/**************************************************************************/ /* mesh_instance_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 "mesh_instance_3d_gizmo_plugin.h" #include "editor/plugins/node_3d_editor_plugin.h" #include "scene/3d/mesh_instance_3d.h" #include "scene/3d/soft_body_3d.h" #include "scene/resources/3d/primitive_meshes.h" MeshInstance3DGizmoPlugin::MeshInstance3DGizmoPlugin() { } bool MeshInstance3DGizmoPlugin::has_gizmo(Node3D *p_spatial) { return Object::cast_to(p_spatial) != nullptr && Object::cast_to(p_spatial) == nullptr; } String MeshInstance3DGizmoPlugin::get_gizmo_name() const { return "MeshInstance3D"; } int MeshInstance3DGizmoPlugin::get_priority() const { return -1; } bool MeshInstance3DGizmoPlugin::can_be_hidden() const { return false; } void MeshInstance3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { MeshInstance3D *mesh = Object::cast_to(p_gizmo->get_node_3d()); p_gizmo->clear(); Ref m = mesh->get_mesh(); if (!m.is_valid()) { return; //none } Ref tm; Ref plane_mesh = mesh->get_mesh(); if (plane_mesh.is_valid() && (plane_mesh->get_subdivide_depth() > 0 || plane_mesh->get_subdivide_width() > 0)) { // PlaneMesh subdiv makes gizmo redraw very slow due to TriangleMesh BVH calculation for every face. // For gizmo collision this is very much unnecessary since a PlaneMesh is always flat, 2 faces is enough. Ref simple_plane_mesh; simple_plane_mesh.instantiate(); simple_plane_mesh->set_orientation(plane_mesh->get_orientation()); simple_plane_mesh->set_size(plane_mesh->get_size()); simple_plane_mesh->set_center_offset(plane_mesh->get_center_offset()); tm = simple_plane_mesh->generate_triangle_mesh(); } else { tm = m->generate_triangle_mesh(); } if (tm.is_valid()) { p_gizmo->add_collision_triangles(tm); } }