godot/scene/3d/position_3d.cpp
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

67 lines
3.2 KiB
C++

/*************************************************************************/
/* position_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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 "position_3d.h"
#include "scene/resources/mesh.h"
RES Position3D::_get_gizmo_geometry() const {
Ref<Mesh> mesh = memnew( Mesh );
DVector<Vector3> cursor_points;
DVector<Color> cursor_colors;
float cs = 0.25;
cursor_points.push_back(Vector3(+cs,0,0));
cursor_points.push_back(Vector3(-cs,0,0));
cursor_points.push_back(Vector3(0,+cs,0));
cursor_points.push_back(Vector3(0,-cs,0));
cursor_points.push_back(Vector3(0,0,+cs));
cursor_points.push_back(Vector3(0,0,-cs));
cursor_colors.push_back(Color(1,0.5,0.5,1));
cursor_colors.push_back(Color(1,0.5,0.5,1));
cursor_colors.push_back(Color(0.5,1,0.5,1));
cursor_colors.push_back(Color(0.5,1,0.5,1));
cursor_colors.push_back(Color(0.5,0.5,1,1));
cursor_colors.push_back(Color(0.5,0.5,1,1));
Ref<FixedMaterial> mat = memnew( FixedMaterial );
mat->set_flag(Material::FLAG_UNSHADED,true);
mat->set_line_width(3);
Array d;
d[Mesh::ARRAY_VERTEX]=cursor_points;
d[Mesh::ARRAY_COLOR]=cursor_colors;
mesh->add_surface(Mesh::PRIMITIVE_LINES,d);
mesh->surface_set_material(0,mat);
return mesh;
}
Position3D::Position3D()
{
}