collision_object_3d_gizmo_plugin.cpp 4.2 KB

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  1. /**************************************************************************/
  2. /* collision_object_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 "collision_object_3d_gizmo_plugin.h"
  31. #include "scene/3d/physics/collision_object_3d.h"
  32. #include "scene/3d/physics/collision_polygon_3d.h"
  33. #include "scene/3d/physics/collision_shape_3d.h"
  34. #include "scene/resources/surface_tool.h"
  35. CollisionObject3DGizmoPlugin::CollisionObject3DGizmoPlugin() {
  36. const Color gizmo_color = SceneTree::get_singleton()->get_debug_collisions_color();
  37. create_material("shape_material", gizmo_color);
  38. const float gizmo_value = gizmo_color.get_v();
  39. const Color gizmo_color_disabled = Color(gizmo_value, gizmo_value, gizmo_value, 0.65);
  40. create_material("shape_material_disabled", gizmo_color_disabled);
  41. }
  42. bool CollisionObject3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
  43. return Object::cast_to<CollisionObject3D>(p_spatial) != nullptr;
  44. }
  45. String CollisionObject3DGizmoPlugin::get_gizmo_name() const {
  46. return "CollisionObject3D";
  47. }
  48. int CollisionObject3DGizmoPlugin::get_priority() const {
  49. return -2;
  50. }
  51. void CollisionObject3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
  52. CollisionObject3D *co = Object::cast_to<CollisionObject3D>(p_gizmo->get_node_3d());
  53. p_gizmo->clear();
  54. List<uint32_t> owner_ids;
  55. co->get_shape_owners(&owner_ids);
  56. for (uint32_t &owner_id : owner_ids) {
  57. Transform3D xform = co->shape_owner_get_transform(owner_id);
  58. Object *owner = co->shape_owner_get_owner(owner_id);
  59. // Exclude CollisionShape3D and CollisionPolygon3D as they have their gizmo.
  60. if (!Object::cast_to<CollisionShape3D>(owner) && !Object::cast_to<CollisionPolygon3D>(owner)) {
  61. Ref<Material> material = get_material(!co->is_shape_owner_disabled(owner_id) ? "shape_material" : "shape_material_disabled", p_gizmo);
  62. for (int shape_id = 0; shape_id < co->shape_owner_get_shape_count(owner_id); shape_id++) {
  63. Ref<Shape3D> s = co->shape_owner_get_shape(owner_id, shape_id);
  64. if (s.is_null()) {
  65. continue;
  66. }
  67. SurfaceTool st;
  68. st.append_from(s->get_debug_mesh(), 0, xform);
  69. p_gizmo->add_mesh(st.commit(), material);
  70. p_gizmo->add_collision_segments(s->get_debug_mesh_lines());
  71. }
  72. }
  73. }
  74. }