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df6cd37a69
Fix accessing editor theme items throughout the UI
319 lines
12 KiB
C++
319 lines
12 KiB
C++
/**************************************************************************/
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/* light_3d_gizmo_plugin.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "light_3d_gizmo_plugin.h"
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#include "core/config/project_settings.h"
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#include "editor/editor_node.h"
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#include "editor/editor_settings.h"
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#include "editor/editor_string_names.h"
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#include "editor/editor_undo_redo_manager.h"
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#include "editor/plugins/node_3d_editor_plugin.h"
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#include "scene/3d/light_3d.h"
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Light3DGizmoPlugin::Light3DGizmoPlugin() {
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// Enable vertex colors for the materials below as the gizmo color depends on the light color.
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create_material("lines_primary", Color(1, 1, 1), false, false, true);
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create_material("lines_secondary", Color(1, 1, 1, 0.35), false, false, true);
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create_material("lines_billboard", Color(1, 1, 1), true, false, true);
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create_icon_material("light_directional_icon", EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("GizmoDirectionalLight"), EditorStringName(EditorIcons)));
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create_icon_material("light_omni_icon", EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("GizmoLight"), EditorStringName(EditorIcons)));
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create_icon_material("light_spot_icon", EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("GizmoSpotLight"), EditorStringName(EditorIcons)));
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create_handle_material("handles");
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create_handle_material("handles_billboard", true);
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}
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bool Light3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
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return Object::cast_to<Light3D>(p_spatial) != nullptr;
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}
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String Light3DGizmoPlugin::get_gizmo_name() const {
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return "Light3D";
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}
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int Light3DGizmoPlugin::get_priority() const {
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return -1;
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}
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String Light3DGizmoPlugin::get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {
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if (p_id == 0) {
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return "Radius";
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} else {
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return "Aperture";
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}
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}
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Variant Light3DGizmoPlugin::get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {
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Light3D *light = Object::cast_to<Light3D>(p_gizmo->get_node_3d());
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if (p_id == 0) {
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return light->get_param(Light3D::PARAM_RANGE);
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}
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if (p_id == 1) {
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return light->get_param(Light3D::PARAM_SPOT_ANGLE);
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}
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return Variant();
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}
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void Light3DGizmoPlugin::set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, Camera3D *p_camera, const Point2 &p_point) {
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Light3D *light = Object::cast_to<Light3D>(p_gizmo->get_node_3d());
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Transform3D gt = light->get_global_transform();
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Transform3D gi = gt.affine_inverse();
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Vector3 ray_from = p_camera->project_ray_origin(p_point);
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Vector3 ray_dir = p_camera->project_ray_normal(p_point);
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Vector3 s[2] = { gi.xform(ray_from), gi.xform(ray_from + ray_dir * 4096) };
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if (p_id == 0) {
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if (Object::cast_to<SpotLight3D>(light)) {
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Vector3 ra, rb;
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Geometry3D::get_closest_points_between_segments(Vector3(), Vector3(0, 0, -4096), s[0], s[1], ra, rb);
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float d = -ra.z;
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if (Node3DEditor::get_singleton()->is_snap_enabled()) {
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d = Math::snapped(d, Node3DEditor::get_singleton()->get_translate_snap());
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}
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if (d <= 0) { // Equal is here for negative zero.
