808af8e837
Splits Node3DGizmos into dedicated files.
647 lines
19 KiB
C++
647 lines
19 KiB
C++
/**************************************************************************/
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/* collision_shape_3d_gizmo_plugin.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "collision_shape_3d_gizmo_plugin.h"
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#include "core/math/convex_hull.h"
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#include "core/math/geometry_3d.h"
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#include "editor/editor_settings.h"
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#include "editor/editor_undo_redo_manager.h"
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#include "editor/plugins/node_3d_editor_plugin.h"
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#include "scene/3d/collision_shape_3d.h"
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#include "scene/resources/box_shape_3d.h"
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#include "scene/resources/capsule_shape_3d.h"
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#include "scene/resources/concave_polygon_shape_3d.h"
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#include "scene/resources/convex_polygon_shape_3d.h"
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#include "scene/resources/cylinder_shape_3d.h"
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#include "scene/resources/height_map_shape_3d.h"
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#include "scene/resources/separation_ray_shape_3d.h"
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#include "scene/resources/sphere_shape_3d.h"
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#include "scene/resources/world_boundary_shape_3d.h"
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CollisionShape3DGizmoPlugin::CollisionShape3DGizmoPlugin() {
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const Color gizmo_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/shape");
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create_material("shape_material", gizmo_color);
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const float gizmo_value = gizmo_color.get_v();
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const Color gizmo_color_disabled = Color(gizmo_value, gizmo_value, gizmo_value, 0.65);
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create_material("shape_material_disabled", gizmo_color_disabled);
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create_handle_material("handles");
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}
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bool CollisionShape3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
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return Object::cast_to<CollisionShape3D>(p_spatial) != nullptr;
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}
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String CollisionShape3DGizmoPlugin::get_gizmo_name() const {
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return "CollisionShape3D";
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}
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int CollisionShape3DGizmoPlugin::get_priority() const {
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return -1;
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}
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String CollisionShape3DGizmoPlugin::get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {
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const CollisionShape3D *cs = Object::cast_to<CollisionShape3D>(p_gizmo->get_node_3d());
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Ref<Shape3D> s = cs->get_shape();
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if (s.is_null()) {
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return "";
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}
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if (Object::cast_to<SphereShape3D>(*s)) {
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return "Radius";
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}
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if (Object::cast_to<BoxShape3D>(*s)) {
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return "Size";
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}
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if (Object::cast_to<CapsuleShape3D>(*s)) {
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return p_id == 0 ? "Radius" : "Height";
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}
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if (Object::cast_to<CylinderShape3D>(*s)) {
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return p_id == 0 ? "Radius" : "Height";
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}
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if (Object::cast_to<SeparationRayShape3D>(*s)) {
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return "Length";
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}
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return "";
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}
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Variant CollisionShape3DGizmoPlugin::get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {
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CollisionShape3D *cs = Object::cast_to<CollisionShape3D>(p_gizmo->get_node_3d());
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Ref<Shape3D> s = cs->get_shape();
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if (s.is_null()) {
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return Variant();
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}
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if (Object::cast_to<SphereShape3D>(*s)) {
