Use a different color for GPUParticlesAttractor3D editor gizmos
This makes attractor gizmos (orange) distinguishable from collision gizmos (blue).
This commit is contained in:
parent
e8520044e7
commit
d329229ad6
1 changed files with 19 additions and 9 deletions
|
@ -2993,10 +2993,15 @@ void GPUParticles3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
|
||||||
////
|
////
|
||||||
|
|
||||||
GPUParticlesCollision3DGizmoPlugin::GPUParticlesCollision3DGizmoPlugin() {
|
GPUParticlesCollision3DGizmoPlugin::GPUParticlesCollision3DGizmoPlugin() {
|
||||||
Color gizmo_color = EDITOR_DEF("editors/3d_gizmos/gizmo_colors/particle_collision", Color(0.5, 0.7, 1));
|
Color gizmo_color_attractor = EDITOR_DEF("editors/3d_gizmos/gizmo_colors/particle_attractor", Color(1, 0.7, 0.5));
|
||||||
create_material("shape_material", gizmo_color);
|
create_material("shape_material_attractor", gizmo_color_attractor);
|
||||||
gizmo_color.a = 0.15;
|
gizmo_color_attractor.a = 0.15;
|
||||||
create_material("shape_material_internal", gizmo_color);
|
create_material("shape_material_attractor_internal", gizmo_color_attractor);
|
||||||
|
|
||||||
|
Color gizmo_color_collision = EDITOR_DEF("editors/3d_gizmos/gizmo_colors/particle_collision", Color(0.5, 0.7, 1));
|
||||||
|
create_material("shape_material_collision", gizmo_color_collision);
|
||||||
|
gizmo_color_collision.a = 0.15;
|
||||||
|
create_material("shape_material_collision_internal", gizmo_color_collision);
|
||||||
|
|
||||||
create_handle_material("handles");
|
create_handle_material("handles");
|
||||||
}
|
}
|
||||||
|
@ -3122,12 +3127,17 @@ void GPUParticlesCollision3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
|
||||||
|
|
||||||
p_gizmo->clear();
|
p_gizmo->clear();
|
||||||
|
|
||||||
const Ref<Material> material =
|
Ref<Material> material;
|
||||||
get_material("shape_material", p_gizmo);
|
Ref<Material> material_internal;
|
||||||
const Ref<Material> material_internal =
|
if (Object::cast_to<GPUParticlesAttractor3D>(cs)) {
|
||||||
get_material("shape_material_internal", p_gizmo);
|
material = get_material("shape_material_attractor", p_gizmo);
|
||||||
|
material_internal = get_material("shape_material_attractor_internal", p_gizmo);
|
||||||
|
} else {
|
||||||
|
material = get_material("shape_material_collision", p_gizmo);
|
||||||
|
material_internal = get_material("shape_material_collision_internal", p_gizmo);
|
||||||
|
}
|
||||||
|
|
||||||
Ref<Material> handles_material = get_material("handles");
|
const Ref<Material> handles_material = get_material("handles");
|
||||||
|
|
||||||
if (Object::cast_to<GPUParticlesCollisionSphere3D>(cs) || Object::cast_to<GPUParticlesAttractorSphere3D>(cs)) {
|
if (Object::cast_to<GPUParticlesCollisionSphere3D>(cs) || Object::cast_to<GPUParticlesAttractorSphere3D>(cs)) {
|
||||||
float r = cs->call("get_radius");
|
float r = cs->call("get_radius");
|
||||||
|
|
Loading…
Reference in a new issue