godot/modules/navigation/editor/navigation_mesh_editor_plug...

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/**************************************************************************/
/* navigation_mesh_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. */
/**************************************************************************/
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#include "navigation_mesh_editor_plugin.h"
#ifdef TOOLS_ENABLED
#include "core/io/marshalls.h"
#include "core/io/resource_saver.h"
#include "editor/editor_node.h"
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#include "editor/editor_string_names.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/navigation_region_3d.h"
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#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/label.h"
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void NavigationMeshEditor::_node_removed(Node *p_node) {
if (p_node == node) {
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node = nullptr;
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hide();
}
}
void NavigationMeshEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
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button_bake->set_icon(get_theme_icon(SNAME("Bake"), EditorStringName(EditorIcons)));
button_reset->set_icon(get_theme_icon(SNAME("Reload"), EditorStringName(EditorIcons)));
} break;
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}
}
void NavigationMeshEditor::_bake_pressed() {
button_bake->set_pressed(false);
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ERR_FAIL_NULL(node);
Ref<NavigationMesh> navmesh = node->get_navigation_mesh();
if (!navmesh.is_valid()) {
err_dialog->set_text(TTR("A NavigationMesh resource must be set or created for this node to work."));
err_dialog->popup_centered();
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return;
}
String path = navmesh->get_path();
if (!path.is_resource_file()) {
int srpos = path.find("::");
if (srpos != -1) {
String base = path.substr(0, srpos);
if (ResourceLoader::get_resource_type(base) == "PackedScene") {
if (!get_tree()->get_edited_scene_root() || get_tree()->get_edited_scene_root()->get_scene_file_path() != base) {
err_dialog->set_text(TTR("Cannot generate navigation mesh because it does not belong to the edited scene. Make it unique first."));
err_dialog->popup_centered();
return;
}
} else {
if (FileAccess::exists(base + ".import")) {
err_dialog->set_text(TTR("Cannot generate navigation mesh because it belongs to a resource which was imported."));
err_dialog->popup_centered();
return;
}
}
}
} else {
if (FileAccess::exists(path + ".import")) {
err_dialog->set_text(TTR("Cannot generate navigation mesh because the resource was imported from another type."));
err_dialog->popup_centered();
return;
}
}
node->bake_navigation_mesh(true);
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node->update_gizmos();
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}
void NavigationMeshEditor::_clear_pressed() {
if (node) {
if (node->get_navigation_mesh().is_valid()) {
node->get_navigation_mesh()->clear();
}
}
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button_bake->set_pressed(false);
bake_info->set_text("");
if (node) {
node->update_gizmos();
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}
}
void NavigationMeshEditor::edit(NavigationRegion3D *p_nav_region) {
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if (p_nav_region == nullptr || node == p_nav_region) {
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return;
}
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node = p_nav_region;
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}
void NavigationMeshEditor::_bind_methods() {
}
NavigationMeshEditor::NavigationMeshEditor() {
bake_hbox = memnew(HBoxContainer);
button_bake = memnew(Button);
button_bake->set_theme_type_variation("FlatButton");
bake_hbox->add_child(button_bake);
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button_bake->set_toggle_mode(true);
button_bake->set_text(TTR("Bake NavigationMesh"));
button_bake->set_tooltip_text(TTR("Bakes the NavigationMesh by first parsing the scene for source geometry and then creating the navigation mesh vertices and polygons."));
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button_bake->connect(SceneStringName(pressed), callable_mp(this, &NavigationMeshEditor::_bake_pressed));
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button_reset = memnew(Button);
button_reset->set_theme_type_variation("FlatButton");
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bake_hbox->add_child(button_reset);
button_reset->set_text(TTR("Clear NavigationMesh"));
button_reset->set_tooltip_text(TTR("Clears the internal NavigationMesh vertices and polygons."));
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button_reset->connect(SceneStringName(pressed), callable_mp(this, &NavigationMeshEditor::_clear_pressed));
bake_info = memnew(Label);
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bake_hbox->add_child(bake_info);
err_dialog = memnew(AcceptDialog);
add_child(err_dialog);
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node = nullptr;
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}
NavigationMeshEditor::~NavigationMeshEditor() {
}
void NavigationMeshEditorPlugin::edit(Object *p_object) {
navigation_mesh_editor->edit(Object::cast_to<NavigationRegion3D>(p_object));
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}
bool NavigationMeshEditorPlugin::handles(Object *p_object) const {
return p_object->is_class("NavigationRegion3D");
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}
void NavigationMeshEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
navigation_mesh_editor->show();
navigation_mesh_editor->bake_hbox->show();
} else {
navigation_mesh_editor->hide();
navigation_mesh_editor->bake_hbox->hide();
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navigation_mesh_editor->edit(nullptr);
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}
}
NavigationMeshEditorPlugin::NavigationMeshEditorPlugin() {
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navigation_mesh_editor = memnew(NavigationMeshEditor);
EditorNode::get_singleton()->get_main_screen_control()->add_child(navigation_mesh_editor);
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add_control_to_container(CONTAINER_SPATIAL_EDITOR_MENU, navigation_mesh_editor->bake_hbox);
navigation_mesh_editor->hide();
navigation_mesh_editor->bake_hbox->hide();
}
NavigationMeshEditorPlugin::~NavigationMeshEditorPlugin() {
}
#endif // TOOLS_ENABLED