/**************************************************************************/ /* soft_body_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 "soft_body_3d_gizmo_plugin.h" #include "editor/editor_settings.h" #include "editor/plugins/node_3d_editor_plugin.h" #include "scene/3d/soft_body_3d.h" SoftBody3DGizmoPlugin::SoftBody3DGizmoPlugin() { Color gizmo_color = SceneTree::get_singleton()->get_debug_collisions_color(); create_material("shape_material", gizmo_color); create_handle_material("handles"); } bool SoftBody3DGizmoPlugin::has_gizmo(Node3D *p_spatial) { return Object::cast_to(p_spatial) != nullptr; } String SoftBody3DGizmoPlugin::get_gizmo_name() const { return "SoftBody3D"; } int SoftBody3DGizmoPlugin::get_priority() const { return -1; } bool SoftBody3DGizmoPlugin::is_selectable_when_hidden() const { return true; } void SoftBody3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { SoftBody3D *soft_body = Object::cast_to(p_gizmo->get_node_3d()); p_gizmo->clear(); if (!soft_body || soft_body->get_mesh().is_null()) { return; } // find mesh Vector lines; soft_body->get_mesh()->generate_debug_mesh_lines(lines); if (!lines.size()) { return; } Ref tm = soft_body->get_mesh()->generate_triangle_mesh(); Vector points; for (int i = 0; i < soft_body->get_mesh()->get_surface_count(); i++) { Array arrays = soft_body->get_mesh()->surface_get_arrays(i); ERR_CONTINUE(arrays.is_empty()); const Vector &vertices = arrays[Mesh::ARRAY_VERTEX]; points.append_array(vertices); } Ref material = get_material("shape_material", p_gizmo); p_gizmo->add_lines(lines, material); p_gizmo->add_handles(points, get_material("handles")); p_gizmo->add_collision_triangles(tm); } String SoftBody3DGizmoPlugin::get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const { return "SoftBody3D pin point"; } Variant SoftBody3DGizmoPlugin::get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const { SoftBody3D *soft_body = Object::cast_to(p_gizmo->get_node_3d()); return Variant(soft_body->is_point_pinned(p_id)); } void SoftBody3DGizmoPlugin::commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel) { SoftBody3D *soft_body = Object::cast_to(p_gizmo->get_node_3d()); soft_body->pin_point_toggle(p_id); } bool SoftBody3DGizmoPlugin::is_handle_highlighted(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const { SoftBody3D *soft_body = Object::cast_to(p_gizmo->get_node_3d()); return soft_body->is_point_pinned(p_id); }