/**************************************************************************/ /* 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" #include "scene/gui/separator.h" void PhysicalBone3DEditor::_bind_methods() { } 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("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_icon(EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("PhysicalBone3D"), EditorStringName(EditorIcons))); button_transform_joint->set_toggle_mode(true); button_transform_joint->connect("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(p_node); if (bone) { selected = bone; physical_bone_editor.set_selected(selected); } }