behaviour-tree-test/engine/scene/debugger/view_3d_controller.h
Sara c3f9669b10 Add 'engine/' from commit 'a8e37fc010'
git-subtree-dir: engine
git-subtree-mainline: b74841629e
git-subtree-split: a8e37fc010
2026-03-13 11:22:19 +01:00

331 lines
12 KiB
C++

/**************************************************************************/
/* view_3d_controller.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#pragma once
#ifndef _3D_DISABLED
#include "core/object/ref_counted.h"
namespace View3DControllerConsts {
constexpr float DISTANCE_DEFAULT = 4;
constexpr float ZOOM_FREELOOK_MULTIPLIER = 1.08;
constexpr float ZOOM_FREELOOK_MIN = 0.01;
#ifdef REAL_T_IS_DOUBLE
constexpr double ZOOM_FREELOOK_MAX = 1'000'000'000'000;
#else
constexpr float ZOOM_FREELOOK_MAX = 10'000;
#endif
constexpr float CAMERA_MIN_FOV_SCALE = 0.1;
constexpr float CAMERA_MAX_FOV_SCALE = 2.5;
} //namespace View3DControllerConsts
class InputEvent;
class InputEventMouseMotion;
class InputEventWithModifiers;
class Shortcut;
class View3DController : public RefCounted {
GDCLASS(View3DController, RefCounted);
public:
enum NavigationMode {
NAV_MODE_NONE,
NAV_MODE_PAN,
NAV_MODE_ZOOM,
NAV_MODE_ORBIT,
NAV_MODE_LOOK,
NAV_MODE_MOVE,
};
enum NavigationScheme {
NAV_SCHEME_GODOT,
NAV_SCHEME_MAYA,
NAV_SCHEME_MODO,
NAV_SCHEME_CUSTOM,
NAV_SCHEME_TABLET,
};
enum NavigationMouseButton {
NAV_MOUSE_BUTTON_LEFT,
NAV_MOUSE_BUTTON_MIDDLE,
NAV_MOUSE_BUTTON_RIGHT,
NAV_MOUSE_BUTTON_4,
NAV_MOUSE_BUTTON_5,
};
enum ZoomStyle {
ZOOM_VERTICAL,
ZOOM_HORIZONTAL,
};
enum FreelookScheme {
FREELOOK_DEFAULT,
FREELOOK_PARTIALLY_AXIS_LOCKED,
FREELOOK_FULLY_AXIS_LOCKED,
};
enum ViewType {
VIEW_TYPE_USER,
VIEW_TYPE_TOP,
VIEW_TYPE_BOTTOM,
VIEW_TYPE_LEFT,
VIEW_TYPE_RIGHT,
VIEW_TYPE_FRONT,
VIEW_TYPE_REAR,
};
enum OrthogonalMode {
ORTHOGONAL_DISABLED,
ORTHOGONAL_ENABLED,
ORTHOGONAL_AUTO,
};
enum ShortcutName {
SHORTCUT_FOV_INCREASE,
SHORTCUT_FOV_DECREASE,
SHORTCUT_FOV_RESET,
SHORTCUT_PAN_MOD_1,
SHORTCUT_PAN_MOD_2,
SHORTCUT_ORBIT_MOD_1,
SHORTCUT_ORBIT_MOD_2,
SHORTCUT_ORBIT_SNAP_MOD_1,
SHORTCUT_ORBIT_SNAP_MOD_2,
SHORTCUT_ZOOM_MOD_1,
SHORTCUT_ZOOM_MOD_2,
SHORTCUT_FREELOOK_FORWARD,
SHORTCUT_FREELOOK_BACKWARDS,
SHORTCUT_FREELOOK_LEFT,
SHORTCUT_FREELOOK_RIGHT,
SHORTCUT_FREELOOK_UP,
SHORTCUT_FREELOOK_DOWN,
SHORTCUT_FREELOOK_SPEED_MOD,
SHORTCUT_FREELOOK_SLOW_MOD,
SHORTCUT_MAX,
};
struct Cursor {
Vector3 pos;
real_t x_rot;
real_t y_rot;
real_t distance;
real_t fov_scale;
real_t unsnapped_x_rot;
real_t unsnapped_y_rot;
Vector3 eye_pos; // Used for freelook.
