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path: root/editor/plugins/skeleton_ik_editor_plugin.cpp
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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();
		skeleton_ik->get_parent_skeleton()->clear_bones_global_pose_override();
	}
}

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() {
}

SkeletonIKEditorPlugin::SkeletonIKEditorPlugin(EditorNode *p_node) {

	editor = p_node;
	play_btn = memnew(Button);
	play_btn->set_icon(editor->get_gui_base()->get_theme_icon("Play", "EditorIcons"));
	play_btn->set_text(TTR("Play IK"));
	play_btn->set_toggle_mode(true);
	play_btn->hide();
	play_btn->connect("pressed", callable_mp(this, &SkeletonIKEditorPlugin::_play));
	add_control_to_container(CONTAINER_SPATIAL_EDITOR_MENU, play_btn);
	skeleton_ik = NULL;
}

SkeletonIKEditorPlugin::~SkeletonIKEditorPlugin() {}