godot/editor/plugins/skeleton_3d_editor_plugin.h

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/*************************************************************************/
/* 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 "editor/editor_properties.h"
#include "node_3d_editor_plugin.h"
#include "scene/3d/camera_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/resources/immediate_mesh.h"
class EditorInspectorPluginSkeleton;
class Joint;
class PhysicalBone3D;
class Skeleton3DEditorPlugin;
class Button;
class CheckBox;
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;
EditorPropertyTransform3D *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);
// Update it is truely keyable then.
void _update_key_button(const bool p_keyable);
// 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);
// Transform can be keyed, whether or not to show the button.
void set_keyable(const bool p_keyable);
// When rest mode, pose and custom_pose editor are diasbled.
void set_properties_read_only(const bool p_readonly);
void set_transform_read_only(const bool p_readonly);
// 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_pressed();
};
class Skeleton3DEditor : public VBoxContainer {
GDCLASS(Skeleton3DEditor, VBoxContainer);
friend class Skeleton3DEditorPlugin;
enum SkeletonOption {
SKELETON_OPTION_INIT_POSE,
SKELETON_OPTION_INSERT_KEYS,
SKELETON_OPTION_INSERT_KEYS_EXISTED,
SKELETON_OPTION_CREATE_PHYSICAL_SKELETON
};
enum RestOption {
REST_OPTION_POSE_TO_REST
};
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;
VSeparator *separator;
MenuButton *skeleton_options = nullptr;
MenuButton *rest_options = nullptr;
Button *edit_mode_button;
bool edit_mode = false;
EditorFileDialog *file_dialog = nullptr;
bool keyable;
static Skeleton3DEditor *singleton;
void _on_click_skeleton_option(int p_skeleton_option);
void _on_click_rest_option(int p_rest_option);
void _file_selected(const String &p_file);
TreeItem *_find(TreeItem *p_node, const NodePath &p_path);
void edit_mode_toggled(const bool pressed);
EditorFileDialog *file_export_lib = nullptr;
void update_joint_tree();
void update_editors();
void create_editors();
void init_pose();
void insert_keys(bool p_all_bones);
void pose_to_rest();
void create_physical_skeleton();
PhysicalBone3D *create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &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);
void set_keyable(const bool p_keyable);
void set_rest_options_enabled(const bool p_rest_options_enabled);
// Handle.
MeshInstance3D *handles_mesh_instance;
Ref<ImmediateMesh> handles_mesh;
Ref<ShaderMaterial> handle_material;
Ref<Shader> handle_shader;
Transform3D bone_original;
void _update_pose_enabled(int p_bone = -1);
void _update_show_rest_only();
void _update_gizmo_transform();
void _update_gizmo_visible();
void _hide_handles();
void _draw_gizmo();
void _draw_handles();
void _joint_tree_selection_changed();
void _joint_tree_rmb_select(const Vector2 &p_pos);
void _update_properties();
void _subgizmo_selection_change();
int selected_bone = -1;
protected:
void _notification(int p_what);
void _node_removed(Node *p_node);
static void _bind_methods();
public:
static Skeleton3DEditor *get_singleton() { return singleton; }
void select_bone(int p_idx);
int get_selected_bone() const;
void move_skeleton_bone(NodePath p_skeleton_path, int32_t p_selected_boneidx, int32_t p_target_boneidx);
Skeleton3D *get_skeleton() const { return skeleton; };
bool is_edit_mode() const { return edit_mode; }
void update_bone_original();
Transform3D get_bone_original() { return bone_original; };
Skeleton3DEditor(EditorInspectorPluginSkeleton *e_plugin, EditorNode *p_editor, Skeleton3D *skeleton);
~Skeleton3DEditor();
};
class EditorInspectorPluginSkeleton : public EditorInspectorPlugin {
GDCLASS(EditorInspectorPluginSkeleton, EditorInspectorPlugin);
friend class Skeleton3DEditorPlugin;
Skeleton3DEditor *skel_editor;
EditorNode *editor;
public:
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virtual bool can_handle(Object *p_object) override;
virtual void parse_begin(Object *p_object) override;
};
class Skeleton3DEditorPlugin : public EditorPlugin {
GDCLASS(Skeleton3DEditorPlugin, EditorPlugin);
EditorInspectorPluginSkeleton *skeleton_plugin;
EditorNode *editor;
public:
virtual EditorPlugin::AfterGUIInput forward_spatial_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event) override;
bool has_main_screen() const override { return false; }
virtual bool handles(Object *p_object) const override;
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virtual String get_name() const override { return "Skeleton3D"; }
Skeleton3DEditorPlugin(EditorNode *p_node);
};
class Skeleton3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(Skeleton3DGizmoPlugin, EditorNode3DGizmoPlugin);
Ref<StandardMaterial3D> unselected_mat;
Ref<ShaderMaterial> selected_mat;
Ref<Shader> selected_sh;
public:
bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
int get_priority() const override;
int subgizmos_intersect_ray(const EditorNode3DGizmo *p_gizmo, Camera3D *p_camera, const Vector2 &p_point) const override;
Transform3D get_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
void set_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id, Transform3D p_transform) override;
void commit_subgizmos(const EditorNode3DGizmo *p_gizmo, const Vector<int> &p_ids, const Vector<Transform3D> &p_restore, bool p_cancel) override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
Skeleton3DGizmoPlugin();
};
#endif // SKELETON_3D_EDITOR_PLUGIN_H