virtualx-engine/tools/editor/plugins/material_editor_plugin.cpp
Ferenc Arn bd7ba0b664 Use right handed coordinate system for rotation matrices and quaternions. Also fixes Euler angles (XYZ convention, which is used as default by Blender).
Furthermore, functions which expect a rotation matrix will now give an error simply, rather than trying to orthonormalize such matrices. The documentation for such functions has be updated accordingly.

This commit breaks code using 3D rotations, and is a part of the breaking changes in 2.1 -> 3.0 transition. The code affected within Godot code base is fixed in this commit.
2017-01-03 17:41:04 -06:00

384 lines
8.8 KiB
C++

#include "material_editor_plugin.h"
#include "scene/main/viewport.h"
#if 0
void MaterialEditor::_input_event(InputEvent p_event) {
}
void MaterialEditor::_notification(int p_what) {
if (p_what==NOTIFICATION_FIXED_PROCESS) {
}
if (p_what==NOTIFICATION_READY) {
//get_scene()->connect("node_removed",this,"_node_removed");
if (first_enter) {
//it's in propertyeditor so.. could be moved around
light_1_switch->set_normal_texture(get_icon("MaterialPreviewLight1","EditorIcons"));
light_1_switch->set_pressed_texture(get_icon("MaterialPreviewLight1Off","EditorIcons"));
light_2_switch->set_normal_texture(get_icon("MaterialPreviewLight2","EditorIcons"));
light_2_switch->set_pressed_texture(get_icon("MaterialPreviewLight2Off","EditorIcons"));
sphere_switch->set_normal_texture(get_icon("MaterialPreviewSphereOff","EditorIcons"));
sphere_switch->set_pressed_texture(get_icon("MaterialPreviewSphere","EditorIcons"));
box_switch->set_normal_texture(get_icon("MaterialPreviewCubeOff","EditorIcons"));
box_switch->set_pressed_texture(get_icon("MaterialPreviewCube","EditorIcons"));
first_enter=false;
}
}
if (p_what==NOTIFICATION_DRAW) {
Ref<Texture> checkerboard = get_icon("Checkerboard","EditorIcons");
Size2 size = get_size();
draw_texture_rect(checkerboard,Rect2(Point2(),size),true);
}
}
void MaterialEditor::edit(Ref<Material> p_material) {
material=p_material;
if (!material.is_null()) {
sphere_mesh->surface_set_material(0,material);
box_mesh->surface_set_material(0,material);
} else {
hide();
}
}
void MaterialEditor::_button_pressed(Node* p_button) {
if (p_button==light_1_switch) {
light1->set_enabled(!light_1_switch->is_pressed());
}
if (p_button==light_2_switch) {
light2->set_enabled(!light_2_switch->is_pressed());
}
if (p_button==box_switch) {
box_instance->show();
sphere_instance->hide();
box_switch->set_pressed(true);
sphere_switch->set_pressed(false);
}
if (p_button==sphere_switch) {
box_instance->hide();
sphere_instance->show();
box_switch->set_pressed(false);
sphere_switch->set_pressed(true);
}
}
void MaterialEditor::_bind_methods() {
ClassDB::bind_method(_MD("_input_event"),&MaterialEditor::_input_event);
ClassDB::bind_method(_MD("_button_pressed"),&MaterialEditor::_button_pressed);
}
MaterialEditor::MaterialEditor() {
viewport = memnew( Viewport );
Ref<World> world;
world.instance();
viewport->set_world(world); //use own world
