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.
This commit is contained in:
bruvzg 2022-04-19 13:27:18 +03:00
parent f4b0c7a1ea
commit be611c1c05
No known key found for this signature in database
GPG key ID: 7960FCF39844EC38
59 changed files with 2270 additions and 251 deletions

View file

@ -47,6 +47,7 @@
#include "scene/3d/gpu_particles_3d.h"
#include "scene/3d/gpu_particles_collision_3d.h"
#include "scene/3d/joint_3d.h"
#include "scene/3d/label_3d.h"
#include "scene/3d/light_3d.h"
#include "scene/3d/lightmap_gi.h"
#include "scene/3d/lightmap_probe.h"
@ -2170,6 +2171,38 @@ void Sprite3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
///
Label3DGizmoPlugin::Label3DGizmoPlugin() {
}
bool Label3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
return Object::cast_to<Label3D>(p_spatial) != nullptr;
}
String Label3DGizmoPlugin::get_gizmo_name() const {
return "Label3D";
}
int Label3DGizmoPlugin::get_priority() const {
return -1;
}
bool Label3DGizmoPlugin::can_be_hidden() const {
return false;
}
void Label3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
Label3D *label = Object::cast_to<Label3D>(p_gizmo->get_spatial_node());
p_gizmo->clear();
Ref<TriangleMesh> tm = label->generate_triangle_mesh();
if (tm.is_valid()) {
p_gizmo->add_collision_triangles(tm);
}
}
///
Position3DGizmoPlugin::Position3DGizmoPlugin() {
pos3d_mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
cursor_points = Vector<Vector3>();