feat: godot-engine-source-4.3-stable
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/**************************************************************************/
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#ifdef TOOLS_ENABLED
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#include "core/io/marshalls.h"
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#include "core/io/resource_saver.h"
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#include "editor/editor_node.h"
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#include "editor/editor_string_names.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/3d/navigation_region_3d.h"
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#include "scene/gui/box_container.h"
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#include "scene/gui/button.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/label.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_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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button_bake->set_icon(get_theme_icon(SNAME("Bake"), EditorStringName(EditorIcons)));
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button_reset->set_icon(get_theme_icon(SNAME("Reload"), EditorStringName(EditorIcons)));
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} break;
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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_NULL(node);
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Ref<NavigationMesh> navmesh = node->get_navigation_mesh();
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if (!navmesh.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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String path = navmesh->get_path();
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if (!path.is_resource_file()) {
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int srpos = path.find("::");
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if (srpos != -1) {
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String base = path.substr(0, srpos);
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if (ResourceLoader::get_resource_type(base) == "PackedScene") {
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if (!get_tree()->get_edited_scene_root() || get_tree()->get_edited_scene_root()->get_scene_file_path() != base) {
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err_dialog->set_text(TTR("Cannot generate navigation mesh because it does not belong to the edited scene. Make it unique first."));
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err_dialog->popup_centered();
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return;
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}
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} else {
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if (FileAccess::exists(base + ".import")) {
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err_dialog->set_text(TTR("Cannot generate navigation mesh because it belongs to a resource which was imported."));
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err_dialog->popup_centered();
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return;
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}
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}
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}
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} else {
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if (FileAccess::exists(path + ".import")) {
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err_dialog->set_text(TTR("Cannot generate navigation mesh because the resource was imported from another type."));
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err_dialog->popup_centered();
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return;
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}
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}
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node->bake_navigation_mesh(true);
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node->update_gizmos();
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}
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void NavigationMeshEditor::_clear_pressed() {
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if (node) {
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if (node->get_navigation_mesh().is_valid()) {
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node->get_navigation_mesh()->clear();
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}
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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_gizmos();
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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_theme_type_variation("FlatButton");
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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 NavigationMesh"));
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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."));
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button_bake->connect(SceneStringName(pressed), callable_mp(this, &NavigationMeshEditor::_bake_pressed));
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button_reset = memnew(Button);
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button_reset->set_theme_type_variation("FlatButton");
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bake_hbox->add_child(button_reset);
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button_reset->set_text(TTR("Clear NavigationMesh"));
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button_reset->set_tooltip_text(TTR("Clears the internal NavigationMesh vertices and polygons."));
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button_reset->connect(SceneStringName(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() {
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navigation_mesh_editor = memnew(NavigationMeshEditor);
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EditorNode::get_singleton()->get_main_screen_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 // TOOLS_ENABLED
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@ -0,0 +1,90 @@
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/**************************************************************************/
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/* navigation_mesh_editor_plugin.h */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#ifndef NAVIGATION_MESH_EDITOR_PLUGIN_H
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#define NAVIGATION_MESH_EDITOR_PLUGIN_H
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#ifdef TOOLS_ENABLED
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#include "editor/plugins/editor_plugin.h"
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class AcceptDialog;
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class Button;
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class HBoxContainer;
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class Label;
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class NavigationRegion3D;
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class NavigationMeshEditor : public Control {
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friend class NavigationMeshEditorPlugin;
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GDCLASS(NavigationMeshEditor, Control);
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AcceptDialog *err_dialog = nullptr;
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HBoxContainer *bake_hbox = nullptr;
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Button *button_bake = nullptr;
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Button *button_reset = nullptr;
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Label *bake_info = nullptr;
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NavigationRegion3D *node = nullptr;
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void _bake_pressed();
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void _clear_pressed();
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protected:
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void _node_removed(Node *p_node);
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static void _bind_methods();
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void _notification(int p_what);
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public:
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void edit(NavigationRegion3D *p_nav_region);
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NavigationMeshEditor();
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~NavigationMeshEditor();
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};
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class NavigationMeshEditorPlugin : public EditorPlugin {
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GDCLASS(NavigationMeshEditorPlugin, EditorPlugin);
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NavigationMeshEditor *navigation_mesh_editor = nullptr;
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public:
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virtual String get_name() const override { return "NavigationMesh"; }
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bool has_main_screen() const override { return false; }
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virtual void edit(Object *p_object) override;
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virtual bool handles(Object *p_object) const override;
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virtual void make_visible(bool p_visible) override;
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NavigationMeshEditorPlugin();
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~NavigationMeshEditorPlugin();
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};
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#endif // TOOLS_ENABLED
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#endif // NAVIGATION_MESH_EDITOR_PLUGIN_H
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