2023-04-20 06:34:38 +02:00
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/**************************************************************************/
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/* vehicle_body_3d_gizmo_plugin.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "vehicle_body_3d_gizmo_plugin.h"
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#include "editor/editor_settings.h"
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#include "editor/plugins/node_3d_editor_plugin.h"
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2024-02-26 07:15:31 +01:00
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#include "scene/3d/physics/vehicle_body_3d.h"
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2023-04-20 06:34:38 +02:00
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VehicleWheel3DGizmoPlugin::VehicleWheel3DGizmoPlugin() {
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Color gizmo_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/shape");
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create_material("shape_material", gizmo_color);
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}
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bool VehicleWheel3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
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return Object::cast_to<VehicleWheel3D>(p_spatial) != nullptr;
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}
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String VehicleWheel3DGizmoPlugin::get_gizmo_name() const {
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return "VehicleWheel3D";
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}
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int VehicleWheel3DGizmoPlugin::get_priority() const {
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return -1;
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}
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void VehicleWheel3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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VehicleWheel3D *car_wheel = Object::cast_to<VehicleWheel3D>(p_gizmo->get_node_3d());
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p_gizmo->clear();
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Vector<Vector3> points;
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float r = car_wheel->get_radius();
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const int skip = 10;
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for (int i = 0; i <= 360; i += skip) {
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float ra = Math::deg_to_rad((float)i);
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float rb = Math::deg_to_rad((float)i + skip);
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Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r;
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Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
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points.push_back(Vector3(0, a.x, a.y));
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points.push_back(Vector3(0, b.x, b.y));
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const int springsec = 4;
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for (int j = 0; j < springsec; j++) {
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float t = car_wheel->get_suspension_rest_length() * 5;
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points.push_back(Vector3(a.x, i / 360.0 * t / springsec + j * (t / springsec), a.y) * 0.2);
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points.push_back(Vector3(b.x, (i + skip) / 360.0 * t / springsec + j * (t / springsec), b.y) * 0.2);
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}
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}
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//travel
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points.push_back(Vector3(0, 0, 0));
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points.push_back(Vector3(0, car_wheel->get_suspension_rest_length(), 0));
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//axis
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points.push_back(Vector3(r * 0.2, car_wheel->get_suspension_rest_length(), 0));
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points.push_back(Vector3(-r * 0.2, car_wheel->get_suspension_rest_length(), 0));
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//axis
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points.push_back(Vector3(r * 0.2, 0, 0));
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points.push_back(Vector3(-r * 0.2, 0, 0));
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//forward line
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points.push_back(Vector3(0, -r, 0));
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points.push_back(Vector3(0, -r, r * 2));
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points.push_back(Vector3(0, -r, r * 2));
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points.push_back(Vector3(r * 2 * 0.2, -r, r * 2 * 0.8));
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points.push_back(Vector3(0, -r, r * 2));
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points.push_back(Vector3(-r * 2 * 0.2, -r, r * 2 * 0.8));
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Ref<Material> material = get_material("shape_material", p_gizmo);
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p_gizmo->add_lines(points, material);
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p_gizmo->add_collision_segments(points);
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}
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