/*************************************************************************/ /* skeleton_3d_editor_plugin.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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_3d_editor_plugin.h" #include "core/io/resource_saver.h" #include "editor/editor_file_dialog.h" #include "editor/editor_properties.h" #include "editor/editor_scale.h" #include "editor/plugins/animation_player_editor_plugin.h" #include "node_3d_editor_plugin.h" #include "scene/3d/collision_shape_3d.h" #include "scene/3d/mesh_instance_3d.h" #include "scene/3d/physics_body_3d.h" #include "scene/3d/physics_joint_3d.h" #include "scene/resources/capsule_shape_3d.h" #include "scene/resources/sphere_shape_3d.h" void BoneTransformEditor::create_editors() { const Color section_color = get_theme_color("prop_subsection", "Editor"); section = memnew(EditorInspectorSection); section->setup("trf_properties", label, this, section_color, true); add_child(section); key_button = memnew(Button); key_button->set_text(TTR("Key Transform")); key_button->set_visible(keyable); key_button->set_icon(get_theme_icon("Key", "EditorIcons")); key_button->set_flat(true); section->get_vbox()->add_child(key_button); enabled_checkbox = memnew(CheckBox(TTR("Pose Enabled"))); enabled_checkbox->set_flat(true); enabled_checkbox->set_visible(toggle_enabled); section->get_vbox()->add_child(enabled_checkbox); // Translation property translation_property = memnew(EditorPropertyVector3()); translation_property->setup(-10000, 10000, 0.001f, true); translation_property->set_label("Translation"); translation_property->set_use_folding(true); translation_property->set_read_only(false); translation_property->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed_vector3)); section->get_vbox()->add_child(translation_property); // Rotation property rotation_property = memnew(EditorPropertyVector3()); rotation_property->setup(-10000, 10000, 0.001f, true); rotation_property->set_label("Rotation Degrees"); rotation_property->set_use_folding(true); rotation_property->set_read_only(false); rotation_property->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed_vector3)); section->get_vbox()->add_child(rotation_property); // Scale property scale_property = memnew(EditorPropertyVector3()); scale_property->setup(-10000, 10000, 0.001f, true); scale_property->set_label("Scale"); scale_property->set_use_folding(true); scale_property->set_read_only(false); scale_property->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed_vector3)); section->get_vbox()->add_child(scale_property); // Transform/Matrix section transform_section = memnew(EditorInspectorSection); transform_section->setup("trf_properties_transform", "Matrix", this, section_color, true); section->get_vbox()->add_child(transform_section); // Transform/Matrix property transform_property = memnew(EditorPropertyTransform()); transform_property->setup(-10000, 10000, 0.001f, true); transform_property->set_label("Transform"); transform_property->set_use_folding(true); transform_property->set_read_only(false); transform_property->connect("property_changed", callable_mp(this, &BoneTransformEditor::_value_changed_transform)); transform_section->get_vbox()->add_child(transform_property); } void BoneTransformEditor::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { create_editors(); key_button->connect("pressed", callable_mp(this, &BoneTransformEditor::_key_button_pressed)); enabled_checkbox->connect("toggled", callable_mp(this, &BoneTransformEditor::_checkbox_toggled)); [[fallthrough]]; } case NOTIFICATION_SORT_CHILDREN: { const Ref font = get_theme_font("font", "Tree"); int font_size = get_theme_font_size("font_size", "Tree"); Point2 buffer; buffer.x += get_theme_constant("inspector_margin", "Editor"); buffer.y += font->get_height(font_size); buffer.y += get_theme_constant("vseparation", "Tree"); const float vector_height = translation_property->get_size().y; const float transform_height = transform_property->get_size().y; const float button_height = key_button->get_size().y; const float width = get_size().x - get_theme_constant("inspector_margin", "Editor"); Vector input_rects; if (keyable && section->get_vbox()->is_visible()) { input_rects.push_back(Rect2(key_button->get_position() + buffer, Size2(width, button_height))); } else { input_rects.push_back(Rect2(0, 0, 0, 0)); } if (section->get_vbox()->is_visible()) { input_rects.push_back(Rect2(translation_property->get_position() + buffer, Size2(width, vector_height))); input_rects.push_back(Rect2(rotation_property->get_position() + buffer, Size2(width, vector_height))); input_rects.push_back(Rect2(scale_property->get_position() + buffer, Size2(width, vector_height))); input_rects.push_back(Rect2(transform_property->get_position() + buffer, Size2(width, transform_height))); } else { const int32_t start = input_rects.size(); const int32_t empty_input_rect_elements = 4; const int32_t end = start + empty_input_rect_elements; for (int i = start; i < end; ++i) { input_rects.push_back(Rect2(0, 0, 0, 0)); } } for (int32_t i = 0; i < input_rects.size(); i++) { background_rects[i] = input_rects[i]; } update(); break; } case NOTIFICATION_DRAW: { const Color dark_color = get_theme_color("dark_color_2", "Editor"); for (int i = 0; i < 5; ++i) { draw_rect(background_rects[i], dark_color); } break; } } } void BoneTransformEditor::_value_changed(const double p_value) { if (updating) return; Transform tform = compute_transform_from_vector3s(); _change_transform(tform); } void BoneTransformEditor::_value_changed_vector3(const String p_property_name, const Vector3 p_vector, const StringName p_edited_property_name, const bool p_boolean) { if (updating) return; Transform tform = compute_transform_from_vector3s(); _change_transform(tform); } Transform BoneTransformEditor::compute_transform_from_vector3s() const { // Convert rotation from degrees to radians. Vector3 prop_rotation = rotation_property->get_vector(); prop_rotation.x = Math::deg2rad(prop_rotation.x); prop_rotation.y = Math::deg2rad(prop_rotation.y); prop_rotation.z = Math::deg2rad(prop_rotation.z); return Transform( Basis(prop_rotation, scale_property->get_vector()), translation_property->get_vector()); } void BoneTransformEditor::_value_changed_transform(const String p_property_name, const Transform p_transform, const StringName p_edited_property_name, const bool p_boolean) { if (updating) return; _change_transform(p_transform); } void BoneTransformEditor::_change_transform(Transform p_new_transform) { if (property.get_slicec('/', 0) == "bones" && property.get_slicec('/', 2) == "custom_pose") { undo_redo->create_action(TTR("Set Custom Bone Pose Transform"), UndoRedo::MERGE_ENDS); undo_redo->add_undo_method(skeleton, "set_bone_custom_pose", property.get_slicec('/', 1).to_int(), skeleton->get_bone_custom_pose(property.get_slicec('/', 1).to_int())); undo_redo->add_do_method(skeleton, "set_bone_custom_pose", property.get_slicec('/', 1).to_int(), p_new_transform); undo_redo->commit_action(); } else if (property.get_slicec('/', 0) == "bones") { undo_redo->create_action(TTR("Set Bone Transform"), UndoRedo::MERGE_ENDS); undo_redo->add_undo_property(skeleton, property, skeleton->get(property)); undo_redo->add_do_property(skeleton, property, p_new_transform); undo_redo->commit_action(); } } void BoneTransformEditor::update_enabled_checkbox() { if (enabled_checkbox) { const String path = "bones/" + property.get_slicec('/', 1) + "/enabled"; const bool is_enabled = skeleton->get(path); enabled_checkbox->set_pressed(is_enabled); } } void BoneTransformEditor::_update_properties() { if (updating) return; if (skeleton == nullptr) return; updating = true; Transform tform = skeleton->get(property); _update_transform_properties(tform); } void BoneTransformEditor::_update_custom_pose_properties() { if (updating) return; if (skeleton == nullptr) return; updating = true; Transform tform = skeleton->get_bone_custom_pose(property.to_int()); _update_transform_properties(tform); } void BoneTransformEditor::_update_transform_properties(Transform tform) { Basis rotation_basis = tform.get_basis(); Vector3 rotation_radians = rotation_basis.get_rotation_euler(); Vector3 