/**************************************************************************/ /* sprite_base_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 "sprite_base_3d_gizmo_plugin.h" #include "editor/plugins/node_3d_editor_plugin.h" #include "scene/3d/sprite_3d.h" SpriteBase3DGizmoPlugin::SpriteBase3DGizmoPlugin() { } bool SpriteBase3DGizmoPlugin::has_gizmo(Node3D *p_spatial) { return Object::cast_to(p_spatial) != nullptr; } String SpriteBase3DGizmoPlugin::get_gizmo_name() const { return "SpriteBase3D"; } int SpriteBase3DGizmoPlugin::get_priority() const { return -1; } bool SpriteBase3DGizmoPlugin::can_be_hidden() const { return false; } void SpriteBase3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { SpriteBase3D *sprite_base = Object::cast_to(p_gizmo->get_node_3d()); p_gizmo->clear(); Ref tm = sprite_base->generate_triangle_mesh(); if (tm.is_valid()) { p_gizmo->add_collision_triangles(tm); } }