1/**************************************************************************/
2/* lightmap_probe_gizmo_plugin.cpp */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
14/* without limitation the rights to use, copy, modify, merge, publish, */
15/* distribute, sublicense, and/or sell copies of the Software, and to */
16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
18/* */
19/* The above copyright notice and this permission notice shall be */
20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#include "lightmap_probe_gizmo_plugin.h"
32
33#include "editor/editor_node.h"
34#include "editor/editor_settings.h"
35#include "editor/editor_string_names.h"
36#include "editor/plugins/node_3d_editor_plugin.h"
37#include "scene/3d/lightmap_probe.h"
38
39LightmapProbeGizmoPlugin::LightmapProbeGizmoPlugin() {
40 create_icon_material("lightmap_probe_icon", EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("GizmoLightmapProbe"), EditorStringName(EditorIcons)));
41
42 Color gizmo_color = EDITOR_DEF("editors/3d_gizmos/gizmo_colors/lightprobe_lines", Color(0.5, 0.6, 1));
43
44 gizmo_color.a = 0.3;
45 create_material("lightprobe_lines", gizmo_color);
46}
47
48bool LightmapProbeGizmoPlugin::has_gizmo(Node3D *p_spatial) {
49 return Object::cast_to<LightmapProbe>(p_spatial) != nullptr;
50}
51
52String LightmapProbeGizmoPlugin::get_gizmo_name() const {
53 return "LightmapProbe";
54}
55
56int LightmapProbeGizmoPlugin::get_priority() const {
57 return -1;
58}
59
60void LightmapProbeGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
61 Ref<Material> material_lines = get_material("lightprobe_lines", p_gizmo);
62
63 p_gizmo->clear();
64
65 Vector<Vector3> lines;
66
67 int stack_count = 8;
68 int sector_count = 16;
69
70 float sector_step = (Math_PI * 2.0) / sector_count;
71 float stack_step = Math_PI / stack_count;
72
73 Vector<Vector3> vertices;
74 float radius = 0.2;
75
76 for (int i = 0; i <= stack_count; ++i) {
77 float stack_angle = Math_PI / 2 - i * stack_step; // starting from pi/2 to -pi/2
78 float xy = radius * Math::cos(stack_angle); // r * cos(u)
79 float z = radius * Math::sin(stack_angle); // r * sin(u)
80
81 // add (sector_count+1) vertices per stack
82 // the first and last vertices have same position and normal, but different tex coords
83 for (int j = 0; j <= sector_count; ++j) {
84 float sector_angle = j * sector_step; // starting from 0 to 2pi
85
86 // vertex position (x, y, z)
87 float x = xy * Math::cos(sector_angle); // r * cos(u) * cos(v)
88 float y = xy * Math::sin(sector_angle); // r * cos(u) * sin(v)
89
90 Vector3 n = Vector3(x, z, y);
91 vertices.push_back(n);
92 }
93 }
94
95 for (int i = 0; i < stack_count; ++i) {
96 int k1 = i * (sector_count + 1); // beginning of current stack
97 int k2 = k1 + sector_count + 1; // beginning of next stack
98
99 for (int j = 0; j < sector_count; ++j, ++k1, ++k2) {
100 // 2 triangles per sector excluding first and last stacks
101 // k1 => k2 => k1+1
102 if (i != 0) {
103 lines.push_back(vertices[k1]);
104 lines.push_back(vertices[k2]);
105 lines.push_back(vertices[k1]);
106 lines.push_back(vertices[k1 + 1]);
107 }
108
109 if (i != (stack_count - 1)) {
110 lines.push_back(vertices[k1 + 1]);
111 lines.push_back(vertices[k2]);
112 lines.push_back(vertices[k2]);
113 lines.push_back(vertices[k2 + 1]);
114 }
115 }
116 }
117
118 const Ref<Material> icon = get_material("lightmap_probe_icon", p_gizmo);
119
120 p_gizmo->add_lines(lines, material_lines);
121 p_gizmo->add_unscaled_billboard(icon, 0.05);
122}
123