physical_bone_3d_editor_plugin.cpp 4.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104
  1. /**************************************************************************/
  2. /* physical_bone_3d_editor_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. #include "physical_bone_3d_editor_plugin.h"
  31. #include "editor/editor_node.h"
  32. #include "editor/editor_string_names.h"
  33. #include "editor/plugins/node_3d_editor_plugin.h"
  34. #include "scene/3d/physics/physical_bone_3d.h"
  35. void PhysicalBone3DEditor::_on_toggle_button_transform_joint(bool p_is_pressed) {
  36. _set_move_joint();
  37. }
  38. void PhysicalBone3DEditor::_set_move_joint() {
  39. if (selected) {
  40. selected->_set_gizmo_move_joint(button_transform_joint->is_pressed());
  41. Node3DEditor::get_singleton()->update_transform_gizmo();
  42. }
  43. }
  44. PhysicalBone3DEditor::PhysicalBone3DEditor() {
  45. spatial_editor_hb = memnew(HBoxContainer);
  46. spatial_editor_hb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  47. spatial_editor_hb->set_alignment(BoxContainer::ALIGNMENT_BEGIN);
  48. Node3DEditor::get_singleton()->add_control_to_menu_panel(spatial_editor_hb);
  49. button_transform_joint = memnew(Button);
  50. button_transform_joint->set_theme_type_variation(SceneStringName(FlatButton));
  51. spatial_editor_hb->add_child(button_transform_joint);
  52. button_transform_joint->set_text(TTR("Move Joint"));
  53. // TODO: Rework this as a dedicated toolbar control so we can hook into theme changes and update it
  54. // when the editor theme updates.
  55. button_transform_joint->set_button_icon(EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("PhysicalBone3D"), EditorStringName(EditorIcons)));
  56. button_transform_joint->set_toggle_mode(true);
  57. button_transform_joint->connect(SceneStringName(toggled), callable_mp(this, &PhysicalBone3DEditor::_on_toggle_button_transform_joint));
  58. hide();
  59. }
  60. void PhysicalBone3DEditor::set_selected(PhysicalBone3D *p_pb) {
  61. button_transform_joint->set_pressed(false);
  62. _set_move_joint();
  63. selected = p_pb;
  64. _set_move_joint();
  65. }
  66. void PhysicalBone3DEditor::hide() {
  67. spatial_editor_hb->hide();
  68. }
  69. void PhysicalBone3DEditor::show() {
  70. spatial_editor_hb->show();
  71. }
  72. PhysicalBone3DEditorPlugin::PhysicalBone3DEditorPlugin() {}
  73. void PhysicalBone3DEditorPlugin::make_visible(bool p_visible) {
  74. if (p_visible) {
  75. physical_bone_editor.show();
  76. } else {
  77. physical_bone_editor.hide();
  78. physical_bone_editor.set_selected(nullptr);
  79. selected = nullptr;
  80. }
  81. }
  82. void PhysicalBone3DEditorPlugin::edit(Object *p_node) {
  83. PhysicalBone3D *bone = Object::cast_to<PhysicalBone3D>(p_node);
  84. if (bone) {
  85. selected = bone;
  86. physical_bone_editor.set_selected(selected);
  87. }
  88. }