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- /*************************************************************************/
- /* skeleton_ik_3d_editor_plugin.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2022 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_ik_3d_editor_plugin.h"
- #include "editor/editor_node.h"
- #include "scene/3d/skeleton_ik_3d.h"
- void SkeletonIK3DEditorPlugin::_play() {
- if (!skeleton_ik) {
- return;
- }
- if (!skeleton_ik->get_parent_skeleton()) {
- return;
- }
- if (play_btn->is_pressed()) {
- skeleton_ik->start();
- } else {
- skeleton_ik->stop();
- skeleton_ik->get_parent_skeleton()->clear_bones_global_pose_override();
- }
- }
- void SkeletonIK3DEditorPlugin::edit(Object *p_object) {
- if (p_object != skeleton_ik) {
- if (skeleton_ik) {
- play_btn->set_pressed(false);
- _play();
- }
- }
- SkeletonIK3D *s = Object::cast_to<SkeletonIK3D>(p_object);
- if (!s) {
- return;
- }
- skeleton_ik = s;
- }
- bool SkeletonIK3DEditorPlugin::handles(Object *p_object) const {
- return p_object->is_class("SkeletonIK3D");
- }
- void SkeletonIK3DEditorPlugin::make_visible(bool p_visible) {
- if (p_visible) {
- play_btn->show();
- } else {
- play_btn->hide();
- }
- }
- void SkeletonIK3DEditorPlugin::_bind_methods() {
- }
- SkeletonIK3DEditorPlugin::SkeletonIK3DEditorPlugin() {
- play_btn = memnew(Button);
- play_btn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Play"), SNAME("EditorIcons")));
- play_btn->set_text(TTR("Play IK"));
- play_btn->set_toggle_mode(true);
- play_btn->hide();
- play_btn->connect("pressed", callable_mp(this, &SkeletonIK3DEditorPlugin::_play));
- add_control_to_container(CONTAINER_SPATIAL_EDITOR_MENU, play_btn);
- skeleton_ik = nullptr;
- }
- SkeletonIK3DEditorPlugin::~SkeletonIK3DEditorPlugin() {}
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