Improve Mesh UV1/UV2 preview in the editor

- Use an AspectRatioContainer to prevent stretching that occurs depending
  on the dialog size.
- Draw UV bounds and a grid at 1/8th increments.
- Scale lines according to editor scale for better visibility on hiDPI displays.
This commit is contained in:
Hugo Locurcio 2024-11-01 01:02:40 +01:00
parent ef8d981267
commit 416e1a538f
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GPG Key ID: 39E8F8BE30B0A49C
2 changed files with 43 additions and 3 deletions

View File

@ -40,6 +40,7 @@
#include "scene/3d/physics/collision_shape_3d.h"
#include "scene/3d/physics/physics_body_3d.h"
#include "scene/3d/physics/static_body_3d.h"
#include "scene/gui/aspect_ratio_container.h"
#include "scene/gui/box_container.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/menu_button.h"
@ -445,10 +446,43 @@ void MeshInstance3DEditor::_debug_uv_draw() {
}
debug_uv->set_clip_contents(true);
debug_uv->draw_rect(Rect2(Vector2(), debug_uv->get_size()), get_theme_color(SNAME("dark_color_3"), EditorStringName(Editor)));
debug_uv->draw_rect(
Rect2(Vector2(), debug_uv->get_size()),
get_theme_color(SNAME("dark_color_3"), EditorStringName(Editor)));
// Draw an outline to represent the UV2's beginning and end area (useful on Black OLED theme).
// Top-left coordinate needs to be `(1, 1)` to prevent `clip_contents` from clipping the top and left lines.
debug_uv->draw_rect(
Rect2(Vector2(1, 1), debug_uv->get_size() - Vector2(1, 1)),
get_theme_color(SNAME("mono_color"), EditorStringName(Editor)) * Color(1, 1, 1, 0.125),
false,
Math::round(EDSCALE));
for (int x = 1; x <= 7; x++) {
debug_uv->draw_line(
Vector2(debug_uv->get_size().x * 0.125 * x, 0),
Vector2(debug_uv->get_size().x * 0.125 * x, debug_uv->get_size().y),
get_theme_color(SNAME("mono_color"), EditorStringName(Editor)) * Color(1, 1, 1, 0.125),
Math::round(EDSCALE));
}
for (int y = 1; y <= 7; y++) {
debug_uv->draw_line(
Vector2(0, debug_uv->get_size().y * 0.125 * y),
Vector2(debug_uv->get_size().x, debug_uv->get_size().y * 0.125 * y),
get_theme_color(SNAME("mono_color"), EditorStringName(Editor)) * Color(1, 1, 1, 0.125),
Math::round(EDSCALE));
}
debug_uv->draw_set_transform(Vector2(), 0, debug_uv->get_size());
// Use a translucent color to allow overlapping triangles to be visible.
debug_uv->draw_multiline(uv_lines, get_theme_color(SNAME("mono_color"), EditorStringName(Editor)) * Color(1, 1, 1, 0.5));
// Divide line width by the drawing scale set above, so that line width is consistent regardless of dialog size.
// Aspect ratio is preserved by the parent AspectRatioContainer, so we only need to check the X size which is always equal to Y.
debug_uv->draw_multiline(
uv_lines,
get_theme_color(SNAME("mono_color"), EditorStringName(Editor)) * Color(1, 1, 1, 0.5),
Math::round(EDSCALE) / debug_uv->get_size().x);
}
void MeshInstance3DEditor::_create_navigation_mesh() {
@ -613,10 +647,14 @@ MeshInstance3DEditor::MeshInstance3DEditor() {
debug_uv_dialog = memnew(AcceptDialog);
debug_uv_dialog->set_title(TTR("UV Channel Debug"));
add_child(debug_uv_dialog);
debug_uv_arc = memnew(AspectRatioContainer);
debug_uv_dialog->add_child(debug_uv_arc);
debug_uv = memnew(Control);
debug_uv->set_custom_minimum_size(Size2(600, 600) * EDSCALE);
debug_uv->connect(SceneStringName(draw), callable_mp(this, &MeshInstance3DEditor::_debug_uv_draw));
debug_uv_dialog->add_child(debug_uv);
debug_uv_arc->add_child(debug_uv);
navigation_mesh_dialog = memnew(ConfirmationDialog);
navigation_mesh_dialog->set_title(TTR("Create NavigationMesh"));

View File

@ -36,6 +36,7 @@
#include "scene/gui/option_button.h"
class AcceptDialog;
class AspectRatioContainer;
class ConfirmationDialog;
class MenuButton;
class SpinBox;
@ -79,6 +80,7 @@ class MeshInstance3DEditor : public Control {
AcceptDialog *err_dialog = nullptr;
AcceptDialog *debug_uv_dialog = nullptr;
AspectRatioContainer *debug_uv_arc = nullptr;
Control *debug_uv = nullptr;
Vector<Vector2> uv_lines;