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Ref<SphereShape3D> ss = s;
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return ss->get_radius();
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}
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if (Object::cast_to<BoxShape3D>(*s)) {
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Ref<BoxShape3D> bs = s;
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return bs->get_size();
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}
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if (Object::cast_to<CapsuleShape3D>(*s)) {
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Ref<CapsuleShape3D> cs2 = s;
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return Vector2(cs2->get_radius(), cs2->get_height());
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}
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if (Object::cast_to<CylinderShape3D>(*s)) {
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Ref<CylinderShape3D> cs2 = s;
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return p_id == 0 ? cs2->get_radius() : cs2->get_height();
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}
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if (Object::cast_to<SeparationRayShape3D>(*s)) {
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Ref<SeparationRayShape3D> cs2 = s;
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return cs2->get_length();
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}
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return Variant();
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}
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void CollisionShape3DGizmoPlugin::set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, Camera3D *p_camera, const Point2 &p_point) {
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CollisionShape3D *cs = Object::cast_to<CollisionShape3D>(p_gizmo->get_node_3d());
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Ref<Shape3D> s = cs->get_shape();
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if (s.is_null()) {
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return;
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}
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Transform3D gt = cs->get_global_transform();
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Transform3D gi = gt.affine_inverse();
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Vector3 ray_from = p_camera->project_ray_origin(p_point);
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Vector3 ray_dir = p_camera->project_ray_normal(p_point);
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Vector3 sg[2] = { gi.xform(ray_from), gi.xform(ray_from + ray_dir * 4096) };
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if (Object::cast_to<SphereShape3D>(*s)) {
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Ref<SphereShape3D> ss = s;
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Vector3 ra, rb;
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Geometry3D::get_closest_points_between_segments(Vector3(), Vector3(4096, 0, 0), sg[0], sg[1], ra, rb);
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float d = ra.x;
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if (Node3DEditor::get_singleton()->is_snap_enabled()) {
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d = Math::snapped(d, Node3DEditor::get_singleton()->get_translate_snap());
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}
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if (d < 0.001) {
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d = 0.001;
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}
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ss->set_radius(d);
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}
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if (Object::cast_to<SeparationRayShape3D>(*s)) {
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Ref<SeparationRayShape3D> rs = s;
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Vector3 ra, rb;
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Geometry3D::get_closest_points_between_segments(Vector3(), Vector3(0, 0, 4096), sg[0], sg[1], ra, rb);
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float d = ra.z;
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if (Node3DEditor::get_singleton()->is_snap_enabled()) {
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d = Math::snapped(d, Node3DEditor::get_singleton()->get_translate_snap());
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}
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if (d < 0.001) {
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d = 0.001;
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}
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rs->set_length(d);
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}
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if (Object::cast_to<BoxShape3D>(*s)) {
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Vector3 axis;
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axis[p_id] = 1.0;
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Ref<BoxShape3D> bs = s;
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Vector3 ra, rb;
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Geometry3D::get_closest_points_between_segments(Vector3(), axis * 4096, sg[0], sg[1], ra, rb);
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float d = ra[p_id] * 2;
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if (Node3DEditor::get_singleton()->is_snap_enabled()) {
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d = Math::snapped(d, Node3DEditor::get_singleton()->get_translate_snap());
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}
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if (d < 0.001) {
