godot/editor/plugins/bone_map_editor_plugin.h

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/**************************************************************************/
/* bone_map_editor_plugin.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 BONE_MAP_EDITOR_PLUGIN_H
#define BONE_MAP_EDITOR_PLUGIN_H
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#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "editor/editor_properties.h"
#include "modules/modules_enabled.gen.h" // For regex.
#ifdef MODULE_REGEX_ENABLED
#include "modules/regex/regex.h"
#endif
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#include "scene/3d/skeleton_3d.h"
#include "scene/gui/box_container.h"
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#include "scene/gui/color_rect.h"
#include "scene/gui/dialogs.h"
#include "scene/resources/bone_map.h"
#include "scene/resources/texture.h"
class AspectRatioContainer;
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class BoneMapperButton : public TextureButton {
GDCLASS(BoneMapperButton, TextureButton);
public:
enum BoneMapState {
BONE_MAP_STATE_UNSET,
BONE_MAP_STATE_SET,
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BONE_MAP_STATE_MISSING,
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BONE_MAP_STATE_ERROR
};
private:
StringName profile_bone_name;
bool selected = false;
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bool require = false;
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TextureRect *circle = nullptr;
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void fetch_textures();
protected:
void _notification(int p_what);
public:
StringName get_profile_bone_name() const;
void set_state(BoneMapState p_state);
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bool is_require() const;
BoneMapperButton(const StringName p_profile_bone_name, bool p_require, bool p_selected);
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~BoneMapperButton();
};
class BoneMapperItem : public VBoxContainer {
GDCLASS(BoneMapperItem, VBoxContainer);
int button_id = -1;
StringName profile_bone_name;
Ref<BoneMap> bone_map;
EditorPropertyText *skeleton_bone_selector = nullptr;
Button *picker_button = nullptr;
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void _update_property();
void _open_picker();
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protected:
void _notification(int p_what);
static void _bind_methods();
virtual void _value_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing);
virtual void create_editor();
public:
void assign_button_id(int p_button_id);
BoneMapperItem(Ref<BoneMap> &p_bone_map, const StringName &p_profile_bone_name = StringName());
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~BoneMapperItem();
};
class BonePicker : public AcceptDialog {
GDCLASS(BonePicker, AcceptDialog);
Skeleton3D *skeleton = nullptr;
Tree *bones = nullptr;
public:
void popup_bones_tree(const Size2i &p_minsize = Size2i());
bool has_selected_bone();
StringName get_selected_bone();
protected:
void _notification(int p_what);
static void _bind_methods();
void _confirm();
private:
void create_editors();
void create_bones_tree(Skeleton3D *p_skeleton);
public:
BonePicker(Skeleton3D *p_skeleton);
~BonePicker();
};
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class BoneMapper : public VBoxContainer {
GDCLASS(BoneMapper, VBoxContainer);
Skeleton3D *skeleton = nullptr;
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Ref<BoneMap> bone_map;
EditorPropertyResource *profile_selector = nullptr;
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Vector<BoneMapperItem *> bone_mapper_items;
Button *clear_mapping_button = nullptr;
VBoxContainer *mapper_item_vbox = nullptr;
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int current_group_idx = 0;
int current_bone_idx = -1;
AspectRatioContainer *bone_mapper_field = nullptr;
EditorPropertyEnum *profile_group_selector = nullptr;
ColorRect *profile_bg = nullptr;
TextureRect *profile_texture = nullptr;
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Vector<BoneMapperButton *> bone_mapper_buttons;
void create_editor();
void recreate_editor();
void clear_items();
void recreate_items();
void update_group_idx();
void _update_state();
/* Bone picker */
BonePicker *picker = nullptr;
StringName picker_key_name;
void _pick_bone(const StringName &p_bone_name);
void _apply_picker_selection();
void _clear_mapping_current_group();
#ifdef MODULE_REGEX_ENABLED
/* For auto mapping */
enum BoneSegregation {
BONE_SEGREGATION_NONE,
BONE_SEGREGATION_LEFT,
BONE_SEGREGATION_RIGHT
};
bool is_match_with_bone_name(String p_bone_name, String p_word);
int search_bone_by_name(Skeleton3D *p_skeleton, Vector<String> p_picklist, BoneSegregation p_segregation = BONE_SEGREGATION_NONE, int p_parent = -1, int p_child = -1, int p_children_count = -1);
BoneSegregation guess_bone_segregation(String p_bone_name);
void auto_mapping_process(Ref<BoneMap> &p_bone_map);
void _run_auto_mapping();
#endif // MODULE_REGEX_ENABLED
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protected:
void _notification(int p_what);
static void _bind_methods();
virtual void _value_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing);
virtual void _profile_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing);
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public:
void set_current_group_idx(int p_group_idx);
int get_current_group_idx() const;
void set_current_bone_idx(int p_bone_idx);
int get_current_bone_idx() const;
BoneMapper(Skeleton3D *p_skeleton, Ref<BoneMap> &p_bone_map);
~BoneMapper();
};
class BoneMapEditor : public VBoxContainer {
GDCLASS(BoneMapEditor, VBoxContainer);
Skeleton3D *skeleton = nullptr;
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Ref<BoneMap> bone_map;
BoneMapper *bone_mapper = nullptr;
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void fetch_objects();
void create_editors();
protected:
void _notification(int p_what);
public:
BoneMapEditor(Ref<BoneMap> &p_bone_map);
~BoneMapEditor();
};
class EditorInspectorPluginBoneMap : public EditorInspectorPlugin {
GDCLASS(EditorInspectorPluginBoneMap, EditorInspectorPlugin);
BoneMapEditor *editor = nullptr;
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public:
virtual bool can_handle(Object *p_object) override;
virtual void parse_begin(Object *p_object) override;
};
class BoneMapEditorPlugin : public EditorPlugin {
GDCLASS(BoneMapEditorPlugin, EditorPlugin);
public:
virtual String get_name() const override { return "BoneMap"; }
BoneMapEditorPlugin();
};
#endif // BONE_MAP_EDITOR_PLUGIN_H