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d = 0;
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}
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light->set_param(Light3D::PARAM_RANGE, d);
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} else if (Object::cast_to<OmniLight3D>(light)) {
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Plane cp = Plane(p_camera->get_transform().basis.get_column(2), gt.origin);
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Vector3 inters;
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if (cp.intersects_ray(ray_from, ray_dir, &inters)) {
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float r = inters.distance_to(gt.origin);
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if (Node3DEditor::get_singleton()->is_snap_enabled()) {
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r = Math::snapped(r, Node3DEditor::get_singleton()->get_translate_snap());
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}
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light->set_param(Light3D::PARAM_RANGE, r);
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}
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}
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} else if (p_id == 1) {
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float a = _find_closest_angle_to_half_pi_arc(s[0], s[1], light->get_param(Light3D::PARAM_RANGE), gt);
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light->set_param(Light3D::PARAM_SPOT_ANGLE, CLAMP(a, 0.01, 89.99));
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}
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}
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void Light3DGizmoPlugin::commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel) {
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Light3D *light = Object::cast_to<Light3D>(p_gizmo->get_node_3d());
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if (p_cancel) {
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light->set_param(p_id == 0 ? Light3D::PARAM_RANGE : Light3D::PARAM_SPOT_ANGLE, p_restore);
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} else if (p_id == 0) {
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EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
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ur->create_action(TTR("Change Light Radius"));
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ur->add_do_method(light, "set_param", Light3D::PARAM_RANGE, light->get_param(Light3D::PARAM_RANGE));
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ur->add_undo_method(light, "set_param", Light3D::PARAM_RANGE, p_restore);
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ur->commit_action();
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} else if (p_id == 1) {
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EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
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ur->create_action(TTR("Change Light Radius"));
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ur->add_do_method(light, "set_param", Light3D::PARAM_SPOT_ANGLE, light->get_param(Light3D::PARAM_SPOT_ANGLE));
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ur->add_undo_method(light, "set_param", Light3D::PARAM_SPOT_ANGLE, p_restore);
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ur->commit_action();
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}
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}
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void Light3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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Light3D *light = Object::cast_to<Light3D>(p_gizmo->get_node_3d());
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Color color = light->get_color().srgb_to_linear() * light->get_correlated_color().srgb_to_linear();
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color = color.linear_to_srgb();
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// Make the gizmo color as bright as possible for better visibility
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color.set_hsv(color.get_h(), color.get_s(), 1);
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p_gizmo->clear();
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if (Object::cast_to<DirectionalLight3D>(light)) {
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if (p_gizmo->is_selected()) {
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Ref<Material> material = get_material("lines_primary", p_gizmo);
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const int arrow_points = 7;
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const float arrow_length = 1.5;
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Vector3 arrow[arrow_points] = {
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Vector3(0, 0, -1),
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Vector3(0, 0.8, 0),
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Vector3(0, 0.3, 0),
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Vector3(0, 0.3, arrow_length),
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Vector3(0, -0.3, arrow_length),
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Vector3(0, -0.3, 0),
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Vector3(0, -0.8, 0)
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};
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int arrow_sides = 2;
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Vector<Vector3> lines;
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for (int i = 0; i < arrow_sides; i++) {
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for (int j = 0; j < arrow_points; j++) {
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Basis ma(Vector3(0, 0, 1), Math_PI * i / arrow_sides);
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Vector3 v1 = arrow[j] - Vector3(0, 0, arrow_length);
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Vector3 v2 = arrow[(j + 1) % arrow_points] - Vector3(0, 0, arrow_length);
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lines.push_back(ma.xform(v1));
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lines.push_back(ma.xform(v2));
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}
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}
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p_gizmo->add_lines(lines, material, false, color);
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}
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Ref<Material> icon = get_material("light_directional_icon", p_gizmo);
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p_gizmo->add_unscaled_billboard(icon, 0.05, color);
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}
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if (Object::cast_to<OmniLight3D>(light)) {
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if (p_gizmo->is_selected()) {
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// Use both a billboard circle and 3 non-billboard circles for a better sphere-like representation
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const Ref<Material> lines_material = get_material("lines_secondary", p_gizmo);
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const Ref<Material> lines_billboard_material = get_material("lines_billboard", p_gizmo);
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OmniLight3D *on = Object::cast_to<OmniLight3D>(light);
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const float r = on->get_param(Light3D::PARAM_RANGE);
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Vector<Vector3> points;
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Vector<Vector3> points_billboard;
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for (int i = 0; i < 120; i++) {
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// Create a circle
