Files
godot/editor/plugins/gizmos/camera_3d_gizmo_plugin.cpp
aaronp64 7e4d635c2f Fix Camera3D gizmo representation to accurately reflect FOV
Updated gizmo drawing to keep depth proportional to width or height based on whether FOV is horizontal or vertical.
2025-03-07 14:33:54 -05:00

294 lines
11 KiB
C++

/**************************************************************************/
/* camera_3d_gizmo_plugin.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
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/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
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/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/**************************************************************************/
#include "camera_3d_gizmo_plugin.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "editor/editor_string_names.h"
#include "editor/editor_undo_redo_manager.h"
#include "editor/plugins/node_3d_editor_plugin.h"
#include "scene/3d/camera_3d.h"
Camera3DGizmoPlugin::Camera3DGizmoPlugin() {
Color gizmo_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/camera");
create_material("camera_material", gizmo_color);
create_icon_material("camera_icon", EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("GizmoCamera3D"), EditorStringName(EditorIcons)));
create_handle_material("handles");
}
bool Camera3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
return Object::cast_to<Camera3D>(p_spatial) != nullptr;
}
String Camera3DGizmoPlugin::get_gizmo_name() const {
return "Camera3D";
}
int Camera3DGizmoPlugin::get_priority() const {
return -1;
}
String Camera3DGizmoPlugin::get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {
Camera3D *camera = Object::cast_to<Camera3D>(p_gizmo->get_node_3d());
if (camera->get_projection() == Camera3D::PROJECTION_PERSPECTIVE) {
return "FOV";
} else {
return "Size";
}
}
Variant Camera3DGizmoPlugin::get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {
Camera3D *camera = Object::cast_to<Camera3D>(p_gizmo->get_node_3d());
if (camera->get_projection() == Camera3D::PROJECTION_PERSPECTIVE) {
return camera->get_fov();
} else {
return camera->get_size();
}
}
void Camera3DGizmoPlugin::set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, Camera3D *p_camera, const Point2 &p_point) {
Camera3D *camera = Object::cast_to<Camera3D>(p_gizmo->get_node_3d());
Transform3D gt = camera->get_global_transform();
Transform3D gi = gt.affine_inverse();
Vector3 ray_from = p_camera->project_ray_origin(p_point);
Vector3 ray_dir = p_camera->project_ray_normal(p_point);
Vector3 s[2] = { gi.xform(ray_from), gi.xform(ray_from + ray_dir * 4096) };
if (camera->get_projection() == Camera3D::PROJECTION_PERSPECTIVE) {
Transform3D gt2 = camera->get_global_transform();
float a = _find_closest_angle_to_half_pi_arc(s[0], s[1], 1.0, gt2);
camera->set("fov", CLAMP(a * 2.0, 1, 179));
} else {
Camera3D::KeepAspect aspect = camera->get_keep_aspect_mode();
Vector3 camera_far = aspect == Camera3D::KeepAspect::KEEP_WIDTH ? Vector3(4096, 0, -1) : Vector3(0, 4096, -1);
Vector3 ra, rb;
Geometry3D::get_closest_points_between_segments(Vector3(0, 0, -1), camera_far, s[0], s[1], ra, rb);
float d = aspect == Camera3D::KeepAspect::KEEP_WIDTH ? ra.x * 2 : ra.y * 2;
if (Node3DEditor::get_singleton()->is_snap_enabled()) {
d = Math::snapped(d, Node3DEditor::get_singleton()->get_translate_snap());
}
d = CLAMP(d, 0.1, 16384);
camera->set("size", d);
}
}
void Camera3DGizmoPlugin::commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel) {
Camera3D *camera = Object::cast_to<Camera3D>(p_gizmo->get_node_3d());
if (camera->get_projection() == Camera3D::PROJECTION_PERSPECTIVE) {
if (p_cancel) {
camera->set("fov", p_restore);
} else {
EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
ur->create_action(TTR("Change Camera FOV"));
ur->add_do_property(camera, "fov", camera->get_fov());
ur->add_undo_property(camera, "fov", p_restore);
ur->commit_action();
}
} else {
if (p_cancel) {
camera->set("size", p_restore);
} else {
EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
ur->create_action(TTR("Change Camera Size"));
ur->add_do_property(camera, "size", camera->get_size());
ur->add_undo_property(camera, "size", p_restore);
ur->commit_action();
}
}
}
void Camera3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
Camera3D *camera = Object::cast_to<Camera3D>(p_gizmo->get_node_3d());
p_gizmo->clear();
Vector<Vector3> lines;
Vector<Vector3> handles;
Ref<Material> material = get_material("camera_material", p_gizmo);
Ref<Material> icon = get_material("camera_icon", p_gizmo);
