124 lines
4.7 KiB
C++
124 lines
4.7 KiB
C++
/*************************************************************************/
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/* physical_bone_plugin.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "physical_bone_plugin.h"
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#include "editor/plugins/spatial_editor_plugin.h"
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#include "scene/3d/physics_body.h"
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void PhysicalBoneEditor::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_on_toggle_button_transform_joint", "is_pressed"), &PhysicalBoneEditor::_on_toggle_button_transform_joint);
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}
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void PhysicalBoneEditor::_on_toggle_button_transform_joint(bool p_is_pressed) {
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_set_move_joint();
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}
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void PhysicalBoneEditor::_set_move_joint() {
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if (selected) {
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selected->_set_gizmo_move_joint(button_transform_joint->is_pressed());
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}
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}
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PhysicalBoneEditor::PhysicalBoneEditor(EditorNode *p_editor) :
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editor(p_editor),
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selected(NULL) {
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spatial_editor_hb = memnew(HBoxContainer);
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spatial_editor_hb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
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spatial_editor_hb->set_alignment(BoxContainer::ALIGN_BEGIN);
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SpatialEditor::get_singleton()->add_control_to_menu_panel(spatial_editor_hb);
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spatial_editor_hb->add_child(memnew(VSeparator));
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button_transform_joint = memnew(ToolButton);
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spatial_editor_hb->add_child(button_transform_joint);
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button_transform_joint->set_text(TTR("Move joint"));
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button_transform_joint->set_icon(SpatialEditor::get_singleton()->get_icon("PhysicalBone", "EditorIcons"));
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button_transform_joint->set_toggle_mode(true);
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button_transform_joint->connect("toggled", this, "_on_toggle_button_transform_joint");
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hide();
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}
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PhysicalBoneEditor::~PhysicalBoneEditor() {
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// TODO the spatial_editor_hb should be removed from SpatialEditor, but in this moment it's not possible
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for (int i = spatial_editor_hb->get_child_count() - 1; 0 <= i; --i) {
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Node *n = spatial_editor_hb->get_child(i);
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spatial_editor_hb->remove_child(n);
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memdelete(n);
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}
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memdelete(spatial_editor_hb);
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}
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void PhysicalBoneEditor::set_selected(PhysicalBone *p_pb) {
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button_transform_joint->set_pressed(false);
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_set_move_joint();
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selected = p_pb;
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_set_move_joint();
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}
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void PhysicalBoneEditor::hide() {
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spatial_editor_hb->hide();
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}
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void PhysicalBoneEditor::show() {
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spatial_editor_hb->show();
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}
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PhysicalBonePlugin::PhysicalBonePlugin(EditorNode *p_editor) :
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editor(p_editor),
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selected(NULL) {
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physical_bone_editor = memnew(PhysicalBoneEditor(editor));
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}
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void PhysicalBonePlugin::make_visible(bool p_visible) {
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if (p_visible) {
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physical_bone_editor->show();
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} else {
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physical_bone_editor->hide();
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physical_bone_editor->set_selected(NULL);
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selected = NULL;
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}
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}
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void PhysicalBonePlugin::edit(Object *p_node) {
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selected = static_cast<PhysicalBone *>(p_node); // Trust it
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ERR_FAIL_COND(!selected);
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physical_bone_editor->set_selected(selected);
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}
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