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450 lines
19 KiB
C++
450 lines
19 KiB
C++
/**************************************************************************/
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/* spring_bone_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 "spring_bone_3d_gizmo_plugin.h"
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#include "editor/editor_settings.h"
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#include "scene/3d/spring_bone_collision_capsule_3d.h"
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#include "scene/3d/spring_bone_collision_plane_3d.h"
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#include "scene/3d/spring_bone_collision_sphere_3d.h"
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// SpringBoneSimulator3D
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SpringBoneSimulator3DGizmoPlugin::SelectionMaterials SpringBoneSimulator3DGizmoPlugin::selection_materials;
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SpringBoneSimulator3DGizmoPlugin::SpringBoneSimulator3DGizmoPlugin() {
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selection_materials.unselected_mat.instantiate();
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selection_materials.unselected_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
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selection_materials.unselected_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
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selection_materials.unselected_mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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selection_materials.unselected_mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
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selection_materials.unselected_mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
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selection_materials.selected_mat.instantiate();
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Ref<Shader> sh;
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sh.instantiate();
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sh->set_code(R"(
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// Skeleton 3D gizmo bones shader.
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shader_type spatial;
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render_mode unshaded, shadows_disabled;
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void vertex() {
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if (!OUTPUT_IS_SRGB) {
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COLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );
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}
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VERTEX = VERTEX;
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POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);
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POSITION.z = mix(POSITION.z, POSITION.w, 0.998);
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}
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void fragment() {
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ALBEDO = COLOR.rgb;
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ALPHA = COLOR.a;
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}
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)");
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selection_materials.selected_mat->set_shader(sh);
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}
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SpringBoneSimulator3DGizmoPlugin::~SpringBoneSimulator3DGizmoPlugin() {
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selection_materials.unselected_mat.unref();
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selection_materials.selected_mat.unref();
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}
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bool SpringBoneSimulator3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
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return Object::cast_to<SpringBoneSimulator3D>(p_spatial) != nullptr;
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}
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String SpringBoneSimulator3DGizmoPlugin::get_gizmo_name() const {
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return "SpringBoneSimulator3D";
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}
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int SpringBoneSimulator3DGizmoPlugin::get_priority() const {
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return -1;
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}
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void SpringBoneSimulator3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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SpringBoneSimulator3D *simulator = Object::cast_to<SpringBoneSimulator3D>(p_gizmo->get_node_3d());
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p_gizmo->clear();
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if (!simulator->get_setting_count()) {
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return;
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}
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Skeleton3D *skeleton = simulator->get_skeleton();
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if (!skeleton) {
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return;
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}
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Ref<ArrayMesh> mesh = get_joints_mesh(skeleton, simulator, p_gizmo->is_selected());
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Transform3D skel_tr = simulator->get_global_transform().inverse() * skeleton->get_global_transform();
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p_gizmo->add_mesh(mesh, Ref<Material>(), skel_tr, skeleton->register_skin(skeleton->create_skin_from_rest_transforms()));
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}
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Ref<ArrayMesh> SpringBoneSimulator3DGizmoPlugin::get_joints_mesh(Skeleton3D *p_skeleton, SpringBoneSimulator3D *p_simulator, bool p_is_selected) {
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Color bone_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/spring_bone_joint");
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Ref<SurfaceTool> surface_tool;
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surface_tool.instantiate();
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surface_tool->begin(Mesh::PRIMITIVE_LINES);
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if (p_is_selected) {
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surface_tool->set_material(selection_materials.selected_mat);
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} else {
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selection_materials.unselected_mat->set_albedo(bone_color);
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surface_tool->set_material(selection_materials.unselected_mat);
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}
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LocalVector<int> bones;
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LocalVector<float> weights;
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bones.resize(4);
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weights.resize(4);
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for (int i = 0; i < 4; i++) {
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bones[i] = 0;
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weights[i] = 0;
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}
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weights[0] = 1;
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for (int i = 0; i < p_simulator->get_setting_count(); i++) {
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int current_bone = -1;
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int prev_bone = -1;
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int joint_end = p_simulator->get_joint_count(i) - 1;
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bool is_extended = p_simulator->is_end_bone_extended(i) && p_simulator->get_end_bone_length(i) > 0;
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for (int j = 0; j <= joint_end; j++) {
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current_bone = p_simulator->get_joint_bone(i, j);
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Transform3D global_pose = p_skeleton->get_bone_global_rest(current_bone);
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if (j > 0) {
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Transform3D parent_global_pose = p_skeleton->get_bone_global_rest(prev_bone);
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draw_line(surface_tool, parent_global_pose.origin, global_pose.origin, bone_color);
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draw_sphere(surface_tool, global_pose.basis, global_pose.origin, p_simulator->get_joint_radius(i, j - 1), bone_color);
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// Draw rotation axis vector if not ROTATION_AXIS_ALL.
