/**************************************************************************/ /* 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(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(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(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(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(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(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(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(light)) { Ref material = get_material("lines_primary", p_gizmo); Ref 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 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(light)) { // Use both a billboard circle and 3 non-billboard circles for a better sphere-like representation const Ref lines_material = get_material("lines_secondary", p_gizmo); const Ref lines_billboard_material = get_material("lines_billboard", p_gizmo); const Ref icon = get_material("light_omni_icon", p_gizmo); OmniLight3D *on = Object::cast_to(light); const float r = on->get_param(Light3D::PARAM_RANGE); Vector points; Vector 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 handles; handles.push_back(Vector3(r, 0, 0)); p_gizmo->add_handles(handles, get_material("handles_billboard"), Vector(), true); } if (Object::cast_to(light)) { const Ref material_primary = get_material("lines_primary", p_gizmo); const Ref material_secondary = get_material("lines_secondary", p_gizmo); const Ref icon = get_material("light_spot_icon", p_gizmo); Vector points_primary; Vector points_secondary; SpotLight3D *sl = Object::cast_to(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 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); }