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-rw-r--r--editor/plugins/dedicated_server_export_plugin.cpp139
-rw-r--r--editor/plugins/dedicated_server_export_plugin.h58
-rw-r--r--editor/plugins/skeleton_3d_editor_plugin.cpp140
3 files changed, 274 insertions, 63 deletions
diff --git a/editor/plugins/dedicated_server_export_plugin.cpp b/editor/plugins/dedicated_server_export_plugin.cpp
new file mode 100644
index 0000000000..013706034e
--- /dev/null
+++ b/editor/plugins/dedicated_server_export_plugin.cpp
@@ -0,0 +1,139 @@
+/**************************************************************************/
+/* dedicated_server_export_plugin.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 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 "dedicated_server_export_plugin.h"
+
+EditorExportPreset::FileExportMode DedicatedServerExportPlugin::_get_export_mode_for_path(const String &p_path) {
+ Ref<EditorExportPreset> preset = get_export_preset();
+ ERR_FAIL_COND_V(preset.is_null(), EditorExportPreset::MODE_FILE_NOT_CUSTOMIZED);
+
+ EditorExportPreset::FileExportMode mode = preset->get_file_export_mode(p_path);
+ if (mode != EditorExportPreset::MODE_FILE_NOT_CUSTOMIZED) {
+ return mode;
+ }
+
+ String path = p_path;
+ if (path.begins_with("res://")) {
+ path = path.substr(6);
+ }
+
+ Vector<String> parts = path.split("/");
+
+ while (parts.size() > 0) {
+ parts.resize(parts.size() - 1);
+
+ String test_path = "res://";
+ if (parts.size() > 0) {
+ test_path += String("/").join(parts) + "/";
+ }
+
+ mode = preset->get_file_export_mode(test_path);
+ if (mode != EditorExportPreset::MODE_FILE_NOT_CUSTOMIZED) {
+ break;
+ }
+ }
+
+ return mode;
+}
+
+PackedStringArray DedicatedServerExportPlugin::_get_export_features(const Ref<EditorExportPlatform> &p_platform, bool p_debug) const {
+ PackedStringArray ret;
+
+ Ref<EditorExportPreset> preset = get_export_preset();
+ ERR_FAIL_COND_V(preset.is_null(), ret);
+
+ if (preset->is_dedicated_server()) {
+ ret.append("dedicated_server");
+ }
+ return ret;
+}
+
+uint64_t DedicatedServerExportPlugin::_get_customization_configuration_hash() const {
+ Ref<EditorExportPreset> preset = get_export_preset();
+ ERR_FAIL_COND_V(preset.is_null(), 0);
+
+ if (preset->get_export_filter() != EditorExportPreset::EXPORT_CUSTOMIZED) {
+ return 0;
+ }
+
+ return preset->get_customized_files().hash();
+}
+
+bool DedicatedServerExportPlugin::_begin_customize_scenes(const Ref<EditorExportPlatform> &p_platform, const Vector<String> &p_features) {
+ Ref<EditorExportPreset> preset = get_export_preset();
+ ERR_FAIL_COND_V(preset.is_null(), false);
+
+ current_export_mode = EditorExportPreset::MODE_FILE_NOT_CUSTOMIZED;
+
+ return preset->get_export_filter() == EditorExportPreset::EXPORT_CUSTOMIZED;
+}
+
+bool DedicatedServerExportPlugin::_begin_customize_resources(const Ref<EditorExportPlatform> &p_platform, const Vector<String> &p_features) {
+ Ref<EditorExportPreset> preset = get_export_preset();
+ ERR_FAIL_COND_V(preset.is_null(), false);
+
+ current_export_mode = EditorExportPreset::MODE_FILE_NOT_CUSTOMIZED;
+
+ return preset->get_export_filter() == EditorExportPreset::EXPORT_CUSTOMIZED;
+}
+
+Node *DedicatedServerExportPlugin::_customize_scene(Node *p_root, const String &p_path) {
+ // Simply set the export mode based on the scene path. All the real
+ // customization happens in _customize_resource().
+ current_export_mode = _get_export_mode_for_path(p_path);
+ return nullptr;
+}
+
+Ref<Resource> DedicatedServerExportPlugin::_customize_resource(const Ref<Resource> &p_resource, const String &p_path) {
+ // If the resource has a path, we use that to get our export mode. But if it
+ // doesn't, we assume that this resource is embedded in the last resource with
+ // a path.
