df6cd37a69
Fix accessing editor theme items throughout the UI
319 lines
12 KiB
C++
319 lines
12 KiB
C++
/**************************************************************************/
|
|
/* light_3d_gizmo_plugin.cpp */
|
|
/**************************************************************************/
|
|
/* 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. */
|
|
/**************************************************************************/
|
|
|
|
#include "light_3d_gizmo_plugin.h"
|
|
|
|
#include "core/config/project_settings.h"
|
|
#include "editor/editor_node.h"
|
|
#include "editor/editor_settings.h"
|
|
#include "editor/editor_string_names.h"
|
|
#include "editor/editor_undo_redo_manager.h"
|
|
#include "editor/plugins/node_3d_editor_plugin.h"
|
|
#include "scene/3d/light_3d.h"
|
|
|
|
Light3DGizmoPlugin::Light3DGizmoPlugin() {
|
|
// Enable vertex colors for the materials below as the gizmo color depends on the light color.
|
|
create_material("lines_primary", Color(1, 1, 1), false, false, true);
|
|
create_material("lines_secondary", Color(1, 1, 1, 0.35), false, false, true);
|
|
create_material("lines_billboard", Color(1, 1, 1), true, false, true);
|
|
|
|
create_icon_material("light_directional_icon", EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("GizmoDirectionalLight"), EditorStringName(EditorIcons)));
|
|
create_icon_material("light_omni_icon", EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("GizmoLight"), EditorStringName(EditorIcons)));
|
|
create_icon_material("light_spot_icon", EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("GizmoSpotLight"), EditorStringName(EditorIcons)));
|
|
|
|
create_handle_material("handles");
|
|
create_handle_material("handles_billboard", true);
|
|
}
|
|
|
|
bool Light3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
|
|
return Object::cast_to<Light3D>(p_spatial) != nullptr;
|
|
}
|
|
|
|
String Light3DGizmoPlugin::get_gizmo_name() const {
|
|
return "Light3D";
|
|
}
|
|
|
|
int Light3DGizmoPlugin::get_priority() const {
|
|
return -1;
|
|
}
|
|
|
|
String Light3DGizmoPlugin::get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {
|
|
if (p_id == 0) {
|
|
return "Radius";
|
|
} else {
|
|
return "Aperture";
|
|
}
|
|
}
|
|
|
|
Variant Light3DGizmoPlugin::get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {
|
|
Light3D *light = Object::cast_to<Light3D>(p_gizmo->get_node_3d());
|
|
if (p_id == 0) {
|
|
return light->get_param(Light3D::PARAM_RANGE);
|
|
}
|
|
if (p_id == 1) {
|
|
return light->get_param(Light3D::PARAM_SPOT_ANGLE);
|
|
}
|
|
|
|
return Variant();
|
|
}
|
|
|
|
void Light3DGizmoPlugin::set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, Camera3D *p_camera, const Point2 &p_point) {
|
|
Light3D *light = Object::cast_to<Light3D>(p_gizmo->get_node_3d());
|
|
Transform3D gt = light->get_global_transform();
|
|
Transform3D gi = gt.affine_inverse();
|
|
|
|
Vector3 ray_from = p_camera->project_ray_origin(p_point);
|
|
Vector3 ray_dir = p_camera->project_ray_normal(p_point);
|
|
|
|
Vector3 s[2] = { gi.xform(ray_from), gi.xform(ray_from + ray_dir * 4096) };
|
|
if (p_id == 0) {
|
|
if (Object::cast_to<SpotLight3D>(light)) {
|
|
Vector3 ra, rb;
|
|
Geometry3D::get_closest_points_between_segments(Vector3(), Vector3(0, 0, -4096), s[0], s[1], ra, rb);
|
|
|
|
float d = -ra.z;
|
|
if (Node3DEditor::get_singleton()->is_snap_enabled()) {
|
|
d = Math::snapped(d, Node3DEditor::get_singleton()->get_translate_snap());
|
|
}
|
|
|
|
if (d <= 0) { // Equal is here for negative zero.
