/**************************************************************************/ /* bone_map_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 BONE_MAP_EDITOR_PLUGIN_H #define BONE_MAP_EDITOR_PLUGIN_H #include "editor/editor_node.h" #include "editor/editor_plugin.h" #include "editor/editor_properties.h" #include "modules/modules_enabled.gen.h" // For regex. #ifdef MODULE_REGEX_ENABLED #include "modules/regex/regex.h" #endif #include "scene/3d/skeleton_3d.h" #include "scene/gui/box_container.h" #include "scene/gui/color_rect.h" #include "scene/gui/dialogs.h" #include "scene/resources/bone_map.h" #include "scene/resources/texture.h" class AspectRatioContainer; class BoneMapperButton : public TextureButton { GDCLASS(BoneMapperButton, TextureButton); public: enum BoneMapState { BONE_MAP_STATE_UNSET, BONE_MAP_STATE_SET, BONE_MAP_STATE_MISSING, BONE_MAP_STATE_ERROR }; private: StringName profile_bone_name; bool selected = false; bool require = false; TextureRect *circle = nullptr; void fetch_textures(); protected: void _notification(int p_what); public: StringName get_profile_bone_name() const; void set_state(BoneMapState p_state); bool is_require() const; BoneMapperButton(const StringName p_profile_bone_name, bool p_require, bool p_selected); ~BoneMapperButton(); }; class BoneMapperItem : public VBoxContainer { GDCLASS(BoneMapperItem, VBoxContainer); int button_id = -1; StringName profile_bone_name; Ref bone_map; EditorPropertyText *skeleton_bone_selector = nullptr; Button *picker_button = nullptr; void _update_property(); void _open_picker(); protected: void _notification(int p_what); static void _bind_methods(); virtual void _value_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing); virtual void create_editor(); public: void assign_button_id(int p_button_id); BoneMapperItem(Ref &p_bone_map, const StringName &p_profile_bone_name = StringName()); ~BoneMapperItem(); }; class BonePicker : public AcceptDialog { GDCLASS(BonePicker, AcceptDialog); Skeleton3D *skeleton = nullptr; Tree *bones = nullptr; public: void popup_bones_tree(const Size2i &p_minsize = Size2i()); bool has_selected_bone(); StringName get_selected_bone(); protected: void _notification(int p_what); static void _bind_methods(); void _confirm(); private: void create_editors(); void create_bones_tree(Skeleton3D *p_skeleton); public: BonePicker(Skeleton3D *p_skeleton); ~BonePicker(); }; class BoneMapper : public VBoxContainer { GDCLASS(BoneMapper, VBoxContainer); Skeleton3D *skeleton = nullptr; Ref bone_map; EditorPropertyResource *profile_selector = nullptr; Vector bone_mapper_items; Button *clear_mapping_button = nullptr; VBoxContainer *mapper_item_vbox = nullptr; int current_group_idx = 0; int current_bone_idx = -1; AspectRatioContainer *bone_mapper_field = nullptr; EditorPropertyEnum *profile_group_selector = nullptr; ColorRect *profile_bg = nullptr; TextureRect *profile_texture = nullptr; Vector bone_mapper_buttons; void create_editor(); void recreate_editor(); void clear_items(); void recreate_items(); void update_group_idx(); void _update_state(); /* Bone picker */ BonePicker *picker = nullptr; StringName picker_key_name; void _pick_bone(const StringName &p_bone_name); void _apply_picker_selection(); void _clear_mapping_current_group(); #ifdef MODULE_REGEX_ENABLED /* For auto mapping */ enum BoneSegregation { BONE_SEGREGATION_NONE, BONE_SEGREGATION_LEFT, BONE_SEGREGATION_RIGHT }; int search_bone_by_name(Skeleton3D *p_skeleton, Vector p_picklist, BoneSegregation p_segregation = BONE_SEGREGATION_NONE, int p_parent = -1, int p_child = -1, int p_children_count = -1); BoneSegregation guess_bone_segregation(String p_bone_name); void auto_mapping_process(Ref &p_bone_map); void _run_auto_mapping(); #endif // MODULE_REGEX_ENABLED protected: void _notification(int p_what); static void _bind_methods(); virtual void _value_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing); virtual void _profile_changed(const String &p_property, Variant p_value, const String &p_name, bool p_changing); public: void set_current_group_idx(int p_group_idx); int get_current_group_idx() const; void set_current_bone_idx(int p_bone_idx); int get_current_bone_idx() const; BoneMapper(Skeleton3D *p_skeleton, Ref &p_bone_map); ~BoneMapper(); }; class BoneMapEditor : public VBoxContainer { GDCLASS(BoneMapEditor, VBoxContainer); Skeleton3D *skeleton = nullptr; Ref bone_map; BoneMapper *bone_mapper = nullptr; void fetch_objects(); void create_editors(); protected: void _notification(int p_what); public: BoneMapEditor(Ref &p_bone_map); ~BoneMapEditor(); }; class EditorInspectorPluginBoneMap : public EditorInspectorPlugin { GDCLASS(EditorInspectorPluginBoneMap, EditorInspectorPlugin); BoneMapEditor *editor = nullptr; public: virtual bool can_handle(Object *p_object) override; virtual void parse_begin(Object *p_object) override; }; class BoneMapEditorPlugin : public EditorPlugin { GDCLASS(BoneMapEditorPlugin, EditorPlugin); public: virtual String get_name() const override { return "BoneMap"; } BoneMapEditorPlugin(); }; #endif // BONE_MAP_EDITOR_PLUGIN_H