+ if (p_path != "") {
+ current_export_mode = _get_export_mode_for_path(p_path);
+ }
+
+ if (p_resource.is_valid() && current_export_mode == EditorExportPreset::MODE_FILE_STRIP && p_resource->has_method("create_placeholder")) {
+ Callable::CallError err;
+ Ref<Resource> result = const_cast<Resource *>(p_resource.ptr())->callp("create_placeholder", nullptr, 0, err);
+ if (err.error == Callable::CallError::CALL_OK) {
+ return result;
+ }
+ }
+
+ return Ref<Resource>();
+}
+
+void DedicatedServerExportPlugin::_end_customize_scenes() {
+ current_export_mode = EditorExportPreset::MODE_FILE_NOT_CUSTOMIZED;
+}
+
+void DedicatedServerExportPlugin::_end_customize_resources() {
+ current_export_mode = EditorExportPreset::MODE_FILE_NOT_CUSTOMIZED;
+}
diff --git a/editor/plugins/dedicated_server_export_plugin.h b/editor/plugins/dedicated_server_export_plugin.h
new file mode 100644
index 0000000000..cb014ae52d
--- /dev/null
+++ b/editor/plugins/dedicated_server_export_plugin.h
@@ -0,0 +1,58 @@
+/**************************************************************************/
+/* dedicated_server_export_plugin.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 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. */
+/**************************************************************************/
+
+#ifndef DEDICATED_SERVER_EXPORT_PLUGIN_H
+#define DEDICATED_SERVER_EXPORT_PLUGIN_H
+
+#include "editor/export/editor_export.h"
+
+class DedicatedServerExportPlugin : public EditorExportPlugin {
+private:
+ EditorExportPreset::FileExportMode current_export_mode;
+
+ EditorExportPreset::FileExportMode _get_export_mode_for_path(const String &p_path);
+
+protected:
+ String _get_name() const override { return "DedicatedServer"; }
+
+ PackedStringArray _get_export_features(const Ref<EditorExportPlatform> &p_platform, bool p_debug) const override;
+ uint64_t _get_customization_configuration_hash() const override;
+
+ bool _begin_customize_scenes(const Ref<EditorExportPlatform> &p_platform, const Vector<String> &p_features) override;
+ bool _begin_customize_resources(const Ref<EditorExportPlatform> &p_platform, const Vector<String> &p_features) override;
+
+ Node *_customize_scene(Node *p_root, const String &p_path) override;
+ Ref<Resource> _customize_resource(const Ref<Resource> &p_resource, const String &p_path) override;
+
+ void _end_customize_scenes() override;
+ void _end_customize_resources() override;
+};
+
+#endif // DEDICATED_SERVER_EXPORT_PLUGIN_H
diff --git a/editor/plugins/skeleton_3d_editor_plugin.cpp b/editor/plugins/skeleton_3d_editor_plugin.cpp
index 3ee9823f3a..782e365138 100644
--- a/editor/plugins/skeleton_3d_editor_plugin.cpp
+++ b/editor/plugins/skeleton_3d_editor_plugin.cpp
@@ -266,15 +266,15 @@ void Skeleton3DEditor::reset_pose(const bool p_all_bones) {
if (!skeleton) {
return;
}
- const int bone_len = skeleton->get_bone_count();
- if (!bone_len) {
+ const int bone_count = skeleton->get_bone_count();
+ if (!bone_count) {
return;
}
EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
ur->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS);
if (p_all_bones) {
- for (int i = 0; i < bone_len; i++) {
+ for (int i = 0; i < bone_count; i++) {
ur->add_undo_method(skeleton, "set_bone_pose_position", i, skeleton->get_bone_pose_position(i));
ur->add_undo_method(skeleton, "set_bone_pose_rotation", i, skeleton->get_bone_pose_rotation(i));
ur->add_undo_method(skeleton, "set_bone_pose_scale", i, skeleton->get_bone_pose_scale(i));
@@ -333,15 +333,15 @@ void Skeleton3DEditor::pose_to_rest(const bool p_all_bones) {
if (!skeleton) {
