virtualx-engine/editor/plugins/gizmos/collision_polygon_3d_gizmo_plugin.cpp
Hugo Locurcio b1a2394b3b
Use same colors for editor and running project for collision/path debug
This harmonizes the appearance of collision shapes and paths between
the editor and running project, in both 2D and 3D.

This means that in 3D, paths are now green and shapes are now cyan
instead of light blue.
2024-04-21 00:58:08 +02:00

81 lines
4 KiB
C++

/**************************************************************************/
/* collision_polygon_3d_gizmo_plugin.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
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/* "Software"), to deal in the Software without restriction, including */
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#include "collision_polygon_3d_gizmo_plugin.h"
#include "editor/editor_settings.h"
#include "editor/plugins/node_3d_editor_plugin.h"
#include "scene/3d/physics/collision_polygon_3d.h"
CollisionPolygon3DGizmoPlugin::CollisionPolygon3DGizmoPlugin() {
const Color gizmo_color = SceneTree::get_singleton()->get_debug_collisions_color();
create_material("shape_material", gizmo_color);
const float gizmo_value = gizmo_color.get_v();
const Color gizmo_color_disabled = Color(gizmo_value, gizmo_value, gizmo_value, 0.65);
create_material("shape_material_disabled", gizmo_color_disabled);
}
bool CollisionPolygon3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
return Object::cast_to<CollisionPolygon3D>(p_spatial) != nullptr;
}
String CollisionPolygon3DGizmoPlugin::get_gizmo_name() const {
return "CollisionPolygon3D";
}
int CollisionPolygon3DGizmoPlugin::get_priority() const {
return -1;
}
void CollisionPolygon3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
CollisionPolygon3D *polygon = Object::cast_to<CollisionPolygon3D>(p_gizmo->get_node_3d());
p_gizmo->clear();
Vector<Vector2> points = polygon->get_polygon();
float depth = polygon->get_depth() * 0.5;
Vector<Vector3> lines;
for (int i = 0; i < points.size(); i++) {
int n = (i + 1) % points.size();
lines.push_back(Vector3(points[i].x, points[i].y, depth));
lines.push_back(Vector3(points[n].x, points[n].y, depth));
lines.push_back(Vector3(points[i].x, points[i].y, -depth));
lines.push_back(Vector3(points[n].x, points[n].y, -depth));
lines.push_back(Vector3(points[i].x, points[i].y, depth));
lines.push_back(Vector3(points[i].x, points[i].y, -depth));
}
const Ref<Material> material =
get_material(!polygon->is_disabled() ? "shape_material" : "shape_material_disabled", p_gizmo);
p_gizmo->add_lines(lines, material);
p_gizmo->add_collision_segments(lines);
}