add_child(viewport);
viewport->set_disable_input(true);
camera = memnew( Camera );
camera->set_transform(Transform(Matrix3(),Vector3(0,0,3)));
camera->set_perspective(45,0.1,10);
viewport->add_child(camera);
light1 = memnew( DirectionalLight );
light1->set_transform(Transform().looking_at(Vector3(-1,-1,-1),Vector3(0,1,0)));
viewport->add_child(light1);
light2 = memnew( DirectionalLight );
light2->set_transform(Transform().looking_at(Vector3(0,1,0),Vector3(0,0,1)));
light2->set_color(Light::COLOR_DIFFUSE,Color(0.7,0.7,0.7));
light2->set_color(Light::COLOR_SPECULAR,Color(0.7,0.7,0.7));
viewport->add_child(light2);
sphere_instance = memnew( MeshInstance );
viewport->add_child(sphere_instance);
box_instance = memnew( MeshInstance );
viewport->add_child(box_instance);
Transform box_xform;
box_xform.basis.rotate(Vector3(1,0,0),Math::deg2rad(25));
box_xform.basis = box_xform.basis * Matrix3().rotated(Vector3(0,1,0),Math::deg2rad(25));
box_xform.basis.scale(Vector3(0.8,0.8,0.8));
box_instance->set_transform(box_xform);
{
sphere_mesh.instance();
int lats=32;
int lons=32;
float radius=1.0;
DVector<Vector3> vertices;
DVector<Vector3> normals;
DVector<Vector2> uvs;
DVector<float> tangents;
Matrix3 tt = Matrix3(Vector3(0,1,0),Math_PI*0.5);
for(int i = 1; i <= lats; i++) {
double lat0 = Math_PI * (-0.5 + (double) (i - 1) / lats);
double z0 = Math::sin(lat0);
double zr0 = Math::cos(lat0);
double lat1 = Math_PI * (-0.5 + (double) i / lats);
double z1 = Math::sin(lat1);
double zr1 = Math::cos(lat1);
for(int j = lons; j >= 1; j--) {
double lng0 = 2 * Math_PI * (double) (j - 1) / lons;
double x0 = Math::cos(lng0);
double y0 = Math::sin(lng0);
double lng1 = 2 * Math_PI * (double) (j) / lons;
double x1 = Math::cos(lng1);
double y1 = Math::sin(lng1);
Vector3 v[4]={
Vector3(x1 * zr0, z0, y1 *zr0),
Vector3(x1 * zr1, z1, y1 *zr1),
Vector3(x0 * zr1, z1, y0 *zr1),
Vector3(x0 * zr0, z0, y0 *zr0)
};
#define ADD_POINT(m_idx) \
normals.push_back(v[m_idx]);\
vertices.push_back(v[m_idx]*radius);\
{ Vector2 uv(Math::atan2(v[m_idx].x,v[m_idx].z),Math::atan2(-v[m_idx].y,v[m_idx].z));\
uv/=Math_PI;\
uv*=4.0;\
uv=uv*0.5+Vector2(0.5,0.5);\
uvs.push_back(uv);\
}\
{ Vector3 t = tt.xform(v[m_idx]);\
tangents.push_back(t.x);\
tangents.push_back(t.y);\
tangents.push_back(t.z);\
tangents.push_back(1.0);\
}
ADD_POINT(0);
ADD_POINT(1);
ADD_POINT(2);
ADD_POINT(2);
ADD_POINT(3);
ADD_POINT(0);
}
}
Array arr;
arr.resize(VS::ARRAY_MAX);
arr[VS::ARRAY_VERTEX]=vertices;
arr[VS::ARRAY_NORMAL]=normals;
arr[VS::ARRAY_TANGENT]=tangents;
arr[VS::ARRAY_TEX_UV]=uvs;
sphere_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES,arr);
sphere_instance->set_mesh(sphere_mesh);
}
{
box_mesh.instance();
DVector<Vector3> vertices;
DVector<Vector3> normals;
DVector<float> tangents;
DVector<Vector3> uvs;
int vtx_idx=0;
#define ADD_VTX(m_idx);\
vertices.push_back( face_points[m_idx] );\
normals.push_back( normal_points[m_idx] );\
tangents.push_back( normal_points[m_idx][1] );\
tangents.push_back( normal_points[m_idx][2] );\
