godot/editor/plugins/skeleton_3d_editor_plugin.h
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00

95 lines
3.6 KiB
C++

/*************************************************************************/
/* skeleton_3d_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 PhysicalBone3D;
class Joint3D;
class Skeleton3DEditor : public Node {
GDCLASS(Skeleton3DEditor, Node);
enum Menu {
MENU_OPTION_CREATE_PHYSICAL_SKELETON
};
struct BoneInfo {
PhysicalBone3D *physical_bone = nullptr;
Transform relative_rest; // Relative to skeleton node
BoneInfo() {}
};
Skeleton3D *skeleton;
MenuButton *options;
void _on_click_option(int p_option);
friend class Skeleton3DEditorPlugin;
protected:
void _notification(int p_what);
void _node_removed(Node *p_node);
static void _bind_methods();
void create_physical_skeleton();
PhysicalBone3D *create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos);
public:
void edit(Skeleton3D *p_node);
Skeleton3DEditor();
~Skeleton3DEditor();
};
class Skeleton3DEditorPlugin : public EditorPlugin {
GDCLASS(Skeleton3DEditorPlugin, EditorPlugin);
EditorNode *editor;
Skeleton3DEditor *skeleton_editor;
public:
virtual String get_name() const { return "Skeleton3D"; }
virtual bool has_main_screen() const { return false; }
virtual void edit(Object *p_object);
virtual bool handles(Object *p_object) const;
virtual void make_visible(bool p_visible);
Skeleton3DEditorPlugin(EditorNode *p_node);
~Skeleton3DEditorPlugin();
};
#endif // SKELETON_3D_EDITOR_PLUGIN_H