1 /*************************************************************************/ 2 /* skeleton_editor_plugin.h */ 3 /*************************************************************************/ 4 /* This file is part of: */ 5 /* GODOT ENGINE */ 6 /* https://godotengine.org */ 7 /*************************************************************************/ 8 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ 9 /* Copyright (c) 2014-2020 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 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