1/**************************************************************************/
2/* collision_polygon_3d_gizmo_plugin.cpp */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
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17/* the following conditions: */
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20/* included in all copies or substantial portions of the Software. */
21/* */
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29/**************************************************************************/
30
31#include "collision_polygon_3d_gizmo_plugin.h"
32
33#include "editor/editor_settings.h"
34#include "editor/plugins/node_3d_editor_plugin.h"
35#include "scene/3d/collision_polygon_3d.h"
36
37CollisionPolygon3DGizmoPlugin::CollisionPolygon3DGizmoPlugin() {
38 const Color gizmo_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/shape");
39 create_material("shape_material", gizmo_color);
40 const float gizmo_value = gizmo_color.get_v();
41 const Color gizmo_color_disabled = Color(gizmo_value, gizmo_value, gizmo_value, 0.65);
42 create_material("shape_material_disabled", gizmo_color_disabled);
43}
44
45bool CollisionPolygon3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
46 return Object::cast_to<CollisionPolygon3D>(p_spatial) != nullptr;
47}
48
49String CollisionPolygon3DGizmoPlugin::get_gizmo_name() const {
50 return "CollisionPolygon3D";
51}
52
53int CollisionPolygon3DGizmoPlugin::get_priority() const {
54 return -1;
55}
56
57void CollisionPolygon3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
58 CollisionPolygon3D *polygon = Object::cast_to<CollisionPolygon3D>(p_gizmo->get_node_3d());
59
60 p_gizmo->clear();
61
62 Vector<Vector2> points = polygon->get_polygon();
63 float depth = polygon->get_depth() * 0.5;
64
65 Vector<Vector3> lines;
66 for (int i = 0; i < points.size(); i++) {
67 int n = (i + 1) % points.size();
68 lines.push_back(Vector3(points[i].x, points[i].y, depth));
69 lines.push_back(Vector3(points[n].x, points[n].y, depth));
70 lines.push_back(Vector3(points[i].x, points[i].y, -depth));
71 lines.push_back(Vector3(points[n].x, points[n].y, -depth));
72 lines.push_back(Vector3(points[i].x, points[i].y, depth));
73 lines.push_back(Vector3(points[i].x, points[i].y, -depth));
74 }
75
76 const Ref<Material> material =
77 get_material(!polygon->is_disabled() ? "shape_material" : "shape_material_disabled", p_gizmo);
78
79 p_gizmo->add_lines(lines, material);
80 p_gizmo->add_collision_segments(lines);
81}
82