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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
155 lines
5.5 KiB
C++
155 lines
5.5 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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#ifdef TOOLS_ENABLED
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#include "navigation_mesh_editor_plugin.h"
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#include "core/io/marshalls.h"
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#include "core/io/resource_saver.h"
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#include "navigation_mesh_generator.h"
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#include "scene/3d/mesh_instance_3d.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 = nullptr;
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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_theme_icon("Bake", "EditorIcons"));
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button_reset->set_icon(get_theme_icon("Reload", "EditorIcons"));
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}
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}
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void NavigationMeshEditor::_bake_pressed() {
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button_bake->set_pressed(false);
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ERR_FAIL_COND(!node);
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if (!node->get_navigation_mesh().is_valid()) {
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err_dialog->set_text(TTR("A NavigationMesh resource must be set or created for this node to work."));
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err_dialog->popup_centered();
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return;
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}
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NavigationMeshGenerator::get_singleton()->clear(node->get_navigation_mesh());
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NavigationMeshGenerator::get_singleton()->bake(node->get_navigation_mesh(), node);
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node->update_gizmo();
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}
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void NavigationMeshEditor::_clear_pressed() {
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if (node) {
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NavigationMeshGenerator::get_singleton()->clear(node->get_navigation_mesh());
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}
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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(NavigationRegion3D *p_nav_region) {
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if (p_nav_region == nullptr || node == p_nav_region) {
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return;
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}
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node = p_nav_region;
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}
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void NavigationMeshEditor::_bind_methods() {
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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(Button);
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button_bake->set_flat(true);
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bake_hbox->add_child(button_bake);
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button_bake->set_toggle_mode(true);
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button_bake->set_text(TTR("Bake NavMesh"));
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button_bake->connect("pressed", callable_mp(this, &NavigationMeshEditor::_bake_pressed));
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button_reset = memnew(Button);
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button_reset->set_flat(true);
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bake_hbox->add_child(button_reset);
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// No button text, we only use a revert icon which is set when entering the tree.
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button_reset->set_tooltip(TTR("Clear the navigation mesh."));
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button_reset->connect("pressed", callable_mp(this, &NavigationMeshEditor::_clear_pressed));
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bake_info = memnew(Label);
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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 = nullptr;
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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<NavigationRegion3D>(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("NavigationRegion3D");
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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(nullptr);
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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_main_control()->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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#endif
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