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if (j != joint_end || (j == joint_end && is_extended)) {
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SpringBoneSimulator3D::RotationAxis rotation_axis = p_simulator->get_joint_rotation_axis(i, j);
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if (rotation_axis != SpringBoneSimulator3D::ROTATION_AXIS_ALL) {
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Vector3 axis_vector = p_simulator->get_joint_rotation_axis_vector(i, j);
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if (!axis_vector.is_zero_approx()) {
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float line_length = p_simulator->get_joint_radius(i, j - 1) * 2.0;
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Vector3 axis = global_pose.basis.xform(axis_vector.normalized()) * line_length;
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draw_line(surface_tool, global_pose.origin - axis, global_pose.origin + axis, bone_color);
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}
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}
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}
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}
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if (j == joint_end && is_extended) {
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Vector3 axis = p_simulator->get_end_bone_axis(current_bone, p_simulator->get_end_bone_direction(i));
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if (axis.is_zero_approx()) {
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continue;
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}
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bones[0] = current_bone;
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surface_tool->set_bones(bones);
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surface_tool->set_weights(weights);
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axis = global_pose.xform(axis * p_simulator->get_end_bone_length(i));
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draw_line(surface_tool, global_pose.origin, axis, bone_color);
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draw_sphere(surface_tool, global_pose.basis, axis, p_simulator->get_joint_radius(i, j), bone_color);
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} else {
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bones[0] = current_bone;
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surface_tool->set_bones(bones);
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surface_tool->set_weights(weights);
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if (j == 0) {
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// Draw rotation axis vector if not ROTATION_AXIS_ALL.
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SpringBoneSimulator3D::RotationAxis rotation_axis = p_simulator->get_joint_rotation_axis(i, j);
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if (rotation_axis != SpringBoneSimulator3D::ROTATION_AXIS_ALL) {
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Vector3 axis_vector = p_simulator->get_joint_rotation_axis_vector(i, j);
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if (!axis_vector.is_zero_approx()) {
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float line_length = p_simulator->get_joint_radius(i, j) * 2.0;
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Vector3 axis = global_pose.basis.xform(axis_vector.normalized()) * line_length;
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draw_line(surface_tool, global_pose.origin - axis, global_pose.origin + axis, bone_color);
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}
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}
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}
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}
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prev_bone = current_bone;
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}
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}
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return surface_tool->commit();
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}
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void SpringBoneSimulator3DGizmoPlugin::draw_sphere(Ref<SurfaceTool> &p_surface_tool, const Basis &p_basis, const Vector3 &p_center, float p_radius, const Color &p_color) {
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static const Vector3 VECTOR3_RIGHT = Vector3(1, 0, 0);
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static const Vector3 VECTOR3_UP = Vector3(0, 1, 0);
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static const Vector3 VECTOR3_FORWARD = Vector3(0, 0, 1);
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static const int STEP = 16;
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static const float SPPI = Math::TAU / (float)STEP;
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for (int i = 1; i <= STEP; i++) {
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p_surface_tool->set_color(p_color);
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p_surface_tool->add_vertex(p_center + ((p_basis.xform(VECTOR3_UP * p_radius)).rotated(p_basis.xform(VECTOR3_RIGHT), SPPI * ((i - 1) % STEP))));
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p_surface_tool->set_color(p_color);
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p_surface_tool->add_vertex(p_center + ((p_basis.xform(VECTOR3_UP * p_radius)).rotated(p_basis.xform(VECTOR3_RIGHT), SPPI * (i % STEP))));
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}
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for (int i = 1; i <= STEP; i++) {
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p_surface_tool->set_color(p_color);
