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- /*************************************************************************/
- /* skeleton_editor_plugin.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 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_EDITOR_PLUGIN_H
- #define SKELETON_EDITOR_PLUGIN_H
- #include "editor/editor_node.h"
- #include "editor/editor_plugin.h"
- #include "scene/3d/skeleton.h"
- class PhysicalBone;
- class Joint;
- class SkeletonEditor : public Node {
- GDCLASS(SkeletonEditor, Node);
- enum Menu {
- MENU_OPTION_CREATE_PHYSICAL_SKELETON
- };
- struct BoneInfo {
- PhysicalBone *physical_bone;
- Transform relative_rest; // Relative to skeleton node
- BoneInfo() :
- physical_bone(NULL) {}
- };
- Skeleton *skeleton;
- MenuButton *options;
- void _on_click_option(int p_option);
- friend class SkeletonEditorPlugin;
- protected:
- void _notification(int p_what);
- void _node_removed(Node *p_node);
- static void _bind_methods();
- void create_physical_skeleton();
- PhysicalBone *create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos);
- public:
- void edit(Skeleton *p_mesh);
- SkeletonEditor();
- ~SkeletonEditor();
- };
- class SkeletonEditorPlugin : public EditorPlugin {
- GDCLASS(SkeletonEditorPlugin, EditorPlugin);
- EditorNode *editor;
- SkeletonEditor *skeleton_editor;
- public:
- virtual String get_name() const { return "Skeleton"; }
- virtual bool has_main_screen() const { return false; }
- virtual void edit(Object *p_object);
- virtual bool handles(Object *p_object) const;
- virtual void make_visible(bool p_visible);
- SkeletonEditorPlugin(EditorNode *p_node);
- ~SkeletonEditorPlugin();
- };
- #endif // SKELETON_EDITOR_PLUGIN_H
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