Merge pull request #40106 from Calinou/improve-3d-selection-box

Improve the 3D editor selection box appearance
This commit is contained in:
Rémi Verschelde 2020-11-09 17:46:43 +01:00 committed by GitHub
commit ed62876683
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 53 additions and 16 deletions

View file

@ -2426,6 +2426,7 @@ void Node3DEditorViewport::_notification(int p_what) {
t.basis = t.basis * aabb_s;
RenderingServer::get_singleton()->instance_set_transform(se->sbox_instance, t);
RenderingServer::get_singleton()->instance_set_transform(se->sbox_instance_xray, t);
}
if (changed || (spatial_editor->is_gizmo_visible() && !exist)) {
@ -4417,6 +4418,9 @@ Node3DEditorSelectedItem::~Node3DEditorSelectedItem() {
if (sbox_instance.is_valid()) {
RenderingServer::get_singleton()->free(sbox_instance);
}
if (sbox_instance_xray.is_valid()) {
RenderingServer::get_singleton()->free(sbox_instance_xray);
}
}
void Node3DEditor::select_gizmo_highlight_axis(int p_axis) {
@ -4500,42 +4504,73 @@ Object *Node3DEditor::_get_editor_data(Object *p_what) {
Node3DEditorSelectedItem *si = memnew(Node3DEditorSelectedItem);
si->sp = sp;
si->sbox_instance = RenderingServer::get_singleton()->instance_create2(selection_box->get_rid(), sp->get_world_3d()->get_scenario());
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(si->sbox_instance, RS::SHADOW_CASTING_SETTING_OFF);
si->sbox_instance = RenderingServer::get_singleton()->instance_create2(
selection_box->get_rid(),
sp->get_world_3d()->get_scenario());
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(
si->sbox_instance,
RS::SHADOW_CASTING_SETTING_OFF);
si->sbox_instance_xray = RenderingServer::get_singleton()->instance_create2(
selection_box_xray->get_rid(),
sp->get_world_3d()->get_scenario());
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(
si->sbox_instance_xray,
RS::SHADOW_CASTING_SETTING_OFF);
return si;
}
void Node3DEditor::_generate_selection_box() {
void Node3DEditor::_generate_selection_boxes() {
// Use two AABBs to create the illusion of a slightly thicker line.
AABB aabb(Vector3(), Vector3(1, 1, 1));
aabb.grow_by(aabb.get_longest_axis_size() / 20.0);
AABB aabb_offset(Vector3(), Vector3(1, 1, 1));
// Grow the bounding boxes slightly to avoid Z-fighting with the mesh's edges.
aabb.grow_by(0.005);
aabb_offset.grow_by(0.01);
// Create a x-ray (visible through solid surfaces) and standard version of the selection box.
// Both will be drawn at the same position, but with different opacity.
// This lets the user see where the selection is while still having a sense of depth.
Ref<SurfaceTool> st = memnew(SurfaceTool);
Ref<SurfaceTool> st_xray = memnew(SurfaceTool);
st->begin(Mesh::PRIMITIVE_LINES);
st_xray->begin(Mesh::PRIMITIVE_LINES);
for (int i = 0; i < 12; i++) {
Vector3 a, b;
aabb.get_edge(i, a, b);
st->add_color(Color(1.0, 1.0, 0.8, 0.8));
st->add_vertex(a);
st->add_color(Color(1.0, 1.0, 0.8, 0.4));
st->add_vertex(a.lerp(b, 0.2));
st->add_color(Color(1.0, 1.0, 0.8, 0.4));
st->add_vertex(a.lerp(b, 0.8));
st->add_color(Color(1.0, 1.0, 0.8, 0.8));
st->add_vertex(b);
st_xray->add_vertex(a);
st_xray->add_vertex(b);
}
for (int i = 0; i < 12; i++) {
Vector3 a, b;
aabb_offset.get_edge(i, a, b);
st->add_vertex(a);
st->add_vertex(b);
st_xray->add_vertex(a);
st_xray->add_vertex(b);
}
Ref<StandardMaterial3D> mat = memnew(StandardMaterial3D);
mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
mat->set_albedo(Color(1, 1, 1));
// Use a similar color to the 2D editor selection.
mat->set_albedo(Color(1, 0.5, 0));
mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
st->set_material(mat);
selection_box = st->commit();
Ref<StandardMaterial3D> mat_xray = memnew(StandardMaterial3D);
mat_xray->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
mat_xray->set_flag(StandardMaterial3D::FLAG_DISABLE_DEPTH_TEST, true);
mat_xray->set_albedo(Color(1, 0.5, 0, 0.15));
mat_xray->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
st_xray->set_material(mat_xray);
selection_box_xray = st_xray->commit();
}
Dictionary Node3DEditor::get_state() const {
@ -5514,7 +5549,7 @@ void Node3DEditor::_init_indicators() {
}
}
_generate_selection_box();
_generate_selection_boxes();
}
void Node3DEditor::_update_gizmos_menu() {

View file

@ -498,6 +498,7 @@ public:
bool last_xform_dirty;
Node3D *sp;
RID sbox_instance;
RID sbox_instance_xray;
Node3DEditorSelectedItem() {
sp = nullptr;
@ -613,6 +614,7 @@ private:
float snap_rotate_value;
float snap_scale_value;
Ref<ArrayMesh> selection_box_xray;
Ref<ArrayMesh> selection_box;
RID indicators;
RID indicators_instance;
@ -701,7 +703,7 @@ private:
HBoxContainer *hbc_menu;
void _generate_selection_box();
void _generate_selection_boxes();
UndoRedo *undo_redo;
int camera_override_viewport_id;