1 /*************************************************************************/
2 /* skeleton_ik_editor_plugin.cpp */
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 /* */
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12 /* a copy of this software and associated documentation files (the */
13 /* "Software"), to deal in the Software without restriction, including */
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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: */
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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 #include "skeleton_ik_editor_plugin.h"
32
33 #include "scene/animation/skeleton_ik.h"
34
_play()35 void SkeletonIKEditorPlugin::_play() {
36
37 if (!skeleton_ik)
38 return;
39
40 if (!skeleton_ik->get_parent_skeleton())
41 return;
42
43 if (play_btn->is_pressed()) {
44 skeleton_ik->start();
45 } else {
46 skeleton_ik->stop();
47 skeleton_ik->get_parent_skeleton()->clear_bones_global_pose_override();
48 }
49 }
50
edit(Object * p_object)51 void SkeletonIKEditorPlugin::edit(Object *p_object) {
52
53 if (p_object != skeleton_ik) {
54 if (skeleton_ik) {
55 play_btn->set_pressed(false);
56 _play();
57 }
58 }
59
60 SkeletonIK *s = Object::cast_to<SkeletonIK>(p_object);
61 if (!s)
62 return;
63
64 skeleton_ik = s;
65 }
66
handles(Object * p_object) const67 bool SkeletonIKEditorPlugin::handles(Object *p_object) const {
68
69 return p_object->is_class("SkeletonIK");
70 }
71
make_visible(bool p_visible)72 void SkeletonIKEditorPlugin::make_visible(bool p_visible) {
73
74 if (p_visible)
75 play_btn->show();
76 else
77 play_btn->hide();
78 }
79
_bind_methods()80 void SkeletonIKEditorPlugin::_bind_methods() {
81
82 ClassDB::bind_method("_play", &SkeletonIKEditorPlugin::_play);
83 }
84
SkeletonIKEditorPlugin(EditorNode * p_node)85 SkeletonIKEditorPlugin::SkeletonIKEditorPlugin(EditorNode *p_node) {
86
87 editor = p_node;
88 play_btn = memnew(Button);
89 play_btn->set_icon(editor->get_gui_base()->get_icon("Play", "EditorIcons"));
90 play_btn->set_text(TTR("Play IK"));
91 play_btn->set_toggle_mode(true);
92 play_btn->hide();
93 play_btn->connect("pressed", this, "_play");
94 add_control_to_container(CONTAINER_SPATIAL_EDITOR_MENU, play_btn);
95 skeleton_ik = NULL;
96 }
97
~SkeletonIKEditorPlugin()98 SkeletonIKEditorPlugin::~SkeletonIKEditorPlugin() {}
99