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p_surface_tool->add_vertex(p_center + ((p_basis.xform(VECTOR3_RIGHT * p_radius)).rotated(p_basis.xform(VECTOR3_FORWARD), SPPI * ((i - 1) % STEP))));
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p_surface_tool->set_color(p_color);
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p_surface_tool->add_vertex(p_center + ((p_basis.xform(VECTOR3_RIGHT * p_radius)).rotated(p_basis.xform(VECTOR3_FORWARD), SPPI * (i % STEP))));
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}
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for (int i = 1; i <= STEP; i++) {
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p_surface_tool->set_color(p_color);
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p_surface_tool->add_vertex(p_center + ((p_basis.xform(VECTOR3_FORWARD * p_radius)).rotated(p_basis.xform(VECTOR3_UP), SPPI * ((i - 1) % STEP))));
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p_surface_tool->set_color(p_color);
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p_surface_tool->add_vertex(p_center + ((p_basis.xform(VECTOR3_FORWARD * p_radius)).rotated(p_basis.xform(VECTOR3_UP), SPPI * (i % STEP))));
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}
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}
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void SpringBoneSimulator3DGizmoPlugin::draw_line(Ref<SurfaceTool> &p_surface_tool, const Vector3 &p_begin_pos, const Vector3 &p_end_pos, const Color &p_color) {
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p_surface_tool->set_color(p_color);
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p_surface_tool->add_vertex(p_begin_pos);
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p_surface_tool->set_color(p_color);
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p_surface_tool->add_vertex(p_end_pos);
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}
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// SpringBoneCollision3D
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SpringBoneCollision3DGizmoPlugin::SelectionMaterials SpringBoneCollision3DGizmoPlugin::selection_materials;
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SpringBoneCollision3DGizmoPlugin::SpringBoneCollision3DGizmoPlugin() {
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selection_materials.unselected_mat.instantiate();
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selection_materials.unselected_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
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selection_materials.unselected_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
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selection_materials.unselected_mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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selection_materials.unselected_mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
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selection_materials.unselected_mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
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selection_materials.selected_mat.instantiate();
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Ref<Shader> sh;
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sh.instantiate();
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sh->set_code(R"(
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// Skeleton 3D gizmo bones shader.
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shader_type spatial;
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render_mode unshaded, shadows_disabled;
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void vertex() {
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if (!OUTPUT_IS_SRGB) {
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COLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );
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}
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VERTEX = VERTEX;
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POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);
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POSITION.z = mix(POSITION.z, POSITION.w, 0.998);
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}
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void fragment() {
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ALBEDO = COLOR.rgb;
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ALPHA = COLOR.a;
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}
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)");
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selection_materials.selected_mat->set_shader(sh);
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}
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SpringBoneCollision3DGizmoPlugin::~SpringBoneCollision3DGizmoPlugin() {
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selection_materials.unselected_mat.unref();
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selection_materials.selected_mat.unref();
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}
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bool SpringBoneCollision3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
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return Object::cast_to<SpringBoneCollision3D>(p_spatial) != nullptr;
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}
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String SpringBoneCollision3DGizmoPlugin::get_gizmo_name() const {
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return "SpringBoneCollision3D";
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}
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int SpringBoneCollision3DGizmoPlugin::get_priority() const {
