/**************************************************************************/ /* navigation_mesh_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 "navigation_mesh_editor_plugin.h" #ifdef TOOLS_ENABLED #include "core/io/marshalls.h" #include "core/io/resource_saver.h" #include "editor/editor_node.h" #include "editor/editor_string_names.h" #include "scene/3d/mesh_instance_3d.h" #include "scene/3d/navigation_region_3d.h" #include "scene/gui/box_container.h" #include "scene/gui/button.h" #include "scene/gui/dialogs.h" #include "scene/gui/label.h" void NavigationMeshEditor::_node_removed(Node *p_node) { if (p_node == node) { node = nullptr; hide(); } } void NavigationMeshEditor::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { button_bake->set_icon(get_theme_icon(SNAME("Bake"), EditorStringName(EditorIcons))); button_reset->set_icon(get_theme_icon(SNAME("Reload"), EditorStringName(EditorIcons))); } break; } } void NavigationMeshEditor::_bake_pressed() { button_bake->set_pressed(false); ERR_FAIL_NULL(node); Ref navmesh = node->get_navigation_mesh(); if (!navmesh.is_valid()) { err_dialog->set_text(TTR("A NavigationMesh resource must be set or created for this node to work.")); err_dialog->popup_centered(); return; } String path = navmesh->get_path(); if (!path.is_resource_file()) { int srpos = path.find("::"); if (srpos != -1) { String base = path.substr(0, srpos); if (ResourceLoader::get_resource_type(base) == "PackedScene") { if (!get_tree()->get_edited_scene_root() || get_tree()->get_edited_scene_root()->get_scene_file_path() != base) { err_dialog->set_text(TTR("Cannot generate navigation mesh because it does not belong to the edited scene. Make it unique first.")); err_dialog->popup_centered(); return; } } else { if (FileAccess::exists(base + ".import")) { err_dialog->set_text(TTR("Cannot generate navigation mesh because it belongs to a resource which was imported.")); err_dialog->popup_centered(); return; } } } } else { if (FileAccess::exists(path + ".import")) { err_dialog->set_text(TTR("Cannot generate navigation mesh because the resource was imported from another type.")); err_dialog->popup_centered(); return; } } node->bake_navigation_mesh(true); node->update_gizmos(); } void NavigationMeshEditor::_clear_pressed() { if (node) { if (node->get_navigation_mesh().is_valid()) { node->get_navigation_mesh()->clear(); } } button_bake->set_pressed(false); bake_info->set_text(""); if (node) { node->update_gizmos(); } } void NavigationMeshEditor::edit(NavigationRegion3D *p_nav_region) { if (p_nav_region == nullptr || node == p_nav_region) { return; } node = p_nav_region; } NavigationMeshEditor::NavigationMeshEditor() { bake_hbox = memnew(HBoxContainer); button_bake = memnew(Button); button_bake->set_theme_type_variation("FlatButton"); bake_hbox->add_child(button_bake); button_bake->set_toggle_mode(true); button_bake->set_text(TTR("Bake NavigationMesh")); button_bake->set_tooltip_text(TTR("Bakes the NavigationMesh by first parsing the scene for source geometry and then creating the navigation mesh vertices and polygons.")); button_bake->connect(SceneStringName(pressed), callable_mp(this, &NavigationMeshEditor::_bake_pressed)); button_reset = memnew(Button); button_reset->set_theme_type_variation("FlatButton"); bake_hbox->add_child(button_reset); button_reset->set_text(TTR("Clear NavigationMesh")); button_reset->set_tooltip_text(TTR("Clears the internal NavigationMesh vertices and polygons.")); button_reset->connect(SceneStringName(pressed), callable_mp(this, &NavigationMeshEditor::_clear_pressed)); bake_info = memnew(Label); bake_hbox->add_child(bake_info); err_dialog = memnew(AcceptDialog); add_child(err_dialog); node = nullptr; } NavigationMeshEditor::~NavigationMeshEditor() { } void NavigationMeshEditorPlugin::edit(Object *p_object) { navigation_mesh_editor->edit(Object::cast_to(p_object)); } bool NavigationMeshEditorPlugin::handles(Object *p_object) const { return p_object->is_class("NavigationRegion3D"); } void NavigationMeshEditorPlugin::make_visible(bool p_visible) { if (p_visible) { navigation_mesh_editor->show(); navigation_mesh_editor->bake_hbox->show(); } else { navigation_mesh_editor->hide(); navigation_mesh_editor->bake_hbox->hide(); navigation_mesh_editor->edit(nullptr); } } NavigationMeshEditorPlugin::NavigationMeshEditorPlugin() { navigation_mesh_editor = memnew(NavigationMeshEditor); EditorNode::get_singleton()->get_main_screen_control()->add_child(navigation_mesh_editor); add_control_to_container(CONTAINER_SPATIAL_EDITOR_MENU, navigation_mesh_editor->bake_hbox); navigation_mesh_editor->hide(); navigation_mesh_editor->bake_hbox->hide(); } NavigationMeshEditorPlugin::~NavigationMeshEditorPlugin() { } #endif // TOOLS_ENABLED