godot/editor/plugins/gizmos/vehicle_body_3d_gizmo_plugin.cpp
smix8 35dafc9fa8 Split monolithic physics class files
Splits monolithic physics class files.
2024-02-27 11:18:16 +01:00

105 lines
4.5 KiB
C++

/**************************************************************************/
/* 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 = EDITOR_GET("editors/3d_gizmos/gizmo_colors/shape");
create_material("shape_material", gizmo_color);
}
bool VehicleWheel3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
return Object::cast_to<VehicleWheel3D>(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<VehicleWheel3D>(p_gizmo->get_node_3d());
p_gizmo->clear();
Vector<Vector3> 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> material = get_material("shape_material", p_gizmo);
p_gizmo->add_lines(points, material);
p_gizmo->add_collision_segments(points);
}