godot/editor/plugins/skeleton_3d_editor_plugin.cpp
reduz 6631f66c2a Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00

708 lines
25 KiB
C++

/*************************************************************************/
/* skeleton_3d_editor_plugin.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "skeleton_3d_editor_plugin.h"
#include "core/io/resource_saver.h"
#include "editor/editor_file_dialog.h"
#include "editor/editor_properties.h"
#include "editor/editor_scale.h"
#include "editor/plugins/animation_player_editor_plugin.h"
#include "node_3d_editor_plugin.h"
#include "scene/3d/collision_shape_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/physics_body_3d.h"
#include "scene/3d/physics_joint_3d.h"
#include "scene/resources/capsule_shape_3d.h"
#include "scene/resources/sphere_shape_3d.h"
void BoneTransformEditor::create_editors() {
const Color section_color = get_theme_color(SNAME("prop_subsection"), SNAME("Editor"));
section = memnew(EditorInspectorSection);
section->setup("trf_properties", label, this, section_color, true);
add_child(section);
key_button = memnew(Button);
key_button->set_text(TTR("Key Transform"));
key_button->set_visible(keyable);
key_button->set_icon(get_theme_icon(SNAME("Key"), SNAME("EditorIcons")));
key_button->set_flat(true);
section->get_vbox()->add_child(key_button);
enabled_checkbox = memnew(CheckBox(TTR("Pose Enabled")));
enabled_checkbox->set_flat(true);
enabled_checkbox->set_visible(toggle_enabled);
section->get_vbox()->add_child(enabled_checkbox);
// Translation property
translation_property = memnew(EditorPropertyVector3());
translation_property->setup(-10000, 10000, 0.001f, true);
translation_property->set_label("Translation");
translation_property->set_use_folding(true);
translation_property->set_read_only(false);
translation_property->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed_vector3));
section->get_vbox()->add_child(translation_property);
// Rotation property
rotation_property = memnew(EditorPropertyVector3());
rotation_property->setup(-10000, 10000, 0.001f, true);
rotation_property->set_label("Rotation Degrees");
rotation_property->set_use_folding(true);
rotation_property->set_read_only(false);
rotation_property->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed_vector3));
section->get_vbox()->add_child(rotation_property);
// Scale property
scale_property = memnew(EditorPropertyVector3());
scale_property->setup(-10000, 10000, 0.001f, true);
scale_property->set_label("Scale");
scale_property->set_use_folding(true);
scale_property->set_read_only(false);
scale_property->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed_vector3));
section->get_vbox()->add_child(scale_property);
// Transform/Matrix section
transform_section = memnew(EditorInspectorSection);
transform_section->setup("trf_properties_transform", "Matrix", this, section_color, true);
section->get_vbox()->add_child(transform_section);
// Transform/Matrix property
transform_property = memnew(EditorPropertyTransform3D());
transform_property->setup(-10000, 10000, 0.001f, true);
transform_property->set_label("Transform");
transform_property->set_use_folding(true);
transform_property->set_read_only(false);
transform_property->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed_transform));
transform_section->get_vbox()->add_child(transform_property);
}
void BoneTransformEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
create_editors();
key_button->connect("pressed", callable_mp(this, &BoneTransformEditor::_key_button_pressed));
enabled_checkbox->connect("toggled", callable_mp(this, &BoneTransformEditor::_checkbox_toggled));
[[fallthrough]];
}
case NOTIFICATION_SORT_CHILDREN: {
const Ref<Font> font = get_theme_font(SNAME("font"), SNAME("Tree"));
