Files
modbison/scripts/studio/gizmos/transform_gizmo_3d.gd
T

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4.6 KiB
GDScript

class_name TransformGizmo3D
extends Node3D
## Interactive 3D manipulator gizmo supporting Translate, Rotate, and Scale modes with snapping.
signal transform_started
signal transform_updated(mode: String, delta: Variant)
signal transform_finished(final_pos: Vector3, final_rot: Vector3, final_scale: Vector3)
enum Mode { TRANSLATE, ROTATE, SCALE, NONE }
enum Axis { NONE, X, Y, Z, XY, XZ, YZ }
var current_mode: Mode = Mode.TRANSLATE
var active_axis: Axis = Axis.NONE
var is_dragging: bool = false
# Snapping configuration
var snap_enabled: bool = true
var snap_translate: float = 1.0
var snap_rotate_deg: float = 15.0
var snap_scale: float = 0.5
var target_node: Node3D = null
var _drag_start_pos: Vector3 = Vector3.ZERO
var _drag_start_rot: Vector3 = Vector3.ZERO
var _drag_start_scale: Vector3 = Vector3.ONE
func _ready() -> void:
_build_gizmo_visuals()
func attach_to_node(node: Node3D) -> void:
target_node = node
if target_node != null:
visible = true
global_position = target_node.global_position
global_rotation = target_node.global_rotation
else:
visible = false
func set_mode(new_mode: Mode) -> void:
current_mode = new_mode
_update_visual_mode()
func set_snap(enabled: bool, translate_step: float = 1.0, rotate_step: float = 15.0) -> void:
snap_enabled = enabled
snap_translate = translate_step
snap_rotate_deg = rotate_step
func _build_gizmo_visuals() -> void:
# Build colored 3D axis handles for X (Red), Y (Green), Z (Blue)
var x_mat := StandardMaterial3D.new()
x_mat.albedo_color = Color(0.9, 0.2, 0.2)
x_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
var y_mat := StandardMaterial3D.new()
y_mat.albedo_color = Color(0.2, 0.85, 0.2)
y_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
var z_mat := StandardMaterial3D.new()
z_mat.albedo_color = Color(0.2, 0.4, 0.95)
z_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
# X axis line + arrow
var x_axis := _create_axis_cylinder(Vector3(1, 0, 0), x_mat)
x_axis.name = "AxisX"
add_child(x_axis)
# Y axis line + arrow
var y_axis := _create_axis_cylinder(Vector3(0, 1, 0), y_mat)
y_axis.name = "AxisY"
add_child(y_axis)
# Z axis line + arrow
var z_axis := _create_axis_cylinder(Vector3(0, 0, 1), z_mat)
z_axis.name = "AxisZ"
add_child(z_axis)
func _create_axis_cylinder(dir: Vector3, mat: Material) -> Node3D:
var container := Node3D.new()
var shaft := MeshInstance3D.new()
var cyl := CylinderMesh.new()
cyl.top_radius = 0.03
cyl.bottom_radius = 0.03
cyl.height = 1.5
cyl.material = mat
shaft.mesh = cyl
# Point cylinder along direction
if dir == Vector3(1, 0, 0):
shaft.rotation_degrees = Vector3(0, 0, -90)
shaft.position = Vector3(0.75, 0, 0)
elif dir == Vector3(0, 1, 0):
shaft.position = Vector3(0, 0.75, 0)
elif dir == Vector3(0, 0, 1):
shaft.rotation_degrees = Vector3(90, 0, 0)
shaft.position = Vector3(0, 0, 0.75)
container.add_child(shaft)
return container
func _update_visual_mode() -> void:
visible = (target_node != null and current_mode != Mode.NONE)
func start_drag(axis: Axis) -> void:
if target_node == null:
return
active_axis = axis
is_dragging = true
_drag_start_pos = target_node.position
_drag_start_rot = target_node.rotation_degrees
_drag_start_scale = target_node.scale
transform_started.emit()
func apply_drag_delta(delta_vec: Vector3) -> void:
if not is_dragging or target_node == null:
return
match current_mode:
Mode.TRANSLATE:
var new_pos := target_node.position + delta_vec
if snap_enabled and snap_translate > 0.0:
new_pos.x = snappedf(new_pos.x, snap_translate)
new_pos.y = snappedf(new_pos.y, snap_translate)
new_pos.z = snappedf(new_pos.z, snap_translate)
target_node.position = new_pos
global_position = target_node.global_position
transform_updated.emit("translate", new_pos)
Mode.ROTATE:
var rot := target_node.rotation_degrees + delta_vec * 10.0
if snap_enabled and snap_rotate_deg > 0.0:
rot.x = snappedf(rot.x, snap_rotate_deg)
rot.y = snappedf(rot.y, snap_rotate_deg)
rot.z = snappedf(rot.z, snap_rotate_deg)
target_node.rotation_degrees = rot
transform_updated.emit("rotate", rot)
Mode.SCALE:
var sc := target_node.scale + delta_vec
sc.x = maxf(0.1, sc.x)
sc.y = maxf(0.1, sc.y)
sc.z = maxf(0.1, sc.z)
if snap_enabled and snap_scale > 0.0:
sc.x = snappedf(sc.x, snap_scale)
sc.y = snappedf(sc.y, snap_scale)
sc.z = snappedf(sc.z, snap_scale)
target_node.scale = sc
transform_updated.emit("scale", sc)
func finish_drag() -> void:
if not is_dragging:
return
is_dragging = false
active_axis = Axis.NONE
if target_node != null:
transform_finished.emit(target_node.position, target_node.rotation_degrees, target_node.scale)