/**************************************************************************/ /* 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_settings.h" #include "editor/plugins/node_3d_editor_plugin.h" #include "scene/3d/lightmap_probe.h" LightmapProbeGizmoPlugin::LightmapProbeGizmoPlugin() { Color gizmo_color = EDITOR_DEF("editors/3d_gizmos/gizmo_colors/lightprobe_lines", Color(0.5, 0.6, 1)); gizmo_color.a = 0.3; create_material("lightprobe_lines", gizmo_color); } bool LightmapProbeGizmoPlugin::has_gizmo(Node3D *p_spatial) { return Object::cast_to(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_lines = get_material("lightprobe_lines", p_gizmo); p_gizmo->clear(); Vector 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 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]); } } } p_gizmo->add_lines(lines, material_lines); }