59c2c21b15
Modules can register their own editor plugins (like GridMap does), so no need to put module-specific classes in the `editor/` folder. Also cleans up the previous SCons env pollution from the Recast module, integrating its code into libmodules as other modules.
163 lines
5.4 KiB
C++
163 lines
5.4 KiB
C++
/*************************************************************************/
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/* navigation_mesh_editor_plugin.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "navigation_mesh_editor_plugin.h"
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#include "io/marshalls.h"
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#include "io/resource_saver.h"
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#include "scene/3d/mesh_instance.h"
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#include "scene/gui/box_container.h"
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void NavigationMeshEditor::_node_removed(Node *p_node) {
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if (p_node == node) {
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node = NULL;
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hide();
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}
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}
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void NavigationMeshEditor::_notification(int p_option) {
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if (p_option == NOTIFICATION_ENTER_TREE) {
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button_bake->set_icon(get_icon("Bake", "EditorIcons"));
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button_reset->set_icon(get_icon("Reload", "EditorIcons"));
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}
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}
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void NavigationMeshEditor::_bake_pressed() {
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ERR_FAIL_COND(!node);
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const String conf_warning = node->get_configuration_warning();
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if (!conf_warning.empty()) {
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err_dialog->set_text(conf_warning);
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err_dialog->popup_centered_minsize();
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button_bake->set_pressed(false);
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return;
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}
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NavigationMeshGenerator::clear(node->get_navigation_mesh());
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NavigationMeshGenerator::bake(node->get_navigation_mesh(), node);
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if (node) {
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node->update_gizmo();
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}
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}
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void NavigationMeshEditor::_clear_pressed() {
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if (node)
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NavigationMeshGenerator::clear(node->get_navigation_mesh());
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button_bake->set_pressed(false);
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bake_info->set_text("");
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if (node) {
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node->update_gizmo();
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}
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}
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void NavigationMeshEditor::edit(NavigationMeshInstance *p_nav_mesh_instance) {
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if (p_nav_mesh_instance == NULL || node == p_nav_mesh_instance) {
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return;
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}
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node = p_nav_mesh_instance;
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}
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void NavigationMeshEditor::_bind_methods() {
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ClassDB::bind_method("_bake_pressed", &NavigationMeshEditor::_bake_pressed);
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ClassDB::bind_method("_clear_pressed", &NavigationMeshEditor::_clear_pressed);
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}
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NavigationMeshEditor::NavigationMeshEditor() {
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bake_hbox = memnew(HBoxContainer);
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button_bake = memnew(ToolButton);
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button_bake->set_text(TTR("Bake!"));
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button_bake->set_toggle_mode(true);
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button_reset = memnew(Button);
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button_bake->set_tooltip(TTR("Bake the navigation mesh.") + "\n");
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bake_info = memnew(Label);
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bake_hbox->add_child(button_bake);
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bake_hbox->add_child(button_reset);
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bake_hbox->add_child(bake_info);
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err_dialog = memnew(AcceptDialog);
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add_child(err_dialog);
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node = NULL;
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button_bake->connect("pressed", this, "_bake_pressed");
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button_reset->connect("pressed", this, "_clear_pressed");
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button_reset->set_tooltip(TTR("Clear the navigation mesh."));
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}
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NavigationMeshEditor::~NavigationMeshEditor() {
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}
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void NavigationMeshEditorPlugin::edit(Object *p_object) {
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navigation_mesh_editor->edit(Object::cast_to<NavigationMeshInstance>(p_object));
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}
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bool NavigationMeshEditorPlugin::handles(Object *p_object) const {
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return p_object->is_class("NavigationMeshInstance");
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}
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void NavigationMeshEditorPlugin::make_visible(bool p_visible) {
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if (p_visible) {
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navigation_mesh_editor->show();
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navigation_mesh_editor->bake_hbox->show();
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} else {
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navigation_mesh_editor->hide();
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navigation_mesh_editor->bake_hbox->hide();
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navigation_mesh_editor->edit(NULL);
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}
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}
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NavigationMeshEditorPlugin::NavigationMeshEditorPlugin(EditorNode *p_node) {
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editor = p_node;
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navigation_mesh_editor = memnew(NavigationMeshEditor);
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editor->get_viewport()->add_child(navigation_mesh_editor);
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add_control_to_container(CONTAINER_SPATIAL_EDITOR_MENU, navigation_mesh_editor->bake_hbox);
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navigation_mesh_editor->hide();
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navigation_mesh_editor->bake_hbox->hide();
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}
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NavigationMeshEditorPlugin::~NavigationMeshEditorPlugin() {
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}
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