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Co-authored-by: lyuma <xn.lyuma@gmail.com> Co-authored-by: fire <ernest.lee@chibifire.com> Co-authored-by: SaracenOne <SaracenOne@gmail.com>
90 lines
4.4 KiB
C++
90 lines
4.4 KiB
C++
/**************************************************************************/
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/* spring_bone_3d_gizmo_plugin.h */
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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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#ifndef SPRING_BONE_3D_GIZMO_PLUGIN_H
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#define SPRING_BONE_3D_GIZMO_PLUGIN_H
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#include "editor/plugins/editor_plugin.h"
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#include "editor/plugins/node_3d_editor_plugin.h"
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#include "scene/3d/spring_bone_collision_3d.h"
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#include "scene/3d/spring_bone_simulator_3d.h"
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#include "scene/resources/surface_tool.h"
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class SpringBoneSimulator3DGizmoPlugin : public EditorNode3DGizmoPlugin {
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GDCLASS(SpringBoneSimulator3DGizmoPlugin, EditorNode3DGizmoPlugin);
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struct SelectionMaterials {
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Ref<StandardMaterial3D> unselected_mat;
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Ref<ShaderMaterial> selected_mat;
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};
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static SelectionMaterials selection_materials;
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public:
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static Ref<ArrayMesh> get_joints_mesh(Skeleton3D *p_skeleton, SpringBoneSimulator3D *p_simulator, bool p_is_selected);
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static void 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 void 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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bool has_gizmo(Node3D *p_spatial) override;
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String get_gizmo_name() const override;
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int get_priority() const override;
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void redraw(EditorNode3DGizmo *p_gizmo) override;
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SpringBoneSimulator3DGizmoPlugin();
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~SpringBoneSimulator3DGizmoPlugin();
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};
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class SpringBoneCollision3DGizmoPlugin : public EditorNode3DGizmoPlugin {
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GDCLASS(SpringBoneCollision3DGizmoPlugin, EditorNode3DGizmoPlugin);
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struct SelectionMaterials {
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Ref<StandardMaterial3D> unselected_mat;
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Ref<ShaderMaterial> selected_mat;
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};
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static SelectionMaterials selection_materials;
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public:
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static Ref<ArrayMesh> get_collision_mesh(SpringBoneCollision3D *p_collision, bool p_is_selected);
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static void draw_sphere(Ref<SurfaceTool> &p_surface_tool, float p_radius, const Color &p_color);
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static void draw_capsule(Ref<SurfaceTool> &p_surface_tool, float p_radius, float p_height, const Color &p_color);
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static void draw_plane(Ref<SurfaceTool> &p_surface_tool, const Color &p_color);
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bool has_gizmo(Node3D *p_spatial) override;
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String get_gizmo_name() const override;
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int get_priority() const override;
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void redraw(EditorNode3DGizmo *p_gizmo) override;
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SpringBoneCollision3DGizmoPlugin();
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~SpringBoneCollision3DGizmoPlugin();
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};
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#endif // SPRING_BONE_3D_GIZMO_PLUGIN_H
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