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Merge pull request #56044 from timothyqiu/position-nodes

[3.x] Improve axis awareness and visibility for Position2D and Position3D
Rémi Verschelde 3 роки тому
батько
коміт
7249e170f7
2 змінених файлів з 69 додано та 11 видалено
  1. 34 7
      editor/spatial_editor_gizmos.cpp
  2. 35 4
      scene/2d/position_2d.cpp

+ 34 - 7
editor/spatial_editor_gizmos.cpp

@@ -1567,19 +1567,46 @@ Position3DSpatialGizmoPlugin::Position3DSpatialGizmoPlugin() {
 	cursor_points = Vector<Vector3>();
 
 	PoolVector<Color> cursor_colors;
-	float cs = 0.25;
+	const float cs = 0.25;
+	// Add more points to create a "hard stop" in the color gradient.
 	cursor_points.push_back(Vector3(+cs, 0, 0));
+	cursor_points.push_back(Vector3());
+	cursor_points.push_back(Vector3());
 	cursor_points.push_back(Vector3(-cs, 0, 0));
+
 	cursor_points.push_back(Vector3(0, +cs, 0));
+	cursor_points.push_back(Vector3());
+	cursor_points.push_back(Vector3());
 	cursor_points.push_back(Vector3(0, -cs, 0));
+
 	cursor_points.push_back(Vector3(0, 0, +cs));
+	cursor_points.push_back(Vector3());
+	cursor_points.push_back(Vector3());
 	cursor_points.push_back(Vector3(0, 0, -cs));
-	cursor_colors.push_back(EditorNode::get_singleton()->get_gui_base()->get_color("axis_x_color", "Editor"));
-	cursor_colors.push_back(EditorNode::get_singleton()->get_gui_base()->get_color("axis_x_color", "Editor"));
-	cursor_colors.push_back(EditorNode::get_singleton()->get_gui_base()->get_color("axis_y_color", "Editor"));
-	cursor_colors.push_back(EditorNode::get_singleton()->get_gui_base()->get_color("axis_y_color", "Editor"));
-	cursor_colors.push_back(EditorNode::get_singleton()->get_gui_base()->get_color("axis_z_color", "Editor"));
-	cursor_colors.push_back(EditorNode::get_singleton()->get_gui_base()->get_color("axis_z_color", "Editor"));
+
+	// Use the axis color which is brighter for the positive axis.
+	// Use a darkened axis color for the negative axis.
+	// This makes it possible to see in which direction the Position3D node is rotated
+	// (which can be important depending on how it's used).
+	const Color color_x = EditorNode::get_singleton()->get_gui_base()->get_color("axis_x_color", "Editor");
+	cursor_colors.push_back(color_x);
+	cursor_colors.push_back(color_x);
+	// FIXME: Use less strong darkening factor once GH-48573 is fixed.
+	// The current darkening factor compensates for lines being too bright in the 3D editor.
+	cursor_colors.push_back(color_x.linear_interpolate(Color(0, 0, 0), 0.75));
+	cursor_colors.push_back(color_x.linear_interpolate(Color(0, 0, 0), 0.75));
+
+	const Color color_y = EditorNode::get_singleton()->get_gui_base()->get_color("axis_y_color", "Editor");
+	cursor_colors.push_back(color_y);
+	cursor_colors.push_back(color_y);
+	cursor_colors.push_back(color_y.linear_interpolate(Color(0, 0, 0), 0.75));
+	cursor_colors.push_back(color_y.linear_interpolate(Color(0, 0, 0), 0.75));
+
+	const Color color_z = EditorNode::get_singleton()->get_gui_base()->get_color("axis_z_color", "Editor");
+	cursor_colors.push_back(color_z);
+	cursor_colors.push_back(color_z);
+	cursor_colors.push_back(color_z.linear_interpolate(Color(0, 0, 0), 0.75));
+	cursor_colors.push_back(color_z.linear_interpolate(Color(0, 0, 0), 0.75));
 
 	Ref<SpatialMaterial> mat = memnew(SpatialMaterial);
 	mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);

+ 35 - 4
scene/2d/position_2d.cpp

@@ -36,10 +36,41 @@
 const float DEFAULT_GIZMO_EXTENTS = 10.0;
 
 void Position2D::_draw_cross() {
-	float extents = get_gizmo_extents();
-	// Colors taken from `axis_x_color` and `axis_y_color` (defined in `editor/editor_themes.cpp`)
-	draw_line(Point2(-extents, 0), Point2(+extents, 0), Color(0.96, 0.20, 0.32));
-	draw_line(Point2(0, -extents), Point2(0, +extents), Color(0.53, 0.84, 0.01));
+	const float extents = get_gizmo_extents();
+
+	// Add more points to create a "hard stop" in the color gradient.
+	Vector<Point2> points_x;
+	points_x.push_back(Point2(+extents, 0));
+	points_x.push_back(Point2());
+	points_x.push_back(Point2());
+	points_x.push_back(Point2(-extents, 0));
+
+	Vector<Point2> points_y;
+	points_y.push_back(Point2(0, +extents));
+	points_y.push_back(Point2());
+	points_y.push_back(Point2());
+	points_y.push_back(Point2(0, -extents));
+
+	// Use the axis color which is brighter for the positive axis.
+	// Use a darkened axis color for the negative axis.
+	// This makes it possible to see in which direction the Position3D node is rotated
+	// (which can be important depending on how it's used).
+	// Axis colors are taken from `axis_x_color` and `axis_y_color` (defined in `editor/editor_themes.cpp`).
+	Vector<Color> colors_x;
+	const Color color_x = Color(0.96, 0.20, 0.32);
+	colors_x.push_back(color_x);
+	colors_x.push_back(color_x);
+	colors_x.push_back(color_x.linear_interpolate(Color(0, 0, 0), 0.5));
+	colors_x.push_back(color_x.linear_interpolate(Color(0, 0, 0), 0.5));
+	draw_multiline_colors(points_x, colors_x);
+
+	Vector<Color> colors_y;
+	const Color color_y = Color(0.53, 0.84, 0.01);
+	colors_y.push_back(color_y);
+	colors_y.push_back(color_y);
+	colors_y.push_back(color_y.linear_interpolate(Color(0, 0, 0), 0.5));
+	colors_y.push_back(color_y.linear_interpolate(Color(0, 0, 0), 0.5));
+	draw_multiline_colors(points_y, colors_y);
 }
 
 #ifdef TOOLS_ENABLED