godot/editor/plugins/gizmos/sprite_3d_gizmo_plugin.cpp
smix8 808af8e837 Split Node3DGizmos into dedicated files
Splits Node3DGizmos into dedicated files.
2023-04-20 20:12:47 +02:00

65 lines
2.9 KiB
C++

/**************************************************************************/
/* sprite_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 "sprite_3d_gizmo_plugin.h"
#include "editor/plugins/node_3d_editor_plugin.h"
#include "scene/3d/sprite_3d.h"
Sprite3DGizmoPlugin::Sprite3DGizmoPlugin() {
}
bool Sprite3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
return Object::cast_to<Sprite3D>(p_spatial) != nullptr;
}
String Sprite3DGizmoPlugin::get_gizmo_name() const {
return "Sprite3D";
}
int Sprite3DGizmoPlugin::get_priority() const {
return -1;
}
bool Sprite3DGizmoPlugin::can_be_hidden() const {
return false;
}
void Sprite3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
Sprite3D *sprite = Object::cast_to<Sprite3D>(p_gizmo->get_node_3d());
p_gizmo->clear();
Ref<TriangleMesh> tm = sprite->generate_triangle_mesh();
if (tm.is_valid()) {
p_gizmo->add_collision_triangles(tm);
}
}