Add a dynamic infinite grid to the 3D editor
- The grid is now infinite, it follows the camera. - The grid is now dynamic, if you zoom in and out, the grid subdivides, expands, and fades. - You can now enable grid planes for the XY and YZ planes. Only the flat XZ plane is enabled by default. Each plane is independently dynamic of the others. - The default grid size has been increased to 200, and the maximum has been increased to 2000. At 1000, the grid mostly looks edgeless. - If you set the division level max and min to the same value then the grid does not expand or subdivide, but instead stays the same size and just follows the camera. Also, if these values are the same, the bias value does nothing. - If you want to have Blender-like behavior, set max to 1, min to 0, and set the bias to a really low value. You may also wish to increase the grid size if you have a small bias. Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
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d0a5ef9c7a
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4b1de5be45
3 changed files with 166 additions and 60 deletions
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@ -507,17 +507,35 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
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_initial_set("editors/grid_map/pick_distance", 5000.0);
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// 3D
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_initial_set("editors/3d/primary_grid_color", Color(0.56, 0.56, 0.56));
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hints["editors/3d/primary_grid_color"] = PropertyInfo(Variant::COLOR, "editors/3d/primary_grid_color", PROPERTY_HINT_COLOR_NO_ALPHA, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED);
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_initial_set("editors/3d/secondary_grid_color", Color(0.38, 0.38, 0.38));
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hints["editors/3d/secondary_grid_color"] = PropertyInfo(Variant::COLOR, "editors/3d/secondary_grid_color", PROPERTY_HINT_COLOR_NO_ALPHA, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED);
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_initial_set("editors/3d/grid_size", 50);
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hints["editors/3d/grid_size"] = PropertyInfo(Variant::INT, "editors/3d/grid_size", PROPERTY_HINT_RANGE, "1,500,1", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED);
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_initial_set("editors/3d/primary_grid_color", Color(0.56, 0.56, 0.56, 0.5));
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_initial_set("editors/3d/secondary_grid_color", Color(0.38, 0.38, 0.38, 0.5));
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// If a line is a multiple of this, it uses the primary grid color.
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_initial_set("editors/3d/primary_grid_steps", 10);
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hints["editors/3d/primary_grid_steps"] = PropertyInfo(Variant::INT, "editors/3d/primary_grid_steps", PROPERTY_HINT_RANGE, "1,100,1", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED);
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hints["editors/3d/primary_grid_steps"] = PropertyInfo(Variant::INT, "editors/3d/primary_grid_steps", PROPERTY_HINT_RANGE, "1,100,1", PROPERTY_USAGE_DEFAULT);
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// At 1000, the grid mostly looks like it has no edge.
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_initial_set("editors/3d/grid_size", 200);
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hints["editors/3d/grid_size"] = PropertyInfo(Variant::INT, "editors/3d/grid_size", PROPERTY_HINT_RANGE, "1,2000,1", PROPERTY_USAGE_DEFAULT);
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// Default largest grid size is 100m, 10^2 (primary grid lines are 1km apart when primary_grid_steps is 10).
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_initial_set("editors/3d/grid_division_level_max", 2);
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// Higher values produce graphical artifacts when far away unless View Z-Far
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// is increased significantly more than it really should need to be.
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hints["editors/3d/grid_division_level_max"] = PropertyInfo(Variant::INT, "editors/3d/grid_division_level_max", PROPERTY_HINT_RANGE, "-1,3,1", PROPERTY_USAGE_DEFAULT);
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// Default smallest grid size is 1cm, 10^-2.
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_initial_set("editors/3d/grid_division_level_min", -2);
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// Lower values produce graphical artifacts regardless of view clipping planes, so limit to -2 as a lower bound.
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hints["editors/3d/grid_division_level_min"] = PropertyInfo(Variant::INT, "editors/3d/grid_division_level_min", PROPERTY_HINT_RANGE, "-2,2,1", PROPERTY_USAGE_DEFAULT);
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// -0.2 seems like a sensible default. -1.0 gives Blender-like behavior, 0.5 gives huge grids.