return;
}
- const int bone_len = skeleton->get_bone_count();
- if (!bone_len) {
+ const int bone_count = skeleton->get_bone_count();
+ if (!bone_count) {
return;
}
EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
ur->create_action(TTR("Set Bone Rest"), UndoRedo::MERGE_ENDS);
if (p_all_bones) {
- for (int i = 0; i < bone_len; i++) {
+ for (int i = 0; i < bone_count; i++) {
ur->add_do_method(skeleton, "set_bone_rest", i, skeleton->get_bone_pose(i));
ur->add_undo_method(skeleton, "set_bone_rest", i, skeleton->get_bone_rest(i));
}
@@ -362,57 +362,56 @@ void Skeleton3DEditor::create_physical_skeleton() {
ERR_FAIL_COND(!get_tree());
Node *owner = get_tree()->get_edited_scene_root();
- const int bc = skeleton->get_bone_count();
+ const int bone_count = skeleton->get_bone_count();
- if (!bc) {
+ if (!bone_count) {
+ EditorNode::get_singleton()->show_warning(vformat(TTR("Cannot create a physical skeleton for a Skeleton3D node with no bones.")));
return;
}
Vector<BoneInfo> bones_infos;
- bones_infos.resize(bc);
+ bones_infos.resize(bone_count);
- if (bc > 0) {
- ur->create_action(TTR("Create physical bones"), UndoRedo::MERGE_ALL);
- for (int bone_id = 0; bc > bone_id; ++bone_id) {
- const int parent = skeleton->get_bone_parent(bone_id);
+ ur->create_action(TTR("Create physical bones"), UndoRedo::MERGE_ALL);
+ for (int bone_id = 0; bone_count > bone_id; ++bone_id) {
+ const int parent = skeleton->get_bone_parent(bone_id);
- if (parent < 0) {
- bones_infos.write[bone_id].relative_rest = skeleton->get_bone_rest(bone_id);
- } else {
- const int parent_parent = skeleton->get_bone_parent(parent);
-
- bones_infos.write[bone_id].relative_rest = bones_infos[parent].relative_rest * skeleton->get_bone_rest(bone_id);
-
- // Create physical bone on parent.
- if (!bones_infos[parent].physical_bone) {
- PhysicalBone3D *physical_bone = create_physical_bone(parent, bone_id, bones_infos);
- if (physical_bone && physical_bone->get_child(0)) {
- CollisionShape3D *collision_shape = Object::cast_to<CollisionShape3D>(physical_bone->get_child(0));
- if (collision_shape) {
- bones_infos.write[parent].physical_bone = physical_bone;
-
- ur->add_do_method(skeleton, "add_child", physical_bone);
- ur->add_do_method(physical_bone, "set_owner", owner);
- ur->add_do_method(collision_shape, "set_owner", owner);
- ur->add_do_property(physical_bone, "bone_name", skeleton->get_bone_name(parent));
-
- // Create joint between parent of parent.
- if (parent_parent != -1) {
- ur->add_do_method(physical_bone, "set_joint_type", PhysicalBone3D::JOINT_TYPE_PIN);
- }
+ if (parent < 0) {
+ bones_infos.write[bone_id].relative_rest = skeleton->get_bone_rest(bone_id);
+ } else {
+ const int parent_parent = skeleton->get_bone_parent(parent);
+
+ bones_infos.write[bone_id].relative_rest = bones_infos[parent].relative_rest * skeleton->get_bone_rest(bone_id);
+
+ // Create physical bone on parent.
+ if (!bones_infos[parent].physical_bone) {
+ PhysicalBone3D *physical_bone = create_physical_bone(parent, bone_id, bones_infos);
+ if (physical_bone && physical_bone->get_child(0)) {
+ CollisionShape3D *collision_shape = Object::cast_to<CollisionShape3D>(physical_bone->get_child(0));
+ if (collision_shape) {
+ bones_infos.write[parent].physical_bone = physical_bone;
+
+ ur->add_do_method(skeleton, "add_child", physical_bone);
+ ur->add_do_method(physical_bone, "set_owner", owner);
+ ur->add_do_method(collision_shape, "set_owner", owner);
+ ur->add_do_property(physical_bone, "bone_name", skeleton->get_bone_name(parent));
+
+ // Create joint between parent of parent.
