/**************************************************************************/ /* vehicle_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 "vehicle_body_3d_gizmo_plugin.h" #include "editor/editor_settings.h" #include "editor/plugins/node_3d_editor_plugin.h" #include "scene/3d/physics/vehicle_body_3d.h" VehicleWheel3DGizmoPlugin::VehicleWheel3DGizmoPlugin() { Color gizmo_color = SceneTree::get_singleton()->get_debug_collisions_color(); create_material("shape_material", gizmo_color); } bool VehicleWheel3DGizmoPlugin::has_gizmo(Node3D *p_spatial) { return Object::cast_to(p_spatial) != nullptr; } String VehicleWheel3DGizmoPlugin::get_gizmo_name() const { return "VehicleWheel3D"; } int VehicleWheel3DGizmoPlugin::get_priority() const { return -1; } void VehicleWheel3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { VehicleWheel3D *car_wheel = Object::cast_to(p_gizmo->get_node_3d()); p_gizmo->clear(); Vector points; float r = car_wheel->get_radius(); const int skip = 10; for (int i = 0; i <= 360; i += skip) { float ra = Math::deg_to_rad((float)i); float rb = Math::deg_to_rad((float)i + skip); Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r; Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r; points.push_back(Vector3(0, a.x, a.y)); points.push_back(Vector3(0, b.x, b.y)); const int springsec = 4; for (int j = 0; j < springsec; j++) { float t = car_wheel->get_suspension_rest_length() * 5; points.push_back(Vector3(a.x, i / 360.0 * t / springsec + j * (t / springsec), a.y) * 0.2); points.push_back(Vector3(b.x, (i + skip) / 360.0 * t / springsec + j * (t / springsec), b.y) * 0.2); } } //travel points.push_back(Vector3(0, 0, 0)); points.push_back(Vector3(0, car_wheel->get_suspension_rest_length(), 0)); //axis points.push_back(Vector3(r * 0.2, car_wheel->get_suspension_rest_length(), 0)); points.push_back(Vector3(-r * 0.2, car_wheel->get_suspension_rest_length(), 0)); //axis points.push_back(Vector3(r * 0.2, 0, 0)); points.push_back(Vector3(-r * 0.2, 0, 0)); //forward line points.push_back(Vector3(0, -r, 0)); points.push_back(Vector3(0, -r, r * 2)); points.push_back(Vector3(0, -r, r * 2)); points.push_back(Vector3(r * 2 * 0.2, -r, r * 2 * 0.8)); points.push_back(Vector3(0, -r, r * 2)); points.push_back(Vector3(-r * 2 * 0.2, -r, r * 2 * 0.8)); Ref material = get_material("shape_material", p_gizmo); p_gizmo->add_lines(points, material); p_gizmo->add_collision_segments(points); }