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-rw-r--r--editor/plugins/node_3d_editor_gizmos.cpp85
1 files changed, 85 insertions, 0 deletions
diff --git a/editor/plugins/node_3d_editor_gizmos.cpp b/editor/plugins/node_3d_editor_gizmos.cpp
index 37922dd5c9..64aeb9f2a8 100644
--- a/editor/plugins/node_3d_editor_gizmos.cpp
+++ b/editor/plugins/node_3d_editor_gizmos.cpp
@@ -1497,6 +1497,9 @@ AudioStreamPlayer3DGizmoPlugin::AudioStreamPlayer3DGizmoPlugin() {
create_icon_material("stream_player_3d_icon", Node3DEditor::get_singleton()->get_theme_icon(SNAME("Gizmo3DSamplePlayer"), SNAME("EditorIcons")));
create_material("stream_player_3d_material_primary", gizmo_color);
create_material("stream_player_3d_material_secondary", gizmo_color * Color(1, 1, 1, 0.35));
+ // Enable vertex colors for the billboard material as the gizmo color depends on the
+ // AudioStreamPlayer3D attenuation type and source (Unit Size or Max Distance).
+ create_material("stream_player_3d_material_billboard", Color(1, 1, 1), true, false, true);
create_handle_material("handles");
}
@@ -1580,6 +1583,88 @@ void AudioStreamPlayer3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
const Ref<Material> icon = get_material("stream_player_3d_icon", p_gizmo);
+ if (player->get_attenuation_model() != AudioStreamPlayer3D::ATTENUATION_DISABLED || player->get_max_distance() > CMP_EPSILON) {
+ // Draw a circle to represent sound volume attenuation.
+ // Use only a billboard circle to represent radius.
+ // This helps distinguish AudioStreamPlayer3D gizmos from OmniLight3D gizmos.
+ const Ref<Material> lines_billboard_material = get_material("stream_player_3d_material_billboard", p_gizmo);
+
+ // Soft distance cap varies depending on attenuation model, as some will fade out more aggressively than others.
+ // Multipliers were empirically determined through testing.
+ float soft_multiplier;
+ switch (player->get_attenuation_model()) {
+ case AudioStreamPlayer3D::ATTENUATION_INVERSE_DISTANCE:
+ soft_multiplier = 12.0;
+ break;
+ case AudioStreamPlayer3D::ATTENUATION_INVERSE_SQUARE_DISTANCE:
+ soft_multiplier = 4.0;
+ break;
+ case AudioStreamPlayer3D::ATTENUATION_LOGARITHMIC:
+ soft_multiplier = 3.25;
+ break;
+ default:
+ // Ensures Max Distance's radius visualization is not capped by Unit Size
+ // (when the attenuation mode is Disabled).
+ soft_multiplier = 10000.0;
+ break;
+ }
+
+ // Draw the distance at which the sound can be reasonably heard.
+ // This can be either a hard distance cap with the Max Distance property (if set above 0.0),
+ // or a soft distance cap with the Unit Size property (sound never reaches true zero).
+ // When Max Distance is 0.0, `r` represents the distance above which the
+ // sound can't be heard in *most* (but not all) scenarios.
+ float r;
+ if (player->get_max_distance() > CMP_EPSILON) {
+ r = MIN(player->get_unit_size() * soft_multiplier, player->get_max_distance());
+ } else {
+ r = player->get_unit_size() * soft_multiplier;
+ }
+ Vector<Vector3> points_billboard;
+
+ for (int i = 0; i < 120; i++) {
+ // Create a circle.
+ const float ra = Math::deg2rad((float)(i * 3));
+ const float rb = Math::deg2rad((float)((i + 1) * 3));
+ const Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r;
+ const Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
+
+ // Draw a billboarded circle.
+ points_billboard.push_back(Vector3(a.x, a.y, 0));
+ points_billboard.push_back(Vector3(b.x, b.y, 0));
+ }
+
+ Color color;
+ switch (player->get_attenuation_model()) {
+ // Pick cold colors for all attenuation models (except Disabled),
+ // so that soft caps can be easily distinguished from hard caps
+ // (which use warm colors).
+ case AudioStreamPlayer3D::ATTENUATION_INVERSE_DISTANCE:
+ color = Color(0.4, 0.8, 1);
+ break;
+ case AudioStreamPlayer3D::ATTENUATION_INVERSE_SQUARE_DISTANCE:
+ color = Color(0.4, 0.5, 1);
+ break;
+ case AudioStreamPlayer3D::ATTENUATION_LOGARITHMIC:
+ color = Color(0.4, 0.2, 1);
+ break;
+ default:
+ // Disabled attenuation mode.
+ // This is never reached when Max Distance is 0, but the
+ // hue-inverted form of this color will be used if Max Distance is greater than 0.
+ color = Color(1, 1, 1);
+ break;
+ }
+
+ if (player->get_max_distance() > CMP_EPSILON) {
+ // Sound is hard-capped by max distance. The attenuation model still matters,
+ // so invert the hue of the color that was chosen above.
+ color.set_h(color.get_h() + 0.5);
+ }
+
+ p_gizmo->add_lines(points_billboard, lines_billboard_material, true, color);
+ }
+
if (player->is_emission_angle_enabled()) {
const float pc = player->get_emission_angle();
const float ofs = -Math::cos(Math::deg2rad(pc));