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- /**************************************************************************/
- /* mesh_instance_3d_gizmo_plugin.cpp */
- /**************************************************************************/
- /* 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 */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "mesh_instance_3d_gizmo_plugin.h"
- #include "editor/plugins/node_3d_editor_plugin.h"
- #include "scene/3d/mesh_instance_3d.h"
- #include "scene/3d/physics/soft_body_3d.h"
- #include "scene/resources/3d/primitive_meshes.h"
- bool MeshInstance3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
- return Object::cast_to<MeshInstance3D>(p_spatial) != nullptr && Object::cast_to<SoftBody3D>(p_spatial) == nullptr;
- }
- String MeshInstance3DGizmoPlugin::get_gizmo_name() const {
- return "MeshInstance3D";
- }
- int MeshInstance3DGizmoPlugin::get_priority() const {
- return -1;
- }
- bool MeshInstance3DGizmoPlugin::can_be_hidden() const {
- return false;
- }
- void MeshInstance3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
- MeshInstance3D *mesh = Object::cast_to<MeshInstance3D>(p_gizmo->get_node_3d());
- p_gizmo->clear();
- Ref<Mesh> m = mesh->get_mesh();
- if (m.is_null()) {
- return; //none
- }
- Ref<TriangleMesh> tm;
- Ref<PlaneMesh> plane_mesh = mesh->get_mesh();
- if (plane_mesh.is_valid() && (plane_mesh->get_subdivide_depth() > 0 || plane_mesh->get_subdivide_width() > 0)) {
- // PlaneMesh subdiv makes gizmo redraw very slow due to TriangleMesh BVH calculation for every face.
- // For gizmo collision this is very much unnecessary since a PlaneMesh is always flat, 2 faces is enough.
- Ref<PlaneMesh> simple_plane_mesh;
- simple_plane_mesh.instantiate();
- simple_plane_mesh->set_orientation(plane_mesh->get_orientation());
- simple_plane_mesh->set_size(plane_mesh->get_size());
- simple_plane_mesh->set_center_offset(plane_mesh->get_center_offset());
- tm = simple_plane_mesh->generate_triangle_mesh();
- } else {
- tm = m->generate_triangle_mesh();
- }
- if (tm.is_valid()) {
- p_gizmo->add_collision_triangles(tm);
- }
- }
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