/**************************************************************************/ /* physics_bone_3d_gizmo_plugin.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "physics_bone_3d_gizmo_plugin.h" #include "editor/editor_settings.h" #include "editor/plugins/gizmos/joint_3d_gizmo_plugin.h" #include "editor/plugins/node_3d_editor_plugin.h" #include "scene/3d/physics/physical_bone_3d.h" #include "scene/3d/physics/physics_body_3d.h" PhysicalBone3DGizmoPlugin::PhysicalBone3DGizmoPlugin() { create_material("joint_material", EDITOR_GET("editors/3d_gizmos/gizmo_colors/joint")); } bool PhysicalBone3DGizmoPlugin::has_gizmo(Node3D *p_spatial) { return Object::cast_to(p_spatial) != nullptr; } String PhysicalBone3DGizmoPlugin::get_gizmo_name() const { return "PhysicalBone3D"; } int PhysicalBone3DGizmoPlugin::get_priority() const { return -1; } void PhysicalBone3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { p_gizmo->clear(); PhysicalBone3D *physical_bone = Object::cast_to(p_gizmo->get_node_3d()); if (!physical_bone) { return; } Skeleton3D *sk(physical_bone->find_skeleton_parent()); if (!sk) { return; } PhysicalBone3D *pb(sk->get_physical_bone(physical_bone->get_bone_id())); if (!pb) { return; } PhysicalBone3D *pbp(sk->get_physical_bone_parent(physical_bone->get_bone_id())); if (!pbp) { return; } Vector points; switch (physical_bone->get_joint_type()) { case PhysicalBone3D::JOINT_TYPE_PIN: { Joint3DGizmoPlugin::CreatePinJointGizmo(physical_bone->get_joint_offset(), points); } break; case PhysicalBone3D::JOINT_TYPE_CONE: { const PhysicalBone3D::ConeJointData *cjd(static_cast(physical_bone->get_joint_data())); Joint3DGizmoPlugin::CreateConeTwistJointGizmo( physical_bone->get_joint_offset(), physical_bone->get_global_transform() * physical_bone->get_joint_offset(), pb->get_global_transform(), pbp->get_global_transform(), cjd->swing_span, cjd->twist_span, &points, &points); } break; case PhysicalBone3D::JOINT_TYPE_HINGE: { const PhysicalBone3D::HingeJointData *hjd(static_cast(physical_bone->get_joint_data())); Joint3DGizmoPlugin::CreateHingeJointGizmo( physical_bone->get_joint_offset(), physical_bone->get_global_transform() * physical_bone->get_joint_offset(), pb->get_global_transform(), pbp->get_global_transform(), hjd->angular_limit_lower, hjd->angular_limit_upper, hjd->angular_limit_enabled, points, &points, &points); } break; case PhysicalBone3D::JOINT_TYPE_SLIDER: { const PhysicalBone3D::SliderJointData *sjd(static_cast(physical_bone->get_joint_data())); Joint3DGizmoPlugin::CreateSliderJointGizmo( physical_bone->get_joint_offset(), physical_bone->get_global_transform() * physical_bone->get_joint_offset(), pb->get_global_transform(), pbp->get_global_transform(), sjd->angular_limit_lower, sjd->angular_limit_upper, sjd->linear_limit_lower, sjd->linear_limit_upper, points, &points, &points); } break; case PhysicalBone3D::JOINT_TYPE_6DOF: { const PhysicalBone3D::SixDOFJointData *sdofjd(static_cast(physical_bone->get_joint_data())); Joint3DGizmoPlugin::CreateGeneric6DOFJointGizmo( physical_bone->get_joint_offset(), physical_bone->get_global_transform() * physical_bone->get_joint_offset(), pb->get_global_transform(), pbp->get_global_transform(), sdofjd->axis_data[0].angular_limit_lower, sdofjd->axis_data[0].angular_limit_upper, sdofjd->axis_data[0].linear_limit_lower, sdofjd->axis_data[0].linear_limit_upper, sdofjd->axis_data[0].angular_limit_enabled, sdofjd->axis_data[0].linear_limit_enabled, sdofjd->axis_data[1].angular_limit_lower, sdofjd->axis_data[1].angular_limit_upper, sdofjd->axis_data[1].linear_limit_lower, sdofjd->axis_data[1].linear_limit_upper, sdofjd->axis_data[1].angular_limit_enabled, sdofjd->axis_data[1].linear_limit_enabled, sdofjd->axis_data[2].angular_limit_lower, sdofjd->axis_data[2].angular_limit_upper, sdofjd->axis_data[2].linear_limit_lower, sdofjd->axis_data[2].linear_limit_upper, sdofjd->axis_data[2].angular_limit_enabled, sdofjd->axis_data[2].linear_limit_enabled, points, &points, &points); } break; default: return; } Ref material = get_material("joint_material", p_gizmo); p_gizmo->add_collision_segments(points); p_gizmo->add_lines(points, material); }