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@@ -3447,7 +3447,7 @@ void CollisionShapeSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
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Vector<Vector3> points;
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- Vector3 d(0, 0, height * 0.5);
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+ Vector3 d(0, height * 0.5, 0);
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for (int i = 0; i < 360; i++) {
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float ra = Math::deg2rad((float)i);
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@@ -3455,24 +3455,24 @@ void CollisionShapeSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
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Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * radius;
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Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * radius;
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- points.push_back(Vector3(a.x, a.y, 0) + d);
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- points.push_back(Vector3(b.x, b.y, 0) + d);
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+ points.push_back(Vector3(a.x, 0, a.y) + d);
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+ points.push_back(Vector3(b.x, 0, b.y) + d);
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- points.push_back(Vector3(a.x, a.y, 0) - d);
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- points.push_back(Vector3(b.x, b.y, 0) - d);
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+ points.push_back(Vector3(a.x, 0, a.y) - d);
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+ points.push_back(Vector3(b.x, 0, b.y) - d);
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if (i % 90 == 0) {
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- points.push_back(Vector3(a.x, a.y, 0) + d);
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- points.push_back(Vector3(a.x, a.y, 0) - d);
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+ points.push_back(Vector3(a.x, 0, a.y) + d);
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+ points.push_back(Vector3(a.x, 0, a.y) - d);
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}
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Vector3 dud = i < 180 ? d : -d;
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- points.push_back(Vector3(0, a.y, a.x) + dud);
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- points.push_back(Vector3(0, b.y, b.x) + dud);
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- points.push_back(Vector3(a.y, 0, a.x) + dud);
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- points.push_back(Vector3(b.y, 0, b.x) + dud);
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+ points.push_back(Vector3(0, a.x, a.y) + dud);
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+ points.push_back(Vector3(0, b.x, b.y) + dud);
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+ points.push_back(Vector3(a.y, a.x, 0) + dud);
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+ points.push_back(Vector3(b.y, b.x, 0) + dud);
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}
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p_gizmo->add_lines(points, material);
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@@ -3486,31 +3486,31 @@ void CollisionShapeSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
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Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * radius;
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Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * radius;
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- collision_segments.push_back(Vector3(a.x, a.y, 0) + d);
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- collision_segments.push_back(Vector3(b.x, b.y, 0) + d);
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+ collision_segments.push_back(Vector3(a.x, 0, a.y) + d);
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+ collision_segments.push_back(Vector3(b.x, 0, b.y) + d);
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- collision_segments.push_back(Vector3(a.x, a.y, 0) - d);
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- collision_segments.push_back(Vector3(b.x, b.y, 0) - d);
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+ collision_segments.push_back(Vector3(a.x, 0, a.y) - d);
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+ collision_segments.push_back(Vector3(b.x, 0, b.y) - d);
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if (i % 16 == 0) {
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- collision_segments.push_back(Vector3(a.x, a.y, 0) + d);
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- collision_segments.push_back(Vector3(a.x, a.y, 0) - d);
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+ collision_segments.push_back(Vector3(a.x, 0, a.y) + d);
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+ collision_segments.push_back(Vector3(a.x, 0, a.y) - d);
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}
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Vector3 dud = i < 32 ? d : -d;
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- collision_segments.push_back(Vector3(0, a.y, a.x) + dud);
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- collision_segments.push_back(Vector3(0, b.y, b.x) + dud);
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- collision_segments.push_back(Vector3(a.y, 0, a.x) + dud);
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- collision_segments.push_back(Vector3(b.y, 0, b.x) + dud);
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+ collision_segments.push_back(Vector3(0, a.x, a.y) + dud);
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+ collision_segments.push_back(Vector3(0, b.x, b.y) + dud);
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+ collision_segments.push_back(Vector3(a.y, a.x, 0) + dud);
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+ collision_segments.push_back(Vector3(b.y, b.x, 0) + dud);
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}
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p_gizmo->add_collision_segments(collision_segments);
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Vector<Vector3> handles;
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handles.push_back(Vector3(cs2->get_radius(), 0, 0));
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- handles.push_back(Vector3(0, 0, cs2->get_height() * 0.5 + cs2->get_radius()));
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+ handles.push_back(Vector3(0, cs2->get_height() * 0.5 + cs2->get_radius(), 0));
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p_gizmo->add_handles(handles, handles_material);
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}
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