/*************************************************************************/ /* skeleton_3d_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #ifndef SKELETON_3D_EDITOR_PLUGIN_H #define SKELETON_3D_EDITOR_PLUGIN_H #include "editor/editor_node.h" #include "editor/editor_plugin.h" #include "editor/editor_properties.h" #include "node_3d_editor_plugin.h" #include "scene/3d/camera_3d.h" #include "scene/3d/mesh_instance_3d.h" #include "scene/3d/skeleton_3d.h" #include "scene/resources/immediate_mesh.h" class EditorInspectorPluginSkeleton; class Joint; class PhysicalBone3D; class Skeleton3DEditorPlugin; class Button; class CheckBox; class BoneTransformEditor : public VBoxContainer { GDCLASS(BoneTransformEditor, VBoxContainer); EditorInspectorSection *section = nullptr; EditorPropertyVector3 *translation_property = nullptr; EditorPropertyVector3 *rotation_property = nullptr; EditorPropertyVector3 *scale_property = nullptr; EditorInspectorSection *transform_section = nullptr; EditorPropertyTransform3D *transform_property = nullptr; Rect2 background_rects[5]; Skeleton3D *skeleton; String property; UndoRedo *undo_redo; Button *key_button = nullptr; CheckBox *enabled_checkbox = nullptr; bool keyable = false; bool toggle_enabled = false; bool updating = false; String label; void create_editors(); // Called when one of the EditorSpinSliders are changed. void _value_changed(const double p_value); // Called when the one of the EditorPropertyVector3 are updated. void _value_changed_vector3(const String p_property_name, const Vector3 p_vector, const StringName p_edited_property_name, const bool p_boolean); // Called when the transform_property is updated. void _value_changed_transform(const String p_property_name, const Transform3D p_transform, const StringName p_edited_property_name, const bool p_boolean); // Changes the transform to the given transform and updates the UI accordingly. void _change_transform(Transform3D p_new_transform); // Update it is truely keyable then. void _update_key_button(const bool p_keyable); // Creates a Transform using the EditorPropertyVector3 properties. Transform3D compute_transform_from_vector3s() const; void update_enabled_checkbox(); protected: void _notification(int p_what); public: BoneTransformEditor(Skeleton3D *p_skeleton); // Which transform target to modify. void set_target(const String &p_prop); void set_label(const String &p_label) { label = p_label; } void _update_properties(); void _update_custom_pose_properties(); void _update_transform_properties(Transform3D p_transform); // Transform can be keyed, whether or not to show the button. void set_keyable(const bool p_keyable); // When rest mode, pose and custom_pose editor are diasbled. void set_properties_read_only(const bool p_readonly); void set_transform_read_only(const bool p_readonly); // Bone can be toggled enabled or disabled, whether or not to show the checkbox. void set_toggle_enabled(const bool p_enabled); // Key Transform Button pressed. void _key_button_pressed(); // Bone Enabled Checkbox toggled. void _checkbox_pressed(); }; class Skeleton3DEditor : public VBoxContainer { GDCLASS(Skeleton3DEditor, VBoxContainer); friend class Skeleton3DEditorPlugin; enum SkeletonOption { SKELETON_OPTION_INIT_POSE, SKELETON_OPTION_INSERT_KEYS, SKELETON_OPTION_INSERT_KEYS_EXISTED, SKELETON_OPTION_CREATE_PHYSICAL_SKELETON }; enum RestOption { REST_OPTION_POSE_TO_REST }; struct BoneInfo { PhysicalBone3D *physical_bone = nullptr; Transform3D relative_rest; // Relative to skeleton node. }; EditorNode *editor; EditorInspectorPluginSkeleton *editor_plugin; Skeleton3D *skeleton; Tree *joint_tree = nullptr; BoneTransformEditor *rest_editor = nullptr; BoneTransformEditor *pose_editor = nullptr; BoneTransformEditor *custom_pose_editor = nullptr; VSeparator *separator; MenuButton *skeleton_options = nullptr; MenuButton *rest_options = nullptr; Button *edit_mode_button; bool edit_mode = false; EditorFileDialog *file_dialog = nullptr; bool keyable; static Skeleton3DEditor *singleton; void _on_click_skeleton_option(int p_skeleton_option); void _on_click_rest_option(int p_rest_option); void _file_selected(const String &p_file); TreeItem *_find(TreeItem *p_node, const NodePath &p_path); void edit_mode_toggled(const bool pressed); EditorFileDialog *file_export_lib = nullptr; void update_joint_tree(); void update_editors(); void create_editors(); void init_pose(); void insert_keys(bool p_all_bones); void pose_to_rest(); void create_physical_skeleton(); PhysicalBone3D *create_physical_bone(int bone_id, int bone_child_id, const Vector &bones_infos); Variant get_drag_data_fw(const Point2 &p_point, Control *p_from); bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const; void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from); void set_keyable(const bool p_keyable); void set_rest_options_enabled(const bool p_rest_options_enabled); // Handle. MeshInstance3D *handles_mesh_instance; Ref handles_mesh; Ref handle_material; Ref handle_shader; Transform3D bone_original; void _update_pose_enabled(int p_bone = -1); void _update_show_rest_only(); void _update_gizmo_transform(); void _update_gizmo_visible(); void _hide_handles(); void _draw_gizmo(); void _draw_handles(); void _joint_tree_selection_changed(); void _joint_tree_rmb_select(const Vector2 &p_pos); void _update_properties(); void _subgizmo_selection_change(); int selected_bone = -1; protected: void _notification(int p_what); void _node_removed(Node *p_node); static void _bind_methods(); public: static Skeleton3DEditor *get_singleton() { return singleton; } void select_bone(int p_idx); int get_selected_bone() const; void move_skeleton_bone(NodePath p_skeleton_path, int32_t p_selected_boneidx, int32_t p_target_boneidx); Skeleton3D *get_skeleton() const { return skeleton; }; bool is_edit_mode() const { return edit_mode; } void update_bone_original(); Transform3D get_bone_original() { return bone_original; }; Skeleton3DEditor(EditorInspectorPluginSkeleton *e_plugin, EditorNode *p_editor, Skeleton3D *skeleton); ~Skeleton3DEditor(); }; class EditorInspectorPluginSkeleton : public EditorInspectorPlugin { GDCLASS(EditorInspectorPluginSkeleton, EditorInspectorPlugin); friend class Skeleton3DEditorPlugin; Skeleton3DEditor *skel_editor; EditorNode *editor; public: virtual bool can_handle(Object *p_object) override; virtual void parse_begin(Object *p_object) override; }; class Skeleton3DEditorPlugin : public EditorPlugin { GDCLASS(Skeleton3DEditorPlugin, EditorPlugin); EditorInspectorPluginSkeleton *skeleton_plugin; EditorNode *editor; public: virtual EditorPlugin::AfterGUIInput forward_spatial_gui_input(Camera3D *p_camera, const Ref &p_event) override; bool has_main_screen() const override { return false; } virtual bool handles(Object *p_object) const override; virtual String get_name() const override { return "Skeleton3D"; } Skeleton3DEditorPlugin(EditorNode *p_node); }; class Skeleton3DGizmoPlugin : public EditorNode3DGizmoPlugin { GDCLASS(Skeleton3DGizmoPlugin, EditorNode3DGizmoPlugin); Ref unselected_mat; Ref selected_mat; Ref selected_sh; public: bool has_gizmo(Node3D *p_spatial) override; String get_gizmo_name() const override; int get_priority() const override; int subgizmos_intersect_ray(const EditorNode3DGizmo *p_gizmo, Camera3D *p_camera, const Vector2 &p_point) const override; Transform3D get_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id) const override; void set_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id, Transform3D p_transform) override; void commit_subgizmos(const EditorNode3DGizmo *p_gizmo, const Vector &p_ids, const Vector &p_restore, bool p_cancel) override; void redraw(EditorNode3DGizmo *p_gizmo) override; Skeleton3DGizmoPlugin(); }; #endif // SKELETON_3D_EDITOR_PLUGIN_H