tangents.push_back( normal_points[m_idx][0] );\
tangents.push_back( 1.0 );\
uvs.push_back( Vector3(uv_points[m_idx*2+0],uv_points[m_idx*2+1],0) );\
vtx_idx++;\
for (int i=0;i<6;i++) {
Vector3 face_points[4];
Vector3 normal_points[4];
float uv_points[8]={0,0,0,1,1,1,1,0};
for (int j=0;j<4;j++) {
float v[3];
v[0]=1.0;
v[1]=1-2*((j>>1)&1);
v[2]=v[1]*(1-2*(j&1));
for (int k=0;k<3;k++) {
if (i<3)
face_points[j][(i+k)%3]=v[k]*(i>=3?-1:1);
else
face_points[3-j][(i+k)%3]=v[k]*(i>=3?-1:1);
}
normal_points[j]=Vector3();
normal_points[j][i%3]=(i>=3?-1:1);
}
//tri 1
ADD_VTX(0);
ADD_VTX(1);
ADD_VTX(2);
//tri 2
ADD_VTX(2);
ADD_VTX(3);
ADD_VTX(0);
}
Array d;
d.resize(VS::ARRAY_MAX);
d[VisualServer::ARRAY_NORMAL]= normals ;
d[VisualServer::ARRAY_TANGENT]= tangents ;
d[VisualServer::ARRAY_TEX_UV]= uvs ;
d[VisualServer::ARRAY_VERTEX]= vertices ;
DVector<int> indices;
indices.resize(vertices.size());
for(int i=0;i<vertices.size();i++)
indices.set(i,i);
d[VisualServer::ARRAY_INDEX]=indices;
box_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES,d);
box_instance->set_mesh(box_mesh);
box_instance->hide();
}
set_custom_minimum_size(Size2(1,150)*EDSCALE);
HBoxContainer *hb = memnew( HBoxContainer );
add_child(hb);
hb->set_area_as_parent_rect(2);
VBoxContainer *vb_shape = memnew( VBoxContainer );
hb->add_child(vb_shape);
sphere_switch = memnew( TextureButton );
sphere_switch->set_toggle_mode(true);
sphere_switch->set_pressed(true);
vb_shape->add_child(sphere_switch);
sphere_switch->connect("pressed",this,"_button_pressed",varray(sphere_switch));
box_switch = memnew( TextureButton );
box_switch->set_toggle_mode(true);
box_switch->set_pressed(false);
vb_shape->add_child(box_switch);
box_switch->connect("pressed",this,"_button_pressed",varray(box_switch));
hb->add_spacer();
VBoxContainer *vb_light = memnew( VBoxContainer );
hb->add_child(vb_light);
light_1_switch = memnew( TextureButton );
light_1_switch->set_toggle_mode(true);
vb_light->add_child(light_1_switch);
light_1_switch->connect("pressed",this,"_button_pressed",varray(light_1_switch));
light_2_switch = memnew( TextureButton );
light_2_switch->set_toggle_mode(true);
vb_light->add_child(light_2_switch);
light_2_switch->connect("pressed",this,"_button_pressed",varray(light_2_switch));
first_enter=true;
}
void MaterialEditorPlugin::edit(Object *p_object) {
Material * s = p_object->cast_to<Material>();
if (!s)
return;
material_editor->edit(Ref<Material>(s));
}
bool MaterialEditorPlugin::handles(Object *p_object) const {
return p_object->is_type("Material");
}
void MaterialEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
material_editor->show();
// material_editor->set_process(true);
} else {
material_editor->hide();
// material_editor->set_process(false);
}
}
MaterialEditorPlugin::MaterialEditorPlugin(EditorNode *p_node) {
editor=p_node;
material_editor = memnew( MaterialEditor );
add_control_to_container(CONTAINER_PROPERTY_EDITOR_BOTTOM,material_editor);
material_editor->hide();
}
MaterialEditorPlugin::~MaterialEditorPlugin()
{
}
#endif