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d = 0.001;
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}
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Vector3 he = bs->get_size();
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he[p_id] = d;
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bs->set_size(he);
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}
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if (Object::cast_to<CapsuleShape3D>(*s)) {
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Vector3 axis;
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axis[p_id == 0 ? 0 : 1] = 1.0;
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Ref<CapsuleShape3D> cs2 = s;
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Vector3 ra, rb;
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Geometry3D::get_closest_points_between_segments(Vector3(), axis * 4096, sg[0], sg[1], ra, rb);
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float d = axis.dot(ra);
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if (Node3DEditor::get_singleton()->is_snap_enabled()) {
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d = Math::snapped(d, Node3DEditor::get_singleton()->get_translate_snap());
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}
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if (d < 0.001) {
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d = 0.001;
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}
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if (p_id == 0) {
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cs2->set_radius(d);
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} else if (p_id == 1) {
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cs2->set_height(d * 2.0);
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}
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}
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if (Object::cast_to<CylinderShape3D>(*s)) {
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Vector3 axis;
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axis[p_id == 0 ? 0 : 1] = 1.0;
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Ref<CylinderShape3D> cs2 = s;
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Vector3 ra, rb;
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Geometry3D::get_closest_points_between_segments(Vector3(), axis * 4096, sg[0], sg[1], ra, rb);
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float d = axis.dot(ra);
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if (Node3DEditor::get_singleton()->is_snap_enabled()) {
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d = Math::snapped(d, Node3DEditor::get_singleton()->get_translate_snap());
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}
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if (d < 0.001) {
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d = 0.001;
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}
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if (p_id == 0) {
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cs2->set_radius(d);
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} else if (p_id == 1) {
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cs2->set_height(d * 2.0);
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}
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}
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}
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void CollisionShape3DGizmoPlugin::commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel) {
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CollisionShape3D *cs = Object::cast_to<CollisionShape3D>(p_gizmo->get_node_3d());
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Ref<Shape3D> s = cs->get_shape();
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if (s.is_null()) {
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return;
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}
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if (Object::cast_to<SphereShape3D>(*s)) {
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Ref<SphereShape3D> ss = s;
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if (p_cancel) {
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ss->set_radius(p_restore);
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return;
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}
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EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
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ur->create_action(TTR("Change Sphere Shape Radius"));
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ur->add_do_method(ss.ptr(), "set_radius", ss->get_radius());
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ur->add_undo_method(ss.ptr(), "set_radius", p_restore);
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ur->commit_action();
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}
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if (Object::cast_to<BoxShape3D>(*s)) {
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Ref<BoxShape3D> ss = s;
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if (p_cancel) {
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ss->set_size(p_restore);
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return;
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}
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EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
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ur->create_action(TTR("Change Box Shape Size"));
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ur->add_do_method(ss.ptr(), "set_size", ss->get_size());
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ur->add_undo_method(ss.ptr(), "set_size", p_restore);
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ur->commit_action();