const Size2i viewport_size = Node3DEditor::get_camera_viewport_size(camera);
const real_t viewport_aspect = viewport_size.x > 0 && viewport_size.y > 0 ? viewport_size.aspect() : 1.0;
const Size2 size_factor = viewport_aspect > 1.0 ? Size2(1.0, 1.0 / viewport_aspect) : Size2(viewport_aspect, 1.0);
#define ADD_TRIANGLE(m_a, m_b, m_c) \
{ \
lines.push_back(m_a); \
lines.push_back(m_b); \
lines.push_back(m_b); \
lines.push_back(m_c); \
lines.push_back(m_c); \
lines.push_back(m_a); \
}
#define ADD_QUAD(m_a, m_b, m_c, m_d) \
{ \
lines.push_back(m_a); \
lines.push_back(m_b); \
lines.push_back(m_b); \
lines.push_back(m_c); \
lines.push_back(m_c); \
lines.push_back(m_d); \
lines.push_back(m_d); \
lines.push_back(m_a); \
}
switch (camera->get_projection()) {
case Camera3D::PROJECTION_PERSPECTIVE: {
// The real FOV is halved for accurate representation
float fov = camera->get_fov() / 2.0;
const float hsize = Math::sin(Math::deg_to_rad(fov));
const float depth = -Math::cos(Math::deg_to_rad(fov));
Vector3 side;
if (camera->get_keep_aspect_mode() == Camera3D::KEEP_WIDTH) {
side = Vector3(hsize * size_factor.x, 0, depth * size_factor.x);
} else {
side = Vector3(hsize * size_factor.x, 0, depth * size_factor.y);
}
Vector3 nside = Vector3(-side.x, side.y, side.z);
Vector3 up = Vector3(0, hsize * size_factor.y, 0);
ADD_TRIANGLE(Vector3(), side + up, side - up);
ADD_TRIANGLE(Vector3(), nside + up, nside - up);
ADD_TRIANGLE(Vector3(), side + up, nside + up);
ADD_TRIANGLE(Vector3(), side - up, nside - up);
handles.push_back(side);
side.x = MIN(side.x, hsize * 0.25);
nside.x = -side.x;
Vector3 tup(0, up.y + hsize / 2, side.z);
ADD_TRIANGLE(tup, side + up, nside + up);
} break;
case Camera3D::PROJECTION_ORTHOGONAL: {
Camera3D::KeepAspect aspect = camera->get_keep_aspect_mode();
float size = camera->get_size();
float keep_size = size * 0.5;
Vector3 right, up;
Vector3 back(0, 0, -1.0);
Vector3 front(0, 0, 0);
if (aspect == Camera3D::KeepAspect::KEEP_WIDTH) {
right = Vector3(keep_size, 0, 0);
up = Vector3(0, keep_size / viewport_aspect, 0);
handles.push_back(right + back);
} else {
right = Vector3(keep_size * viewport_aspect, 0, 0);
up = Vector3(0, keep_size, 0);
handles.push_back(up + back);
}
ADD_QUAD(-up - right, -up + right, up + right, up - right);
ADD_QUAD(-up - right + back, -up + right + back, up + right + back, up - right + back);
ADD_QUAD(up + right, up + right + back, up - right + back, up - right);
ADD_QUAD(-up + right, -up + right + back, -up - right + back, -up - right);
right.x = MIN(right.x, keep_size * 0.25);
Vector3 tup(0, up.y + keep_size / 2, back.z);
ADD_TRIANGLE(tup, right + up + back, -right + up + back);
} break;
case Camera3D::PROJECTION_FRUSTUM: {
float hsize = camera->get_size() / 2.0;
Vector3 side = Vector3(hsize, 0, -camera->get_near()).normalized();
side.x *= size_factor.x;
Vector3 nside = Vector3(-side.x, side.y, side.z);
Vector3 up = Vector3(0, hsize * size_factor.y, 0);
Vector3 offset = Vector3(camera->get_frustum_offset().x, camera->get_frustum_offset().y, 0.0);
ADD_TRIANGLE(Vector3(), side + up + offset, side - up + offset);
ADD_TRIANGLE(Vector3(), nside + up + offset, nside - up + offset);
ADD_TRIANGLE(Vector3(), side + up + offset, nside + up + offset);
ADD_TRIANGLE(Vector3(), side - up + offset, nside - up + offset);
side.x = MIN(side.x, hsize * 0.25);
nside.x = -side.x;
Vector3 tup(0, up.y + hsize / 2, side.z);
ADD_TRIANGLE(tup + offset, side + up + offset, nside + up + offset);
} break;
}
#undef ADD_TRIANGLE
#undef ADD_QUAD
p_gizmo->add_lines(lines, material);
p_gizmo->add_unscaled_billboard(icon, 0.05);
p_gizmo->add_collision_segments(lines);
if (!handles.is_empty()) {
p_gizmo->add_handles(handles, get_material("handles"));
}
}
float Camera3DGizmoPlugin::_find_closest_angle_to_half_pi_arc(const Vector3 &p_from, const Vector3 &p_to, float p_arc_radius, const Transform3D &p_arc_xform) {
//bleh, discrete is simpler
static const int arc_test_points = 64;
float min_d = 1e20;
Vector3 min_p;
for (int i = 0; i < arc_test_points; i++) {
float a = i * Math_PI * 0.5 / arc_test_points;
float an = (i + 1) * Math_PI * 0.5 / arc_test_points;
Vector3 p = Vector3(Math::cos(a), 0, -Math::sin(a)) * p_arc_radius;
Vector3 n = Vector3(Math::cos(an), 0, -Math::sin(an)) * p_arc_radius;
Vector3 ra, rb;
Geometry3D::get_closest_points_between_segments(p, n, p_from, p_to, ra, rb);
float d = ra.distance_to(rb);
if (d < min_d) {
min_d = d;
min_p = ra;
}
}
//min_p = p_arc_xform.affine_inverse().xform(min_p);
float a = (Math_PI * 0.5) - Vector2(min_p.x, -min_p.z).angle();
return Math::rad_to_deg(a);
}