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- /**************************************************************************/
- /* physical_bone_3d_editor_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 "physical_bone_3d_editor_plugin.h"
- #include "editor/editor_node.h"
- #include "editor/editor_string_names.h"
- #include "editor/plugins/node_3d_editor_plugin.h"
- #include "scene/3d/physics/physical_bone_3d.h"
- void PhysicalBone3DEditor::_on_toggle_button_transform_joint(bool p_is_pressed) {
- _set_move_joint();
- }
- void PhysicalBone3DEditor::_set_move_joint() {
- if (selected) {
- selected->_set_gizmo_move_joint(button_transform_joint->is_pressed());
- Node3DEditor::get_singleton()->update_transform_gizmo();
- }
- }
- PhysicalBone3DEditor::PhysicalBone3DEditor() {
- spatial_editor_hb = memnew(HBoxContainer);
- spatial_editor_hb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
- spatial_editor_hb->set_alignment(BoxContainer::ALIGNMENT_BEGIN);
- Node3DEditor::get_singleton()->add_control_to_menu_panel(spatial_editor_hb);
- button_transform_joint = memnew(Button);
- button_transform_joint->set_theme_type_variation(SceneStringName(FlatButton));
- spatial_editor_hb->add_child(button_transform_joint);
- button_transform_joint->set_text(TTR("Move Joint"));
- // TODO: Rework this as a dedicated toolbar control so we can hook into theme changes and update it
- // when the editor theme updates.
- button_transform_joint->set_button_icon(EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("PhysicalBone3D"), EditorStringName(EditorIcons)));
- button_transform_joint->set_toggle_mode(true);
- button_transform_joint->connect(SceneStringName(toggled), callable_mp(this, &PhysicalBone3DEditor::_on_toggle_button_transform_joint));
- hide();
- }
- void PhysicalBone3DEditor::set_selected(PhysicalBone3D *p_pb) {
- button_transform_joint->set_pressed(false);
- _set_move_joint();
- selected = p_pb;
- _set_move_joint();
- }
- void PhysicalBone3DEditor::hide() {
- spatial_editor_hb->hide();
- }
- void PhysicalBone3DEditor::show() {
- spatial_editor_hb->show();
- }
- PhysicalBone3DEditorPlugin::PhysicalBone3DEditorPlugin() {}
- void PhysicalBone3DEditorPlugin::make_visible(bool p_visible) {
- if (p_visible) {
- physical_bone_editor.show();
- } else {
- physical_bone_editor.hide();
- physical_bone_editor.set_selected(nullptr);
- selected = nullptr;
- }
- }
- void PhysicalBone3DEditorPlugin::edit(Object *p_node) {
- PhysicalBone3D *bone = Object::cast_to<PhysicalBone3D>(p_node);
- if (bone) {
- selected = bone;
- physical_bone_editor.set_selected(selected);
- }
- }
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