rotation_degrees = Vector3(Math::rad2deg(rotation_radians.x), Math::rad2deg(rotation_radians.y), Math::rad2deg(rotation_radians.z)); Vector3 translation = tform.get_origin(); Vector3 scale = tform.basis.get_scale(); translation_property->update_using_vector(translation); rotation_property->update_using_vector(rotation_degrees); scale_property->update_using_vector(scale); transform_property->update_using_transform(tform); update_enabled_checkbox(); updating = false; } BoneTransformEditor::BoneTransformEditor(Skeleton3D *p_skeleton) : skeleton(p_skeleton), key_button(nullptr), enabled_checkbox(nullptr), keyable(false), toggle_enabled(false), updating(false) { undo_redo = EditorNode::get_undo_redo(); } void BoneTransformEditor::set_target(const String &p_prop) { property = p_prop; } void BoneTransformEditor::set_keyable(const bool p_keyable) { keyable = p_keyable; if (key_button) { key_button->set_visible(p_keyable); } } void BoneTransformEditor::set_toggle_enabled(const bool p_enabled) { toggle_enabled = p_enabled; if (enabled_checkbox) { enabled_checkbox->set_visible(p_enabled); } } void BoneTransformEditor::_key_button_pressed() { if (skeleton == nullptr) return; const BoneId bone_id = property.get_slicec('/', 1).to_int(); const String name = skeleton->get_bone_name(bone_id); if (name.empty()) return; // Need to normalize the basis before you key it Transform tform = compute_transform_from_vector3s(); tform.orthonormalize(); AnimationPlayerEditor::singleton->get_track_editor()->insert_transform_key(skeleton, name, tform); } void BoneTransformEditor::_checkbox_toggled(const bool p_toggled) { if (enabled_checkbox) { const String path = "bones/" + property.get_slicec('/', 1) + "/enabled"; skeleton->set(path, p_toggled); } } void Skeleton3DEditor::_on_click_option(int p_option) { if (!skeleton) { return; } switch (p_option) { case MENU_OPTION_CREATE_PHYSICAL_SKELETON: { create_physical_skeleton(); break; } } } void Skeleton3DEditor::create_physical_skeleton() { UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo(); ERR_FAIL_COND(!get_tree()); 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(PhysicalBone3D::JOINT_TYPE_PIN); } } } } } PhysicalBone3D *Skeleton3DEditor::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); const real_t half_height(child_rest.origin.length() * 0.5); const real_t radius(half_height * 0.2); CapsuleShape3D *bone_shape_capsule = memnew(CapsuleShape3D); bone_shape_capsule->set_height((half_height - radius) * 2); bone_shape_capsule->set_radius(radius); CollisionShape3D *bone_shape = memnew(CollisionShape3D); bone_shape->set_shape(bone_shape_capsule); Transform body_transform; body_transform.set_look_at(Vector3(0, 0, 0), child_rest.origin, Vector3(0, 1, 0)); body_transform.origin = body_transform.basis.xform(Vector3(0, 0, -half_height)); Transform joint_transform; joint_transform.origin = Vector3(0, 0, half_height); PhysicalBone3D *physical_bone = memnew(PhysicalBone3D); 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; } Variant Skeleton3DEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) { TreeItem *selected = joint_tree->get_selected(); if (!selected) return Variant(); Ref icon = selected->get_icon(0); VBoxContainer *vb = memnew(VBoxContainer); HBoxContainer *hb = memnew(HBoxContainer); TextureRect *tf = memnew(TextureRect); tf->set_texture(icon); tf->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED); hb->add_child(tf); Label *label = memnew(Label(selected->get_text(0))); hb->add_child(label); vb->add_child(hb); hb->set_modulate(Color(1, 1, 1, 1)); set_drag_preview(vb); Dictionary drag_data; drag_data["type"] = "nodes"; drag_data["node"] = selected; return drag_data; } bool Skeleton3DEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const { TreeItem *target = joint_tree->get_item_at_position(p_point); if (!target) return false; const String path = target->get_metadata(0); if (!path.begins_with("bones/")) return false; TreeItem *selected = Object::cast_to(Dictionary(p_data)["node"]); if (target == selected) return false; const String path2 = target->get_metadata(0); if (!path2.begins_with("bones/")) return false; return true; } void Skeleton3DEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) { if (!can_drop_data_fw(p_point, p_data, p_from)) return; TreeItem *target = joint_tree->get_item_at_position(p_point); TreeItem *selected = Object::cast_to(Dictionary(p_data)["node"]); const BoneId target_boneidx = String(target->get_metadata(0)).get_slicec('/', 1).to_int(); const BoneId selected_boneidx = String(selected->get_metadata(0)).get_slicec('/', 1).to_int(); move_skeleton_bone(skeleton->get_path(), selected_boneidx, target_boneidx); } void Skeleton3DEditor::move_skeleton_bone(NodePath p_skeleton_path, int32_t p_selected_boneidx, int32_t p_target_boneidx) { Node *node = get_node_or_null(p_skeleton_path); Skeleton3D *skeleton = Object::cast_to(node); ERR_FAIL_NULL(skeleton); UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo(); ur->create_action(TTR("Set Bone Parentage")); // If the target is a child of ourselves, we move only *us* and not our children if (skeleton->is_bone_parent_of(p_target_boneidx, p_selected_boneidx)) { const BoneId parent_idx = skeleton->get_bone_parent(p_selected_boneidx); const int bone_count = skeleton->get_bone_count(); for (BoneId i = 0; i < bone_count; ++i) { if (skeleton->get_bone_parent(i) == p_selected_boneidx) { ur->add_undo_method(skeleton, "set_bone_parent", i, skeleton->get_bone_parent(i)); ur->add_do_method(skeleton, "set_bone_parent", i, parent_idx); skeleton->set_bone_parent(i, parent_idx); } } } ur->add_undo_method(skeleton, "set_bone_parent", p_selected_boneidx, skeleton->get_bone_parent(p_selected_boneidx)); ur->add_do_method(skeleton, "set_bone_parent", p_selected_boneidx, p_target_boneidx); skeleton->set_bone_parent(p_selected_boneidx, p_target_boneidx); update_joint_tree(); ur->commit_action(); } void Skeleton3DEditor::_joint_tree_selection_changed() { TreeItem *selected = joint_tree->get_selected(); const String path = selected->get_metadata(0); if (path.begins_with("bones/")) { const int b_idx = path.get_slicec('/', 1).to_int(); const String bone_path = "bones/" + itos(b_idx) + "/"; pose_editor->set_target(bone_path + "pose"); rest_editor->set_target(bone_path + "rest"); custom_pose_editor->set_target(bone_path + "custom_pose"); pose_editor->set_visible(true); rest_editor->set_visible(true); custom_pose_editor->set_visible(true); } } void Skeleton3DEditor::_joint_tree_rmb_select(const Vector2 &p_pos) { } void Skeleton3DEditor::_update_properties() { if (rest_editor) rest_editor->_update_properties(); if (pose_editor) pose_editor->_update_properties(); if (custom_pose_editor) custom_pose_editor->_update_custom_pose_properties(); } void Skeleton3DEditor::update_joint_tree() { joint_tree->clear(); if (skeleton == nullptr) return; TreeItem *root = joint_tree->create_item(); Map items; items.insert(-1, root); const Vector &joint_porder = skeleton->get_bone_process_orders(); Ref bone_icon = get_theme_icon("BoneAttachment3D", "EditorIcons"); for (int i = 0; i < joint_porder.size(); ++i) { const int b_idx = joint_porder[i]; const int p_idx = skeleton->get_bone_parent(b_idx); TreeItem *p_item = items.find(p_idx)->get(); TreeItem *joint_item = joint_tree->create_item(p_item); items.insert(b_idx, joint_item); joint_item->set_text(0, skeleton->get_bone_name(b_idx)); joint_item->set_icon(0, bone_icon); joint_item->set_selectable(0, true); joint_item->set_metadata(0, "bones/" + itos(b_idx)); } } void Skeleton3DEditor::update_editors() { } void Skeleton3DEditor::create_editors() { set_h_size_flags(SIZE_EXPAND_FILL); add_theme_constant_override("separation", 0); set_focus_mode(FOCUS_ALL); // Create Top Menu Bar options = memnew(MenuButton); Node3DEditor::get_singleton()->add_control_to_menu_panel(options); options->set_text(TTR("Skeleton3D")); options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Skeleton3D", "EditorIcons")); options->get_popup()->add_item(TTR("Create physical skeleton"), MENU_OPTION_CREATE_PHYSICAL_SKELETON); options->get_popup()->connect("id_pressed", callable_mp(this, &Skeleton3DEditor::_on_click_option)); const