b1a2394b3b
This harmonizes the appearance of collision shapes and paths between the editor and running project, in both 2D and 3D. This means that in 3D, paths are now green and shapes are now cyan instead of light blue.
114 lines
4.7 KiB
C++
114 lines
4.7 KiB
C++
/**************************************************************************/
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/* soft_body_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 "soft_body_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/soft_body_3d.h"
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SoftBody3DGizmoPlugin::SoftBody3DGizmoPlugin() {
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Color gizmo_color = SceneTree::get_singleton()->get_debug_collisions_color();
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create_material("shape_material", gizmo_color);
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create_handle_material("handles");
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}
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bool SoftBody3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
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return Object::cast_to<SoftBody3D>(p_spatial) != nullptr;
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}
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String SoftBody3DGizmoPlugin::get_gizmo_name() const {
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return "SoftBody3D";
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}
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int SoftBody3DGizmoPlugin::get_priority() const {
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return -1;
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}
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bool SoftBody3DGizmoPlugin::is_selectable_when_hidden() const {
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return true;
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}
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void SoftBody3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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SoftBody3D *soft_body = Object::cast_to<SoftBody3D>(p_gizmo->get_node_3d());
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p_gizmo->clear();
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if (!soft_body || soft_body->get_mesh().is_null()) {
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return;
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}
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// find mesh
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Vector<Vector3> lines;
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soft_body->get_mesh()->generate_debug_mesh_lines(lines);
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if (!lines.size()) {
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return;
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}
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Ref<TriangleMesh> tm = soft_body->get_mesh()->generate_triangle_mesh();
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Vector<Vector3> points;
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for (int i = 0; i < soft_body->get_mesh()->get_surface_count(); i++) {
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Array arrays = soft_body->get_mesh()->surface_get_arrays(i);
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ERR_CONTINUE(arrays.is_empty());
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const Vector<Vector3> &vertices = arrays[Mesh::ARRAY_VERTEX];
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points.append_array(vertices);
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}
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Ref<Material> material = get_material("shape_material", p_gizmo);
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p_gizmo->add_lines(lines, material);
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p_gizmo->add_handles(points, get_material("handles"));
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p_gizmo->add_collision_triangles(tm);
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}
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String SoftBody3DGizmoPlugin::get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {
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return "SoftBody3D pin point";
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}
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Variant SoftBody3DGizmoPlugin::get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {
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SoftBody3D *soft_body = Object::cast_to<SoftBody3D>(p_gizmo->get_node_3d());
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return Variant(soft_body->is_point_pinned(p_id));
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}
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void SoftBody3DGizmoPlugin::commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel) {
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SoftBody3D *soft_body = Object::cast_to<SoftBody3D>(p_gizmo->get_node_3d());
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soft_body->pin_point_toggle(p_id);
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}
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bool SoftBody3DGizmoPlugin::is_handle_highlighted(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const {
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SoftBody3D *soft_body = Object::cast_to<SoftBody3D>(p_gizmo->get_node_3d());
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return soft_body->is_point_pinned(p_id);
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}
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