int font_size = get_theme_font_size(SNAME("font_size"), SNAME("Tree"));
Point2 buffer;
buffer.x += get_theme_constant(SNAME("inspector_margin"), SNAME("Editor"));
buffer.y += font->get_height(font_size);
buffer.y += get_theme_constant(SNAME("vseparation"), SNAME("Tree"));
const float vector_height = translation_property->get_size().y;
const float transform_height = transform_property->get_size().y;
const float button_height = key_button->get_size().y;
const float width = get_size().x - get_theme_constant(SNAME("inspector_margin"), SNAME("Editor"));
Vector<Rect2> input_rects;
if (keyable && section->get_vbox()->is_visible()) {
input_rects.push_back(Rect2(key_button->get_position() + buffer, Size2(width, button_height)));
} else {
input_rects.push_back(Rect2(0, 0, 0, 0));
}
if (section->get_vbox()->is_visible()) {
input_rects.push_back(Rect2(translation_property->get_position() + buffer, Size2(width, vector_height)));
input_rects.push_back(Rect2(rotation_property->get_position() + buffer, Size2(width, vector_height)));
input_rects.push_back(Rect2(scale_property->get_position() + buffer, Size2(width, vector_height)));
input_rects.push_back(Rect2(transform_property->get_position() + buffer, Size2(width, transform_height)));
} else {
const int32_t start = input_rects.size();
const int32_t empty_input_rect_elements = 4;
const int32_t end = start + empty_input_rect_elements;
for (int i = start; i < end; ++i) {
input_rects.push_back(Rect2(0, 0, 0, 0));
}
}
for (int32_t i = 0; i < input_rects.size(); i++) {
background_rects[i] = input_rects[i];
}
update();
break;
}
case NOTIFICATION_DRAW: {
const Color dark_color = get_theme_color(SNAME("dark_color_2"), SNAME("Editor"));
for (int i = 0; i < 5; ++i) {
draw_rect(background_rects[i], dark_color);
}
break;
}
}
}
void BoneTransformEditor::_value_changed(const double p_value) {
if (updating) {
return;
}
Transform3D tform = compute_transform_from_vector3s();
_change_transform(tform);
}
void BoneTransformEditor::_value_changed_vector3(const String p_property_name, const Vector3 p_vector, const StringName p_edited_property_name, const bool p_boolean) {
if (updating) {
return;
}
Transform3D tform = compute_transform_from_vector3s();
_change_transform(tform);
}
Transform3D BoneTransformEditor::compute_transform_from_vector3s() const {
// Convert rotation from degrees to radians.
Vector3 prop_rotation = rotation_property->get_vector();
prop_rotation.x = Math::deg2rad(prop_rotation.x);
prop_rotation.y = Math::deg2rad(prop_rotation.y);
prop_rotation.z = Math::deg2rad(prop_rotation.z);
return Transform3D(
Basis(prop_rotation, scale_property->get_vector()),
translation_property->get_vector());
}
void BoneTransformEditor::_value_changed_transform(const String p_property_name, const Transform3D p_transform, const StringName p_edited_property_name, const bool p_boolean) {
if (updating) {
return;
}
_change_transform(p_transform);
}
void BoneTransformEditor::_change_transform(Transform3D p_new_transform) {
if (property.get_slicec('/', 0) == "bones" && property.get_slicec('/', 2) == "custom_pose") {
undo_redo->create_action(TTR("Set Custom Bone Pose Transform"), UndoRedo::MERGE_ENDS);
undo_redo->add_undo_method(skeleton, "set_bone_custom_pose", property.get_slicec('/', 1).to_int(), skeleton->get_bone_custom_pose(property.get_slicec('/', 1).to_int()));
undo_redo->add_do_method(skeleton, "set_bone_custom_pose", property.get_slicec('/', 1).to_int(), p_new_transform);
undo_redo->commit_action();
} else if (property.get_slicec('/', 0) == "bones") {
undo_redo->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS);
undo_redo->add_undo_property(skeleton, property, skeleton->get(property));
undo_redo->add_do_property(skeleton, property, p_new_transform);
undo_redo->commit_action();
