/**************************************************************************/ /* spring_arm_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 "spring_arm_3d_gizmo_plugin.h" #include "editor/editor_settings.h" #include "editor/plugins/node_3d_editor_plugin.h" #include "scene/3d/physics/spring_arm_3d.h" #include "scene/resources/3d/shape_3d.h" void SpringArm3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { SpringArm3D *spring_arm = Object::cast_to(p_gizmo->get_node_3d()); p_gizmo->clear(); Vector lines = { Vector3(), Vector3(0, 0, 1.0) * spring_arm->get_length() }; Ref material = get_material("shape_material", p_gizmo); p_gizmo->add_lines(lines, material); p_gizmo->add_collision_segments(lines); } SpringArm3DGizmoPlugin::SpringArm3DGizmoPlugin() { Color gizmo_color = SceneTree::get_singleton()->get_debug_collisions_color(); create_material("shape_material", gizmo_color); } bool SpringArm3DGizmoPlugin::has_gizmo(Node3D *p_spatial) { return Object::cast_to(p_spatial) != nullptr; } String SpringArm3DGizmoPlugin::get_gizmo_name() const { return "SpringArm3D"; } int SpringArm3DGizmoPlugin::get_priority() const { return -1; }