ray_cast_3d_gizmo_plugin.cpp 3.6 KB

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  1. /**************************************************************************/
  2. /* ray_cast_3d_gizmo_plugin.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "ray_cast_3d_gizmo_plugin.h"
  31. #include "editor/editor_settings.h"
  32. #include "editor/plugins/node_3d_editor_plugin.h"
  33. #include "scene/3d/physics/ray_cast_3d.h"
  34. RayCast3DGizmoPlugin::RayCast3DGizmoPlugin() {
  35. const Color gizmo_color = SceneTree::get_singleton()->get_debug_collisions_color();
  36. create_material("shape_material", gizmo_color);
  37. const float gizmo_value = gizmo_color.get_v();
  38. const Color gizmo_color_disabled = Color(gizmo_value, gizmo_value, gizmo_value, 0.65);
  39. create_material("shape_material_disabled", gizmo_color_disabled);
  40. }
  41. bool RayCast3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
  42. return Object::cast_to<RayCast3D>(p_spatial) != nullptr;
  43. }
  44. String RayCast3DGizmoPlugin::get_gizmo_name() const {
  45. return "RayCast3D";
  46. }
  47. int RayCast3DGizmoPlugin::get_priority() const {
  48. return -1;
  49. }
  50. void RayCast3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
  51. RayCast3D *raycast = Object::cast_to<RayCast3D>(p_gizmo->get_node_3d());
  52. p_gizmo->clear();
  53. const Ref<StandardMaterial3D> material = raycast->is_enabled() ? raycast->get_debug_material() : get_material("shape_material_disabled");
  54. p_gizmo->add_lines(raycast->get_debug_line_vertices(), material);
  55. if (raycast->get_debug_shape_thickness() > 1) {
  56. p_gizmo->add_vertices(raycast->get_debug_shape_vertices(), material, Mesh::PRIMITIVE_TRIANGLE_STRIP);
  57. }
  58. p_gizmo->add_collision_segments(raycast->get_debug_line_vertices());
  59. }