1 | /**************************************************************************/ |
2 | /* vehicle_body_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 */ |
14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
17 | /* the following conditions: */ |
18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
21 | /* */ |
22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #include "vehicle_body_3d_gizmo_plugin.h" |
32 | |
33 | #include "editor/editor_settings.h" |
34 | #include "editor/plugins/node_3d_editor_plugin.h" |
35 | #include "scene/3d/vehicle_body_3d.h" |
36 | |
37 | VehicleWheel3DGizmoPlugin::VehicleWheel3DGizmoPlugin() { |
38 | Color gizmo_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/shape" ); |
39 | create_material("shape_material" , gizmo_color); |
40 | } |
41 | |
42 | bool VehicleWheel3DGizmoPlugin::has_gizmo(Node3D *p_spatial) { |
43 | return Object::cast_to<VehicleWheel3D>(p_spatial) != nullptr; |
44 | } |
45 | |
46 | String VehicleWheel3DGizmoPlugin::get_gizmo_name() const { |
47 | return "VehicleWheel3D" ; |
48 | } |
49 | |
50 | int VehicleWheel3DGizmoPlugin::get_priority() const { |
51 | return -1; |
52 | } |
53 | |
54 | void VehicleWheel3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { |
55 | VehicleWheel3D *car_wheel = Object::cast_to<VehicleWheel3D>(p_gizmo->get_node_3d()); |
56 | |
57 | p_gizmo->clear(); |
58 | |
59 | Vector<Vector3> points; |
60 | |
61 | float r = car_wheel->get_radius(); |
62 | const int skip = 10; |
63 | for (int i = 0; i <= 360; i += skip) { |
64 | float ra = Math::deg_to_rad((float)i); |
65 | float rb = Math::deg_to_rad((float)i + skip); |
66 | Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r; |
67 | Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r; |
68 | |
69 | points.push_back(Vector3(0, a.x, a.y)); |
70 | points.push_back(Vector3(0, b.x, b.y)); |
71 | |
72 | const int springsec = 4; |
73 | |
74 | for (int j = 0; j < springsec; j++) { |
75 | float t = car_wheel->get_suspension_rest_length() * 5; |
76 | points.push_back(Vector3(a.x, i / 360.0 * t / springsec + j * (t / springsec), a.y) * 0.2); |
77 | points.push_back(Vector3(b.x, (i + skip) / 360.0 * t / springsec + j * (t / springsec), b.y) * 0.2); |
78 | } |
79 | } |
80 | |
81 | //travel |
82 | points.push_back(Vector3(0, 0, 0)); |
83 | points.push_back(Vector3(0, car_wheel->get_suspension_rest_length(), 0)); |
84 | |
85 | //axis |
86 | points.push_back(Vector3(r * 0.2, car_wheel->get_suspension_rest_length(), 0)); |
87 | points.push_back(Vector3(-r * 0.2, car_wheel->get_suspension_rest_length(), 0)); |
88 | //axis |
89 | points.push_back(Vector3(r * 0.2, 0, 0)); |
90 | points.push_back(Vector3(-r * 0.2, 0, 0)); |
91 | |
92 | //forward line |
93 | points.push_back(Vector3(0, -r, 0)); |
94 | points.push_back(Vector3(0, -r, r * 2)); |
95 | points.push_back(Vector3(0, -r, r * 2)); |
96 | points.push_back(Vector3(r * 2 * 0.2, -r, r * 2 * 0.8)); |
97 | points.push_back(Vector3(0, -r, r * 2)); |
98 | points.push_back(Vector3(-r * 2 * 0.2, -r, r * 2 * 0.8)); |
99 | |
100 | Ref<Material> material = get_material("shape_material" , p_gizmo); |
101 | |
102 | p_gizmo->add_lines(points, material); |
103 | p_gizmo->add_collision_segments(points); |
104 | } |
105 | |