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/*************************************************************************/
/* skeleton_ik_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_ik_editor_plugin.h"
#include "scene/animation/skeleton_ik.h"
void SkeletonIKEditorPlugin::_play() {
if (!skeleton_ik)
return;
if (!skeleton_ik->get_parent_skeleton())
return;
if (play_btn->is_pressed()) {
skeleton_ik->start();
} else {
skeleton_ik->stop();
for (int i = 0; i < skeleton_ik->get_parent_skeleton()->get_bone_count(); ++i) {
skeleton_ik->get_parent_skeleton()->set_bone_global_pose_override(i, Transform(), 0);
}
}
}
void SkeletonIKEditorPlugin::edit(Object *p_object) {
if (p_object != skeleton_ik) {
if (skeleton_ik) {
play_btn->set_pressed(false);
_play();
}
}
SkeletonIK *s = Object::cast_to<SkeletonIK>(p_object);
if (!s)
return;
skeleton_ik = s;
}
bool SkeletonIKEditorPlugin::handles(Object *p_object) const {
return p_object->is_class("SkeletonIK");
}
void SkeletonIKEditorPlugin::make_visible(bool p_visible) {
if (p_visible)
play_btn->show();
else
play_btn->hide();
}
void SkeletonIKEditorPlugin::_bind_methods() {
ClassDB::bind_method("_play", &SkeletonIKEditorPlugin::_play);
}
SkeletonIKEditorPlugin::SkeletonIKEditorPlugin(EditorNode *p_node) {
editor = p_node;
play_btn = memnew(Button);
play_btn->set_icon(editor->get_gui_base()->get_icon("Play", "EditorIcons"));
play_btn->set_text(TTR("Play IK"));
play_btn->set_toggle_mode(true);
play_btn->hide();
play_btn->connect_compat("pressed", this, "_play");
add_control_to_container(CONTAINER_SPATIAL_EDITOR_MENU, play_btn);
skeleton_ik = NULL;
}
SkeletonIKEditorPlugin::~SkeletonIKEditorPlugin() {}
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