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Enable material editor preview to be rotated.
(cherry picked from commit d4ee903004)
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@@ -34,6 +34,19 @@
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#include "scene/gui/viewport_container.h"
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#include "scene/resources/particles_material.h"
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void MaterialEditor::_gui_input(const Ref<InputEvent> &p_event) {
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ERR_FAIL_COND(p_event.is_null());
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Ref<InputEventMouseMotion> mm = p_event;
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if (mm.is_valid() && (mm->get_button_mask() & BUTTON_MASK_LEFT)) {
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rot.x -= mm->get_relative().y * 0.01;
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rot.y -= mm->get_relative().x * 0.01;
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rot.x = CLAMP(rot.x, -Math_PI / 2, Math_PI / 2);
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_update_rotation();
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}
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}
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void MaterialEditor::_notification(int p_what) {
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if (p_what == NOTIFICATION_READY) {
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//get_scene()->connect("node_removed",this,"_node_removed");
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@@ -63,6 +76,13 @@ void MaterialEditor::_notification(int p_what) {
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}
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}
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void MaterialEditor::_update_rotation() {
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Transform t;
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t.basis.rotate(Vector3(0, 1, 0), -rot.y);
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t.basis.rotate(Vector3(1, 0, 0), -rot.x);
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rotation->set_transform(t);
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}
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void MaterialEditor::edit(Ref<Material> p_material, const Ref<Environment> &p_env) {
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material = p_material;
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camera->set_environment(p_env);
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@@ -72,6 +92,10 @@ void MaterialEditor::edit(Ref<Material> p_material, const Ref<Environment> &p_en
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} else {
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hide();
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}
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rot.x = Math::deg2rad(-15.0);
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rot.y = Math::deg2rad(30.0);
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_update_rotation();
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}
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void MaterialEditor::_button_pressed(Node *p_button) {
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@@ -101,6 +125,7 @@ void MaterialEditor::_button_pressed(Node *p_button) {
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}
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void MaterialEditor::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_gui_input"), &MaterialEditor::_gui_input);
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ClassDB::bind_method(D_METHOD("_button_pressed"), &MaterialEditor::_button_pressed);
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}
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@@ -119,7 +144,7 @@ MaterialEditor::MaterialEditor() {
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viewport->set_msaa(Viewport::MSAA_4X);
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camera = memnew(Camera);
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camera->set_transform(Transform(Basis(), Vector3(0, 0, 3)));
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camera->set_transform(Transform(Basis(), Vector3(0, 0, 1.1)));
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camera->set_perspective(45, 0.1, 10);
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camera->make_current();
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viewport->add_child(camera);
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@@ -133,18 +158,17 @@ MaterialEditor::MaterialEditor() {
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light2->set_color(Color(0.7, 0.7, 0.7));
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viewport->add_child(light2);
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rotation = memnew(Spatial);
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viewport->add_child(rotation);
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sphere_instance = memnew(MeshInstance);
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viewport->add_child(sphere_instance);
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rotation->add_child(sphere_instance);
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box_instance = memnew(MeshInstance);
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viewport->add_child(box_instance);
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rotation->add_child(box_instance);
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Transform box_xform;
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box_xform.basis.rotate(Vector3(1, 0, 0), Math::deg2rad(25.0));
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box_xform.basis = box_xform.basis * Basis().rotated(Vector3(0, 1, 0), Math::deg2rad(-25.0));
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box_xform.basis.scale(Vector3(0.8, 0.8, 0.8));
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box_xform.origin.y = 0.2;
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box_instance->set_transform(box_xform);
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box_instance->set_transform(Transform(Basis() * 0.25, Vector3() * 0.25));
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sphere_instance->set_transform(Transform(Basis() * 0.375, Vector3() * 0.375));
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sphere_mesh.instance();
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sphere_instance->set_mesh(sphere_mesh);
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