skeleton_ik_3d_editor_plugin.cpp 3.6 KB

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  1. /**************************************************************************/
  2. /* skeleton_ik_3d_editor_plugin.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "skeleton_ik_3d_editor_plugin.h"
  31. #include "editor/editor_node.h"
  32. #include "editor/editor_string_names.h"
  33. #include "scene/3d/skeleton_ik_3d.h"
  34. #include "scene/gui/button.h"
  35. void SkeletonIK3DEditorPlugin::_play() {
  36. if (!skeleton_ik) {
  37. return;
  38. }
  39. if (!skeleton_ik->get_parent_skeleton()) {
  40. return;
  41. }
  42. if (play_btn->is_pressed()) {
  43. skeleton_ik->start();
  44. } else {
  45. skeleton_ik->stop();
  46. }
  47. }
  48. void SkeletonIK3DEditorPlugin::edit(Object *p_object) {
  49. SkeletonIK3D *s = Object::cast_to<SkeletonIK3D>(p_object);
  50. if (!s) {
  51. return;
  52. }
  53. skeleton_ik = s;
  54. play_btn->set_pressed(skeleton_ik->is_running());
  55. }
  56. bool SkeletonIK3DEditorPlugin::handles(Object *p_object) const {
  57. return p_object->is_class("SkeletonIK3D");
  58. }
  59. void SkeletonIK3DEditorPlugin::make_visible(bool p_visible) {
  60. if (p_visible) {
  61. play_btn->show();
  62. } else {
  63. play_btn->hide();
  64. }
  65. }
  66. void SkeletonIK3DEditorPlugin::_bind_methods() {
  67. }
  68. SkeletonIK3DEditorPlugin::SkeletonIK3DEditorPlugin() {
  69. play_btn = memnew(Button);
  70. play_btn->set_icon(EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Play"), EditorStringName(EditorIcons)));
  71. play_btn->set_text(TTR("Play IK"));
  72. play_btn->set_toggle_mode(true);
  73. play_btn->hide();
  74. play_btn->connect(SceneStringName(pressed), callable_mp(this, &SkeletonIK3DEditorPlugin::_play));
  75. add_control_to_container(CONTAINER_SPATIAL_EDITOR_MENU, play_btn);
  76. skeleton_ik = nullptr;
  77. }
  78. SkeletonIK3DEditorPlugin::~SkeletonIK3DEditorPlugin() {}