Make Advanced Import lights more like the mesh and material editors
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
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658e97c93a
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<svg width="16" height="16" viewBox="0 0 16 16" xmlns="http://www.w3.org/2000/svg"><g fill="none" stroke="#000" stroke-width="2" opacity=".8" stroke-linejoin="round"><circle cx="8" cy="8" r="2"/><path d="M8 1a7 7 0 00-4.982 11.998H1.911v2h4a1 1 0 00.97-1.242l-1-4-1.94.486.28 1.121a5 5 0 117.223.168l1.416 1.416A7 7 0 008 1z"/></g><g fill="#f9f9f9"><circle cx="8" cy="8" r="2"/><path d="M8 1a7 7 0 00-4.982 11.998H1.911v2h4a1 1 0 00.97-1.242l-1-4-1.94.486.28 1.121a5 5 0 117.223.168l1.416 1.416A7 7 0 008 1z"/></g></svg>
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After Width: | Height: | Size: 521 B |
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@ -1117,6 +1117,20 @@ void SceneImportSettingsDialog::_cleanup() {
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set_process(false);
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}
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void SceneImportSettingsDialog::_on_light_1_switch_pressed() {
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light1->set_visible(light_1_switch->is_pressed());
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}
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void SceneImportSettingsDialog::_on_light_2_switch_pressed() {
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light2->set_visible(light_2_switch->is_pressed());
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}
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void SceneImportSettingsDialog::_on_light_rotate_switch_pressed() {
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bool light_top_level = !light_rotate_switch->is_pressed();
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light1->set_as_top_level_keep_local(light_top_level);
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light2->set_as_top_level_keep_local(light_top_level);
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}
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void SceneImportSettingsDialog::_viewport_input(const Ref<InputEvent> &p_input) {
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float *rot_x = &cam_rot_x;
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float *rot_y = &cam_rot_y;
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@ -1232,6 +1246,13 @@ void SceneImportSettingsDialog::_re_import() {
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EditorFileSystem::get_singleton()->reimport_file_with_custom_parameters(base_path, editing_animation ? "animation_library" : "scene", main_settings);
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}
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void SceneImportSettingsDialog::_update_theme_item_cache() {
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ConfirmationDialog::_update_theme_item_cache();
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theme_cache.light_1_icon = get_editor_theme_icon(SNAME("MaterialPreviewLight1"));
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theme_cache.light_2_icon = get_editor_theme_icon(SNAME("MaterialPreviewLight2"));
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theme_cache.rotate_icon = get_editor_theme_icon(SNAME("PreviewRotate"));
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}
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void SceneImportSettingsDialog::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_READY: {
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@ -1251,6 +1272,10 @@ void SceneImportSettingsDialog::_notification(int p_what) {
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animation_play_button->set_icon(get_editor_theme_icon(SNAME("MainPlay")));
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}
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animation_stop_button->set_icon(get_editor_theme_icon(SNAME("Stop")));
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light_1_switch->set_icon(theme_cache.light_1_icon);
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light_2_switch->set_icon(theme_cache.light_2_icon);
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light_rotate_switch->set_icon(theme_cache.rotate_icon);
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} break;
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case NOTIFICATION_PROCESS: {
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@ -1644,6 +1669,40 @@ SceneImportSettingsDialog::SceneImportSettingsDialog() {
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base_viewport->set_use_own_world_3d(true);
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HBoxContainer *viewport_hbox = memnew(HBoxContainer);
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vp_container->add_child(viewport_hbox);
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viewport_hbox->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT, Control::PRESET_MODE_MINSIZE, 2);
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viewport_hbox->add_spacer();
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VBoxContainer *vb_light = memnew(VBoxContainer);
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vb_light->set_v_size_flags(Control::SIZE_EXPAND_FILL);
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viewport_hbox->add_child(vb_light);
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light_rotate_switch = memnew(Button);
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light_rotate_switch->set_theme_type_variation("PreviewLightButton");
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light_rotate_switch->set_toggle_mode(true);
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light_rotate_switch->set_pressed(true);
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light_rotate_switch->set_tooltip_text(TTR("Rotate Lights With Model"));
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light_rotate_switch->connect("pressed", callable_mp(this, &SceneImportSettingsDialog::_on_light_rotate_switch_pressed));
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vb_light->add_child(light_rotate_switch);
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light_1_switch = memnew(Button);
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light_1_switch->set_theme_type_variation("PreviewLightButton");
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light_1_switch->set_toggle_mode(true);
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light_1_switch->set_pressed(true);
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light_1_switch->set_tooltip_text(TTR("Primary Light"));
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light_1_switch->connect("pressed", callable_mp(this, &SceneImportSettingsDialog::_on_light_1_switch_pressed));
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vb_light->add_child(light_1_switch);