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_initial_set("editors/3d/grid_division_level_bias", -0.2);
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hints["editors/3d/grid_division_level_bias"] = PropertyInfo(Variant::REAL, "editors/3d/grid_division_level_bias", PROPERTY_HINT_RANGE, "-1.0,0.5,0.1", PROPERTY_USAGE_DEFAULT);
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_initial_set("editors/3d/grid_xz_plane", true);
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_initial_set("editors/3d/grid_xy_plane", false);
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_initial_set("editors/3d/grid_yz_plane", false);
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_initial_set("editors/3d/default_fov", 70.0);
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_initial_set("editors/3d/default_z_near", 0.05);
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@ -332,22 +332,17 @@ void SpatialEditorViewport::_update_camera(float p_interp_delta) {
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//-------
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// Apply camera transform
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float tolerance = 0.001;
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real_t tolerance = 0.001;
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bool equal = true;
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if (Math::abs(old_camera_cursor.x_rot - camera_cursor.x_rot) > tolerance || Math::abs(old_camera_cursor.y_rot - camera_cursor.y_rot) > tolerance) {
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if (!Math::is_equal_approx(old_camera_cursor.x_rot, camera_cursor.x_rot, tolerance) || !Math::is_equal_approx(old_camera_cursor.y_rot, camera_cursor.y_rot, tolerance)) {
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equal = false;
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}
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if (equal && old_camera_cursor.pos.distance_squared_to(camera_cursor.pos) > tolerance * tolerance) {
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} else if (!old_camera_cursor.pos.is_equal_approx(camera_cursor.pos)) {
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equal = false;
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}
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if (equal && Math::abs(old_camera_cursor.distance - camera_cursor.distance) > tolerance) {
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} else if (!Math::is_equal_approx(old_camera_cursor.distance, camera_cursor.distance, tolerance)) {
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equal = false;
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}
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if (!equal || p_interp_delta == 0 || is_freelook_active() || is_orthogonal != orthogonal) {
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camera->set_global_transform(to_camera_transform(camera_cursor));
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if (orthogonal) {
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@ -360,6 +355,7 @@ void SpatialEditorViewport::_update_camera(float p_interp_delta) {
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update_transform_gizmo_view();
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rotation_control->update();
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spatial_editor->update_grid();
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}
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}
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@ -4991,8 +4987,10 @@ void SpatialEditor::_menu_item_pressed(int p_option) {
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for (int i = 0; i < 3; ++i) {
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if (grid_enable[i]) {
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VisualServer::get_singleton()->instance_set_visible(grid_instance[i], grid_enabled);
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grid_visible[i] = grid_enabled;
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if (grid_instance[i].is_valid()) {
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VisualServer::get_singleton()->instance_set_visible(grid_instance[i], grid_enabled);
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}
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}
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}
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@ -5114,6 +5112,7 @@ void SpatialEditor::_init_indicators() {
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indicator_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
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indicator_mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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indicator_mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
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indicator_mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
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Vector<Color> origin_colors;
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Vector<Vector3> origin_points;
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@ -5142,12 +5141,27 @@ void SpatialEditor::_init_indicators() {
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origin_colors.push_back(origin_color);
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origin_colors.push_back(origin_color);
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origin_points.push_back(axis * 4096);
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origin_points.push_back(axis * -4096);
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origin_colors.push_back(origin_color);
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origin_colors.push_back(origin_color);
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origin_colors.push_back(origin_color);
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origin_colors.push_back(origin_color);
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// To both allow having a large origin size and avoid jitter
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// at small scales, we should segment the line into pieces.
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// 3 pieces seems to do the trick, and let's use powers of 2.
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origin_points.push_back(axis * 1048576);
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origin_points.push_back(axis * 1024);
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origin_points.push_back(axis * 1024);
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origin_points.push_back(axis * -1024);
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origin_points.push_back(axis * -1024);
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origin_points.push_back(axis * -1048576);
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}
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grid_enable[1] = true;
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grid_visible[1] = true;
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grid_enable[0] = EditorSettings::get_singleton()->get("editors/3d/grid_xy_plane");
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grid_enable[1] = EditorSettings::get_singleton()->get("editors/3d/grid_yz_plane");
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grid_enable[2] = EditorSettings::get_singleton()->get("editors/3d/grid_xz_plane");
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grid_visible[0] = grid_enable[0];
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grid_visible[1] = grid_enable[1];
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grid_visible[2] = grid_enable[2];
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_init_grid();
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@ -5568,6 +5582,15 @@ void SpatialEditor::_update_gizmos_menu_theme() {
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void SpatialEditor::_init_grid() {
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if (!grid_enabled) {
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return;
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}
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Camera *camera = get_editor_viewport(0)->camera;
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Vector3 camera_position = camera->get_translation();
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if (camera_position == Vector3()) {
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return; // Camera is invalid, don't draw the grid.
