/**************************************************************************/ /* skeleton_editor_plugin.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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(nullptr) {} }; 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 &bones_infos); public: void edit(Skeleton *p_node); 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