/*************************************************************************/ /* physical_bone_plugin.cpp */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "physical_bone_plugin.h" #include "../nodes/physical_bone.h" #include "core/error/error_macros.h" #include "core/object/class_db.h" #include "core/os/memory.h" #include "editor/plugins/spatial_editor_plugin.h" #include "scene/3d/physics_body.h" #include "scene/gui/box_container.h" #include "scene/gui/separator.h" #include "scene/gui/tool_button.h" #include "scene/main/control.h" class EditorNode; void PhysicalBoneEditor::_bind_methods() { ClassDB::bind_method(D_METHOD("_on_toggle_button_transform_joint", "is_pressed"), &PhysicalBoneEditor::_on_toggle_button_transform_joint); } void PhysicalBoneEditor::_on_toggle_button_transform_joint(bool p_is_pressed) { _set_move_joint(); } void PhysicalBoneEditor::_set_move_joint() { if (selected) { selected->_set_gizmo_move_joint(button_transform_joint->is_pressed()); } } PhysicalBoneEditor::PhysicalBoneEditor(EditorNode *p_editor) : editor(p_editor), selected(nullptr) { spatial_editor_hb = memnew(HBoxContainer); spatial_editor_hb->set_h_size_flags(Control::SIZE_EXPAND_FILL); spatial_editor_hb->set_alignment(BoxContainer::ALIGN_BEGIN); SpatialEditor::get_singleton()->add_control_to_menu_panel(spatial_editor_hb); spatial_editor_hb->add_child(memnew(VSeparator)); button_transform_joint = memnew(ToolButton); spatial_editor_hb->add_child(button_transform_joint); button_transform_joint->set_text(TTR("Move Joint")); button_transform_joint->set_icon(SpatialEditor::get_singleton()->get_theme_icon("PhysicalBone", "EditorIcons")); button_transform_joint->set_toggle_mode(true); button_transform_joint->connect("toggled", this, "_on_toggle_button_transform_joint"); hide(); } PhysicalBoneEditor::~PhysicalBoneEditor() {} void PhysicalBoneEditor::set_selected(PhysicalBone *p_pb) { button_transform_joint->set_pressed(false); _set_move_joint(); selected = p_pb; _set_move_joint(); } void PhysicalBoneEditor::hide() { spatial_editor_hb->hide(); } void PhysicalBoneEditor::show() { spatial_editor_hb->show(); } PhysicalBonePlugin::PhysicalBonePlugin(EditorNode *p_editor) : editor(p_editor), selected(nullptr), physical_bone_editor(editor) {} void PhysicalBonePlugin::make_visible(bool p_visible) { if (p_visible) { physical_bone_editor.show(); } else { physical_bone_editor.hide(); physical_bone_editor.set_selected(nullptr); selected = nullptr; } } void PhysicalBonePlugin::edit(Object *p_node) { selected = static_cast(p_node); // Trust it ERR_FAIL_COND(!selected); physical_bone_editor.set_selected(selected); }