}
}
void BoneTransformEditor::update_enabled_checkbox() {
if (enabled_checkbox) {
const String path = "bones/" + property.get_slicec('/', 1) + "/enabled";
const bool is_enabled = skeleton->get(path);
enabled_checkbox->set_pressed(is_enabled);
}
}
void BoneTransformEditor::_update_properties() {
if (updating) {
return;
}
if (skeleton == nullptr) {
return;
}
updating = true;
Transform3D tform = skeleton->get(property);
_update_transform_properties(tform);
}
void BoneTransformEditor::_update_custom_pose_properties() {
if (updating) {
return;
}
if (skeleton == nullptr) {
return;
}
updating = true;
Transform3D tform = skeleton->get_bone_custom_pose(property.to_int());
_update_transform_properties(tform);
}
void BoneTransformEditor::_update_transform_properties(Transform3D tform) {
Basis rotation_basis = tform.get_basis();
Vector3 rotation_radians = rotation_basis.get_rotation_euler();
Vector3 rotation_degrees = Vector3(Math::rad2deg(rotation_radians.x), Math::rad2deg(rotation_radians.y), Math::rad2deg(rotation_radians.z));
Vector3 translation = tform.get_origin();
Vector3 scale = tform.basis.get_scale();
translation_property->update_using_vector(translation);
rotation_property->update_using_vector(rotation_degrees);
scale_property->update_using_vector(scale);
transform_property->update_using_transform(tform);
update_enabled_checkbox();
updating = false;
}
BoneTransformEditor::BoneTransformEditor(Skeleton3D *p_skeleton) :
skeleton(p_skeleton) {
undo_redo = EditorNode::get_undo_redo();
}
void BoneTransformEditor::set_target(const String &p_prop) {
property = p_prop;
}
void BoneTransformEditor::set_keyable(const bool p_keyable) {
keyable = p_keyable;
if (key_button) {
key_button->set_visible(p_keyable);
}
}
void BoneTransformEditor::set_toggle_enabled(const bool p_enabled) {
toggle_enabled = p_enabled;
if (enabled_checkbox) {
enabled_checkbox->set_visible(p_enabled);
}
}
void BoneTransformEditor::_key_button_pressed() {
if (skeleton == nullptr) {
return;
}
const BoneId bone_id = property.get_slicec('/', 1).to_int();
const String name = skeleton->get_bone_name(bone_id);
if (name.is_empty()) {
return;
}
// Need to normalize the basis before you key it
Transform3D tform = compute_transform_from_vector3s();
tform.orthonormalize();
AnimationPlayerEditor::singleton->get_track_editor()->insert_transform_key(skeleton, name, tform);
}
void BoneTransformEditor::_checkbox_toggled(const bool p_toggled) {
if (enabled_checkbox) {
const String path = "bones/" + property.get_slicec('/', 1) + "/enabled";
skeleton->set(path, p_toggled);
}
}
void Skeleton3DEditor::_on_click_option(int p_option) {
if (!skeleton) {
return;
}
switch (p_option) {
case MENU_OPTION_CREATE_PHYSICAL_SKELETON: {
create_physical_skeleton();
break;
}
}
}
void Skeleton3DEditor::create_physical_skeleton() {
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ERR_FAIL_COND(!get_tree());
Node *owner = skeleton == get_tree()->get_edited_scene_root() ? skeleton : skeleton->get_owner();
const int bc = skeleton->get_bone_count();
if (!bc) {
return;
}
Vector<BoneInfo> bones_infos;
bones_infos.resize(bc);
for (int bone_id = 0; bc > bone_id; ++bone_id) {
const int parent = skeleton->get_bone_parent(bone_id);
if (parent < 0) {
bones_infos.write[bone_id].relative_rest = skeleton->get_bone_rest(bone_id);
} else {
const int parent_parent = skeleton->get_bone_parent(parent);
bones_infos.write[bone_id].relative_rest = bones_infos[parent].relative_rest * skeleton->get_bone_rest(bone_id);
/// create physical bone on parent
if (!bones_infos[parent].physical_bone) {
bones_infos.write[parent].physical_bone = create_physical_bone(parent, bone_id, bones_infos);
ur->create_action(TTR("Create physical bones"));
ur->add_do_method(skeleton, "add_child", bones_infos[parent].physical_bone);
