virtualx-engine/editor/plugins/gizmos/gpu_particles_3d_gizmo_plugin.cpp

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/**************************************************************************/
/* gpu_particles_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 */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* 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. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "gpu_particles_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/gpu_particles_3d.h"
GPUParticles3DGizmoPlugin::GPUParticles3DGizmoPlugin() {
Color gizmo_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/particles");
create_material("particles_material", gizmo_color);
gizmo_color.a = MAX((gizmo_color.a - 0.2) * 0.02, 0.0);
create_icon_material("particles_icon", EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("GizmoGPUParticles3D"), EditorStringName(EditorIcons)));
}
bool GPUParticles3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
return Object::cast_to<GPUParticles3D>(p_spatial) != nullptr;
}
String GPUParticles3DGizmoPlugin::get_gizmo_name() const {
return "GPUParticles3D";
}
int GPUParticles3DGizmoPlugin::get_priority() const {
return -1;
}
bool GPUParticles3DGizmoPlugin::is_selectable_when_hidden() const {
return true;
}
void GPUParticles3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
p_gizmo->clear();
if (p_gizmo->is_selected()) {
GPUParticles3D *particles = Object::cast_to<GPUParticles3D>(p_gizmo->get_node_3d());
Vector<Vector3> lines;
AABB aabb = particles->get_visibility_aabb();
for (int i = 0; i < 12; i++) {
Vector3 a, b;
aabb.get_edge(i, a, b);
lines.push_back(a);
lines.push_back(b);
}
Ref<Material> material = get_material("particles_material", p_gizmo);
p_gizmo->add_lines(lines, material);
}
Ref<Material> icon = get_material("particles_icon", p_gizmo);
p_gizmo->add_unscaled_billboard(icon, 0.05);
}