35dafc9fa8
Splits monolithic physics class files.
118 lines
4.4 KiB
C++
118 lines
4.4 KiB
C++
/**************************************************************************/
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/* collision_shape_2d_editor_plugin.h */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#ifndef COLLISION_SHAPE_2D_EDITOR_PLUGIN_H
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#define COLLISION_SHAPE_2D_EDITOR_PLUGIN_H
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#include "editor/editor_plugin.h"
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#include "scene/2d/physics/collision_shape_2d.h"
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class CanvasItemEditor;
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class CollisionShape2DEditor : public Control {
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GDCLASS(CollisionShape2DEditor, Control);
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enum ShapeType {
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CAPSULE_SHAPE,
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CIRCLE_SHAPE,
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CONCAVE_POLYGON_SHAPE,
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CONVEX_POLYGON_SHAPE,
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WORLD_BOUNDARY_SHAPE,
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SEPARATION_RAY_SHAPE,
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RECTANGLE_SHAPE,
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SEGMENT_SHAPE
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};
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const Point2 RECT_HANDLES[8] = {
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Point2(1, 0),
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Point2(1, 1),
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Point2(0, 1),
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Point2(-1, 1),
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Point2(-1, 0),
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Point2(-1, -1),
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Point2(0, -1),
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Point2(1, -1),
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};
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CanvasItemEditor *canvas_item_editor = nullptr;
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CollisionShape2D *node = nullptr;
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Vector<Point2> handles;
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int shape_type = -1;
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int edit_handle = -1;
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bool pressed = false;
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real_t grab_threshold = 8;
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Variant original;
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Transform2D original_transform;
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Vector2 original_point;
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Point2 last_point;
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Ref<Shape2D> current_shape;
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Variant get_handle_value(int idx) const;
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void set_handle(int idx, Point2 &p_point);
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void commit_handle(int idx, Variant &p_org);
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void _shape_changed();
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protected:
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void _notification(int p_what);
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void _node_removed(Node *p_node);
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public:
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bool forward_canvas_gui_input(const Ref<InputEvent> &p_event);
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void forward_canvas_draw_over_viewport(Control *p_overlay);
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void edit(Node *p_node);
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CollisionShape2DEditor();
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};
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class CollisionShape2DEditorPlugin : public EditorPlugin {
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GDCLASS(CollisionShape2DEditorPlugin, EditorPlugin);
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CollisionShape2DEditor *collision_shape_2d_editor = nullptr;
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public:
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virtual bool forward_canvas_gui_input(const Ref<InputEvent> &p_event) override { return collision_shape_2d_editor->forward_canvas_gui_input(p_event); }
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virtual void forward_canvas_draw_over_viewport(Control *p_overlay) override { collision_shape_2d_editor->forward_canvas_draw_over_viewport(p_overlay); }
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virtual String get_name() const override { return "CollisionShape2D"; }
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bool has_main_screen() const override { return false; }
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virtual void edit(Object *p_obj) override;
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virtual bool handles(Object *p_obj) const override;
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virtual void make_visible(bool visible) override;
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CollisionShape2DEditorPlugin();
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~CollisionShape2DEditorPlugin();
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};
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#endif // COLLISION_SHAPE_2D_EDITOR_PLUGIN_H
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