Color section_color = get_theme_color("prop_subsection", "Editor"); EditorInspectorSection *bones_section = memnew(EditorInspectorSection); bones_section->setup("bones", "Bones", skeleton, section_color, true); add_child(bones_section); bones_section->unfold(); ScrollContainer *s_con = memnew(ScrollContainer); s_con->set_h_size_flags(SIZE_EXPAND_FILL); s_con->set_custom_minimum_size(Size2(1, 350) * EDSCALE); bones_section->get_vbox()->add_child(s_con); joint_tree = memnew(Tree); joint_tree->set_columns(1); joint_tree->set_focus_mode(Control::FocusMode::FOCUS_NONE); joint_tree->set_select_mode(Tree::SELECT_SINGLE); joint_tree->set_hide_root(true); joint_tree->set_v_size_flags(SIZE_EXPAND_FILL); joint_tree->set_h_size_flags(SIZE_EXPAND_FILL); joint_tree->set_allow_rmb_select(true); joint_tree->set_drag_forwarding(this); s_con->add_child(joint_tree); pose_editor = memnew(BoneTransformEditor(skeleton)); pose_editor->set_label(TTR("Bone Pose")); pose_editor->set_keyable(AnimationPlayerEditor::singleton->get_track_editor()->has_keying()); pose_editor->set_toggle_enabled(true); pose_editor->set_visible(false); add_child(pose_editor); rest_editor = memnew(BoneTransformEditor(skeleton)); rest_editor->set_label(TTR("Bone Rest")); rest_editor->set_visible(false); add_child(rest_editor); custom_pose_editor = memnew(BoneTransformEditor(skeleton)); custom_pose_editor->set_label(TTR("Bone Custom Pose")); custom_pose_editor->set_visible(false); add_child(custom_pose_editor); } void Skeleton3DEditor::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { create_editors(); update_joint_tree(); update_editors(); get_tree()->connect("node_removed", callable_mp(this, &Skeleton3DEditor::_node_removed), Vector(), Object::CONNECT_ONESHOT); joint_tree->connect("item_selected", callable_mp(this, &Skeleton3DEditor::_joint_tree_selection_changed)); joint_tree->connect("item_rmb_selected", callable_mp(this, &Skeleton3DEditor::_joint_tree_rmb_select)); #ifdef TOOLS_ENABLED skeleton->connect("pose_updated", callable_mp(this, &Skeleton3DEditor::_update_properties)); #endif // TOOLS_ENABLED break; } } } void Skeleton3DEditor::_node_removed(Node *p_node) { if (skeleton && p_node == skeleton) { skeleton = nullptr; options->hide(); } _update_properties(); } void Skeleton3DEditor::_bind_methods() { ClassDB::bind_method(D_METHOD("_node_removed"), &Skeleton3DEditor::_node_removed); ClassDB::bind_method(D_METHOD("_joint_tree_selection_changed"), &Skeleton3DEditor::_joint_tree_selection_changed); ClassDB::bind_method(D_METHOD("_joint_tree_rmb_select"), &Skeleton3DEditor::_joint_tree_rmb_select); ClassDB::bind_method(D_METHOD("_update_properties"), &Skeleton3DEditor::_update_properties); ClassDB::bind_method(D_METHOD("_on_click_option"), &Skeleton3DEditor::_on_click_option); ClassDB::bind_method(D_METHOD("get_drag_data_fw"), &Skeleton3DEditor::get_drag_data_fw); ClassDB::bind_method(D_METHOD("can_drop_data_fw"), &Skeleton3DEditor::can_drop_data_fw); ClassDB::bind_method(D_METHOD("drop_data_fw"), &Skeleton3DEditor::drop_data_fw); ClassDB::bind_method(D_METHOD("move_skeleton_bone"), &Skeleton3DEditor::move_skeleton_bone); } Skeleton3DEditor::Skeleton3DEditor(EditorInspectorPluginSkeleton *e_plugin, EditorNode *p_editor, Skeleton3D *p_skeleton) : editor(p_editor), editor_plugin(e_plugin), skeleton(p_skeleton) { } Skeleton3DEditor::~Skeleton3DEditor() { if (options) { Node3DEditor::get_singleton()->remove_control_from_menu_panel(options); } } bool EditorInspectorPluginSkeleton::can_handle(Object *p_object) { return Object::cast_to(p_object) != nullptr; } void EditorInspectorPluginSkeleton::parse_begin(Object *p_object) { Skeleton3D *skeleton = Object::cast_to(p_object); ERR_FAIL_COND(!skeleton); Skeleton3DEditor *skel_editor = memnew(Skeleton3DEditor(this, editor, skeleton)); add_custom_control(skel_editor); } Skeleton3DEditorPlugin::Skeleton3DEditorPlugin(EditorNode *p_node) { editor = p_node; Ref skeleton_plugin; skeleton_plugin.instance(); skeleton_plugin->editor = editor; EditorInspector::add_inspector_plugin(skeleton_plugin); }