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}
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PoolVector<Color> grid_colors[3];
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PoolVector<Vector3> grid_points[3];
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@ -5576,52 +5599,111 @@ void SpatialEditor::_init_grid() {
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int grid_size = EditorSettings::get_singleton()->get("editors/3d/grid_size");
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int primary_grid_steps = EditorSettings::get_singleton()->get("editors/3d/primary_grid_steps");
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for (int i = 0; i < 3; i++) {
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Vector3 axis;
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axis[i] = 1;
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Vector3 axis_n1;
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axis_n1[(i + 1) % 3] = 1;
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Vector3 axis_n2;
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axis_n2[(i + 2) % 3] = 1;
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// Which grid planes are enabled? Which should we generate?
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grid_enable[0] = grid_visible[0] = EditorSettings::get_singleton()->get("editors/3d/grid_xy_plane");
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grid_enable[1] = grid_visible[1] = EditorSettings::get_singleton()->get("editors/3d/grid_yz_plane");
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grid_enable[2] = grid_visible[2] = EditorSettings::get_singleton()->get("editors/3d/grid_xz_plane");
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for (int j = -grid_size; j <= grid_size; j++) {
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Vector3 p1 = axis_n1 * j + axis_n2 * -grid_size;
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Vector3 p1_dest = p1 * (-axis_n2 + axis_n1);
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Vector3 p2 = axis_n2 * j + axis_n1 * -grid_size;
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Vector3 p2_dest = p2 * (-axis_n1 + axis_n2);
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// Offsets division_level for bigger or smaller grids.
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// Default value is -0.2. -1.0 gives Blender-like behavior, 0.5 gives huge grids.
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real_t division_level_bias = EditorSettings::get_singleton()->get("editors/3d/grid_division_level_bias");
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// Default largest grid size is 100m, 10^2 (default value is 2).
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int division_level_max = EditorSettings::get_singleton()->get("editors/3d/grid_division_level_max");
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// Default smallest grid size is 1cm, 10^-2 (default value is -2).
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int division_level_min = EditorSettings::get_singleton()->get("editors/3d/grid_division_level_min");
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ERR_FAIL_COND_MSG(division_level_max < division_level_min, "The 3D grid's maximum division level cannot be lower than its minimum division level.");
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Color line_color = secondary_grid_color;
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if (origin_enabled && j == 0) {
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// Don't draw the center lines of the grid if the origin is enabled
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// The origin would overlap the grid lines in this case, causing flickering
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continue;
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} else if (j % primary_grid_steps == 0) {
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line_color = primary_grid_color;
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if (primary_grid_steps != 10) { // Log10 of 10 is 1.
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// Change of base rule, divide by ln(10).
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real_t div = Math::log((real_t)primary_grid_steps) / (real_t)2.302585092994045901094;
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// Trucation (towards zero) is intentional.
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division_level_max = (int)(division_level_max / div);
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division_level_min = (int)(division_level_min / div);
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}
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for (int a = 0; a < 3; a++) {
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if (!grid_enable[a]) {
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continue; // If this grid plane is disabled, skip generation.
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}
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int b = (a + 1) % 3;
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int c = (a + 2) % 3;
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real_t division_level = Math::log(Math::abs(camera_position[c])) / Math::log((double)primary_grid_steps) + division_level_bias;
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division_level = CLAMP(division_level, division_level_min, division_level_max);
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real_t division_level_floored = Math::floor(division_level);
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real_t division_level_decimals = division_level - division_level_floored;
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real_t small_step_size = Math::pow(primary_grid_steps, division_level_floored);
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real_t large_step_size = small_step_size * primary_grid_steps;
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real_t center_a = large_step_size * (int)(camera_position[a] / large_step_size);
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real_t center_b = large_step_size * (int)(camera_position[b] / large_step_size);
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real_t bgn_a = center_a - grid_size * small_step_size;
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real_t end_a = center_a + grid_size * small_step_size;
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real_t bgn_b = center_b - grid_size * small_step_size;
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real_t end_b = center_b + grid_size * small_step_size;
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// In each iteration of this loop, draw one line in each direction (so two lines per loop, in each if statement).
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for (int i = -grid_size; i <= grid_size; i++) {
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Color line_color;
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// Is this a primary line? Set the appropriate color.
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if (i % primary_grid_steps == 0) {
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line_color = primary_grid_color.linear_interpolate(secondary_grid_color, division_level_decimals);
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} else {
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line_color = secondary_grid_color;
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line_color.a = line_color.a * (1 - division_level_decimals);
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}
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// Makes lines farther from the center fade out.
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// Due to limitations of lines, any that come near the camera have full opacity always.
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// This should eventually be replaced by some kind of "distance fade" system, outside of this function.
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// But the effect is still somewhat convincing...