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const float ra = Math::deg_to_rad((float)(i * 3));
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const float rb = Math::deg_to_rad((float)((i + 1) * 3));
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const Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r;
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const Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
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// Draw axis-aligned circles
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points.push_back(Vector3(a.x, 0, a.y));
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points.push_back(Vector3(b.x, 0, b.y));
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points.push_back(Vector3(0, a.x, a.y));
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points.push_back(Vector3(0, b.x, b.y));
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points.push_back(Vector3(a.x, a.y, 0));
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points.push_back(Vector3(b.x, b.y, 0));
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// Draw a billboarded circle
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points_billboard.push_back(Vector3(a.x, a.y, 0));
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points_billboard.push_back(Vector3(b.x, b.y, 0));
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}
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p_gizmo->add_lines(points, lines_material, true, color);
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p_gizmo->add_lines(points_billboard, lines_billboard_material, true, color);
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Vector<Vector3> handles;
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handles.push_back(Vector3(r, 0, 0));
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p_gizmo->add_handles(handles, get_material("handles_billboard"), Vector<int>(), true);
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}
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const Ref<Material> icon = get_material("light_omni_icon", p_gizmo);
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p_gizmo->add_unscaled_billboard(icon, 0.05, color);
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}
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if (Object::cast_to<SpotLight3D>(light)) {
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if (p_gizmo->is_selected()) {
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const Ref<Material> material_primary = get_material("lines_primary", p_gizmo);
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const Ref<Material> material_secondary = get_material("lines_secondary", p_gizmo);
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Vector<Vector3> points_primary;
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Vector<Vector3> points_secondary;
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SpotLight3D *sl = Object::cast_to<SpotLight3D>(light);
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float r = sl->get_param(Light3D::PARAM_RANGE);
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float w = r * Math::sin(Math::deg_to_rad(sl->get_param(Light3D::PARAM_SPOT_ANGLE)));
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float d = r * Math::cos(Math::deg_to_rad(sl->get_param(Light3D::PARAM_SPOT_ANGLE)));
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for (int i = 0; i < 120; i++) {
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// Draw a circle
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const float ra = Math::deg_to_rad((float)(i * 3));
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const float rb = Math::deg_to_rad((float)((i + 1) * 3));
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const Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * w;
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const Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * w;
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points_primary.push_back(Vector3(a.x, a.y, -d));
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points_primary.push_back(Vector3(b.x, b.y, -d));
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if (i % 15 == 0) {
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// Draw 8 lines from the cone origin to the sides of the circle
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points_secondary.push_back(Vector3(a.x, a.y, -d));
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points_secondary.push_back(Vector3());
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}
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}
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points_primary.push_back(Vector3(0, 0, -r));
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points_primary.push_back(Vector3());
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p_gizmo->add_lines(points_primary, material_primary, false, color);
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p_gizmo->add_lines(points_secondary, material_secondary, false, color);
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Vector<Vector3> handles = {
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Vector3(0, 0, -r),
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Vector3(w, 0, -d)
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};
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p_gizmo->add_handles(handles, get_material("handles"));
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}
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const Ref<Material> icon = get_material("light_spot_icon", p_gizmo);
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p_gizmo->add_unscaled_billboard(icon, 0.05, color);
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}
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}
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float Light3DGizmoPlugin::_find_closest_angle_to_half_pi_arc(const Vector3 &p_from, const Vector3 &p_to, float p_arc_radius, const Transform3D &p_arc_xform) {
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//bleh, discrete is simpler
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static const int arc_test_points = 64;
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float min_d = 1e20;
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Vector3 min_p;
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for (int i = 0; i < arc_test_points; i++) {
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float a = i * Math_PI * 0.5 / arc_test_points;
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float an = (i + 1) * Math_PI * 0.5 / arc_test_points;
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Vector3 p = Vector3(Math::cos(a), 0, -Math::sin(a)) * p_arc_radius;
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Vector3 n = Vector3(Math::cos(an), 0, -Math::sin(an)) * p_arc_radius;
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Vector3 ra, rb;
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Geometry3D::get_closest_points_between_segments(p, n, p_from, p_to, ra, rb);
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float d = ra.distance_to(rb);
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if (d < min_d) {
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min_d = d;
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min_p = ra;
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}
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}
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//min_p = p_arc_xform.affine_inverse().xform(min_p);
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float a = (Math_PI * 0.5) - Vector2(min_p.x, -min_p.z).angle();
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return Math::rad_to_deg(a);
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}
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