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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