizmo();
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void update_all_gizmos();
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void snap_selected_nodes_to_floor();
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void select_gizmo_highlight_axis(int p_axis);
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void set_custom_camera(Node *p_camera) { custom_camera = p_camera; }
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