ur->add_do_reference(bones_infos[parent].physical_bone);
ur->add_undo_method(skeleton, "remove_child", bones_infos[parent].physical_bone);
ur->commit_action();
bones_infos[parent].physical_bone->set_bone_name(skeleton->get_bone_name(parent));
bones_infos[parent].physical_bone->set_owner(owner);
bones_infos[parent].physical_bone->get_child(0)->set_owner(owner); // set shape owner
/// Create joint between parent of parent
if (-1 != parent_parent) {
bones_infos[parent].physical_bone->set_joint_type(PhysicalBone3D::JOINT_TYPE_PIN);
}
}
}
}
}
PhysicalBone3D *Skeleton3DEditor::create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos) {
const Transform3D child_rest = skeleton->get_bone_rest(bone_child_id);
const real_t half_height(child_rest.origin.length() * 0.5);
const real_t radius(half_height * 0.2);
CapsuleShape3D *bone_shape_capsule = memnew(CapsuleShape3D);
bone_shape_capsule->set_height((half_height - radius) * 2);
bone_shape_capsule->set_radius(radius);
CollisionShape3D *bone_shape = memnew(CollisionShape3D);
bone_shape->set_shape(bone_shape_capsule);
Transform3D capsule_transform;
capsule_transform.basis = Basis(Vector3(1, 0, 0), Vector3(0, 0, 1), Vector3(0, -1, 0));
bone_shape->set_transform(capsule_transform);
Transform3D body_transform;
body_transform.set_look_at(Vector3(0, 0, 0), child_rest.origin);
body_transform.origin = body_transform.basis.xform(Vector3(0, 0, -half_height));
Transform3D joint_transform;
joint_transform.origin = Vector3(0, 0, half_height);
PhysicalBone3D *physical_bone = memnew(PhysicalBone3D);
physical_bone->add_child(bone_shape);
physical_bone->set_name("Physical Bone " + skeleton->get_bone_name(bone_id));
physical_bone->set_body_offset(body_transform);
physical_bone->set_joint_offset(joint_transform);
return physical_bone;
}
Variant Skeleton3DEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
TreeItem *selected = joint_tree->get_selected();
if (!selected) {
return Variant();
}
Ref<Texture> icon = selected->get_icon(0);
VBoxContainer *vb = memnew(VBoxContainer);
HBoxContainer *hb = memnew(HBoxContainer);
TextureRect *tf = memnew(TextureRect);
tf->set_texture(icon);
tf->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED);
hb->add_child(tf);
Label *label = memnew(Label(selected->get_text(0)));
hb->add_child(label);
vb->add_child(hb);
hb->set_modulate(Color(1, 1, 1, 1));
set_drag_preview(vb);
Dictionary drag_data;
drag_data["type"] = "nodes";
drag_data["node"] = selected;
return drag_data;
}
bool Skeleton3DEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
TreeItem *target = joint_tree->get_item_at_position(p_point);
if (!target) {
return false;
}
const String path = target->get_metadata(0);
if (!path.begins_with("bones/")) {
return false;
}
TreeItem *selected = Object::cast_to<TreeItem>(Dictionary(p_data)["node"]);
if (target == selected) {
return false;
}
const String path2 = target->get_metadata(0);
if (!path2.begins_with("bones/")) {
return false;
}
return true;
}
void Skeleton3DEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
if (!can_drop_data_fw(p_point, p_data, p_from)) {
return;
}
TreeItem *target = joint_tree->get_item_at_position(p_point);
TreeItem *selected = Object::cast_to<TreeItem>(Dictionary(p_data)["node"]);
const BoneId target_boneidx = String(target->get_metadata(0)).get_slicec('/', 1).to_int();
const BoneId selected_boneidx = String(selected->get_metadata(0)).get_slicec('/', 1).to_int();
move_skeleton_bone(skeleton->get_path(), selected_boneidx, target_boneidx);
}
void Skeleton3DEditor::move_skeleton_bone(NodePath p_skeleton_path, int32_t p_selected_boneidx, int32_t p_target_boneidx) {
Node *node = get_node_or_null(p_skeleton_path);
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(node);
