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Show visual-oriented 3D node gizmos only when selected #75303

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merged 1 commit into from
Sep 15, 2023

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Calinou
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@Calinou Calinou commented Mar 25, 2023

Affected nodes:

  • DirectionalLight3D, OmniLight3D, SpotLight3D
  • ReflectionProbe
  • LightmapGI
  • VoxelGI
  • GPUParticles3D (but not collision/attractor nodes)
  • AudioStreamPlayer3D

This reduces visual clutter in the editor with 3D scenes.

Note that when selecting multiple nodes, none of them is considered as selected for gizmo drawing. This is not a new issue, but it'll become more noticeable with this PR.

Use https://github.com/godotengine/godot/pull/75303/files?w=1 to review changes (ignore whitespace changes).

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@Calinou Calinou requested a review from a team as a code owner March 25, 2023 02:47
@Calinou Calinou added this to the 4.x milestone Mar 25, 2023
@Calinou Calinou force-pushed the 3d-gizmos-only-selected branch 2 times, most recently from cf29497 to d8fcdfe Compare March 25, 2023 02:59
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Calinou commented Sep 14, 2023

Rebased and tested again, it works as expected. AudioStreamPlayer3D and GPUParticles3D are now also affected by this change.

@WickedInsignia By the way, I wonder if this should apply to the Decal node gizmo as well. Being a purely visual element, it might get in the way if you have a lot of static decals placed in your scene. If we do that, there won't be any visual representation when not selected, but #81554 will address this (also for FogVolume, which also draws gizmo lines).

@Calinou Calinou changed the title Display Light3D/ReflectionProbe/VoxelGI/LightmapGI gizmos only while selected Show Light3D/ReflectionProbe/VoxelGI/LightmapGI/AudioStreamPlayer3D gizmos only when selected Sep 14, 2023
@Calinou Calinou force-pushed the 3d-gizmos-only-selected branch 2 times, most recently from 5ca778e to b186629 Compare September 14, 2023 23:59
@Calinou Calinou changed the title Show Light3D/ReflectionProbe/VoxelGI/LightmapGI/AudioStreamPlayer3D gizmos only when selected Show visual-oriented 3D node gizmos only when selected Sep 14, 2023
Affected nodes:

- DirectionalLight3D, OmniLight3D, SpotLight3D
- ReflectionProbe
- LightmapGI
- VoxelGI
- GPUParticles3D (but not collision/attractor nodes)
- AudioStreamPlayer3D

This reduces visual clutter in the editor with 3D scenes.
@WickedInsignia
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WickedInsignia commented Sep 15, 2023

@WickedInsignia By the way, I wonder if this should apply to the Decal node gizmo as well.

Haven't used the Decal node myself before but just gave it a play-around, and that could be optimal. The gizmo doesn't seem to be selectable and you need to use the Scene Outliner to select decals anyway, so there's no real loss in function if that's hidden.
It seems that Unity keeps the bounding box for these visible at all times though.
It's not too big a deal that we keep these visible if there's an easily accessible "gizmo" toggle that turns all gizmos in the scene on/off. Maybe that functionality already exists but I haven't found it, and this would be extremely useful if placed in the 3D editor toolbar.
Not sure I can be the one to decide the best choice around the decal node considering how little I've used it though. I think it's easy enough to turn off via the existing show/hide in this case, and no functionality is lost if it's used that way (unlike turning off the gizmo to something like Lights).

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Calinou commented Sep 15, 2023

It's not too big a deal that we keep these visible if there's an easily accessible "gizmo" toggle that turns all gizmos in the scene on/off. Maybe that functionality already exists but I haven't found it, and this would be extremely useful if placed in the 3D editor toolbar.

This is already available with View Gizmos in the Perspective menu, but it should be exposed with a more visible button (and a shortcut) indeed. This is a per-viewport setting, which means it can be changed independently of other viewports when you have more than one viewport visible. I guess it'd need a button located on the left of the Perspective menu.

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I don't mind giving this a go, it looks reasonable.

@YuriSizov YuriSizov modified the milestones: 4.x, 4.2 Sep 15, 2023
const Ref<Material> lines_billboard_material = get_material("lines_billboard", p_gizmo);
const Ref<Material> icon = get_material("light_omni_icon", p_gizmo);
if (p_gizmo->is_selected()) {
// Use both a billboard circle and 3 non-billboard circles for a better sphere-like representation
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Suggested change
// Use both a billboard circle and 3 non-billboard circles for a better sphere-like representation
// Use both a billboard circle and 3 non-billboard circles for a better sphere-like representation.

Vector<Vector3> points_billboard;

for (int i = 0; i < 120; i++) {
// Create a circle
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Suggested change
// Create a circle
// Create a circle.

const Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r;
const Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;

// Draw axis-aligned circles
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// Draw axis-aligned circles
// Draw axis-aligned circles.

points.push_back(Vector3(a.x, a.y, 0));
points.push_back(Vector3(b.x, b.y, 0));

// Draw a billboarded circle
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Suggested change
// Draw a billboarded circle
// Draw a billboarded circle.

float d = r * Math::cos(Math::deg_to_rad(sl->get_param(Light3D::PARAM_SPOT_ANGLE)));

for (int i = 0; i < 120; i++) {
// Draw a circle
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Suggested change
// Draw a circle
// Draw a circle.

points_primary.push_back(Vector3(b.x, b.y, -d));

if (i % 15 == 0) {
// Draw 8 lines from the cone origin to the sides of the circle
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Suggested change
// Draw 8 lines from the cone origin to the sides of the circle
// Draw 8 lines from the cone origin to the sides of the circle.

@YuriSizov YuriSizov merged commit 508a758 into godotengine:master Sep 15, 2023
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Thanks! I've decided to merge this despite the latest review comments because technically this PR didn't touch those lines, only changed the indentation. It would be good to have a consistency, but this is very minor.

@Calinou Calinou deleted the 3d-gizmos-only-selected branch September 15, 2023 18:29
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Is there any way to be able to see where the probes are placed now?

@Calinou
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Calinou commented Sep 19, 2023

Is there any way to be able to see where the probes are placed now?

Yes, as wireframe outlines are visible when the node is selected (along with gizmo icons for LightmapProbe nodes).

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Any chance this will be cherry-picked for 4.1.x?

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akien-mga commented Oct 14, 2023

4.2 will be released in less than a month, possibly before a potential 4.1.3. If you want usability enhancements such as this one, I suggest testing the betas.

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@WickedInsignia By the way, I wonder if this should apply to the Decal node gizmo as well.

After playing around with the Decal node some more I believe it would be best if the bounds are hidden when the node is not selected. The bounds become a mess of wires fairly quickly and I can't identify much use in referencing the bounds when deselected. It appears Unity and Unreal hide them when deselected as well.

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7 participants