godot/editor/plugins/physical_bone_3d_editor_plugin.cpp
smix8 35dafc9fa8 Split monolithic physics class files
Splits monolithic physics class files.
2024-02-27 11:18:16 +01:00

107 lines
4.5 KiB
C++

/**************************************************************************/
/* physical_bone_3d_editor_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 "physical_bone_3d_editor_plugin.h"
#include "editor/editor_node.h"
#include "editor/editor_string_names.h"
#include "editor/plugins/node_3d_editor_plugin.h"
#include "scene/3d/physics/physical_bone_3d.h"
#include "scene/gui/separator.h"
void PhysicalBone3DEditor::_bind_methods() {
}
void PhysicalBone3DEditor::_on_toggle_button_transform_joint(bool p_is_pressed) {
_set_move_joint();
}
void PhysicalBone3DEditor::_set_move_joint() {
if (selected) {
selected->_set_gizmo_move_joint(button_transform_joint->is_pressed());
Node3DEditor::get_singleton()->update_transform_gizmo();
}
}
PhysicalBone3DEditor::PhysicalBone3DEditor() {
spatial_editor_hb = memnew(HBoxContainer);
spatial_editor_hb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
spatial_editor_hb->set_alignment(BoxContainer::ALIGNMENT_BEGIN);
Node3DEditor::get_singleton()->add_control_to_menu_panel(spatial_editor_hb);
button_transform_joint = memnew(Button);
button_transform_joint->set_theme_type_variation("FlatButton");
spatial_editor_hb->add_child(button_transform_joint);
button_transform_joint->set_text(TTR("Move Joint"));
// TODO: Rework this as a dedicated toolbar control so we can hook into theme changes and update it
// when the editor theme updates.
button_transform_joint->set_icon(EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("PhysicalBone3D"), EditorStringName(EditorIcons)));
button_transform_joint->set_toggle_mode(true);
button_transform_joint->connect("toggled", callable_mp(this, &PhysicalBone3DEditor::_on_toggle_button_transform_joint));
hide();
}
void PhysicalBone3DEditor::set_selected(PhysicalBone3D *p_pb) {
button_transform_joint->set_pressed(false);
_set_move_joint();
selected = p_pb;
_set_move_joint();
}
void PhysicalBone3DEditor::hide() {
spatial_editor_hb->hide();
}
void PhysicalBone3DEditor::show() {
spatial_editor_hb->show();
}
PhysicalBone3DEditorPlugin::PhysicalBone3DEditorPlugin() {}
void PhysicalBone3DEditorPlugin::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 PhysicalBone3DEditorPlugin::edit(Object *p_node) {
PhysicalBone3D *bone = Object::cast_to<PhysicalBone3D>(p_node);
if (bone) {
selected = bone;
physical_bone_editor.set_selected(selected);
}
}