35dafc9fa8
Splits monolithic physics class files.
87 lines
4.3 KiB
C++
87 lines
4.3 KiB
C++
/**************************************************************************/
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/* collision_object_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_object_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/physics/collision_object_3d.h"
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#include "scene/3d/physics/collision_polygon_3d.h"
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#include "scene/3d/physics/collision_shape_3d.h"
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#include "scene/resources/surface_tool.h"
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CollisionObject3DGizmoPlugin::CollisionObject3DGizmoPlugin() {
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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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}
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bool CollisionObject3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
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return Object::cast_to<CollisionObject3D>(p_spatial) != nullptr;
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}
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String CollisionObject3DGizmoPlugin::get_gizmo_name() const {
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return "CollisionObject3D";
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}
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int CollisionObject3DGizmoPlugin::get_priority() const {
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return -2;
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}
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void CollisionObject3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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CollisionObject3D *co = Object::cast_to<CollisionObject3D>(p_gizmo->get_node_3d());
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p_gizmo->clear();
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List<uint32_t> owner_ids;
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co->get_shape_owners(&owner_ids);
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for (uint32_t &owner_id : owner_ids) {
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Transform3D xform = co->shape_owner_get_transform(owner_id);
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Object *owner = co->shape_owner_get_owner(owner_id);
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// Exclude CollisionShape3D and CollisionPolygon3D as they have their gizmo.
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if (!Object::cast_to<CollisionShape3D>(owner) && !Object::cast_to<CollisionPolygon3D>(owner)) {
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Ref<Material> material = get_material(!co->is_shape_owner_disabled(owner_id) ? "shape_material" : "shape_material_disabled", p_gizmo);
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for (int shape_id = 0; shape_id < co->shape_owner_get_shape_count(owner_id); shape_id++) {
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Ref<Shape3D> s = co->shape_owner_get_shape(owner_id, shape_id);
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if (s.is_null()) {
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continue;
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}
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SurfaceTool st;
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st.append_from(s->get_debug_mesh(), 0, xform);
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p_gizmo->add_mesh(st.commit(), material);
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p_gizmo->add_collision_segments(s->get_debug_mesh_lines());
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}
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}
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}
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}
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