|
|
d = 0;
|
|
}
|
|
|
|
light->set_param(Light3D::PARAM_RANGE, d);
|
|
} else if (Object::cast_to<OmniLight3D>(light)) {
|
|
Plane cp = Plane(p_camera->get_transform().basis.get_column(2), gt.origin);
|
|
|
|
Vector3 inters;
|
|
if (cp.intersects_ray(ray_from, ray_dir, &inters)) {
|
|
float r = inters.distance_to(gt.origin);
|
|
if (Node3DEditor::get_singleton()->is_snap_enabled()) {
|
|
r = Math::snapped(r, Node3DEditor::get_singleton()->get_translate_snap());
|
|
}
|
|
|
|
light->set_param(Light3D::PARAM_RANGE, r);
|
|
}
|
|
}
|
|
|
|
} else if (p_id == 1) {
|
|
float a = _find_closest_angle_to_half_pi_arc(s[0], s[1], light->get_param(Light3D::PARAM_RANGE), gt);
|
|
light->set_param(Light3D::PARAM_SPOT_ANGLE, CLAMP(a, 0.01, 89.99));
|
|
}
|
|
}
|
|
|
|
void Light3DGizmoPlugin::commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel) {
|
|
Light3D *light = Object::cast_to<Light3D>(p_gizmo->get_node_3d());
|
|
if (p_cancel) {
|
|
light->set_param(p_id == 0 ? Light3D::PARAM_RANGE : Light3D::PARAM_SPOT_ANGLE, p_restore);
|
|
|
|
} else if (p_id == 0) {
|
|
EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
|
|
ur->create_action(TTR("Change Light Radius"));
|
|
ur->add_do_method(light, "set_param", Light3D::PARAM_RANGE, light->get_param(Light3D::PARAM_RANGE));
|
|
ur->add_undo_method(light, "set_param", Light3D::PARAM_RANGE, p_restore);
|
|
ur->commit_action();
|
|
} else if (p_id == 1) {
|
|
EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
|
|
ur->create_action(TTR("Change Light Radius"));
|
|
ur->add_do_method(light, "set_param", Light3D::PARAM_SPOT_ANGLE, light->get_param(Light3D::PARAM_SPOT_ANGLE));
|
|
ur->add_undo_method(light, "set_param", Light3D::PARAM_SPOT_ANGLE, p_restore);
|
|
ur->commit_action();
|
|
}
|
|
}
|
|
|
|
void Light3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
|
|
Light3D *light = Object::cast_to<Light3D>(p_gizmo->get_node_3d());
|
|
|
|
Color color = light->get_color().srgb_to_linear() * light->get_correlated_color().srgb_to_linear();
|
|
color = color.linear_to_srgb();
|
|
// Make the gizmo color as bright as possible for better visibility
|
|
color.set_hsv(color.get_h(), color.get_s(), 1);
|
|
|
|
p_gizmo->clear();
|
|
|
|
if (Object::cast_to<DirectionalLight3D>(light)) {
|
|
if (p_gizmo->is_selected()) {
|
|
Ref<Material> material = get_material("lines_primary", p_gizmo);
|
|
|
|
const int arrow_points = 7;
|
|
const float arrow_length = 1.5;
|
|
|
|
Vector3 arrow[arrow_points] = {
|
|
Vector3(0, 0, -1),
|
|
Vector3(0, 0.8, 0),
|
|
Vector3(0, 0.3, 0),
|
|
Vector3(0, 0.3, arrow_length),
|
|
Vector3(0, -0.3, arrow_length),
|
|
Vector3(0, -0.3, 0),
|
|
Vector3(0, -0.8, 0)
|
|
};
|
|
|
|
int arrow_sides = 2;
|
|
|
|
Vector<Vector3> lines;
|
|
|
|
for (int i = 0; i < arrow_sides; i++) {
|
|
for (int j = 0; j < arrow_points; j++) {
|
|
Basis ma(Vector3(0, 0, 1), Math_PI * i / arrow_sides);
|
|
|
|
Vector3 v1 = arrow[j] - Vector3(0, 0, arrow_length);
|
|
Vector3 v2 = arrow[(j + 1) % arrow_points] - Vector3(0, 0, arrow_length);
|
|
|
|
lines.push_back(ma.xform(v1));
|
|
lines.push_back(ma.xform(v2));
|
|
}
|
|
}
|
|
|
|
p_gizmo->add_lines(lines, material, false, color);
|
|
}
|
|
|
|
Ref<Material> icon = get_material("light_directional_icon", p_gizmo);
|
|
p_gizmo->add_unscaled_billboard(icon, 0.05, color);
|
|
}
|
|
|
|
if (Object::cast_to<OmniLight3D>(light)) {
|
|
if (p_gizmo->is_selected()) {
|
|
// Use both a billboard circle and 3 non-billboard circles for a better sphere-like representation
|
|
const Ref<Material> lines_material = get_material("lines_secondary", p_gizmo);
|
|
const Ref<Material> lines_billboard_material = get_material("lines_billboard", p_gizmo);
|
|
|
|
OmniLight3D *on = Object::cast_to<OmniLight3D>(light);
|
|
const float r = on->get_param(Light3D::PARAM_RANGE);
|
|
Vector<Vector3> points;
|
|
Vector<Vector3> points_billboard;
|
|
|
|