ERR_FAIL_NULL(skeleton);
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ur->create_action(TTR("Set Bone Parentage"));
// If the target is a child of ourselves, we move only *us* and not our children
if (skeleton->is_bone_parent_of(p_target_boneidx, p_selected_boneidx)) {
const BoneId parent_idx = skeleton->get_bone_parent(p_selected_boneidx);
const int bone_count = skeleton->get_bone_count();
for (BoneId i = 0; i < bone_count; ++i) {
if (skeleton->get_bone_parent(i) == p_selected_boneidx) {
ur->add_undo_method(skeleton, "set_bone_parent", i, skeleton->get_bone_parent(i));
ur->add_do_method(skeleton, "set_bone_parent", i, parent_idx);
skeleton->set_bone_parent(i, parent_idx);
}
}
}
ur->add_undo_method(skeleton, "set_bone_parent", p_selected_boneidx, skeleton->get_bone_parent(p_selected_boneidx));
ur->add_do_method(skeleton, "set_bone_parent", p_selected_boneidx, p_target_boneidx);
skeleton->set_bone_parent(p_selected_boneidx, p_target_boneidx);
update_joint_tree();
ur->commit_action();
}
void Skeleton3DEditor::_joint_tree_selection_changed() {
TreeItem *selected = joint_tree->get_selected();
const String path = selected->get_metadata(0);
if (path.begins_with("bones/")) {
const int b_idx = path.get_slicec('/', 1).to_int();
const String bone_path = "bones/" + itos(b_idx) + "/";
pose_editor->set_target(bone_path + "pose");
rest_editor->set_target(bone_path + "rest");
custom_pose_editor->set_target(bone_path + "custom_pose");
_update_properties();
pose_editor->set_visible(true);
rest_editor->set_visible(true);
custom_pose_editor->set_visible(true);
}
}
void Skeleton3DEditor::_joint_tree_rmb_select(const Vector2 &p_pos) {
}
void Skeleton3DEditor::_update_properties() {
if (rest_editor) {
rest_editor->_update_properties();
}
if (pose_editor) {
pose_editor->_update_properties();
}
if (custom_pose_editor) {
custom_pose_editor->_update_custom_pose_properties();
}
}
void Skeleton3DEditor::update_joint_tree() {
joint_tree->clear();
if (skeleton == nullptr) {
return;
}
TreeItem *root = joint_tree->create_item();
Map<int, TreeItem *> items;
items.insert(-1, root);
const Vector<int> &joint_porder = skeleton->get_bone_process_orders();
Ref<Texture> bone_icon = get_theme_icon(SNAME("BoneAttachment3D"), SNAME("EditorIcons"));
for (int i = 0; i < joint_porder.size(); ++i) {
const int b_idx = joint_porder[i];
const int p_idx = skeleton->get_bone_parent(b_idx);
TreeItem *p_item = items.find(p_idx)->get();
TreeItem *joint_item = joint_tree->create_item(p_item);
items.insert(b_idx, joint_item);
joint_item->set_text(0, skeleton->get_bone_name(b_idx));
joint_item->set_icon(0, bone_icon);
joint_item->set_selectable(0, true);
joint_item->set_metadata(0, "bones/" + itos(b_idx));
}
}
void Skeleton3DEditor::update_editors() {
}
void Skeleton3DEditor::create_editors() {
set_h_size_flags(SIZE_EXPAND_FILL);
add_theme_constant_override("separation", 0);
set_focus_mode(FOCUS_ALL);
// Create Top Menu Bar
options = memnew(MenuButton);
Node3DEditor::get_singleton()->add_control_to_menu_panel(options);
options->set_text(TTR("Skeleton3D"));
options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Skeleton3D"), SNAME("EditorIcons")));
options->get_popup()->add_item(TTR("Create physical skeleton"), MENU_OPTION_CREATE_PHYSICAL_SKELETON);
options->get_popup()->connect("id_pressed", callable_mp(this, &Skeleton3DEditor::_on_click_option));
const Color section_color = get_theme_color(SNAME("prop_subsection"), SNAME("Editor"));
EditorInspectorSection *bones_section = memnew(EditorInspectorSection);
bones_section->setup("bones", "Bones", skeleton, section_color, true);
add_child(bones_section);
bones_section->unfold();
ScrollContainer *s_con = memnew(ScrollContainer);
s_con->set_h_size_flags(SIZE_EXPAND_FILL);
