physical_bone_3d_editor_plugin.cpp 4.2 KB

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  1. /*************************************************************************/
  2. /* physical_bone_3d_editor_plugin.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "physical_bone_3d_editor_plugin.h"
  31. #include "editor/plugins/node_3d_editor_plugin.h"
  32. void PhysicalBone3DEditor::_bind_methods() {
  33. }
  34. void PhysicalBone3DEditor::_on_toggle_button_transform_joint(bool p_is_pressed) {
  35. _set_move_joint();
  36. }
  37. void PhysicalBone3DEditor::_set_move_joint() {
  38. if (selected) {
  39. selected->_set_gizmo_move_joint(button_transform_joint->is_pressed());
  40. Node3DEditor::get_singleton()->update_transform_gizmo();
  41. }
  42. }
  43. PhysicalBone3DEditor::PhysicalBone3DEditor() {
  44. spatial_editor_hb = memnew(HBoxContainer);
  45. spatial_editor_hb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
  46. spatial_editor_hb->set_alignment(BoxContainer::ALIGNMENT_BEGIN);
  47. Node3DEditor::get_singleton()->add_control_to_menu_panel(spatial_editor_hb);
  48. spatial_editor_hb->add_child(memnew(VSeparator));
  49. button_transform_joint = memnew(Button);
  50. button_transform_joint->set_flat(true);
  51. spatial_editor_hb->add_child(button_transform_joint);
  52. button_transform_joint->set_text(TTR("Move Joint"));
  53. button_transform_joint->set_icon(Node3DEditor::get_singleton()->get_theme_icon(SNAME("PhysicalBone3D"), SNAME("EditorIcons")));
  54. button_transform_joint->set_toggle_mode(true);
  55. button_transform_joint->connect("toggled", callable_mp(this, &PhysicalBone3DEditor::_on_toggle_button_transform_joint));
  56. hide();
  57. }
  58. void PhysicalBone3DEditor::set_selected(PhysicalBone3D *p_pb) {
  59. button_transform_joint->set_pressed(false);
  60. _set_move_joint();
  61. selected = p_pb;
  62. _set_move_joint();
  63. }
  64. void PhysicalBone3DEditor::hide() {
  65. spatial_editor_hb->hide();
  66. }
  67. void PhysicalBone3DEditor::show() {
  68. spatial_editor_hb->show();
  69. }
  70. PhysicalBone3DEditorPlugin::PhysicalBone3DEditorPlugin() {}
  71. void PhysicalBone3DEditorPlugin::make_visible(bool p_visible) {
  72. if (p_visible) {
  73. physical_bone_editor.show();
  74. } else {
  75. physical_bone_editor.hide();
  76. physical_bone_editor.set_selected(nullptr);
  77. selected = nullptr;
  78. }
  79. }
  80. void PhysicalBone3DEditorPlugin::edit(Object *p_node) {
  81. selected = static_cast<PhysicalBone3D *>(p_node); // Trust it
  82. ERR_FAIL_COND(!selected);
  83. physical_bone_editor.set_selected(selected);
  84. }