70 lines
3.2 KiB
C++
70 lines
3.2 KiB
C++
/**************************************************************************/
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/* spring_arm_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 "spring_arm_3d_gizmo_plugin.h"
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#include "editor/editor_settings.h"
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#include "editor/plugins/node_3d_editor_plugin.h"
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#include "scene/3d/spring_arm_3d.h"
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#include "scene/resources/shape_3d.h"
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void SpringArm3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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SpringArm3D *spring_arm = Object::cast_to<SpringArm3D>(p_gizmo->get_node_3d());
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p_gizmo->clear();
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Vector<Vector3> lines = {
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Vector3(),
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Vector3(0, 0, 1.0) * spring_arm->get_length()
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};
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Ref<StandardMaterial3D> material = get_material("shape_material", p_gizmo);
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p_gizmo->add_lines(lines, material);
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p_gizmo->add_collision_segments(lines);
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}
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SpringArm3DGizmoPlugin::SpringArm3DGizmoPlugin() {
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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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}
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bool SpringArm3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
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return Object::cast_to<SpringArm3D>(p_spatial) != nullptr;
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}
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String SpringArm3DGizmoPlugin::get_gizmo_name() const {
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return "SpringArm3D";
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}
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int SpringArm3DGizmoPlugin::get_priority() const {
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return -1;
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}
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