pandemonium_engine/modules/skeleton_3d/editor/physical_bone_plugin.cpp

120 lines
4.6 KiB
C++

/*************************************************************************/
/* physical_bone_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "editor/plugins/spatial_editor_plugin.h"
#include "scene/3d/physics_body.h"
#include "../nodes/physical_bone.h"
#include "core/object/class_db.h"
#include "core/error/error_macros.h"
#include "core/os/memory.h"
#include "scene/gui/box_container.h"
#include "scene/main/control.h"
#include "scene/gui/separator.h"
#include "scene/gui/tool_button.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<PhysicalBone *>(p_node); // Trust it
ERR_FAIL_COND(!selected);
physical_bone_editor.set_selected(selected);
}