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) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 "scene/3d/skeleton_3d.h"
class EditorInspectorPluginSkeleton;
class Joint;
class PhysicalBone3D;
class Skeleton3DEditorPlugin;
class Button;
class CheckBox;
class EditorPropertyTransform;
class EditorPropertyVector3;
class BoneTransformEditor : public VBoxContainer {
GDCLASS(BoneTransformEditor, VBoxContainer);
EditorInspectorSection *section;
EditorPropertyVector3 *translation_property;
EditorPropertyVector3 *rotation_property;
EditorPropertyVector3 *scale_property;
EditorInspectorSection *transform_section;
EditorPropertyTransform *transform_property;
Rect2 background_rects[5];
Skeleton3D *skeleton;
String property;
UndoRedo *undo_redo;
Button *key_button;
CheckBox *enabled_checkbox;
bool keyable;
bool toggle_enabled;
bool updating;
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 Transform 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(Transform p_new_transform);
// Creates a Transform using the EditorPropertyVector3 properties.
Transform 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(Transform p_transform);
// Can/cannot modify the spinner values for the Transform
void set_read_only(const bool p_read_only);
// Transform can be keyed, whether or not to show the button
void set_keyable(const bool p_keyable);
// 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_toggled(const bool p_toggled);
};
class Skeleton3DEditor : public VBoxContainer {
GDCLASS(Skeleton3DEditor, VBoxContainer);
friend class Skeleton3DEditorPlugin;
enum Menu {
MENU_OPTION_CREATE_PHYSICAL_SKELETON
};
struct BoneInfo {
PhysicalBone3D *physical_bone = nullptr;
Transform relative_rest; // Relative to skeleton node
BoneInfo() {}
};
EditorNode *editor;
EditorInspectorPluginSkeleton *editor_plugin;
Skeleton3D *skeleton;
Tree *joint_tree;
BoneTransformEditor *rest_editor;
BoneTransformEditor *pose_editor;
BoneTransformEditor *custom_pose_editor;
MenuButton *options;
EditorFileDialog *file_dialog;
UndoRedo *undo_redo;
void _on_click_option(int p_option);
void _file_selected(const String &p_file);
EditorFileDialog *file_export_lib;
void update_joint_tree();
void update_editors();
void create_editors();
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);
protected:
void _notification(int p_what);
void _node_removed(Node *p_node);
static void _bind_methods();
public:
void move_skeleton_bone(NodePath p_skeleton_path, int32_t p_selected_boneidx, int32_t p_target_boneidx);
Skeleton3D *get_skeleton() const { return skeleton; };
void _joint_tree_selection_changed();
void _joint_tree_rmb_select(const Vector2 &p_pos);
void _update_properties();
Skeleton3DEditor(EditorInspectorPluginSkeleton *e_plugin, EditorNode *p_editor, Skeleton3D *skeleton);
~Skeleton3DEditor();
};
class EditorInspectorPluginSkeleton : public EditorInspectorPlugin {
GDCLASS(EditorInspectorPluginSkeleton, EditorInspectorPlugin);
friend class Skeleton3DEditorPlugin;
EditorNode *editor;
public:
virtual bool can_handle(Object *p_object);
virtual void parse_begin(Object *p_object);
};
class Skeleton3DEditorPlugin : public EditorPlugin {
GDCLASS(Skeleton3DEditorPlugin, EditorPlugin);
EditorNode *editor;
public:
Skeleton3DEditorPlugin(EditorNode *p_node);
virtual String get_name() const { return "Skeleton3D"; }
};
#endif // SKELETON_3D_EDITOR_PLUGIN_H