godot/editor/plugins/gizmos/lightmap_probe_gizmo_plugin.cpp
Hugo Locurcio 5345cf3e75
Add 3D editor gizmo icons for Decal, LightmapProbe and FogVolume
- Tweak CPUParticles3D editor gizmo icon to use the same outline
  color as other gizmo icons. Make the internal icon easier to see
  by using an orange color instead of gray.

Co-authored-by: MewPurPur <mew.pur.pur@abv.bg>
2023-09-15 20:44:45 +02:00

123 lines
5.0 KiB
C++

/**************************************************************************/
/* lightmap_probe_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 "lightmap_probe_gizmo_plugin.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "editor/editor_string_names.h"
#include "editor/plugins/node_3d_editor_plugin.h"
#include "scene/3d/lightmap_probe.h"
LightmapProbeGizmoPlugin::LightmapProbeGizmoPlugin() {
create_icon_material("lightmap_probe_icon", EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("GizmoLightmapProbe"), EditorStringName(EditorIcons)));
Color gizmo_color = EDITOR_DEF("editors/3d_gizmos/gizmo_colors/lightprobe_lines", Color(0.5, 0.6, 1));
gizmo_color.a = 0.3;
create_material("lightprobe_lines", gizmo_color);
}
bool LightmapProbeGizmoPlugin::has_gizmo(Node3D *p_spatial) {
return Object::cast_to<LightmapProbe>(p_spatial) != nullptr;
}
String LightmapProbeGizmoPlugin::get_gizmo_name() const {
return "LightmapProbe";
}
int LightmapProbeGizmoPlugin::get_priority() const {
return -1;
}
void LightmapProbeGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
Ref<Material> material_lines = get_material("lightprobe_lines", p_gizmo);
p_gizmo->clear();
Vector<Vector3> lines;
int stack_count = 8;
int sector_count = 16;
float sector_step = (Math_PI * 2.0) / sector_count;
float stack_step = Math_PI / stack_count;
Vector<Vector3> vertices;
float radius = 0.2;
for (int i = 0; i <= stack_count; ++i) {
float stack_angle = Math_PI / 2 - i * stack_step; // starting from pi/2 to -pi/2
float xy = radius * Math::cos(stack_angle); // r * cos(u)
float z = radius * Math::sin(stack_angle); // r * sin(u)
// add (sector_count+1) vertices per stack
// the first and last vertices have same position and normal, but different tex coords
for (int j = 0; j <= sector_count; ++j) {
float sector_angle = j * sector_step; // starting from 0 to 2pi
// vertex position (x, y, z)
float x = xy * Math::cos(sector_angle); // r * cos(u) * cos(v)
float y = xy * Math::sin(sector_angle); // r * cos(u) * sin(v)
Vector3 n = Vector3(x, z, y);
vertices.push_back(n);
}
}
for (int i = 0; i < stack_count; ++i) {
int k1 = i * (sector_count + 1); // beginning of current stack
int k2 = k1 + sector_count + 1; // beginning of next stack
for (int j = 0; j < sector_count; ++j, ++k1, ++k2) {
// 2 triangles per sector excluding first and last stacks
// k1 => k2 => k1+1
if (i != 0) {
lines.push_back(vertices[k1]);
lines.push_back(vertices[k2]);
lines.push_back(vertices[k1]);
lines.push_back(vertices[k1 + 1]);
}
if (i != (stack_count - 1)) {
lines.push_back(vertices[k1 + 1]);
lines.push_back(vertices[k2]);
lines.push_back(vertices[k2]);
lines.push_back(vertices[k2 + 1]);
}
}
}
const Ref<Material> icon = get_material("lightmap_probe_icon", p_gizmo);
p_gizmo->add_lines(lines, material_lines);
p_gizmo->add_unscaled_billboard(icon, 0.05);
}