2017-10-03 16:49:32 +00:00
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/*************************************************************************/
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/* skeleton_ik_editor_plugin.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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2020-01-01 10:16:22 +00:00
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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2017-10-03 16:49:32 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "skeleton_ik_editor_plugin.h"
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#include "scene/animation/skeleton_ik.h"
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void SkeletonIKEditorPlugin::_play() {
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if (!skeleton_ik)
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return;
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if (!skeleton_ik->get_parent_skeleton())
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return;
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if (play_btn->is_pressed()) {
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initial_bone_poses.resize(skeleton_ik->get_parent_skeleton()->get_bone_count());
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for (int i = 0; i < skeleton_ik->get_parent_skeleton()->get_bone_count(); ++i) {
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initial_bone_poses.write[i] = skeleton_ik->get_parent_skeleton()->get_bone_pose(i);
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}
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skeleton_ik->start();
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} else {
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skeleton_ik->stop();
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if (initial_bone_poses.size() != skeleton_ik->get_parent_skeleton()->get_bone_count())
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return;
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for (int i = 0; i < skeleton_ik->get_parent_skeleton()->get_bone_count(); ++i) {
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skeleton_ik->get_parent_skeleton()->set_bone_pose(i, initial_bone_poses[i]);
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}
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}
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}
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void SkeletonIKEditorPlugin::edit(Object *p_object) {
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if (p_object != skeleton_ik) {
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if (skeleton_ik) {
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play_btn->set_pressed(false);
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_play();
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}
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}
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SkeletonIK *s = Object::cast_to<SkeletonIK>(p_object);
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if (!s)
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return;
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skeleton_ik = s;
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}
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bool SkeletonIKEditorPlugin::handles(Object *p_object) const {
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return p_object->is_class("SkeletonIK");
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}
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void SkeletonIKEditorPlugin::make_visible(bool p_visible) {
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if (p_visible)
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play_btn->show();
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else
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play_btn->hide();
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}
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void SkeletonIKEditorPlugin::_bind_methods() {
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ClassDB::bind_method("_play", &SkeletonIKEditorPlugin::_play);
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}
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SkeletonIKEditorPlugin::SkeletonIKEditorPlugin(EditorNode *p_node) {
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editor = p_node;
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play_btn = memnew(Button);
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play_btn->set_icon(editor->get_gui_base()->get_icon("Play", "EditorIcons"));
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play_btn->set_text(TTR("Play IK"));
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play_btn->set_toggle_mode(true);
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play_btn->hide();
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play_btn->connect("pressed", this, "_play");
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add_control_to_container(CONTAINER_SPATIAL_EDITOR_MENU, play_btn);
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skeleton_ik = NULL;
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}
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SkeletonIKEditorPlugin::~SkeletonIKEditorPlugin() {}
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