for (int i = 0; i < 120; i++) {
|
|
// Create a circle
|
|
const float ra = Math::deg_to_rad((float)(i * 3));
|
|
const float rb = Math::deg_to_rad((float)((i + 1) * 3));
|
|
const Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r;
|
|
const Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
|
|
|
|
// Draw axis-aligned circles
|
|
points.push_back(Vector3(a.x, 0, a.y));
|
|
points.push_back(Vector3(b.x, 0, b.y));
|
|
points.push_back(Vector3(0, a.x, a.y));
|
|
points.push_back(Vector3(0, b.x, b.y));
|
|
points.push_back(Vector3(a.x, a.y, 0));
|
|
points.push_back(Vector3(b.x, b.y, 0));
|
|
|
|
// Draw a billboarded circle
|
|
points_billboard.push_back(Vector3(a.x, a.y, 0));
|
|
points_billboard.push_back(Vector3(b.x, b.y, 0));
|
|
}
|
|
|
|
p_gizmo->add_lines(points, lines_material, true, color);
|
|
p_gizmo->add_lines(points_billboard, lines_billboard_material, true, color);
|
|
|
|
Vector<Vector3> handles;
|
|
handles.push_back(Vector3(r, 0, 0));
|
|
p_gizmo->add_handles(handles, get_material("handles_billboard"), Vector<int>(), true);
|
|
}
|
|
|
|
const Ref<Material> icon = get_material("light_omni_icon", p_gizmo);
|
|
p_gizmo->add_unscaled_billboard(icon, 0.05, color);
|
|
}
|
|
|
|
if (Object::cast_to<SpotLight3D>(light)) {
|
|
if (p_gizmo->is_selected()) {
|
|
const Ref<Material> material_primary = get_material("lines_primary", p_gizmo);
|
|
const Ref<Material> material_secondary = get_material("lines_secondary", p_gizmo);
|
|
|
|
Vector<Vector3> points_primary;
|
|
Vector<Vector3> points_secondary;
|
|
SpotLight3D *sl = Object::cast_to<SpotLight3D>(light);
|
|
|
|
float r = sl->get_param(Light3D::PARAM_RANGE);
|
|
float w = r * Math::sin(Math::deg_to_rad(sl->get_param(Light3D::PARAM_SPOT_ANGLE)));
|
|
float d = r * Math::cos(Math::deg_to_rad(sl->get_param(Light3D::PARAM_SPOT_ANGLE)));
|
|
|
|
for (int i = 0; i < 120; i++) {
|
|
// Draw a circle
|
|
const float ra = Math::deg_to_rad((float)(i * 3));
|
|
const float rb = Math::deg_to_rad((float)((i + 1) * 3));
|
|
const Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * w;
|
|
const Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * w;
|
|
|
|
points_primary.push_back(Vector3(a.x, a.y, -d));
|
|
points_primary.push_back(Vector3(b.x, b.y, -d));
|
|
|
|
if (i % 15 == 0) {
|
|
// Draw 8 lines from the cone origin to the sides of the circle
|
|
points_secondary.push_back(Vector3(a.x, a.y, -d));
|
|
points_secondary.push_back(Vector3());
|
|
}
|
|
}
|
|
|
|
points_primary.push_back(Vector3(0, 0, -r));
|
|
points_primary.push_back(Vector3());
|
|
|
|
p_gizmo->add_lines(points_primary, material_primary, false, color);
|
|
p_gizmo->add_lines(points_secondary, material_secondary, false, color);
|
|
|
|
Vector<Vector3> handles = {
|
|
Vector3(0, 0, -r),
|
|
Vector3(w, 0, -d)
|
|
};
|
|
|
|
p_gizmo->add_handles(handles, get_material("handles"));
|
|
}
|
|
|
|
const Ref<Material> icon = get_material("light_spot_icon", p_gizmo);
|
|
p_gizmo->add_unscaled_billboard(icon, 0.05, color);
|
|
}
|
|
}
|
|
|
|
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) {
|
|
//bleh, discrete is simpler
|
|
static const int arc_test_points = 64;
|
|
float min_d = 1e20;
|
|
Vector3 min_p;
|
|
|
|
for (int i = 0; i < arc_test_points; i++) {
|
|
float a = i * Math_PI * 0.5 / arc_test_points;
|
|
float an = (i + 1) * Math_PI * 0.5 / arc_test_points;
|
|
Vector3 p = Vector3(Math::cos(a), 0, -Math::sin(a)) * p_arc_radius;
|
|
Vector3 n = Vector3(Math::cos(an), 0, -Math::sin(an)) * p_arc_radius;
|
|
|
|
Vector3 ra, rb;
|
|
Geometry3D::get_closest_points_between_segments(p, n, p_from, p_to, ra, rb);
|
|
|
|
float d = ra.distance_to(rb);
|
|
if (d < min_d) {
|
|
min_d = d;
|
|
min_p = ra;
|
|
}
|
|
}
|
|
|
|
//min_p = p_arc_xform.affine_inverse().xform(min_p);
|
|
float a = (Math_PI * 0.5) - Vector2(min_p.x, -min_p.z).angle();
|
|
return Math::rad_to_deg(a);
|
|
}
|