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35dafc9fa8
Splits monolithic physics class files.
108 lines
4.5 KiB
C++
108 lines
4.5 KiB
C++
/**************************************************************************/
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/* physical_bone_3d_editor_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) 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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#include "physical_bone_3d_editor_plugin.h"
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#include "editor/editor_node.h"
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#include "editor/editor_string_names.h"
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#include "editor/plugins/node_3d_editor_plugin.h"
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#include "scene/3d/physics/physical_bone_3d.h"
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#include "scene/gui/separator.h"
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void PhysicalBone3DEditor::_bind_methods() {
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}
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void PhysicalBone3DEditor::_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 PhysicalBone3DEditor::_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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Node3DEditor::get_singleton()->update_transform_gizmo();
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}
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}
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PhysicalBone3DEditor::PhysicalBone3DEditor() {
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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::ALIGNMENT_BEGIN);
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Node3DEditor::get_singleton()->add_control_to_menu_panel(spatial_editor_hb);
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button_transform_joint = memnew(Button);
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button_transform_joint->set_theme_type_variation("FlatButton");
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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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// TODO: Rework this as a dedicated toolbar control so we can hook into theme changes and update it
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// when the editor theme updates.
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button_transform_joint->set_icon(EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("PhysicalBone3D"), EditorStringName(EditorIcons)));
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button_transform_joint->set_toggle_mode(true);
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button_transform_joint->connect("toggled", callable_mp(this, &PhysicalBone3DEditor::_on_toggle_button_transform_joint));
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hide();
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}
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void PhysicalBone3DEditor::set_selected(PhysicalBone3D *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 PhysicalBone3DEditor::hide() {
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spatial_editor_hb->hide();
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}
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void PhysicalBone3DEditor::show() {
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spatial_editor_hb->show();
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}
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PhysicalBone3DEditorPlugin::PhysicalBone3DEditorPlugin() {}
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void PhysicalBone3DEditorPlugin::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(nullptr);
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selected = nullptr;
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}
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}
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void PhysicalBone3DEditorPlugin::edit(Object *p_node) {
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PhysicalBone3D *bone = Object::cast_to<PhysicalBone3D>(p_node);
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if (bone) {
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selected = bone;
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physical_bone_editor.set_selected(selected);
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}
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}
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