123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122 |
- /**************************************************************************/
- /* 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 "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_GET("editors/3d_gizmos/gizmo_colors/lightprobe_lines");
- 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);
- }
|