1/**************************************************************************/
2/* physical_bone_3d_editor_plugin.cpp */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
14/* without limitation the rights to use, copy, modify, merge, publish, */
15/* distribute, sublicense, and/or sell copies of the Software, and to */
16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
18/* */
19/* The above copyright notice and this permission notice shall be */
20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#include "physical_bone_3d_editor_plugin.h"
32
33#include "editor/editor_node.h"
34#include "editor/editor_string_names.h"
35#include "editor/plugins/node_3d_editor_plugin.h"
36#include "scene/gui/separator.h"
37
38void PhysicalBone3DEditor::_bind_methods() {
39}
40
41void PhysicalBone3DEditor::_on_toggle_button_transform_joint(bool p_is_pressed) {
42 _set_move_joint();
43}
44
45void PhysicalBone3DEditor::_set_move_joint() {
46 if (selected) {
47 selected->_set_gizmo_move_joint(button_transform_joint->is_pressed());
48 Node3DEditor::get_singleton()->update_transform_gizmo();
49 }
50}
51
52PhysicalBone3DEditor::PhysicalBone3DEditor() {
53 spatial_editor_hb = memnew(HBoxContainer);
54 spatial_editor_hb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
55 spatial_editor_hb->set_alignment(BoxContainer::ALIGNMENT_BEGIN);
56 Node3DEditor::get_singleton()->add_control_to_menu_panel(spatial_editor_hb);
57
58 button_transform_joint = memnew(Button);
59 button_transform_joint->set_flat(true);
60 spatial_editor_hb->add_child(button_transform_joint);
61
62 button_transform_joint->set_text(TTR("Move Joint"));
63 // TODO: Rework this as a dedicated toolbar control so we can hook into theme changes and update it
64 // when the editor theme updates.
65 button_transform_joint->set_icon(EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("PhysicalBone3D"), EditorStringName(EditorIcons)));
66 button_transform_joint->set_toggle_mode(true);
67 button_transform_joint->connect("toggled", callable_mp(this, &PhysicalBone3DEditor::_on_toggle_button_transform_joint));
68
69 hide();
70}
71
72void PhysicalBone3DEditor::set_selected(PhysicalBone3D *p_pb) {
73 button_transform_joint->set_pressed(false);
74
75 _set_move_joint();
76 selected = p_pb;
77 _set_move_joint();
78}
79
80void PhysicalBone3DEditor::hide() {
81 spatial_editor_hb->hide();
82}
83
84void PhysicalBone3DEditor::show() {
85 spatial_editor_hb->show();
86}
87
88PhysicalBone3DEditorPlugin::PhysicalBone3DEditorPlugin() {}
89
90void PhysicalBone3DEditorPlugin::make_visible(bool p_visible) {
91 if (p_visible) {
92 physical_bone_editor.show();
93 } else {
94 physical_bone_editor.hide();
95 physical_bone_editor.set_selected(nullptr);
96 selected = nullptr;
97 }
98}
99
100void PhysicalBone3DEditorPlugin::edit(Object *p_node) {
101 PhysicalBone3D *bone = Object::cast_to<PhysicalBone3D>(p_node);
102 if (bone) {
103 selected = bone;
104 physical_bone_editor.set_selected(selected);
105 }
106}
107