Implement Label3D node.
Add "generate_mipmap" font import option. Add some missing features to the Sprite3D. Move BiDi override code from Control to TextServer. Add functions to access TextServer font cache textures. Add MSDF related flags and shader to the standard material. Change standard material cache to use HashMap instead of Vector.
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59 changed files with 2270 additions and 251 deletions
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@ -47,6 +47,7 @@
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#include "scene/3d/gpu_particles_3d.h"
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#include "scene/3d/gpu_particles_collision_3d.h"
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#include "scene/3d/joint_3d.h"
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#include "scene/3d/label_3d.h"
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#include "scene/3d/light_3d.h"
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#include "scene/3d/lightmap_gi.h"
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#include "scene/3d/lightmap_probe.h"
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@ -2170,6 +2171,38 @@ void Sprite3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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///
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Label3DGizmoPlugin::Label3DGizmoPlugin() {
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}
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bool Label3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
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return Object::cast_to<Label3D>(p_spatial) != nullptr;
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}
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String Label3DGizmoPlugin::get_gizmo_name() const {
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return "Label3D";
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}
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int Label3DGizmoPlugin::get_priority() const {
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return -1;
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}
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bool Label3DGizmoPlugin::can_be_hidden() const {
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return false;
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}
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void Label3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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Label3D *label = Object::cast_to<Label3D>(p_gizmo->get_spatial_node());
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p_gizmo->clear();
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Ref<TriangleMesh> tm = label->generate_triangle_mesh();
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if (tm.is_valid()) {
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p_gizmo->add_collision_triangles(tm);
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}
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}
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///
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Position3DGizmoPlugin::Position3DGizmoPlugin() {
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pos3d_mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
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cursor_points = Vector<Vector3>();
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