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}
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if (Object::cast_to<CapsuleShape3D>(*s)) {
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Ref<CapsuleShape3D> ss = s;
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Vector2 values = p_restore;
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if (p_cancel) {
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ss->set_radius(values[0]);
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ss->set_height(values[1]);
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return;
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}
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EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
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if (p_id == 0) {
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ur->create_action(TTR("Change Capsule Shape Radius"));
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ur->add_do_method(ss.ptr(), "set_radius", ss->get_radius());
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} else {
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ur->create_action(TTR("Change Capsule Shape Height"));
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ur->add_do_method(ss.ptr(), "set_height", ss->get_height());
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}
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ur->add_undo_method(ss.ptr(), "set_radius", values[0]);
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ur->add_undo_method(ss.ptr(), "set_height", values[1]);
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ur->commit_action();
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}
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if (Object::cast_to<CylinderShape3D>(*s)) {
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Ref<CylinderShape3D> ss = s;
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if (p_cancel) {
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if (p_id == 0) {
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ss->set_radius(p_restore);
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} else {
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ss->set_height(p_restore);
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}
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return;
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}
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EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
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if (p_id == 0) {
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ur->create_action(TTR("Change Cylinder Shape Radius"));
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ur->add_do_method(ss.ptr(), "set_radius", ss->get_radius());
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ur->add_undo_method(ss.ptr(), "set_radius", p_restore);
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} else {
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ur->create_action(
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///
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////////
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TTR("Change Cylinder Shape Height"));
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ur->add_do_method(ss.ptr(), "set_height", ss->get_height());
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ur->add_undo_method(ss.ptr(), "set_height", p_restore);
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}
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ur->commit_action();
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}
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if (Object::cast_to<SeparationRayShape3D>(*s)) {
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Ref<SeparationRayShape3D> ss = s;
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if (p_cancel) {
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ss->set_length(p_restore);
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return;
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}
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EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
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ur->create_action(TTR("Change Separation Ray Shape Length"));
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ur->add_do_method(ss.ptr(), "set_length", ss->get_length());
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ur->add_undo_method(ss.ptr(), "set_length", p_restore);
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ur->commit_action();
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}
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}
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void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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CollisionShape3D *cs = Object::cast_to<CollisionShape3D>(p_gizmo->get_node_3d());
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p_gizmo->clear();
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Ref<Shape3D> s = cs->get_shape();
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if (s.is_null()) {
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return;
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}
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const Ref<Material> material =
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get_material(!cs->is_disabled() ? "shape_material" : "shape_material_disabled", p_gizmo);
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Ref<Material> handles_material = get_material("handles");
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if (Object::cast_to<SphereShape3D>(*s)) {
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Ref<SphereShape3D> sp = s;
