/**************************************************************************/ /* gpu_particles_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 "gpu_particles_3d_gizmo_plugin.h" #include "editor/editor_node.h" #include "editor/editor_settings.h" #include "editor/editor_string_names.h" #include "editor/editor_undo_redo_manager.h" #include "editor/plugins/node_3d_editor_plugin.h" #include "scene/3d/gpu_particles_3d.h" GPUParticles3DGizmoPlugin::GPUParticles3DGizmoPlugin() { Color gizmo_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/particles"); create_material("particles_material", gizmo_color); gizmo_color.a = MAX((gizmo_color.a - 0.2) * 0.02, 0.0); create_icon_material("particles_icon", EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("GizmoGPUParticles3D"), EditorStringName(EditorIcons))); } bool GPUParticles3DGizmoPlugin::has_gizmo(Node3D *p_spatial) { return Object::cast_to(p_spatial) != nullptr; } String GPUParticles3DGizmoPlugin::get_gizmo_name() const { return "GPUParticles3D"; } int GPUParticles3DGizmoPlugin::get_priority() const { return -1; } bool GPUParticles3DGizmoPlugin::is_selectable_when_hidden() const { return true; } void GPUParticles3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { p_gizmo->clear(); if (p_gizmo->is_selected()) { GPUParticles3D *particles = Object::cast_to(p_gizmo->get_node_3d()); Vector lines; AABB aabb = particles->get_visibility_aabb(); for (int i = 0; i < 12; i++) { Vector3 a, b; aabb.get_edge(i, a, b); lines.push_back(a); lines.push_back(b); } Ref material = get_material("particles_material", p_gizmo); p_gizmo->add_lines(lines, material); } Ref icon = get_material("particles_icon", p_gizmo); p_gizmo->add_unscaled_billboard(icon, 0.05); }