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authorsmix8 <52464204+smix8@users.noreply.github.com>2023-04-20 06:34:38 +0200
committersmix8 <52464204+smix8@users.noreply.github.com>2023-04-20 20:12:47 +0200
commit808af8e8375fb0392523a87db550652fec5b8681 (patch)
treec0070dd403faf54a9b628091b0013487e39f7130 /editor/plugins/gizmos/light_3d_gizmo_plugin.cpp
parent27253f3eb2c78a9ad5114c92eae2036b10e1d7e0 (diff)
downloadredot-engine-808af8e8375fb0392523a87db550652fec5b8681.tar.gz
Split Node3DGizmos into dedicated files
Splits Node3DGizmos into dedicated files.
Diffstat (limited to 'editor/plugins/gizmos/light_3d_gizmo_plugin.cpp')
-rw-r--r--editor/plugins/gizmos/light_3d_gizmo_plugin.cpp308
1 files changed, 308 insertions, 0 deletions
diff --git a/editor/plugins/gizmos/light_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/light_3d_gizmo_plugin.cpp
new file mode 100644
index 0000000000..ff959ae836
--- /dev/null
+++ b/editor/plugins/gizmos/light_3d_gizmo_plugin.cpp
@@ -0,0 +1,308 @@
+/**************************************************************************/
+/* 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_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", Node3DEditor::get_singleton()->get_theme_icon(SNAME("GizmoDirectionalLight"), SNAME("EditorIcons")));
+ create_icon_material("light_omni_icon", Node3DEditor::get_singleton()->get_theme_icon(SNAME("GizmoLight"), SNAME("EditorIcons")));
+ create_icon_material("light_spot_icon", Node3DEditor::get_singleton()->get_theme_icon(SNAME("GizmoSpotLight"), SNAME("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)) {
+ Ref<Material> material = get_material("lines_primary", p_gizmo);
+ Ref<Material> icon = get_material("light_directional_icon", 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);
+ p_gizmo->add_unscaled_billboard(icon, 0.05, color);
+ }
+
+ if (Object::cast_to<OmniLight3D>(light)) {
+ // 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);
+ const Ref<Material> icon = get_material("light_omni_icon", 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);
+ p_gizmo->add_unscaled_billboard(icon, 0.05, color);
+
+ Vector<Vector3> handles;
+ handles.push_back(Vector3(r, 0, 0));
+ p_gizmo->add_handles(handles, get_material("handles_billboard"), Vector<int>(), true);
+ }
+
+ if (Object::cast_to<SpotLight3D>(light)) {
+ const Ref<Material> material_primary = get_material("lines_primary", p_gizmo);
+ const Ref<Material> material_secondary = get_material("lines_secondary", p_gizmo);
+ const Ref<Material> icon = get_material("light_spot_icon", 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"));
+ 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);
+}