virtualx-engine/modules/navigation/editor/navigation_mesh_editor_plugin.cpp

185 lines
6.7 KiB
C++

/**************************************************************************/
/* 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 "../navigation_mesh_generator.h"
#include "core/io/marshalls.h"
#include "core/io/resource_saver.h"
#include "editor/editor_node.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/gui/box_container.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"), SNAME("EditorIcons")));
button_reset->set_icon(get_theme_icon(SNAME("Reload"), SNAME("EditorIcons")));
} break;
}
}
void NavigationMeshEditor::_bake_pressed() {
button_bake->set_pressed(false);
ERR_FAIL_COND(!node);
Ref<NavigationMesh> 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;
}
}
NavigationMeshGenerator::get_singleton()->clear(node->get_navigation_mesh());
NavigationMeshGenerator::get_singleton()->bake(node->get_navigation_mesh(), node);
node->update_gizmos();
}
void NavigationMeshEditor::_clear_pressed() {
if (node) {
NavigationMeshGenerator::get_singleton()->clear(node->get_navigation_mesh());
}
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;
}
void NavigationMeshEditor::_bind_methods() {
}
NavigationMeshEditor::NavigationMeshEditor() {
bake_hbox = memnew(HBoxContainer);
button_bake = memnew(Button);
button_bake->set_flat(true);
bake_hbox->add_child(button_bake);
button_bake->set_toggle_mode(true);
button_bake->set_text(TTR("Bake NavMesh"));
button_bake->connect("pressed", callable_mp(this, &NavigationMeshEditor::_bake_pressed));
button_reset = memnew(Button);
button_reset->set_flat(true);
bake_hbox->add_child(button_reset);
// No button text, we only use a revert icon which is set when entering the tree.
button_reset->set_tooltip_text(TTR("Clear the navigation mesh."));
button_reset->connect("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<NavigationRegion3D>(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