+ if (parent_parent != -1) {
+ ur->add_do_method(physical_bone, "set_joint_type", PhysicalBone3D::JOINT_TYPE_PIN);
+ }
- ur->add_do_method(Node3DEditor::get_singleton(), SceneStringNames::get_singleton()->_request_gizmo, physical_bone);
- ur->add_do_method(Node3DEditor::get_singleton(), SceneStringNames::get_singleton()->_request_gizmo, collision_shape);
+ ur->add_do_method(Node3DEditor::get_singleton(), SceneStringNames::get_singleton()->_request_gizmo, physical_bone);
+ ur->add_do_method(Node3DEditor::get_singleton(), SceneStringNames::get_singleton()->_request_gizmo, collision_shape);
- ur->add_do_reference(physical_bone);
- ur->add_undo_method(skeleton, "remove_child", physical_bone);
- }
+ ur->add_do_reference(physical_bone);
+ ur->add_undo_method(skeleton, "remove_child", physical_bone);
}
}
}
}
- ur->commit_action();
}
+ ur->commit_action();
}
PhysicalBone3D *Skeleton3DEditor::create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos) {
@@ -457,6 +456,11 @@ PhysicalBone3D *Skeleton3DEditor::create_physical_bone(int bone_id, int bone_chi
}
void Skeleton3DEditor::export_skeleton_profile() {
+ if (!skeleton->get_bone_count()) {
+ EditorNode::get_singleton()->show_warning(vformat(TTR("Cannot export a SkeletonProfile for a Skeleton3D node with no bones.")));
+ return;
+ }
+
file_dialog->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE);
file_dialog->set_title(TTR("Export Skeleton Profile As..."));
@@ -481,9 +485,9 @@ void Skeleton3DEditor::_file_selected(const String &p_file) {
Vector2 position_max;
Vector2 position_min;
- int len = skeleton->get_bone_count();
- sp->set_bone_size(len);
- for (int i = 0; i < len; i++) {
+ const int bone_count = skeleton->get_bone_count();
+ sp->set_bone_size(bone_count);
+ for (int i = 0; i < bone_count; i++) {
sp->set_bone_name(i, skeleton->get_bone_name(i));
int parent = skeleton->get_bone_parent(i);
if (parent >= 0) {
@@ -509,7 +513,7 @@ void Skeleton3DEditor::_file_selected(const String &p_file) {
Vector2 center = Vector2((position_max.x + position_min.x) * 0.5, (position_max.y + position_min.y) * 0.5);
float nrm = MAX(bound.x, bound.y);
if (nrm > 0) {
- for (int i = 0; i < len; i++) {
+ for (int i = 0; i < bone_count; i++) {
handle_positions.write[i] = (handle_positions[i] - center) / nrm * 0.9;
sp->set_handle_offset(i, Vector2(0.5 + handle_positions[i].x, 0.5 - handle_positions[i].y));
}
@@ -980,25 +984,31 @@ void Skeleton3DEditor::_draw_gizmo() {
}
void Skeleton3DEditor::_draw_handles() {
- handles_mesh_instance->show();
+ const int bone_count = skeleton->get_bone_count();
- const int bone_len = skeleton->get_bone_count();
handles_mesh->clear_surfaces();
- handles_mesh->surface_begin(Mesh::PRIMITIVE_POINTS);
- for (int i = 0; i < bone_len; i++) {
- Color c;
- if (i == selected_bone) {
- c = Color(1, 1, 0);
- } else {
- c = Color(0.1, 0.25, 0.8);
+ if (bone_count) {
+ handles_mesh_instance->show();
+
+ handles_mesh->surface_begin(Mesh::PRIMITIVE_POINTS);
+
+ for (int i = 0; i < bone_count; i++) {
+ Color c;
+ if (i == selected_bone) {
+ c = Color(1, 1, 0);
+ } else {
+ c = Color(0.1, 0.25, 0.8);
+ }
+ Vector3 point = skeleton->get_bone_global_pose(i).origin;
+ handles_mesh->surface_set_color(c);
+ handles_mesh->surface_add_vertex(point);
}
- Vector3 point = skeleton->get_bone_global_pose(i).origin;
- handles_mesh->surface_set_color(c);
- handles_mesh->surface_add_vertex(point);
+ handles_mesh->surface_end();
+ handles_mesh->surface_set_material(0, handle_material);
+ } else {
+ handles_mesh_instance->hide();
}
- handles_mesh->surface_end();
- handles_mesh->surface_set_material(0, handle_material);
}
TreeItem *Skeleton3DEditor::_find(TreeItem *p_node, const NodePath &p_path) {
@@ -1253,8 +1263,8 @@ int Skeleton3DGizmoPlugin::subgizmos_intersect_ray(const EditorNode3DGizmo *p_gi
Transform3D gt = skeleton->get_global_transform();
int closest_idx = -1;
real_t closest_dist = 1e10;
- const int bone_len = skeleton->get_bone_count();
- for (int i = 0; i < bone_len; i++) {
+ const int bone_count = skeleton->get_bone_count();
+ for (int i = 0; i < bone_count; i++) {
Vector3 joint_pos_3d = gt.xform(skeleton->get_bone_global_pose(i).origin);
Vector2 joint_pos_2d = p_camera->unproject_position(joint_pos_3d);
real_t dist_3d = ray_from.distance_to(joint_pos_3d);
@@ -1349,6 +1359,10 @@ void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_node_3d());
p_gizmo->clear();
+ if (!skeleton->get_bone_count()) {
+ return;
+ }
+
int selected = -1;
Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
if (se) {