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35dafc9fa8
Splits monolithic physics class files.
81 lines
3.4 KiB
C++
81 lines
3.4 KiB
C++
/**************************************************************************/
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/* physical_bone_3d_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 PHYSICAL_BONE_3D_EDITOR_PLUGIN_H
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#define PHYSICAL_BONE_3D_EDITOR_PLUGIN_H
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#include "editor/editor_plugin.h"
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#include "scene/gui/box_container.h"
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#include "scene/gui/button.h"
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class PhysicalBone3D;
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class PhysicalBone3DEditor : public Object {
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GDCLASS(PhysicalBone3DEditor, Object);
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HBoxContainer *spatial_editor_hb = nullptr;
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Button *button_transform_joint = nullptr;
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PhysicalBone3D *selected = nullptr;
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protected:
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static void _bind_methods();
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private:
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void _on_toggle_button_transform_joint(bool p_is_pressed);
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void _set_move_joint();
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public:
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PhysicalBone3DEditor();
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~PhysicalBone3DEditor() {}
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void set_selected(PhysicalBone3D *p_pb);
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void hide();
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void show();
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};
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class PhysicalBone3DEditorPlugin : public EditorPlugin {
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GDCLASS(PhysicalBone3DEditorPlugin, EditorPlugin);
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PhysicalBone3D *selected = nullptr;
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PhysicalBone3DEditor physical_bone_editor;
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public:
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virtual String get_name() const override { return "PhysicalBone3D"; }
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virtual bool handles(Object *p_object) const override { return p_object->is_class("PhysicalBone3D"); }
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virtual void make_visible(bool p_visible) override;
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virtual void edit(Object *p_node) override;
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PhysicalBone3DEditorPlugin();
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};
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#endif // PHYSICAL_BONE_3D_EDITOR_PLUGIN_H
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