/*************************************************************************/ /* 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 "scene/3d/skeleton_3d.h" class EditorInspectorPluginSkeleton; class Joint; class PhysicalBone3D; class Skeleton3DEditorPlugin; class Button; class CheckBox; class EditorPropertyTransform; class EditorPropertyVector3; 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; EditorPropertyTransform *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); // 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); // Can/cannot modify the spinner values for the Transform void set_read_only(const bool p_read_only); // Transform can be keyed, whether or not to show the button void set_keyable(const bool p_keyable); // 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_toggled(const bool p_toggled); }; class Skeleton3DEditor : public VBoxContainer { GDCLASS(Skeleton3DEditor, VBoxContainer); friend class Skeleton3DEditorPlugin; enum Menu { MENU_OPTION_CREATE_PHYSICAL_SKELETON }; 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; MenuButton *options = nullptr; EditorFileDialog *file_dialog = nullptr; UndoRedo *undo_redo = nullptr; void _on_click_option(int p_option); void _file_selected(const String &p_file); EditorFileDialog *file_export_lib = nullptr; void update_joint_tree(); void update_editors(); void create_editors(); 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); protected: void _notification(int p_what); void _node_removed(Node *p_node); static void _bind_methods(); public: void move_skeleton_bone(NodePath p_skeleton_path, int32_t p_selected_boneidx, int32_t p_target_boneidx); Skeleton3D *get_skeleton() const { return skeleton; }; void _joint_tree_selection_changed(); void _joint_tree_rmb_select(const Vector2 &p_pos); void _update_properties(); Skeleton3DEditor(EditorInspectorPluginSkeleton *e_plugin, EditorNode *p_editor, Skeleton3D *skeleton); ~Skeleton3DEditor(); }; class EditorInspectorPluginSkeleton : public EditorInspectorPlugin { GDCLASS(EditorInspectorPluginSkeleton, EditorInspectorPlugin); friend class Skeleton3DEditorPlugin; 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); EditorNode *editor; public: Skeleton3DEditorPlugin(EditorNode *p_node); virtual String get_name() const override { return "Skeleton3D"; } }; #endif // SKELETON_3D_EDITOR_PLUGIN_H