// TODO: These variables are not related to cursor manipulation, and specific
// to Node3DEditorPlugin. So remove them in the future.
bool region_select;
Point2 region_begin;
Point2 region_end;
Cursor() {
// These rotations place the camera in +X +Y +Z, aka south east, facing north west.
x_rot = 0.5;
y_rot = -0.5;
unsnapped_x_rot = x_rot;
unsnapped_y_rot = y_rot;
distance = 4;
fov_scale = 1.0;
region_select = false;
}
};
// Viewport camera supports movement smoothing,
// so one cursor is the real cursor, while the other can be an interpolated version.
Cursor cursor; // Immediate cursor.
private:
Cursor cursor_interp; // That one may be interpolated (don't modify this one except for smoothing purposes).
Cursor previous_cursor; // Storing previous cursor state for canceling purposes.
bool navigating = false;
bool navigation_cancelled = false;
void cancel_navigation();
protected:
static void _bind_methods();
private:
HashMap<int, Ref<Shortcut>> inputs;
NavigationScheme navigation_scheme = NAV_SCHEME_GODOT;
ViewType view_type = VIEW_TYPE_USER;
NavigationMouseButton pan_mouse_button = NAV_MOUSE_BUTTON_MIDDLE;
NavigationMouseButton orbit_mouse_button = NAV_MOUSE_BUTTON_MIDDLE;
float orbit_sensitivity = 0;
float orbit_inertia = 0;
bool freelook = false;
FreelookScheme freelook_scheme = FREELOOK_DEFAULT;
float freelook_speed = 0;
float freelook_base_speed = 0;
float freelook_speed_zoom_link = 0;
float freelook_sensitivity = 0;
float freelook_inertia = 0;
bool freelook_invert_y_axis = false;
ZoomStyle zoom_style = ZOOM_VERTICAL;
NavigationMouseButton zoom_mouse_button = NAV_MOUSE_BUTTON_MIDDLE;
float zoom_inertia = 0;
int zoom_failed_attempts_count = 0;
float translation_sensitivity = 0;
float translation_inertia = 0;
float angle_snap_threshold = 0;
bool warped_mouse_panning = false;
bool emulate_3_button_mouse = false;
bool emulate_numpad = true;
OrthogonalMode orthogonal = ORTHOGONAL_DISABLED;
bool auto_orthogonal_allowed = false;
bool lock_rotation = false;
float znear = 0;
float zfar = 0;
bool invert_x_axis = false;
bool invert_y_axis = false;
Point2 previous_mouse_position;
Transform3D _to_camera_transform(const Cursor &p_cursor) const;
struct ShortcutCheck {
bool mod_pressed = false;
bool not_empty = true;
int input_count = 0;
NavigationMouseButton mouse_preference = NAV_MOUSE_BUTTON_LEFT;
NavigationMode result_nav_mode = NAV_MODE_NONE;
ShortcutCheck(bool p_mod_pressed, bool p_not_empty, int p_input_count, const NavigationMouseButton &p_mouse_preference, const NavigationMode &p_result_nav_mode) :
mod_pressed(p_mod_pressed), not_empty(p_not_empty), input_count(p_input_count), mouse_preference(p_mouse_preference), result_nav_mode(p_result_nav_mode) {
}
};
struct ShortcutCheckSetComparator {
_FORCE_INLINE_ bool operator()(const ShortcutCheck &A, const ShortcutCheck &B) const {
return A.input_count > B.input_count;
}
};
bool _is_shortcut_pressed(const ShortcutName p_name, const bool p_true_if_null = false);
bool _is_shortcut_empty(const ShortcutName p_name);
NavigationMode _get_nav_mode_from_shortcuts(NavigationMouseButton p_mouse_button, const Vector<ShortcutCheck> &p_shortcut_checks, bool p_not_empty);
public:
bool gui_input(const Ref<InputEvent> &p_event, const Rect2 &p_surface_rect);
bool is_navigating() const { return navigating; }
void cursor_pan(const Ref<InputEventWithModifiers> &p_event, const Vector2 &p_relative);
void cursor_look(const Ref<InputEventWithModifiers> &p_event, const Vector2 &p_relative);
void cursor_orbit(const Ref<InputEventWithModifiers> &p_event, const Vector2 &p_relative);
