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2 /*  skeleton_editor_plugin.h                                             */
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30 
31 #ifndef SKELETON_EDITOR_PLUGIN_H
32 #define SKELETON_EDITOR_PLUGIN_H
33 
34 #include "editor/editor_node.h"
35 #include "editor/editor_plugin.h"
36 #include "scene/3d/skeleton.h"
37 
38 class PhysicalBone;
39 class Joint;
40 
41 class SkeletonEditor : public Node {
42 	GDCLASS(SkeletonEditor, Node);
43 
44 	enum Menu {
45 		MENU_OPTION_CREATE_PHYSICAL_SKELETON
46 	};
47 
48 	struct BoneInfo {
49 		PhysicalBone *physical_bone;
50 		Transform relative_rest; // Relative to skeleton node
BoneInfoBoneInfo51 		BoneInfo() :
52 				physical_bone(NULL) {}
53 	};
54 
55 	Skeleton *skeleton;
56 
57 	MenuButton *options;
58 
59 	void _on_click_option(int p_option);
60 
61 	friend class SkeletonEditorPlugin;
62 
63 protected:
64 	void _notification(int p_what);
65 	void _node_removed(Node *p_node);
66 	static void _bind_methods();
67 
68 	void create_physical_skeleton();
69 	PhysicalBone *create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos);
70 
71 public:
72 	void edit(Skeleton *p_node);
73 
74 	SkeletonEditor();
75 	~SkeletonEditor();
76 };
77 
78 class SkeletonEditorPlugin : public EditorPlugin {
79 
80 	GDCLASS(SkeletonEditorPlugin, EditorPlugin);
81 
82 	EditorNode *editor;
83 	SkeletonEditor *skeleton_editor;
84 
85 public:
get_name()86 	virtual String get_name() const { return "Skeleton"; }
has_main_screen()87 	virtual bool has_main_screen() const { return false; }
88 	virtual void edit(Object *p_object);
89 	virtual bool handles(Object *p_object) const;
90 	virtual void make_visible(bool p_visible);
91 
92 	SkeletonEditorPlugin(EditorNode *p_node);
93 	~SkeletonEditorPlugin();
94 };
95 
96 #endif // SKELETON_EDITOR_PLUGIN_H
97