initial commit, 4.5 stable
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This commit is contained in:
2025-09-16 20:46:46 -04:00
commit 9d30169a8d
13378 changed files with 7050105 additions and 0 deletions

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#!/usr/bin/env python
from misc.utility.scons_hints import *
Import("env")
env.add_source_files(env.editor_sources, "*.cpp")

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/**************************************************************************/
/* physical_bone_3d_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 "physical_bone_3d_editor_plugin.h"
#include "editor/editor_node.h"
#include "editor/editor_string_names.h"
#include "editor/scene/3d/node_3d_editor_plugin.h"
#include "scene/3d/physics/physical_bone_3d.h"
void PhysicalBone3DEditor::_on_toggle_button_transform_joint(bool p_is_pressed) {
_set_move_joint();
}
void PhysicalBone3DEditor::_set_move_joint() {
if (selected) {
selected->_set_gizmo_move_joint(button_transform_joint->is_pressed());
Node3DEditor::get_singleton()->update_transform_gizmo();
}
}
PhysicalBone3DEditor::PhysicalBone3DEditor() {
spatial_editor_hb = memnew(HBoxContainer);
spatial_editor_hb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
spatial_editor_hb->set_alignment(BoxContainer::ALIGNMENT_BEGIN);
Node3DEditor::get_singleton()->add_control_to_menu_panel(spatial_editor_hb);
button_transform_joint = memnew(Button);
button_transform_joint->set_theme_type_variation(SceneStringName(FlatButton));
spatial_editor_hb->add_child(button_transform_joint);
button_transform_joint->set_text(TTR("Move Joint"));
// TODO: Rework this as a dedicated toolbar control so we can hook into theme changes and update it
// when the editor theme updates.
button_transform_joint->set_button_icon(EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("PhysicalBone3D"), EditorStringName(EditorIcons)));
button_transform_joint->set_toggle_mode(true);
button_transform_joint->connect(SceneStringName(toggled), callable_mp(this, &PhysicalBone3DEditor::_on_toggle_button_transform_joint));
hide();
}
void PhysicalBone3DEditor::set_selected(PhysicalBone3D *p_pb) {
button_transform_joint->set_pressed(false);
_set_move_joint();
selected = p_pb;
_set_move_joint();
}
void PhysicalBone3DEditor::hide() {
spatial_editor_hb->hide();
}
void PhysicalBone3DEditor::show() {
spatial_editor_hb->show();
}
void PhysicalBone3DEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
physical_bone_editor.show();
} else {
physical_bone_editor.hide();
physical_bone_editor.set_selected(nullptr);
selected = nullptr;
}
}
void PhysicalBone3DEditorPlugin::edit(Object *p_node) {
PhysicalBone3D *bone = Object::cast_to<PhysicalBone3D>(p_node);
if (bone) {
selected = bone;
physical_bone_editor.set_selected(selected);
}
}

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/**************************************************************************/
/* physical_bone_3d_editor_plugin.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#pragma once
#include "editor/plugins/editor_plugin.h"
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
class PhysicalBone3D;
class PhysicalBone3DEditor : public Object {
GDCLASS(PhysicalBone3DEditor, Object);
HBoxContainer *spatial_editor_hb = nullptr;
Button *button_transform_joint = nullptr;
PhysicalBone3D *selected = nullptr;
private:
void _on_toggle_button_transform_joint(bool p_is_pressed);
void _set_move_joint();
public:
PhysicalBone3DEditor();
void set_selected(PhysicalBone3D *p_pb);
void hide();
void show();
};
class PhysicalBone3DEditorPlugin : public EditorPlugin {
GDCLASS(PhysicalBone3DEditorPlugin, EditorPlugin);
PhysicalBone3D *selected = nullptr;
PhysicalBone3DEditor physical_bone_editor;
public:
virtual String get_plugin_name() const override { return "PhysicalBone3D"; }
virtual bool handles(Object *p_object) const override { return p_object->is_class("PhysicalBone3D"); }
virtual void make_visible(bool p_visible) override;
virtual void edit(Object *p_node) override;
};