skeleton_editor_plugin.h 3.6 KB

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  1. /*************************************************************************/
  2. /* skeleton_editor_plugin.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  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. #ifndef SKELETON_EDITOR_PLUGIN_H
  31. #define SKELETON_EDITOR_PLUGIN_H
  32. #include "editor/editor_node.h"
  33. #include "editor/editor_plugin.h"
  34. #include "scene/3d/skeleton.h"
  35. class PhysicalBone;
  36. class Joint;
  37. class SkeletonEditor : public Node {
  38. GDCLASS(SkeletonEditor, Node);
  39. enum Menu {
  40. MENU_OPTION_CREATE_PHYSICAL_SKELETON
  41. };
  42. struct BoneInfo {
  43. PhysicalBone *physical_bone;
  44. Transform relative_rest; // Relative to skeleton node
  45. BoneInfo() :
  46. physical_bone(NULL) {}
  47. };
  48. Skeleton *skeleton;
  49. MenuButton *options;
  50. void _on_click_option(int p_option);
  51. friend class SkeletonEditorPlugin;
  52. protected:
  53. void _notification(int p_what);
  54. void _node_removed(Node *p_node);
  55. static void _bind_methods();
  56. void create_physical_skeleton();
  57. PhysicalBone *create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos);
  58. public:
  59. void edit(Skeleton *p_mesh);
  60. SkeletonEditor();
  61. ~SkeletonEditor();
  62. };
  63. class SkeletonEditorPlugin : public EditorPlugin {
  64. GDCLASS(SkeletonEditorPlugin, EditorPlugin);
  65. EditorNode *editor;
  66. SkeletonEditor *skeleton_editor;
  67. public:
  68. virtual String get_name() const { return "Skeleton"; }
  69. virtual bool has_main_screen() const { return false; }
  70. virtual void edit(Object *p_object);
  71. virtual bool handles(Object *p_object) const;
  72. virtual void make_visible(bool p_visible);
  73. SkeletonEditorPlugin(EditorNode *p_node);
  74. ~SkeletonEditorPlugin();
  75. };
  76. #endif // SKELETON_EDITOR_PLUGIN_H