2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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/* position_3d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 12:11:45 +00:00
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/* https://godotengine.org */
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2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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2017-01-01 21:01:57 +00:00
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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2017-04-07 22:45:00 +00:00
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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2014-02-10 01:10:30 +00:00
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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 "position_3d.h"
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#include "scene/resources/mesh.h"
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RES Position3D::_get_gizmo_geometry() const {
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2017-03-18 23:36:26 +00:00
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Ref<Mesh> mesh = memnew(Mesh);
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2014-02-10 01:10:30 +00:00
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DVector<Vector3> cursor_points;
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DVector<Color> cursor_colors;
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float cs = 0.25;
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2017-03-18 23:36:26 +00:00
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cursor_points.push_back(Vector3(+cs, 0, 0));
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cursor_points.push_back(Vector3(-cs, 0, 0));
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cursor_points.push_back(Vector3(0, +cs, 0));
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cursor_points.push_back(Vector3(0, -cs, 0));
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cursor_points.push_back(Vector3(0, 0, +cs));
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cursor_points.push_back(Vector3(0, 0, -cs));
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cursor_colors.push_back(Color(1, 0.5, 0.5, 1));
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cursor_colors.push_back(Color(1, 0.5, 0.5, 1));
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cursor_colors.push_back(Color(0.5, 1, 0.5, 1));
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cursor_colors.push_back(Color(0.5, 1, 0.5, 1));
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cursor_colors.push_back(Color(0.5, 0.5, 1, 1));
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cursor_colors.push_back(Color(0.5, 0.5, 1, 1));
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2014-02-10 01:10:30 +00:00
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2017-03-18 23:36:26 +00:00
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Ref<FixedMaterial> mat = memnew(FixedMaterial);
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mat->set_flag(Material::FLAG_UNSHADED, true);
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2014-02-10 01:10:30 +00:00
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mat->set_line_width(3);
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Array d;
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2017-03-18 23:36:26 +00:00
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d[Mesh::ARRAY_VERTEX] = cursor_points;
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d[Mesh::ARRAY_COLOR] = cursor_colors;
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mesh->add_surface(Mesh::PRIMITIVE_LINES, d);
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mesh->surface_set_material(0, mat);
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2014-02-10 01:10:30 +00:00
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return mesh;
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}
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2017-03-18 23:36:26 +00:00
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Position3D::Position3D() {
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2014-02-10 01:10:30 +00:00
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}
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