/*************************************************************************/ /* physical_bone_plugin.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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" 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(NULL) { 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_icon("PhysicalBone", "EditorIcons")); button_transform_joint->set_toggle_mode(true); button_transform_joint->connect("toggled", this, "_on_toggle_button_transform_joint"); hide(); } PhysicalBoneEditor::~PhysicalBoneEditor() { // TODO the spatial_editor_hb should be removed from SpatialEditor, but in this moment it's not possible for (int i = spatial_editor_hb->get_child_count() - 1; 0 <= i; --i) { Node *n = spatial_editor_hb->get_child(i); spatial_editor_hb->remove_child(n); memdelete(n); } memdelete(spatial_editor_hb); } 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(NULL) { physical_bone_editor = memnew(PhysicalBoneEditor(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(NULL); selected = NULL; } } void PhysicalBonePlugin::edit(Object *p_node) { selected = static_cast<PhysicalBone *>(p_node); // Trust it ERR_FAIL_COND(!selected); physical_bone_editor->set_selected(selected); }