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return -1;
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}
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void SpringBoneCollision3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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SpringBoneCollision3D *collision = Object::cast_to<SpringBoneCollision3D>(p_gizmo->get_node_3d());
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p_gizmo->clear();
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Ref<ArrayMesh> mesh = get_collision_mesh(collision, p_gizmo->is_selected());
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p_gizmo->add_mesh(mesh);
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}
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Ref<ArrayMesh> SpringBoneCollision3DGizmoPlugin::get_collision_mesh(SpringBoneCollision3D *p_collision, bool p_is_selected) {
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Color collision_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/spring_bone_collision");
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Color inside_collision_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/spring_bone_inside_collision");
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Ref<SurfaceTool> surface_tool;
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surface_tool.instantiate();
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surface_tool->begin(Mesh::PRIMITIVE_LINES);
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if (p_is_selected) {
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surface_tool->set_material(selection_materials.selected_mat);
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} else {
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selection_materials.unselected_mat->set_albedo(collision_color);
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surface_tool->set_material(selection_materials.unselected_mat);
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}
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SpringBoneCollisionSphere3D *sphere = Object::cast_to<SpringBoneCollisionSphere3D>(p_collision);
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if (sphere) {
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draw_sphere(surface_tool, sphere->get_radius(), sphere->is_inside() ? inside_collision_color : collision_color);
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return surface_tool->commit();
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}
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SpringBoneCollisionCapsule3D *capsule = Object::cast_to<SpringBoneCollisionCapsule3D>(p_collision);
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if (capsule) {
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draw_capsule(surface_tool, capsule->get_radius(), capsule->get_height(), capsule->is_inside() ? inside_collision_color : collision_color);
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return surface_tool->commit();
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}
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SpringBoneCollisionPlane3D *plane = Object::cast_to<SpringBoneCollisionPlane3D>(p_collision);
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if (plane) {
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draw_plane(surface_tool, collision_color);
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return surface_tool->commit();
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}
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return surface_tool->commit();
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}
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void SpringBoneCollision3DGizmoPlugin::draw_sphere(Ref<SurfaceTool> &p_surface_tool, float p_radius, const Color &p_color) {
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static const Vector3 VECTOR3_RIGHT = Vector3(1, 0, 0);
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static const Vector3 VECTOR3_UP = Vector3(0, 1, 0);
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static const Vector3 VECTOR3_FORWARD = Vector3(0, 0, 1);
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static const int STEP = 16;
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static const float SPPI = Math::TAU / (float)STEP;
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for (int i = 1; i <= STEP; i++) {
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p_surface_tool->set_color(p_color);
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p_surface_tool->add_vertex((VECTOR3_UP * p_radius).rotated(VECTOR3_RIGHT, SPPI * ((i - 1) % STEP)));
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p_surface_tool->set_color(p_color);
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p_surface_tool->add_vertex((VECTOR3_UP * p_radius).rotated(VECTOR3_RIGHT, SPPI * (i % STEP)));
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}
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for (int i = 1; i <= STEP; i++) {
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p_surface_tool->set_color(p_color);
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p_surface_tool->add_vertex((VECTOR3_RIGHT * p_radius).rotated(VECTOR3_FORWARD, SPPI * ((i - 1) % STEP)));
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p_surface_tool->set_color(p_color);
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p_surface_tool->add_vertex((VECTOR3_RIGHT * p_radius).rotated(VECTOR3_FORWARD, SPPI * (i % STEP)));
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}
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for (int i = 1; i <= STEP; i++) {
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p_surface_tool->set_color(p_color);
