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godot/editor/plugins/gizmos/spring_bone_3d_gizmo_plugin.h
Silc Lizard (Tokage) Renew 5472558a98 Implement SpringBoneSimulator3D to wiggle chained bones
Co-authored-by: lyuma <xn.lyuma@gmail.com>
Co-authored-by: fire <ernest.lee@chibifire.com>
Co-authored-by: SaracenOne <SaracenOne@gmail.com>
2025-01-14 05:43:57 +09:00

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4.4 KiB
C++

/**************************************************************************/
/* spring_bone_3d_gizmo_plugin.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/**************************************************************************/
#ifndef SPRING_BONE_3D_GIZMO_PLUGIN_H
#define SPRING_BONE_3D_GIZMO_PLUGIN_H
#include "editor/plugins/editor_plugin.h"
#include "editor/plugins/node_3d_editor_plugin.h"
#include "scene/3d/spring_bone_collision_3d.h"
#include "scene/3d/spring_bone_simulator_3d.h"
#include "scene/resources/surface_tool.h"
class SpringBoneSimulator3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(SpringBoneSimulator3DGizmoPlugin, EditorNode3DGizmoPlugin);
struct SelectionMaterials {
Ref<StandardMaterial3D> unselected_mat;
Ref<ShaderMaterial> selected_mat;
};
static SelectionMaterials selection_materials;
public:
static Ref<ArrayMesh> get_joints_mesh(Skeleton3D *p_skeleton, SpringBoneSimulator3D *p_simulator, bool p_is_selected);
static void draw_sphere(Ref<SurfaceTool> &p_surface_tool, const Basis &p_basis, const Vector3 &p_center, float p_radius, const Color &p_color);
static void draw_line(Ref<SurfaceTool> &p_surface_tool, const Vector3 &p_begin_pos, const Vector3 &p_end_pos, const Color &p_color);
bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
int get_priority() const override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
SpringBoneSimulator3DGizmoPlugin();
~SpringBoneSimulator3DGizmoPlugin();
};
class SpringBoneCollision3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(SpringBoneCollision3DGizmoPlugin, EditorNode3DGizmoPlugin);
struct SelectionMaterials {
Ref<StandardMaterial3D> unselected_mat;
Ref<ShaderMaterial> selected_mat;
};
static SelectionMaterials selection_materials;
public:
static Ref<ArrayMesh> get_collision_mesh(SpringBoneCollision3D *p_collision, bool p_is_selected);
static void draw_sphere(Ref<SurfaceTool> &p_surface_tool, float p_radius, const Color &p_color);
static void draw_capsule(Ref<SurfaceTool> &p_surface_tool, float p_radius, float p_height, const Color &p_color);
static void draw_plane(Ref<SurfaceTool> &p_surface_tool, const Color &p_color);
bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
int get_priority() const override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
SpringBoneCollision3DGizmoPlugin();
~SpringBoneCollision3DGizmoPlugin();
};
#endif // SPRING_BONE_3D_GIZMO_PLUGIN_H