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Improved directional light arrow and gizmo highlighting

This commit is contained in:
Daniel J. Ramirez
2017-08-28 13:32:28 -05:00
parent 3003e19ab1
commit 07e8d7270e

View File

@@ -131,9 +131,9 @@ void EditorSpatialGizmo::add_lines(const Vector<Vector3> &p_lines, const Ref<Mat
PoolVector<Color>::Write w = color.write(); PoolVector<Color>::Write w = color.write();
for (int i = 0; i < p_lines.size(); i++) { for (int i = 0; i < p_lines.size(); i++) {
if (is_selected()) if (is_selected())
w[i] = Color(1, 1, 1, 0.6); w[i] = Color(1, 1, 1, 0.8);
else else
w[i] = Color(1, 1, 1, 0.25); w[i] = Color(1, 1, 1, 0.2);
} }
} }
@@ -550,8 +550,9 @@ Ref<SpatialMaterial> EditorSpatialGizmo::create_material(const String &p_name, c
if (!is_editable()) { if (!is_editable()) {
color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/instanced"); color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/instanced");
} else if (!is_selected()) { }
color.a *= 0.5; if (!is_selected()) {
color.a *= 0.3;
} }
Ref<SpatialMaterial> line_material; Ref<SpatialMaterial> line_material;
@@ -597,7 +598,7 @@ Ref<SpatialMaterial> EditorSpatialGizmo::create_icon_material(const String &p_na
if (!is_editable()) { if (!is_editable()) {
color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/instanced"); color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/instanced");
} else if (!is_selected()) { } else if (!is_selected()) {
color.a *= 0.5; color.a *= 0.3;
} }
Ref<SpatialMaterial> icon; Ref<SpatialMaterial> icon;
@@ -780,34 +781,32 @@ void LightSpatialGizmo::redraw() {
Ref<Material> material = create_material("light_directional_material", gizmo_color); Ref<Material> material = create_material("light_directional_material", gizmo_color);
Ref<Material> icon = create_icon_material("light_directional_icon", SpatialEditor::get_singleton()->get_icon("GizmoDirectionalLight", "EditorIcons")); Ref<Material> icon = create_icon_material("light_directional_icon", SpatialEditor::get_singleton()->get_icon("GizmoDirectionalLight", "EditorIcons"));
const int arrow_points = 5; const int arrow_points = 7;
const float arrow_length = 1.5;
Vector3 arrow[arrow_points] = { Vector3 arrow[arrow_points] = {
Vector3(0, 0, 2), Vector3(0, 0, -1),
Vector3(1, 1, 2), Vector3(0, 0.8, 0),
Vector3(1, 1, -1), Vector3(0, 0.3, 0),
Vector3(2, 2, -1), Vector3(0, 0.3, arrow_length),
Vector3(0, 0, -3) Vector3(0, -0.3, arrow_length),
Vector3(0, -0.3, 0),
Vector3(0, -0.8, 0)
}; };
int arrow_sides = 4; int arrow_sides = 2;
Vector<Vector3> lines; Vector<Vector3> lines;
for (int i = 0; i < arrow_sides; i++) { 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);
Basis ma(Vector3(0, 0, 1), Math_PI * 2 * float(i) / arrow_sides); Vector3 v1 = arrow[j] - Vector3(0, 0, arrow_length);
Basis mb(Vector3(0, 0, 1), Math_PI * 2 * float(i + 1) / arrow_sides); Vector3 v2 = arrow[(j + 1) % arrow_points] - Vector3(0, 0, arrow_length);
for (int j = 1; j < arrow_points - 1; j++) { lines.push_back(ma.xform(v1));
lines.push_back(ma.xform(v2));
if (j != 2) {
lines.push_back(ma.xform(arrow[j]));
lines.push_back(ma.xform(arrow[j + 1]));
}
if (j < arrow_points - 1) {
lines.push_back(ma.xform(arrow[j]));
lines.push_back(mb.xform(arrow[j]));
}
} }
} }