2023-04-20 04:34:38 +00:00
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/**************************************************************************/
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/* physics_bone_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 "physics_bone_3d_gizmo_plugin.h"
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#include "editor/editor_settings.h"
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#include "editor/plugins/gizmos/joint_3d_gizmo_plugin.h"
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#include "editor/plugins/node_3d_editor_plugin.h"
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2024-02-26 06:15:31 +00:00
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#include "scene/3d/physics/physical_bone_3d.h"
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#include "scene/3d/physics/physics_body_3d.h"
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2023-04-20 04:34:38 +00:00
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PhysicalBone3DGizmoPlugin::PhysicalBone3DGizmoPlugin() {
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create_material("joint_material", EDITOR_GET("editors/3d_gizmos/gizmo_colors/joint"));
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}
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bool PhysicalBone3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
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return Object::cast_to<PhysicalBone3D>(p_spatial) != nullptr;
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}
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String PhysicalBone3DGizmoPlugin::get_gizmo_name() const {
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return "PhysicalBone3D";
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}
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int PhysicalBone3DGizmoPlugin::get_priority() const {
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return -1;
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}
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void PhysicalBone3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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p_gizmo->clear();
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PhysicalBone3D *physical_bone = Object::cast_to<PhysicalBone3D>(p_gizmo->get_node_3d());
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if (!physical_bone) {
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return;
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}
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2024-01-28 00:11:43 +00:00
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PhysicalBoneSimulator3D *sm(physical_bone->get_simulator());
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if (!sm) {
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2023-04-20 04:34:38 +00:00
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return;
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}
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2024-01-28 00:11:43 +00:00
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PhysicalBone3D *pb(sm->get_physical_bone(physical_bone->get_bone_id()));
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2023-04-20 04:34:38 +00:00
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if (!pb) {
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return;
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}
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2024-01-28 00:11:43 +00:00
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PhysicalBone3D *pbp(sm->get_physical_bone_parent(physical_bone->get_bone_id()));
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2023-04-20 04:34:38 +00:00
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if (!pbp) {
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return;
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}
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Vector<Vector3> points;
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switch (physical_bone->get_joint_type()) {
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case PhysicalBone3D::JOINT_TYPE_PIN: {
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Joint3DGizmoPlugin::CreatePinJointGizmo(physical_bone->get_joint_offset(), points);
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} break;
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case PhysicalBone3D::JOINT_TYPE_CONE: {
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const PhysicalBone3D::ConeJointData *cjd(static_cast<const PhysicalBone3D::ConeJointData *>(physical_bone->get_joint_data()));
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Joint3DGizmoPlugin::CreateConeTwistJointGizmo(
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physical_bone->get_joint_offset(),
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physical_bone->get_global_transform() * physical_bone->get_joint_offset(),
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pb->get_global_transform(),
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pbp->get_global_transform(),
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cjd->swing_span,
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cjd->twist_span,
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&points,
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&points);
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} break;
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case PhysicalBone3D::JOINT_TYPE_HINGE: {
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const PhysicalBone3D::HingeJointData *hjd(static_cast<const PhysicalBone3D::HingeJointData *>(physical_bone->get_joint_data()));
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Joint3DGizmoPlugin::CreateHingeJointGizmo(
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physical_bone->get_joint_offset(),
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physical_bone->get_global_transform() * physical_bone->get_joint_offset(),
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pb->get_global_transform(),
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pbp->get_global_transform(),
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hjd->angular_limit_lower,
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hjd->angular_limit_upper,
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hjd->angular_limit_enabled,
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points,
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&points,
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&points);
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} break;
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case PhysicalBone3D::JOINT_TYPE_SLIDER: {
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const PhysicalBone3D::SliderJointData *sjd(static_cast<const PhysicalBone3D::SliderJointData *>(physical_bone->get_joint_data()));
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Joint3DGizmoPlugin::CreateSliderJointGizmo(
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physical_bone->get_joint_offset(),
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physical_bone->get_global_transform() * physical_bone->get_joint_offset(),
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pb->get_global_transform(),
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pbp->get_global_transform(),
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sjd->angular_limit_lower,
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sjd->angular_limit_upper,
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sjd->linear_limit_lower,
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sjd->linear_limit_upper,
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points,
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&points,
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&points);
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} break;
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case PhysicalBone3D::JOINT_TYPE_6DOF: {
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const PhysicalBone3D::SixDOFJointData *sdofjd(static_cast<const PhysicalBone3D::SixDOFJointData *>(physical_bone->get_joint_data()));
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Joint3DGizmoPlugin::CreateGeneric6DOFJointGizmo(
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physical_bone->get_joint_offset(),
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physical_bone->get_global_transform() * physical_bone->get_joint_offset(),
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pb->get_global_transform(),
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pbp->get_global_transform(),
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sdofjd->axis_data[0].angular_limit_lower,
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sdofjd->axis_data[0].angular_limit_upper,
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sdofjd->axis_data[0].linear_limit_lower,
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sdofjd->axis_data[0].linear_limit_upper,
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sdofjd->axis_data[0].angular_limit_enabled,
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sdofjd->axis_data[0].linear_limit_enabled,
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sdofjd->axis_data[1].angular_limit_lower,
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sdofjd->axis_data[1].angular_limit_upper,
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sdofjd->axis_data[1].linear_limit_lower,
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sdofjd->axis_data[1].linear_limit_upper,
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sdofjd->axis_data[1].angular_limit_enabled,
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sdofjd->axis_data[1].linear_limit_enabled,
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sdofjd->axis_data[2].angular_limit_lower,
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sdofjd->axis_data[2].angular_limit_upper,
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sdofjd->axis_data[2].linear_limit_lower,
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sdofjd->axis_data[2].linear_limit_upper,
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sdofjd->axis_data[2].angular_limit_enabled,
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sdofjd->axis_data[2].linear_limit_enabled,
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points,
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&points,
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&points);
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} break;
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default:
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return;
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}
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Ref<Material> material = get_material("joint_material", p_gizmo);
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p_gizmo->add_collision_segments(points);
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p_gizmo->add_lines(points, material);
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}
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