2023-04-20 04:34:38 +00:00
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/**************************************************************************/
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/* mesh_instance_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 "mesh_instance_3d_gizmo_plugin.h"
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#include "editor/plugins/node_3d_editor_plugin.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/3d/soft_body_3d.h"
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2024-09-12 19:53:12 +00:00
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#include "scene/resources/3d/primitive_meshes.h"
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2023-04-20 04:34:38 +00:00
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MeshInstance3DGizmoPlugin::MeshInstance3DGizmoPlugin() {
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}
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bool MeshInstance3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
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return Object::cast_to<MeshInstance3D>(p_spatial) != nullptr && Object::cast_to<SoftBody3D>(p_spatial) == nullptr;
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}
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String MeshInstance3DGizmoPlugin::get_gizmo_name() const {
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return "MeshInstance3D";
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}
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int MeshInstance3DGizmoPlugin::get_priority() const {
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return -1;
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}
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bool MeshInstance3DGizmoPlugin::can_be_hidden() const {
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return false;
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}
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void MeshInstance3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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MeshInstance3D *mesh = Object::cast_to<MeshInstance3D>(p_gizmo->get_node_3d());
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p_gizmo->clear();
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Ref<Mesh> m = mesh->get_mesh();
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if (!m.is_valid()) {
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return; //none
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}
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2024-09-12 19:53:12 +00:00
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Ref<TriangleMesh> tm;
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Ref<PlaneMesh> plane_mesh = mesh->get_mesh();
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if (plane_mesh.is_valid() && (plane_mesh->get_subdivide_depth() > 0 || plane_mesh->get_subdivide_width() > 0)) {
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// PlaneMesh subdiv makes gizmo redraw very slow due to TriangleMesh BVH calculation for every face.
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// For gizmo collision this is very much unnecessary since a PlaneMesh is always flat, 2 faces is enough.
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Ref<PlaneMesh> simple_plane_mesh;
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simple_plane_mesh.instantiate();
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simple_plane_mesh->set_orientation(plane_mesh->get_orientation());
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simple_plane_mesh->set_size(plane_mesh->get_size());
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simple_plane_mesh->set_center_offset(plane_mesh->get_center_offset());
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tm = simple_plane_mesh->generate_triangle_mesh();
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} else {
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tm = m->generate_triangle_mesh();
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}
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2023-04-20 04:34:38 +00:00
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if (tm.is_valid()) {
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p_gizmo->add_collision_triangles(tm);
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}
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}
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