116 lines
4.6 KiB
C++
116 lines
4.6 KiB
C++
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/**************************************************************************/
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/* lightmap_probe_gizmo_plugin.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "lightmap_probe_gizmo_plugin.h"
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#include "editor/editor_settings.h"
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#include "editor/plugins/node_3d_editor_plugin.h"
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#include "scene/3d/lightmap_probe.h"
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LightmapProbeGizmoPlugin::LightmapProbeGizmoPlugin() {
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Color gizmo_color = EDITOR_DEF("editors/3d_gizmos/gizmo_colors/lightprobe_lines", Color(0.5, 0.6, 1));
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gizmo_color.a = 0.3;
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create_material("lightprobe_lines", gizmo_color);
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}
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bool LightmapProbeGizmoPlugin::has_gizmo(Node3D *p_spatial) {
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return Object::cast_to<LightmapProbe>(p_spatial) != nullptr;
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}
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String LightmapProbeGizmoPlugin::get_gizmo_name() const {
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return "LightmapProbe";
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}
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int LightmapProbeGizmoPlugin::get_priority() const {
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return -1;
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}
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void LightmapProbeGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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Ref<Material> material_lines = get_material("lightprobe_lines", p_gizmo);
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p_gizmo->clear();
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Vector<Vector3> lines;
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int stack_count = 8;
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int sector_count = 16;
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float sector_step = (Math_PI * 2.0) / sector_count;
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float stack_step = Math_PI / stack_count;
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Vector<Vector3> vertices;
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float radius = 0.2;
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for (int i = 0; i <= stack_count; ++i) {
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float stack_angle = Math_PI / 2 - i * stack_step; // starting from pi/2 to -pi/2
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float xy = radius * Math::cos(stack_angle); // r * cos(u)
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float z = radius * Math::sin(stack_angle); // r * sin(u)
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// add (sector_count+1) vertices per stack
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// the first and last vertices have same position and normal, but different tex coords
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for (int j = 0; j <= sector_count; ++j) {
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float sector_angle = j * sector_step; // starting from 0 to 2pi
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// vertex position (x, y, z)
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float x = xy * Math::cos(sector_angle); // r * cos(u) * cos(v)
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float y = xy * Math::sin(sector_angle); // r * cos(u) * sin(v)
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Vector3 n = Vector3(x, z, y);
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vertices.push_back(n);
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}
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}
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for (int i = 0; i < stack_count; ++i) {
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int k1 = i * (sector_count + 1); // beginning of current stack
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int k2 = k1 + sector_count + 1; // beginning of next stack
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for (int j = 0; j < sector_count; ++j, ++k1, ++k2) {
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// 2 triangles per sector excluding first and last stacks
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// k1 => k2 => k1+1
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if (i != 0) {
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lines.push_back(vertices[k1]);
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lines.push_back(vertices[k2]);
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lines.push_back(vertices[k1]);
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lines.push_back(vertices[k1 + 1]);
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}
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if (i != (stack_count - 1)) {
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lines.push_back(vertices[k1 + 1]);
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lines.push_back(vertices[k2]);
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lines.push_back(vertices[k2]);
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lines.push_back(vertices[k2 + 1]);
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}
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}
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}
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p_gizmo->add_lines(lines, material_lines);
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}
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