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@@ -1541,19 +1541,46 @@ Position3DGizmoPlugin::Position3DGizmoPlugin() {
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cursor_points = Vector<Vector3>();
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cursor_points = Vector<Vector3>();
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Vector<Color> cursor_colors;
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Vector<Color> cursor_colors;
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- float cs = 0.25;
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+ const float cs = 0.25;
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+ // Add more points to create a "hard stop" in the color gradient.
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cursor_points.push_back(Vector3(+cs, 0, 0));
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cursor_points.push_back(Vector3(+cs, 0, 0));
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+ cursor_points.push_back(Vector3());
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+ cursor_points.push_back(Vector3());
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cursor_points.push_back(Vector3(-cs, 0, 0));
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cursor_points.push_back(Vector3(-cs, 0, 0));
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+
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cursor_points.push_back(Vector3(0, +cs, 0));
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cursor_points.push_back(Vector3(0, +cs, 0));
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+ cursor_points.push_back(Vector3());
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+ cursor_points.push_back(Vector3());
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cursor_points.push_back(Vector3(0, -cs, 0));
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cursor_points.push_back(Vector3(0, -cs, 0));
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+
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cursor_points.push_back(Vector3(0, 0, +cs));
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cursor_points.push_back(Vector3(0, 0, +cs));
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+ cursor_points.push_back(Vector3());
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+ cursor_points.push_back(Vector3());
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cursor_points.push_back(Vector3(0, 0, -cs));
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cursor_points.push_back(Vector3(0, 0, -cs));
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- cursor_colors.push_back(EditorNode::get_singleton()->get_gui_base()->get_theme_color("axis_x_color", "Editor"));
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- cursor_colors.push_back(EditorNode::get_singleton()->get_gui_base()->get_theme_color("axis_x_color", "Editor"));
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- cursor_colors.push_back(EditorNode::get_singleton()->get_gui_base()->get_theme_color("axis_y_color", "Editor"));
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- cursor_colors.push_back(EditorNode::get_singleton()->get_gui_base()->get_theme_color("axis_y_color", "Editor"));
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- cursor_colors.push_back(EditorNode::get_singleton()->get_gui_base()->get_theme_color("axis_z_color", "Editor"));
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- cursor_colors.push_back(EditorNode::get_singleton()->get_gui_base()->get_theme_color("axis_z_color", "Editor"));
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+
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+ // Use the axis color which is brighter for the positive axis.
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+ // Use a darkened axis color for the negative axis.
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+ // This makes it possible to see in which direction the Position3D node is rotated
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+ // (which can be important depending on how it's used).
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+ const Color color_x = EditorNode::get_singleton()->get_gui_base()->get_theme_color("axis_x_color", "Editor");
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+ cursor_colors.push_back(color_x);
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+ cursor_colors.push_back(color_x);
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+ // FIXME: Use less strong darkening factor once GH-48573 is fixed.
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+ // The current darkening factor compensates for lines being too bright in the 3D editor.
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+ cursor_colors.push_back(color_x.lerp(Color(0, 0, 0), 0.75));
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+ cursor_colors.push_back(color_x.lerp(Color(0, 0, 0), 0.75));
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+
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+ const Color color_y = EditorNode::get_singleton()->get_gui_base()->get_theme_color("axis_y_color", "Editor");
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+ cursor_colors.push_back(color_y);
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+ cursor_colors.push_back(color_y);
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+ cursor_colors.push_back(color_y.lerp(Color(0, 0, 0), 0.75));
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+ cursor_colors.push_back(color_y.lerp(Color(0, 0, 0), 0.75));
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+
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+ const Color color_z = EditorNode::get_singleton()->get_gui_base()->get_theme_color("axis_z_color", "Editor");
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+ cursor_colors.push_back(color_z);
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+ cursor_colors.push_back(color_z);
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+ cursor_colors.push_back(color_z.lerp(Color(0, 0, 0), 0.75));
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+ cursor_colors.push_back(color_z.lerp(Color(0, 0, 0), 0.75));
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Ref<StandardMaterial3D> mat = memnew(StandardMaterial3D);
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Ref<StandardMaterial3D> mat = memnew(StandardMaterial3D);
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mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
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mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
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