skeleton_ik_3d_editor_plugin.cpp 3.6 KB

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  1. /*************************************************************************/
  2. /* skeleton_ik_3d_editor_plugin.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 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. #include "skeleton_ik_3d_editor_plugin.h"
  31. #include "editor/editor_node.h"
  32. #include "scene/3d/skeleton_ik_3d.h"
  33. void SkeletonIK3DEditorPlugin::_play() {
  34. if (!skeleton_ik) {
  35. return;
  36. }
  37. if (!skeleton_ik->get_parent_skeleton()) {
  38. return;
  39. }
  40. if (play_btn->is_pressed()) {
  41. skeleton_ik->start();
  42. } else {
  43. skeleton_ik->stop();
  44. skeleton_ik->get_parent_skeleton()->clear_bones_global_pose_override();
  45. }
  46. }
  47. void SkeletonIK3DEditorPlugin::edit(Object *p_object) {
  48. if (p_object != skeleton_ik) {
  49. if (skeleton_ik) {
  50. play_btn->set_pressed(false);
  51. _play();
  52. }
  53. }
  54. SkeletonIK3D *s = Object::cast_to<SkeletonIK3D>(p_object);
  55. if (!s) {
  56. return;
  57. }
  58. skeleton_ik = s;
  59. }
  60. bool SkeletonIK3DEditorPlugin::handles(Object *p_object) const {
  61. return p_object->is_class("SkeletonIK3D");
  62. }
  63. void SkeletonIK3DEditorPlugin::make_visible(bool p_visible) {
  64. if (p_visible) {
  65. play_btn->show();
  66. } else {
  67. play_btn->hide();
  68. }
  69. }
  70. void SkeletonIK3DEditorPlugin::_bind_methods() {
  71. }
  72. SkeletonIK3DEditorPlugin::SkeletonIK3DEditorPlugin() {
  73. play_btn = memnew(Button);
  74. play_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Play"), SNAME("EditorIcons")));
  75. play_btn->set_text(TTR("Play IK"));
  76. play_btn->set_toggle_mode(true);
  77. play_btn->hide();
  78. play_btn->connect("pressed", callable_mp(this, &SkeletonIK3DEditorPlugin::_play));
  79. add_control_to_container(CONTAINER_SPATIAL_EDITOR_MENU, play_btn);
  80. skeleton_ik = nullptr;
  81. }
  82. SkeletonIK3DEditorPlugin::~SkeletonIK3DEditorPlugin() {}