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Merge pull request #50597 from Calinou/3d-editor-improve-manipulation-gizmo

Improve the 3D editor manipulation gizmo
Rémi Verschelde пре 4 година
родитељ
комит
7f0a83c129
1 измењених фајлова са 16 додато и 11 уклоњено
  1. 16 11
      editor/plugins/node_3d_editor_plugin.cpp

+ 16 - 11
editor/plugins/node_3d_editor_plugin.cpp

@@ -942,14 +942,18 @@ bool Node3DEditorViewport::_transform_gizmo_select(const Vector2 &p_screenpos, b
 				Vector3 ivec2 = gt.basis.get_axis((i + 1) % 3).normalized();
 				Vector3 ivec3 = gt.basis.get_axis((i + 2) % 3).normalized();
 
-				Vector3 grabber_pos = gt.origin + (ivec2 + ivec3) * gs * (GIZMO_PLANE_SIZE + GIZMO_PLANE_DST);
+				// Allow some tolerance to make the plane easier to click,
+				// even if the click is actually slightly outside the plane.
+				const Vector3 grabber_pos = gt.origin + (ivec2 + ivec3) * gs * (GIZMO_PLANE_SIZE + GIZMO_PLANE_DST * 0.6667);
 
 				Vector3 r;
 				Plane plane(gt.origin, gt.basis.get_axis(i).normalized());
 
 				if (plane.intersects_ray(ray_pos, ray, &r)) {
 					float dist = r.distance_to(grabber_pos);
-					if (dist < (gs * GIZMO_PLANE_SIZE)) {
+					// Allow some tolerance to make the plane easier to click,
+					// even if the click is actually slightly outside the plane.
+					if (dist < (gs * GIZMO_PLANE_SIZE * 1.5)) {
 						float d = ray_pos.distance_to(r);
 						if (d < col_d) {
 							col_d = d;
@@ -1042,14 +1046,18 @@ bool Node3DEditorViewport::_transform_gizmo_select(const Vector2 &p_screenpos, b
 				Vector3 ivec2 = gt.basis.get_axis((i + 1) % 3).normalized();
 				Vector3 ivec3 = gt.basis.get_axis((i + 2) % 3).normalized();
 
-				Vector3 grabber_pos = gt.origin + (ivec2 + ivec3) * gs * (GIZMO_PLANE_SIZE + GIZMO_PLANE_DST);
+				// Allow some tolerance to make the plane easier to click,
+				// even if the click is actually slightly outside the plane.
+				Vector3 grabber_pos = gt.origin + (ivec2 + ivec3) * gs * (GIZMO_PLANE_SIZE + GIZMO_PLANE_DST * 0.6667);
 
 				Vector3 r;
 				Plane plane(gt.origin, gt.basis.get_axis(i).normalized());
 
 				if (plane.intersects_ray(ray_pos, ray, &r)) {
 					float dist = r.distance_to(grabber_pos);
-					if (dist < (gs * GIZMO_PLANE_SIZE)) {
+					// Allow some tolerance to make the plane easier to click,
+					// even if the click is actually slightly outside the plane.
+					if (dist < (gs * GIZMO_PLANE_SIZE * 1.5)) {
 						float d = ray_pos.distance_to(r);
 						if (d < col_d) {
 							col_d = d;
@@ -2909,9 +2917,7 @@ void Node3DEditorViewport::_draw() {
 				handle_color = get_theme_color(SNAME("accent_color"), SNAME("Editor"));
 				break;
 		}
-		handle_color.a = 1.0;
-		const float brightness = 1.3;
-		handle_color *= Color(brightness, brightness, brightness);
+		handle_color = handle_color.from_hsv(handle_color.get_h(), 0.25, 1.0, 1);
 
 		RenderingServer::get_singleton()->canvas_item_add_line(
 				ci,
@@ -5638,8 +5644,7 @@ void fragment() {
 			gizmo_color[i] = mat;
 
 			Ref<StandardMaterial3D> mat_hl = mat->duplicate();
-			const float brightness = 1.3;
-			const Color albedo = Color(col.r * brightness, col.g * brightness, col.b * brightness);
+			const Color albedo = col.from_hsv(col.get_h(), 0.25, 1.0, 1);
 			mat_hl->set_albedo(albedo);
 			gizmo_color_hl[i] = mat_hl;
 
@@ -5746,7 +5751,7 @@ void fragment() {
 				surftool->begin(Mesh::PRIMITIVE_TRIANGLES);
 
 				int n = 128; // number of circle segments
-				int m = 6; // number of thickness segments
+				int m = 3; // number of thickness segments
 
 				real_t step = Math_TAU / n;
 				for (int j = 0; j < n; ++j) {
@@ -5954,7 +5959,7 @@ void fragment() {
 				surftool->commit(scale_plane_gizmo[i]);
 
 				Ref<StandardMaterial3D> plane_mat_hl = plane_mat->duplicate();
-				plane_mat_hl->set_albedo(Color(col.r * 1.3, col.g * 1.3, col.b * 1.3));
+				plane_mat_hl->set_albedo(col.from_hsv(col.get_h(), 0.25, 1.0, 1));
 				plane_gizmo_color_hl[i] = plane_mat_hl; // needed, so we can draw planes from both sides
 			}
 		}