godot/editor/plugins/skeleton_editor_plugin.h
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00

97 lines
3.6 KiB
C++

/*************************************************************************/
/* skeleton_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 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_EDITOR_PLUGIN_H
#define SKELETON_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/3d/skeleton.h"
class PhysicalBone;
class Joint;
class SkeletonEditor : public Node {
GDCLASS(SkeletonEditor, Node);
enum Menu {
MENU_OPTION_CREATE_PHYSICAL_SKELETON
};
struct BoneInfo {
PhysicalBone *physical_bone;
Transform relative_rest; // Relative to skeleton node
BoneInfo() :
physical_bone(NULL) {}
};
Skeleton *skeleton;
MenuButton *options;
void _on_click_option(int p_option);
friend class SkeletonEditorPlugin;
protected:
void _notification(int p_what);
void _node_removed(Node *p_node);
static void _bind_methods();
void create_physical_skeleton();
PhysicalBone *create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos);
public:
void edit(Skeleton *p_mesh);
SkeletonEditor();
~SkeletonEditor();
};
class SkeletonEditorPlugin : public EditorPlugin {
GDCLASS(SkeletonEditorPlugin, EditorPlugin);
EditorNode *editor;
SkeletonEditor *skeleton_editor;
public:
virtual String get_name() const { return "Skeleton"; }
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);
SkeletonEditorPlugin(EditorNode *p_node);
~SkeletonEditorPlugin();
};
#endif // SKELETON_EDITOR_PLUGIN_H