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p_surface_tool->add_vertex((VECTOR3_FORWARD * p_radius).rotated(VECTOR3_UP, SPPI * ((i - 1) % STEP)));
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p_surface_tool->set_color(p_color);
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p_surface_tool->add_vertex((VECTOR3_FORWARD * p_radius).rotated(VECTOR3_UP, SPPI * (i % STEP)));
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}
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}
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void SpringBoneCollision3DGizmoPlugin::draw_capsule(Ref<SurfaceTool> &p_surface_tool, float p_radius, float p_height, const Color &p_color) {
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static const Vector3 VECTOR3_RIGHT = Vector3(1, 0, 0);
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static const Vector3 VECTOR3_UP = Vector3(0, 1, 0);
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static const Vector3 VECTOR3_FORWARD = Vector3(0, 0, 1);
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static const int STEP = 16;
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static const int HALF_STEP = 8;
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static const float SPPI = Math::TAU / (float)STEP;
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static const float HALF_PI = Math::PI * 0.5;
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Vector3 top = VECTOR3_UP * (p_height * 0.5 - p_radius);
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Vector3 bottom = -top;
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for (int i = 1; i <= STEP; i++) {
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p_surface_tool->set_color(p_color);
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p_surface_tool->add_vertex((i - 1 < HALF_STEP ? top : bottom) + (VECTOR3_UP * p_radius).rotated(VECTOR3_RIGHT, -HALF_PI + SPPI * ((i - 1) % STEP)));
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p_surface_tool->set_color(p_color);
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p_surface_tool->add_vertex((i - 1 < HALF_STEP ? top : bottom) + (VECTOR3_UP * p_radius).rotated(VECTOR3_RIGHT, -HALF_PI + SPPI * (i % STEP)));
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}
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|
for (int i = 1; i <= STEP; i++) {
|
|
p_surface_tool->set_color(p_color);
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|
p_surface_tool->add_vertex((i - 1 < HALF_STEP ? top : bottom) + (VECTOR3_RIGHT * p_radius).rotated(VECTOR3_FORWARD, SPPI * ((i - 1) % STEP)));
|
|
p_surface_tool->set_color(p_color);
|
|
p_surface_tool->add_vertex((i - 1 < HALF_STEP ? top : bottom) + (VECTOR3_RIGHT * p_radius).rotated(VECTOR3_FORWARD, SPPI * (i % STEP)));
|
|
}
|
|
for (int i = 1; i <= STEP; i++) {
|
|
p_surface_tool->set_color(p_color);
|
|
p_surface_tool->add_vertex(top + (VECTOR3_FORWARD * p_radius).rotated(VECTOR3_UP, SPPI * ((i - 1) % STEP)));
|
|
p_surface_tool->set_color(p_color);
|
|
p_surface_tool->add_vertex(top + (VECTOR3_FORWARD * p_radius).rotated(VECTOR3_UP, SPPI * (i % STEP)));
|
|
}
|
|
for (int i = 1; i <= STEP; i++) {
|
|
p_surface_tool->set_color(p_color);
|
|
p_surface_tool->add_vertex(bottom + (VECTOR3_FORWARD * p_radius).rotated(VECTOR3_UP, SPPI * ((i - 1) % STEP)));
|
|
p_surface_tool->set_color(p_color);
|
|
p_surface_tool->add_vertex(bottom + (VECTOR3_FORWARD * p_radius).rotated(VECTOR3_UP, SPPI * (i % STEP)));
|
|
}
|
|
LocalVector<Vector3> directions;
|
|
directions.resize(4);
|
|
directions[0] = VECTOR3_RIGHT;
|
|
directions[1] = -VECTOR3_RIGHT;
|
|
directions[2] = VECTOR3_FORWARD;
|
|
directions[3] = -VECTOR3_FORWARD;
|
|
for (int i = 0; i < 4; i++) {
|
|
Vector3 dir = directions[i] * p_radius;
|
|
p_surface_tool->set_color(p_color);
|
|
p_surface_tool->add_vertex(top + dir);
|
|
p_surface_tool->add_vertex(bottom + dir);
|
|
}
|
|
}
|
|
|
|
void SpringBoneCollision3DGizmoPlugin::draw_plane(Ref<SurfaceTool> &p_surface_tool, const Color &p_color) {
|
|
static const Vector3 VECTOR3_UP = Vector3(0, 1, 0);
|
|
static const float HALF_PI = Math::PI * 0.5;
|
|
static const float ARROW_LENGTH = 0.3;
|
|
static const float ARROW_HALF_WIDTH = 0.05;
|
|
static const float ARROW_TOP_HALF_WIDTH = 0.1;
|
|
static const float ARROW_TOP = 0.5;
|
|
static const float RECT_SIZE = 1.0;
|
|
static const int RECT_STEP_COUNT = 9;
|
|
static const float RECT_HALF_SIZE = RECT_SIZE * 0.5;
|
|
static const float RECT_STEP = RECT_SIZE / (float)RECT_STEP_COUNT;
|
|
|
|
p_surface_tool->set_color(p_color);
|
|
|
|
// Draw arrow of the normal.
|
|
LocalVector<Vector3> arrow;
|
|
arrow.resize(7);
|
|
arrow[0] = Vector3(0, ARROW_TOP, 0);
|
|
arrow[1] = Vector3(-ARROW_TOP_HALF_WIDTH, ARROW_LENGTH, 0);
|
|
arrow[2] = Vector3(-ARROW_HALF_WIDTH, ARROW_LENGTH, 0);
|
|
arrow[3] = Vector3(-ARROW_HALF_WIDTH, 0, 0);
|
|
arrow[4] = Vector3(ARROW_HALF_WIDTH, 0, 0);
|
|
arrow[5] = Vector3(ARROW_HALF_WIDTH, ARROW_LENGTH, 0);
|
|
arrow[6] = Vector3(ARROW_TOP_HALF_WIDTH, ARROW_LENGTH, 0);
|
|
for (int i = 0; i < 2; i++) {
|
|
Basis ma(VECTOR3_UP, HALF_PI * i);
|
|
for (uint32_t j = 0; j < arrow.size(); j++) {
|
|
Vector3 v1 = arrow[j];
|
|
Vector3 v2 = arrow[(j + 1) % arrow.size()];
|
|
p_surface_tool->add_vertex(ma.xform(v1));
|
|
p_surface_tool->add_vertex(ma.xform(v2));
|
|
}
|
|
}
|
|
|
|
// Draw dashed line of the rect.
|
|
for (int i = 0; i < 4; i++) {
|
|
Basis ma(VECTOR3_UP, HALF_PI * i);
|
|
for (int j = 0; j < RECT_STEP_COUNT; j++) {
|
|
if (j % 2 == 1) {
|
|
continue;
|
|
}
|
|
Vector3 v1 = Vector3(RECT_HALF_SIZE, 0, RECT_HALF_SIZE - RECT_STEP * j);
|
|
Vector3 v2 = Vector3(RECT_HALF_SIZE, 0, RECT_HALF_SIZE - RECT_STEP * (j + 1));
|
|
p_surface_tool->add_vertex(ma.xform(v1));
|
|
p_surface_tool->add_vertex(ma.xform(v2));
|
|
}
|
|
}
|
|
}
|