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Make gizmo plugin handle SpriteBase3D instead of Sprite3D

This commit is contained in:
kleonc
2023-10-06 10:40:02 +02:00
parent fe7ed984b5
commit 0cde6800e7
5 changed files with 15 additions and 17 deletions

View File

@@ -1534,31 +1534,31 @@ void MeshInstanceSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
}
/////
Sprite3DSpatialGizmoPlugin::Sprite3DSpatialGizmoPlugin() {
SpriteBase3DSpatialGizmoPlugin::SpriteBase3DSpatialGizmoPlugin() {
}
bool Sprite3DSpatialGizmoPlugin::has_gizmo(Spatial *p_spatial) {
return Object::cast_to<Sprite3D>(p_spatial) != nullptr;
bool SpriteBase3DSpatialGizmoPlugin::has_gizmo(Spatial *p_spatial) {
return Object::cast_to<SpriteBase3D>(p_spatial) != nullptr;
}
String Sprite3DSpatialGizmoPlugin::get_name() const {
return "Sprite3D";
String SpriteBase3DSpatialGizmoPlugin::get_name() const {
return "SpriteBase3D";
}
int Sprite3DSpatialGizmoPlugin::get_priority() const {
int SpriteBase3DSpatialGizmoPlugin::get_priority() const {
return -1;
}
bool Sprite3DSpatialGizmoPlugin::can_be_hidden() const {
bool SpriteBase3DSpatialGizmoPlugin::can_be_hidden() const {
return false;
}
void Sprite3DSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
Sprite3D *sprite = Object::cast_to<Sprite3D>(p_gizmo->get_spatial_node());
void SpriteBase3DSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
SpriteBase3D *sprite_base = Object::cast_to<SpriteBase3D>(p_gizmo->get_spatial_node());
p_gizmo->clear();
Ref<TriangleMesh> tm = sprite->generate_triangle_mesh();
Ref<TriangleMesh> tm = sprite_base->generate_triangle_mesh();
if (tm.is_valid()) {
p_gizmo->add_collision_triangles(tm);
}