35dafc9fa8
Splits monolithic physics class files.
81 lines
4 KiB
C++
81 lines
4 KiB
C++
/**************************************************************************/
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/* collision_polygon_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 "collision_polygon_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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#include "scene/3d/physics/collision_polygon_3d.h"
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CollisionPolygon3DGizmoPlugin::CollisionPolygon3DGizmoPlugin() {
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const 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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const float gizmo_value = gizmo_color.get_v();
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const Color gizmo_color_disabled = Color(gizmo_value, gizmo_value, gizmo_value, 0.65);
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create_material("shape_material_disabled", gizmo_color_disabled);
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}
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bool CollisionPolygon3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
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return Object::cast_to<CollisionPolygon3D>(p_spatial) != nullptr;
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}
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String CollisionPolygon3DGizmoPlugin::get_gizmo_name() const {
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return "CollisionPolygon3D";
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}
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int CollisionPolygon3DGizmoPlugin::get_priority() const {
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return -1;
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}
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void CollisionPolygon3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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CollisionPolygon3D *polygon = Object::cast_to<CollisionPolygon3D>(p_gizmo->get_node_3d());
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p_gizmo->clear();
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Vector<Vector2> points = polygon->get_polygon();
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float depth = polygon->get_depth() * 0.5;
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Vector<Vector3> lines;
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for (int i = 0; i < points.size(); i++) {
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int n = (i + 1) % points.size();
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lines.push_back(Vector3(points[i].x, points[i].y, depth));
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lines.push_back(Vector3(points[n].x, points[n].y, depth));
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lines.push_back(Vector3(points[i].x, points[i].y, -depth));
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lines.push_back(Vector3(points[n].x, points[n].y, -depth));
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lines.push_back(Vector3(points[i].x, points[i].y, depth));
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lines.push_back(Vector3(points[i].x, points[i].y, -depth));
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}
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const Ref<Material> material =
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get_material(!polygon->is_disabled() ? "shape_material" : "shape_material_disabled", p_gizmo);
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p_gizmo->add_lines(lines, material);
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p_gizmo->add_collision_segments(lines);
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}
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