9e57a07fb6
Implementing ragdoll Implementing ragdoll Implementing ragdoll Implementing ragdoll Implementing ragdoll a Implemented implicit hierarchy. Improved Added some physics properties Added bone offset to preserve COM, partially fixed scaling work in progress WIP wip Implemented Joint Gizmos Implemented pin joint joint Implemented all joints
96 lines
3.5 KiB
C++
96 lines
3.5 KiB
C++
/*************************************************************************/
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/* skeleton_editor_plugin.h */
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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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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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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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#ifndef SKELETON_EDITOR_PLUGIN_H
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#define SKELETON_EDITOR_PLUGIN_H
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "scene/3d/skeleton.h"
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class PhysicalBone;
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class Joint;
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class SkeletonEditor : public Node {
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GDCLASS(SkeletonEditor, Node);
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enum Menu {
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MENU_OPTION_CREATE_PHYSICAL_SKELETON
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};
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struct BoneInfo {
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PhysicalBone *physical_bone;
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Transform relative_rest; // Relative to skeleton node
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BoneInfo() :
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physical_bone(NULL) {}
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};
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Skeleton *skeleton;
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MenuButton *options;
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void _on_click_option(int p_option);
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friend class SkeletonEditorPlugin;
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protected:
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void _node_removed(Node *p_node);
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static void _bind_methods();
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void create_physical_skeleton();
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PhysicalBone *create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos);
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public:
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void edit(Skeleton *p_mesh);
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SkeletonEditor();
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~SkeletonEditor();
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};
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class SkeletonEditorPlugin : public EditorPlugin {
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GDCLASS(SkeletonEditorPlugin, EditorPlugin);
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EditorNode *editor;
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SkeletonEditor *skeleton_editor;
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public:
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virtual String get_name() const { return "Skeleton"; }
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virtual bool has_main_screen() const { return false; }
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virtual void edit(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual void make_visible(bool p_visible);
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SkeletonEditorPlugin(EditorNode *p_node);
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~SkeletonEditorPlugin();
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};
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#endif // SKELETON_EDITOR_PLUGIN_H
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