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line_color.a *= 1 - (1 - division_level_decimals * 0.9) * (Math::abs(i / (float)grid_size));
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real_t position_a = center_a + i * small_step_size;
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real_t position_b = center_b + i * small_step_size;
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// Don't draw lines over the origin if it's enabled.
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if (!(origin_enabled && Math::is_zero_approx(position_a))) {
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Vector3 line_bgn = Vector3();
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Vector3 line_end = Vector3();
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line_bgn[a] = position_a;
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line_end[a] = position_a;
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line_bgn[b] = bgn_b;
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line_end[b] = end_b;
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grid_points[c].push_back(line_bgn);
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grid_points[c].push_back(line_end);
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grid_colors[c].push_back(line_color);
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grid_colors[c].push_back(line_color);
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}
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grid_points[i].push_back(p1);
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grid_points[i].push_back(p1_dest);
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grid_colors[i].push_back(line_color);
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grid_colors[i].push_back(line_color);
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grid_points[i].push_back(p2);
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grid_points[i].push_back(p2_dest);
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grid_colors[i].push_back(line_color);
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grid_colors[i].push_back(line_color);
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if (!(origin_enabled && Math::is_zero_approx(position_b))) {
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Vector3 line_bgn = Vector3();
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Vector3 line_end = Vector3();
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line_bgn[b] = position_b;
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line_end[b] = position_b;
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line_bgn[a] = bgn_a;
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line_end[a] = end_a;
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grid_points[c].push_back(line_bgn);
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grid_points[c].push_back(line_end);
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grid_colors[c].push_back(line_color);
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grid_colors[c].push_back(line_color);
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}
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}
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grid[i] = VisualServer::get_singleton()->mesh_create();
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// Create a mesh from the pushed vector points and colors.
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grid[c] = VisualServer::get_singleton()->mesh_create();
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Array d;
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d.resize(VS::ARRAY_MAX);
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d[VisualServer::ARRAY_VERTEX] = grid_points[i];
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d[VisualServer::ARRAY_COLOR] = grid_colors[i];
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VisualServer::get_singleton()->mesh_add_surface_from_arrays(grid[i], VisualServer::PRIMITIVE_LINES, d);
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VisualServer::get_singleton()->mesh_surface_set_material(grid[i], 0, indicator_mat->get_rid());
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grid_instance[i] = VisualServer::get_singleton()->instance_create2(grid[i], get_tree()->get_root()->get_world()->get_scenario());
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d[VisualServer::ARRAY_VERTEX] = grid_points[c];
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d[VisualServer::ARRAY_COLOR] = grid_colors[c];
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VisualServer::get_singleton()->mesh_add_surface_from_arrays(grid[c], VisualServer::PRIMITIVE_LINES, d);
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VisualServer::get_singleton()->mesh_surface_set_material(grid[c], 0, indicator_mat->get_rid());
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grid_instance[c] = VisualServer::get_singleton()->instance_create2(grid[c], get_tree()->get_root()->get_world()->get_scenario());
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VisualServer::get_singleton()->instance_set_visible(grid_instance[i], grid_visible[i]);
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VisualServer::get_singleton()->instance_geometry_set_cast_shadows_setting(grid_instance[i], VS::SHADOW_CASTING_SETTING_OFF);
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VS::get_singleton()->instance_set_layer_mask(grid_instance[i], 1 << SpatialEditorViewport::GIZMO_GRID_LAYER);
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// Yes, the end of this line is supposed to be a.
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VisualServer::get_singleton()->instance_set_visible(grid_instance[c], grid_visible[a]);
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VisualServer::get_singleton()->instance_geometry_set_cast_shadows_setting(grid_instance[c], VS::SHADOW_CASTING_SETTING_OFF);
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VS::get_singleton()->instance_set_layer_mask(grid_instance[c], 1 << SpatialEditorViewport::GIZMO_GRID_LAYER);
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}
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}
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@ -5640,6 +5722,11 @@ void SpatialEditor::_finish_grid() {
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}
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}
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void SpatialEditor::update_grid() {
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_finish_grid();
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_init_grid();
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}
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bool SpatialEditor::is_any_freelook_active() const {
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for (unsigned int i = 0; i < VIEWPORTS_COUNT; ++i) {
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if (viewports[i]->is_freelook_active())
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@ -760,6 +760,7 @@ public:
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Ref<ArrayMesh> get_scale_gizmo(int idx) const { return scale_gizmo[idx]; }
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Ref<ArrayMesh> get_scale_plane_gizmo(int idx) const { return scale_plane_gizmo[idx]; }
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void update_grid();
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void update_transform_gizmo();
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void update_all_gizmos(Node *p_node = NULL);
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void snap_selected_nodes_to_floor();
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