s_con->set_custom_minimum_size(Size2(1, 350) * EDSCALE);
bones_section->get_vbox()->add_child(s_con);
joint_tree = memnew(Tree);
joint_tree->set_columns(1);
joint_tree->set_focus_mode(Control::FocusMode::FOCUS_NONE);
joint_tree->set_select_mode(Tree::SELECT_SINGLE);
joint_tree->set_hide_root(true);
joint_tree->set_v_size_flags(SIZE_EXPAND_FILL);
joint_tree->set_h_size_flags(SIZE_EXPAND_FILL);
joint_tree->set_allow_rmb_select(true);
joint_tree->set_drag_forwarding(this);
s_con->add_child(joint_tree);
pose_editor = memnew(BoneTransformEditor(skeleton));
pose_editor->set_label(TTR("Bone Pose"));
pose_editor->set_keyable(AnimationPlayerEditor::singleton->get_track_editor()->has_keying());
pose_editor->set_toggle_enabled(true);
pose_editor->set_visible(false);
add_child(pose_editor);
rest_editor = memnew(BoneTransformEditor(skeleton));
rest_editor->set_label(TTR("Bone Rest"));
rest_editor->set_visible(false);
add_child(rest_editor);
custom_pose_editor = memnew(BoneTransformEditor(skeleton));
custom_pose_editor->set_label(TTR("Bone Custom Pose"));
custom_pose_editor->set_visible(false);
add_child(custom_pose_editor);
}
void Skeleton3DEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
create_editors();
update_joint_tree();
update_editors();
get_tree()->connect("node_removed", callable_mp(this, &Skeleton3DEditor::_node_removed), Vector<Variant>(), Object::CONNECT_ONESHOT);
joint_tree->connect("item_selected", callable_mp(this, &Skeleton3DEditor::_joint_tree_selection_changed));
joint_tree->connect("item_rmb_selected", callable_mp(this, &Skeleton3DEditor::_joint_tree_rmb_select));
#ifdef TOOLS_ENABLED
skeleton->connect("pose_updated", callable_mp(this, &Skeleton3DEditor::_update_properties));
#endif // TOOLS_ENABLED
break;
}
}
}
void Skeleton3DEditor::_node_removed(Node *p_node) {
if (skeleton && p_node == skeleton) {
skeleton = nullptr;
options->hide();
}
_update_properties();
}
void Skeleton3DEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("_node_removed"), &Skeleton3DEditor::_node_removed);
ClassDB::bind_method(D_METHOD("_joint_tree_selection_changed"), &Skeleton3DEditor::_joint_tree_selection_changed);
ClassDB::bind_method(D_METHOD("_joint_tree_rmb_select"), &Skeleton3DEditor::_joint_tree_rmb_select);
ClassDB::bind_method(D_METHOD("_update_properties"), &Skeleton3DEditor::_update_properties);
ClassDB::bind_method(D_METHOD("_on_click_option"), &Skeleton3DEditor::_on_click_option);
ClassDB::bind_method(D_METHOD("_get_drag_data_fw"), &Skeleton3DEditor::get_drag_data_fw);
ClassDB::bind_method(D_METHOD("_can_drop_data_fw"), &Skeleton3DEditor::can_drop_data_fw);
ClassDB::bind_method(D_METHOD("_drop_data_fw"), &Skeleton3DEditor::drop_data_fw);
ClassDB::bind_method(D_METHOD("move_skeleton_bone"), &Skeleton3DEditor::move_skeleton_bone);
}
Skeleton3DEditor::Skeleton3DEditor(EditorInspectorPluginSkeleton *e_plugin, EditorNode *p_editor, Skeleton3D *p_skeleton) :
editor(p_editor),
editor_plugin(e_plugin),
skeleton(p_skeleton) {
}
Skeleton3DEditor::~Skeleton3DEditor() {
if (options) {
Node3DEditor::get_singleton()->remove_control_from_menu_panel(options);
}
}
bool EditorInspectorPluginSkeleton::can_handle(Object *p_object) {
return Object::cast_to<Skeleton3D>(p_object) != nullptr;
}
void EditorInspectorPluginSkeleton::parse_begin(Object *p_object) {
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_object);
ERR_FAIL_COND(!skeleton);
Skeleton3DEditor *skel_editor = memnew(Skeleton3DEditor(this, editor, skeleton));
add_custom_control(skel_editor);
}
Skeleton3DEditorPlugin::Skeleton3DEditorPlugin(EditorNode *p_node) {
editor = p_node;
Ref<EditorInspectorPluginSkeleton> skeleton_plugin;
skeleton_plugin.instantiate();
skeleton_plugin->editor = editor;
EditorInspector::add_inspector_plugin(skeleton_plugin);
}