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float r = sp->get_radius();
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Vector<Vector3> points;
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for (int i = 0; i <= 360; i++) {
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float ra = Math::deg_to_rad((float)i);
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float rb = Math::deg_to_rad((float)i + 1);
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Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r;
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Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
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points.push_back(Vector3(a.x, 0, a.y));
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points.push_back(Vector3(b.x, 0, b.y));
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points.push_back(Vector3(0, a.x, a.y));
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points.push_back(Vector3(0, b.x, b.y));
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points.push_back(Vector3(a.x, a.y, 0));
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points.push_back(Vector3(b.x, b.y, 0));
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}
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Vector<Vector3> collision_segments;
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for (int i = 0; i < 64; i++) {
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float ra = i * (Math_TAU / 64.0);
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float rb = (i + 1) * (Math_TAU / 64.0);
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Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r;
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Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
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collision_segments.push_back(Vector3(a.x, 0, a.y));
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collision_segments.push_back(Vector3(b.x, 0, b.y));
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collision_segments.push_back(Vector3(0, a.x, a.y));
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collision_segments.push_back(Vector3(0, b.x, b.y));
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collision_segments.push_back(Vector3(a.x, a.y, 0));
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collision_segments.push_back(Vector3(b.x, b.y, 0));
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}
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p_gizmo->add_lines(points, material);
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p_gizmo->add_collision_segments(collision_segments);
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Vector<Vector3> handles;
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handles.push_back(Vector3(r, 0, 0));
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p_gizmo->add_handles(handles, handles_material);
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}
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if (Object::cast_to<BoxShape3D>(*s)) {
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Ref<BoxShape3D> bs = s;
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Vector<Vector3> lines;
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AABB aabb;
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aabb.position = -bs->get_size() / 2;
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aabb.size = bs->get_size();
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for (int i = 0; i < 12; i++) {
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Vector3 a, b;
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aabb.get_edge(i, a, b);
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lines.push_back(a);
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lines.push_back(b);
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}
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Vector<Vector3> handles;
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for (int i = 0; i < 3; i++) {
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Vector3 ax;
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ax[i] = bs->get_size()[i] / 2;
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handles.push_back(ax);
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}
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p_gizmo->add_lines(lines, material);
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p_gizmo->add_collision_segments(lines);
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p_gizmo->add_handles(handles, handles_material);
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}
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if (Object::cast_to<CapsuleShape3D>(*s)) {
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Ref<CapsuleShape3D> cs2 = s;
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float radius = cs2->get_radius();
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float height = cs2->get_height();
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Vector<Vector3> points;
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Vector3 d(0, height * 0.5 - radius, 0);
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for (int i = 0; i < 360; i++) {
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float ra = Math::deg_to_rad((float)i);
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float rb = Math::deg_to_rad((float)i + 1);
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Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * radius;
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Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * radius;
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points.push_back(Vector3(a.x, 0, a.y) + d);
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points.push_back(Vector3(b.x, 0, b.y) + d);
|
|