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light_2_switch = memnew(Button);
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light_2_switch->set_theme_type_variation("PreviewLightButton");
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light_2_switch->set_toggle_mode(true);
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light_2_switch->set_pressed(true);
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light_2_switch->set_tooltip_text(TTR("Secondary Light"));
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light_2_switch->connect("pressed", callable_mp(this, &SceneImportSettingsDialog::_on_light_2_switch_pressed));
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vb_light->add_child(light_2_switch);
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camera = memnew(Camera3D);
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base_viewport->add_child(camera);
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camera->make_current();
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@ -1675,10 +1734,15 @@ SceneImportSettingsDialog::SceneImportSettingsDialog() {
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environment->set_sky_custom_fov(50.0);
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camera->set_environment(environment);
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light = memnew(DirectionalLight3D);
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light->set_transform(Transform3D().looking_at(Vector3(-1, -2, -0.6), Vector3(0, 1, 0)));
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base_viewport->add_child(light);
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light->set_shadow(true);
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light1 = memnew(DirectionalLight3D);
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light1->set_transform(Transform3D(Basis::looking_at(Vector3(-1, -1, -1))));
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light1->set_shadow(true);
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camera->add_child(light1);
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light2 = memnew(DirectionalLight3D);
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light2->set_transform(Transform3D(Basis::looking_at(Vector3(0, 1, 0), Vector3(0, 0, 1))));
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light2->set_color(Color(0.5f, 0.5f, 0.5f));
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camera->add_child(light2);
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{
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Ref<StandardMaterial3D> selection_mat;
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@ -85,7 +85,18 @@ class SceneImportSettingsDialog : public ConfirmationDialog {
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bool first_aabb = false;
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AABB contents_aabb;
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DirectionalLight3D *light = nullptr;
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Button *light_1_switch = nullptr;
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Button *light_2_switch = nullptr;
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Button *light_rotate_switch = nullptr;
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struct ThemeCache {
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Ref<Texture2D> light_1_icon;
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Ref<Texture2D> light_2_icon;
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Ref<Texture2D> rotate_icon;
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} theme_cache;
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DirectionalLight3D *light1 = nullptr;
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DirectionalLight3D *light2 = nullptr;
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Ref<ArrayMesh> selection_mesh;
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MeshInstance3D *node_selected = nullptr;
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@ -180,6 +191,9 @@ class SceneImportSettingsDialog : public ConfirmationDialog {
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void _mesh_tree_selected();
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void _scene_tree_selected();
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void _cleanup();
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void _on_light_1_switch_pressed();
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void _on_light_2_switch_pressed();
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void _on_light_rotate_switch_pressed();
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void _viewport_input(const Ref<InputEvent> &p_input);
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@ -222,6 +236,7 @@ class SceneImportSettingsDialog : public ConfirmationDialog {
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Timer *update_view_timer = nullptr;
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protected:
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virtual void _update_theme_item_cache() override;
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void _notification(int p_what);
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public:
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@ -753,6 +753,15 @@ void Node3D::set_as_top_level(bool p_enabled) {
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data.top_level = p_enabled;
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}
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void Node3D::set_as_top_level_keep_local(bool p_enabled) {
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ERR_THREAD_GUARD;
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if (data.top_level == p_enabled) {
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return;
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}
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data.top_level = p_enabled;
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_propagate_transform_changed(this);
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}
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bool Node3D::is_set_as_top_level() const {
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ERR_READ_THREAD_GUARD_V(false);
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return data.top_level;
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@ -227,6 +227,7 @@ public:
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void clear_gizmos();
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void set_as_top_level(bool p_enabled);
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void set_as_top_level_keep_local(bool p_enabled);
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bool is_set_as_top_level() const;
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void set_disable_scale(bool p_enabled);
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