void cursor_zoom(const Ref<InputEventWithModifiers> p_event, const Vector2 &p_relative);
void update_camera(const real_t p_delta = 0);
void update_freelook(const float p_delta);
void scale_freelook_speed(const float p_scale);
void scale_cursor_distance(const float p_scale);
inline Transform3D to_camera_transform() const { return _to_camera_transform(cursor); }
inline Transform3D interp_to_camera_transform() const { return _to_camera_transform(cursor_interp); }
void set_shortcut(const ShortcutName p_name, const Ref<Shortcut> &p_shortcut);
void set_navigation_scheme(const NavigationScheme p_scheme) { navigation_scheme = p_scheme; }
void set_view_type(const ViewType p_view);
ViewType get_view_type() const { return view_type; }
String get_view_type_name() const;
void set_pan_mouse_button(const NavigationMouseButton p_button) { pan_mouse_button = p_button; }
void set_orbit_sensitivity(const float p_sensitivity) { orbit_sensitivity = p_sensitivity; }
void set_orbit_inertia(const float p_inertia) { orbit_inertia = p_inertia; }
void set_orbit_mouse_button(const NavigationMouseButton p_button) { orbit_mouse_button = p_button; }
void set_freelook_enabled(const bool p_enabled);
bool is_freelook_enabled() const { return freelook; }
void set_freelook_scheme(FreelookScheme p_scheme) { freelook_scheme = p_scheme; }
FreelookScheme get_freelook_scheme() const { return freelook_scheme; }
void set_freelook_base_speed(const float p_speed);
float get_freelook_speed() const { return freelook_speed; }
void set_freelook_sensitivity(const float p_sensitivity) { freelook_sensitivity = p_sensitivity; }
void set_freelook_inertia(const float p_inertia) { freelook_inertia = p_inertia; }
void set_freelook_speed_zoom_link(const bool p_enabled) { freelook_speed_zoom_link = p_enabled; }
void set_freelook_invert_y_axis(const bool p_enabled) { freelook_invert_y_axis = p_enabled; }
void set_zoom_style(ZoomStyle p_style) { zoom_style = p_style; }
void set_zoom_inertia(const float p_inertia) { zoom_inertia = p_inertia; }
void set_zoom_mouse_button(const NavigationMouseButton p_button) { zoom_mouse_button = p_button; }
void set_translation_sensitivity(const float p_sensitivity) { translation_sensitivity = p_sensitivity; }
void set_translation_inertia(const float p_inertia) { translation_inertia = p_inertia; }
void set_angle_snap_threshold(const float p_threshold) { angle_snap_threshold = p_threshold; }
void set_emulate_3_button_mouse(const bool p_enabled) { emulate_3_button_mouse = p_enabled; }
void set_emulate_numpad(const bool p_enabled) { emulate_numpad = p_enabled; }
void set_orthogonal(const bool p_enabled) { orthogonal = p_enabled ? ORTHOGONAL_ENABLED : ORTHOGONAL_DISABLED; }
bool is_orthogonal() const { return orthogonal != ORTHOGONAL_DISABLED; }
OrthogonalMode get_orthogonal_mode() const { return orthogonal; }
void force_auto_orthogonal();
void set_auto_orthogonal_allowed(const bool p_enabled);
void set_lock_rotation(const bool p_locked) { lock_rotation = p_locked; }
bool is_locking_rotation() { return lock_rotation; }
void set_z_near(const float p_near) { znear = p_near; }
void set_z_far(const float p_far) { zfar = p_far; }
void set_invert_x_axis(const bool p_invert) { invert_x_axis = p_invert; }
void set_invert_y_axis(const bool p_invert) { invert_y_axis = p_invert; }
void set_warped_mouse_panning(const bool p_enabled) { warped_mouse_panning = p_enabled; }
Point2 get_warped_mouse_motion(const Ref<InputEventMouseMotion> &p_event, const Rect2 &p_surface_rect) const;
int get_zoom_failed_attempts_count() const { return zoom_failed_attempts_count; }
};
#endif // _3D_DISABLED