/*************************************************************************/ /* skeleton_editor_plugin.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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. */ /*************************************************************************/ #include "skeleton_editor_plugin.h" #include "scene/3d/collision_shape.h" #include "scene/3d/physics_body.h" #include "scene/3d/physics_joint.h" #include "scene/resources/capsule_shape.h" #include "scene/resources/sphere_shape.h" #include "spatial_editor_plugin.h" void SkeletonEditor::_on_click_option(int p_option) { if (!skeleton) { return; } switch (p_option) { case MENU_OPTION_CREATE_PHYSICAL_SKELETON: { create_physical_skeleton(); } break; } } void SkeletonEditor::create_physical_skeleton() { UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo(); Node *owner = skeleton == get_tree()->get_edited_scene_root() ? skeleton : skeleton->get_owner(); const int bc = skeleton->get_bone_count(); if (!bc) { return; } Vector bones_infos; bones_infos.resize(bc); for (int bone_id = 0; bc > bone_id; ++bone_id) { const int parent = skeleton->get_bone_parent(bone_id); if (parent < 0) { bones_infos.write[bone_id].relative_rest = skeleton->get_bone_rest(bone_id); } else { const int parent_parent = skeleton->get_bone_parent(parent); bones_infos.write[bone_id].relative_rest = bones_infos[parent].relative_rest * skeleton->get_bone_rest(bone_id); /// create physical bone on parent if (!bones_infos[parent].physical_bone) { bones_infos.write[parent].physical_bone = create_physical_bone(parent, bone_id, bones_infos); ur->create_action(TTR("Create physical bones")); ur->add_do_method(skeleton, "add_child", bones_infos[parent].physical_bone); ur->add_do_reference(bones_infos[parent].physical_bone); ur->add_undo_method(skeleton, "remove_child", bones_infos[parent].physical_bone); ur->commit_action(); bones_infos[parent].physical_bone->set_bone_name(skeleton->get_bone_name(parent)); bones_infos[parent].physical_bone->set_owner(owner); bones_infos[parent].physical_bone->get_child(0)->set_owner(owner); // set shape owner /// Create joint between parent of parent if (-1 != parent_parent) { bones_infos[parent].physical_bone->set_joint_type(PhysicalBone::JOINT_TYPE_PIN); } } } } } PhysicalBone *SkeletonEditor::create_physical_bone(int bone_id, int bone_child_id, const Vector &bones_infos) { const Transform child_rest = skeleton->get_bone_rest(bone_child_id); real_t half_height(child_rest.origin.length() * 0.5); real_t radius(half_height * 0.2); CapsuleShape *bone_shape_capsule = memnew(CapsuleShape); bone_shape_capsule->set_height((half_height - radius) * 2); bone_shape_capsule->set_radius(radius); CollisionShape *bone_shape = memnew(CollisionShape); bone_shape->set_shape(bone_shape_capsule); Transform capsule_transform; bone_shape->set_transform(capsule_transform); Vector3 up = Vector3(0, 1, 0); if (up.cross(child_rest.origin).is_equal_approx(Vector3())) { up = Vector3(0, 0, 1); } Transform body_transform; body_transform.set_look_at(Vector3(0, 0, 0), child_rest.origin, up); body_transform.origin = body_transform.basis.xform(Vector3(0, 0, -half_height)); Transform joint_transform; joint_transform.origin = Vector3(0, 0, half_height); PhysicalBone *physical_bone = memnew(PhysicalBone); physical_bone->add_child(bone_shape); physical_bone->set_name("Physical Bone " + skeleton->get_bone_name(bone_id)); physical_bone->set_body_offset(body_transform); physical_bone->set_joint_offset(joint_transform); return physical_bone; } void SkeletonEditor::edit(Skeleton *p_node) { skeleton = p_node; } void SkeletonEditor::_notification(int p_what) { if (p_what == NOTIFICATION_ENTER_TREE) { get_tree()->connect("node_removed", this, "_node_removed"); } } void SkeletonEditor::_node_removed(Node *p_node) { if (p_node == skeleton) { skeleton = nullptr; options->hide(); } } void SkeletonEditor::_bind_methods() { ClassDB::bind_method("_on_click_option", &SkeletonEditor::_on_click_option); ClassDB::bind_method("_node_removed", &SkeletonEditor::_node_removed); } SkeletonEditor::SkeletonEditor() { skeleton = nullptr; options = memnew(MenuButton); SpatialEditor::get_singleton()->add_control_to_menu_panel(options); options->set_text(TTR("Skeleton")); options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Skeleton", "EditorIcons")); options->get_popup()->add_item(TTR("Create physical skeleton"), MENU_OPTION_CREATE_PHYSICAL_SKELETON); options->get_popup()->connect("id_pressed", this, "_on_click_option"); options->hide(); } SkeletonEditor::~SkeletonEditor() {} void SkeletonEditorPlugin::edit(Object *p_object) { skeleton_editor->edit(Object::cast_to(p_object)); } bool SkeletonEditorPlugin::handles(Object *p_object) const { return p_object->is_class("Skeleton"); } void SkeletonEditorPlugin::make_visible(bool p_visible) { if (p_visible) { skeleton_editor->options->show(); } else { skeleton_editor->options->hide(); skeleton_editor->edit(nullptr); } } SkeletonEditorPlugin::SkeletonEditorPlugin(EditorNode *p_node) { editor = p_node; skeleton_editor = memnew(SkeletonEditor); editor->get_viewport()->add_child(skeleton_editor); } SkeletonEditorPlugin::~SkeletonEditorPlugin() {}