|
|
points.push_back(Vector3(a.x, 0, a.y) - d);
|
|
points.push_back(Vector3(b.x, 0, b.y) - d);
|
|
|
|
if (i % 90 == 0) {
|
|
points.push_back(Vector3(a.x, 0, a.y) + d);
|
|
points.push_back(Vector3(a.x, 0, a.y) - d);
|
|
}
|
|
|
|
Vector3 dud = i < 180 ? d : -d;
|
|
|
|
points.push_back(Vector3(0, a.x, a.y) + dud);
|
|
points.push_back(Vector3(0, b.x, b.y) + dud);
|
|
points.push_back(Vector3(a.y, a.x, 0) + dud);
|
|
points.push_back(Vector3(b.y, b.x, 0) + dud);
|
|
}
|
|
|
|
p_gizmo->add_lines(points, material);
|
|
|
|
Vector<Vector3> collision_segments;
|
|
|
|
for (int i = 0; i < 64; i++) {
|
|
float ra = i * (Math_TAU / 64.0);
|
|
float rb = (i + 1) * (Math_TAU / 64.0);
|
|
Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * radius;
|
|
Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * radius;
|
|
|
|
collision_segments.push_back(Vector3(a.x, 0, a.y) + d);
|
|
collision_segments.push_back(Vector3(b.x, 0, b.y) + d);
|
|
|
|
collision_segments.push_back(Vector3(a.x, 0, a.y) - d);
|
|
collision_segments.push_back(Vector3(b.x, 0, b.y) - d);
|
|
|
|
if (i % 16 == 0) {
|
|
collision_segments.push_back(Vector3(a.x, 0, a.y) + d);
|
|
collision_segments.push_back(Vector3(a.x, 0, a.y) - d);
|
|
}
|
|
|
|
Vector3 dud = i < 32 ? d : -d;
|
|
|
|
collision_segments.push_back(Vector3(0, a.x, a.y) + dud);
|
|
collision_segments.push_back(Vector3(0, b.x, b.y) + dud);
|
|
collision_segments.push_back(Vector3(a.y, a.x, 0) + dud);
|
|
collision_segments.push_back(Vector3(b.y, b.x, 0) + dud);
|
|
}
|
|
|
|
p_gizmo->add_collision_segments(collision_segments);
|
|
|
|
Vector<Vector3> handles = {
|
|
Vector3(cs2->get_radius(), 0, 0),
|
|
Vector3(0, cs2->get_height() * 0.5, 0)
|
|
};
|
|
p_gizmo->add_handles(handles, handles_material);
|
|
}
|
|
|
|
if (Object::cast_to<CylinderShape3D>(*s)) {
|
|
Ref<CylinderShape3D> cs2 = s;
|
|
float radius = cs2->get_radius();
|
|
float height = cs2->get_height();
|
|
|
|
Vector<Vector3> points;
|
|
|
|
Vector3 d(0, height * 0.5, 0);
|
|
for (int i = 0; i < 360; i++) {
|
|
float ra = Math::deg_to_rad((float)i);
|
|
float rb = Math::deg_to_rad((float)i + 1);
|
|
Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * radius;
|
|
Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * radius;
|
|
|
|
points.push_back(Vector3(a.x, 0, a.y) + d);
|
|
points.push_back(Vector3(b.x, 0, b.y) + d);
|
|
|
|
points.push_back(Vector3(a.x, 0, a.y) - d);
|
|
points.push_back(Vector3(b.x, 0, b.y) - d);
|
|
|
|
if (i % 90 == 0) {
|
|
points.push_back(Vector3(a.x, 0, a.y) + d);
|
|
points.push_back(Vector3(a.x, 0, a.y) - d);
|
|
}
|
|
}
|
|
|
|
p_gizmo->add_lines(points, material);
|
|
|
|
Vector<Vector3> collision_segments;
|
|
|
|
for (int i = 0; i < 64; i++) {
|
|
float ra = i * (Math_TAU / 64.0);
|
|
float rb = (i + 1) * (Math_TAU / 64.0);
|
|
Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * radius;
|
|
Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * radius;
|
|
|
|
collision_segments.push_back(Vector3(a.x, 0, a.y) + d);
|
|
collision_segments.push_back(Vector3(b.x, 0, b.y) + d);
|
|
|
|
collision_segments.push_back(Vector3(a.x, 0, a.y) - d);
|
|
collision_segments.push_back(Vector3(b.x, 0, b.y) - d);
|
|
|
|
if (i % 16 == 0) {
|
|
collision_segments.push_back(Vector3(a.x, 0, a.y) + d);
|
|
collision_segments.push_back(Vector3(a.x, 0, a.y) - d);
|
|
}
|
|
}
|
|
|
|
p_gizmo->add_collision_segments(collision_segments);
|
|
|
|
Vector<Vector3> handles = {
|
|
Vector3(cs2->get_radius(), 0, 0),
|
|
Vector3(0, cs2->get_height() * 0.5, 0)
|
|
};
|
|
p_gizmo->add_handles(handles, handles_material);
|
|
}
|
|
|
|
if (Object::cast_to<WorldBoundaryShape3D>(*s)) {
|
|
Ref<WorldBoundaryShape3D> wbs = s;
|
|
const Plane &p = wbs->get_plane();
|
|
|
|
Vector3 n1 = p.get_any_perpendicular_normal();
|
|
Vector3 n2 = p.normal.cross(n1).normalized();
|
|
|
|
Vector3 pface[4] = {
|
|
p.normal * p.d + n1 * 10.0 + n2 * 10.0,
|
|
p.normal * p.d + n1 * 10.0 + n2 * -10.0,
|
|
p.normal * p.d + n1 * -10.0 + n2 * -10.0,
|
|
p.normal * p.d + n1 * -10.0 + n2 * 10.0,
|
|
};
|
|
|
|
Vector<Vector3> points = {
|
|
pface[0],
|
|
pface[1],
|
|
pface[1],
|
|
pface[2],
|
|
pface[2],
|
|
pface[3],
|
|
pface[3],
|
|
pface[0],
|
|
p.normal * p.d,
|
|
p.normal * p.d + p.normal * 3
|
|
};
|
|
|
|
p_gizmo->add_lines(points, material);
|
|
p_gizmo->add_collision_segments(points);
|
|
}
|
|
|
|
if (Object::cast_to<ConvexPolygonShape3D>(*s)) {
|
|
Vector<Vector3> points = Object::cast_to<ConvexPolygonShape3D>(*s)->get_points();
|
|
|
|
if (points.size() > 3) {
|
|
Vector<Vector3> varr = Variant(points);
|
|
Geometry3D::MeshData md;
|
|
Error err = ConvexHullComputer::convex_hull(varr, md);
|
|
if (err == OK) {
|
|
Vector<Vector3> points2;
|
|
points2.resize(md.edges.size() * 2);
|
|
for (uint32_t i = 0; i < md.edges.size(); i++) {
|
|
points2.write[i * 2 + 0] = md.vertices[md.edges[i].vertex_a];
|
|
points2.write[i * 2 + 1] = md.vertices[md.edges[i].vertex_b];
|
|
}
|
|
|
|
p_gizmo->add_lines(points2, material);
|
|
p_gizmo->add_collision_segments(points2);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (Object::cast_to<ConcavePolygonShape3D>(*s)) {
|
|
Ref<ConcavePolygonShape3D> cs2 = s;
|
|
Ref<ArrayMesh> mesh = cs2->get_debug_mesh();
|
|
p_gizmo->add_mesh(mesh, material);
|
|
p_gizmo->add_collision_segments(cs2->get_debug_mesh_lines());
|
|
}
|
|
|
|
if (Object::cast_to<SeparationRayShape3D>(*s)) {
|
|
Ref<SeparationRayShape3D> rs = s;
|
|
|
|
Vector<Vector3> points = {
|
|
Vector3(),
|
|
Vector3(0, 0, rs->get_length())
|
|
};
|
|
p_gizmo->add_lines(points, material);
|
|
p_gizmo->add_collision_segments(points);
|
|
Vector<Vector3> handles;
|
|
handles.push_back(Vector3(0, 0, rs->get_length()));
|
|
p_gizmo->add_handles(handles, handles_material);
|
|
}
|
|
|
|
if (Object::cast_to<HeightMapShape3D>(*s)) {
|
|
Ref<HeightMapShape3D> hms = s;
|
|
|
|
Ref<ArrayMesh> mesh = hms->get_debug_mesh();
|
|
p_gizmo->add_mesh(mesh, material);
|
|
}
|
|
}
|